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Messages - dj_buckley

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1
I need help / Re: Is it possible to match this camera angle?
« on: 2019-07-16, 21:13:10 »
I'm pretty sure you can do this with PTGui if you have the original files with the EXIF data in them.

When you stitch the Pano in PTGui it gives you a new FoV for the resulting panorama making it easier to match.

I could be wrong, it's been a while since I've done it

2
I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-12, 14:52:45 »
Thats not zoomed in as such.  That's a full res crop through a camera rendered at 5000px

Making the geometry bigger isn't an option.  These are set size panels.  I'd normally just extrude it, but the geometry is too complexed with multiple panels of varying sizes covering the entire facade of a building.

I'm now considering just making displacement maps for them all and using the water level displacement to give the impression of a solid panel

3
I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 19:59:16 »
Spoke too soon - up close it doesn't work with round corners at all, why would this be?

4
I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 18:43:16 »
And the best part is it works with Round Corners too, does life get any better than clean geometry and a render time boolean with chamfered edges? haha

5
I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 18:28:06 »
Thanks, but you can ignore me now.  I was being stupid.  Got it working now

6
I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 16:43:20 »
Here's the scene, I genuinely can't get it to work so i'm clearly missing something very simple

7
I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 16:35:19 »
Hmm I've just tried that but it doesn't seem to work - I assume you mean the duplicate cutter object as per the thread I linked to.

Or have I misread it, let me look again

8
I need help / Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 16:28:15 »
See attached, I've some really complexed shapes/panels to make so was hoping this would work, but as you can see in the image, my booleans are 'hollow' is that makes sense.  I need the resulting borders to be bridged together so the red part still looks solid

The basic setup is the same as this, just without the 'inside colour' object as I want it all the same colour/material

https://corona-renderer.com/forum/index.php?topic=13210.0

9
I need help / Re: Accurate anodized aluminum
« on: 2019-07-10, 14:09:18 »
Looks great John

Are you happy to share how you've got the cellular map setup?

10
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2019-07-04, 18:31:44 »
+1 on the learning of how to extract and make usable LUTS from specific camera profiles, I have a D810 and I'd love to being to extract the response curves of the various picture modes (Standard, Neutral, Flat, Landscape etc) and use them as LUTS or Curves in VFB.  It would make camera matching lighting and colours an absolute dream

11
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2019-07-04, 18:27:15 »
get the extension called Eye Dropper

Just in case you don't know about it: you can use Corona improved Picker inside Max to sample values directly from anywhere on the screen (drag the eyedropper icon).


Good Luck

every day is a school day :)

12
I need help / Re: How to get my corona sky this type of blue
« on: 2019-07-04, 18:18:33 »
I just find, -4 way too dark too like Frood, hence why I asked.  I seem to be -3.5, -3 at the minute too, was just curious that's all.  The reason I mentioned PBR becoming more commonplace is that PBR effectively introduced the notion that the Albedo (Diffuse) is actually much darker than what we first perceived or should I say used. 

So for example white painted stucco walls albedo being around 170,170,170 - on a sunny day, i'd expect a white stucco wall to look quite blown out, but if you set that up in Corona with a sun/sky both being on 1, at EV -4.2 it looks super dull and grey, yet changing it to -3.25, with a touch of HC (say 1.5), it starts to look as I'd expect it look in reality with areas of direct sunlight looking nice and white.

So I was just querying and curious as to whether the suggested -4ish EV originally stemmed from materials being too bright as opposed to incorrect sun exposure

13
I need help / Re: How to get my corona sky this type of blue
« on: 2019-07-04, 15:23:05 »
Well I agree with romullus. In a summer outdoor scene my EV will typically be around -4,2 with he and contrast both set to 1. And with these settings the sky doesn't look a bit overexposed.

Sorry to dig up a 2 and a half year old thread, but this is something I'm currently looking at at the minute.  Now that PBR materials/textures are much more commonplace than they were back in 2016 when this thread was alive.  I'm curious as to whether you're still finding -4.2 as a good EV value for exterior summer shots in bright sunlight?

14
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2019-07-03, 22:43:45 »
It makes no difference where you get the swatch from as long as the RGB values correlate. I just used windows snipping tool, saved the jpg to the desktop and open it in photoshop.

You can see here the swatch from the Dulux website for "Scotts Pine"
https://www.dulux.com.au/specifier/colour/colour-atlas#!/colour/dulux_dulux_21849

RGB = R: 96, G: 101, B: 58
HEX: #60653a

Attached is the photoshop color picker, the dulux website screenshot, and corona vfb render & corona color node

quick tip for you mate, if you're using Chrome browser, get the extension called Eye Dropper - you can sample the colours directly within your browser and it gives RGB and Hex etc, just checked it on the Scotts Pine one and it matches the values you got from sampling in PS

15
I need help / Re: Caustics Making things Darker
« on: 2019-06-12, 14:28:47 »
Thanks Juraj

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