Author Topic: dubcats secret little hideout  (Read 110069 times)

2019-07-04, 18:31:44
Reply #420

dj_buckley

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+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

2019-07-24, 14:36:23
Reply #421

mantaskava

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and this is how you can emulate fStorms "Angle Affect" option in Corona





Can anyone explain this shader tree?
There seems to be no detail in this thread about what the corona colour node marked 1.8 is.
Ive tried to recreate this and that colour seems to do absolutely nothing.
To quote myself two posts ago:
I am fairly certain the CoronaColor is set to Solid HDR Color with 1.8 in R, G, and B, making the CoronaMix multiply your original glossiness values by 1.8x. This would make values above 141 go beyond 255, so the output has clamp enabled to bring those values down to 255.

The shader amplifies the glossiness at gracing angles, and yes it's subtle (most of the time).

So just to make this clear- this feature (angle effect) that was requested 2+ years ago still isn't implemented in Corona? Because I heard someone saying it was already implemented since corona version 1.7 (or smth) "under the hood". No?
Test of mine:



To me it looks like reflection gets sharper towards the light source, just like in fstorm, but maybe I'm wrong.
« Last Edit: 2019-07-26, 12:50:48 by mantaskava »

2019-08-05, 05:39:39
Reply #422

Basshunter

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I've made a new Discord server that will be invite only, but everyone can join.
Send me a PM, and I will send you an invite.

Is it still working? apparently you blocked PMs

2019-09-28, 03:41:17
Reply #423

dubcat

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+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

Noted!

To me it looks like reflection gets sharper towards the light source, just like in fstorm, but maybe I'm wrong.

The devs told me that this effect should be included in the GGX shader.

Is it still working? apparently you blocked PMs

I didn't have much time to be active on Discord, so this project was a big fail on my side. Sorry about that. I really feel bad about the whole Discord situation, sorry again for everyone that joined. I really appreciate you.

---------

Sylvanas Windrunners facial animation and those teeth in the last Blizzard Cinematic is just unreal! GG!
I usually dread CGI trees and CGI teeth, but damn, Blizzard got it right this time.



« Last Edit: 2019-09-28, 05:03:35 by dubcat »
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2019-09-30, 17:08:10
Reply #424

maru

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Sylvanas Windrunners facial animation and those teeth in the last Blizzard Cinematic is just unreal! GG!
I usually dread CGI trees and CGI teeth, but damn, Blizzard got it right this time.

Dunno but I think something's not right with the girl's brows.

2019-09-30, 20:08:57
Reply #425

agentdark45

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Hey Dubcat! Good to see you posting again. Just wondering if you have any inside knowledge from the dev team regarding the new/updated tonemapping features for Corona? Or if you've made any more progress with your LUT/VFB settings in nailing the "DSLR" look?

I've been working more with FStorm recently and while not strictly related to tonemapping another nifty thing I've noticed is the way noise clears up - images are a lot more "analogue" in the way noise is distributed/cleared, which also feeds into some of the magic that can be achieved with the engine. It's quite hard to describe properly, but you can definitely get away with more pleasing noisier images without the clear giveaway of the "obvious" CGI style noise - it's quite a lot closer to film.
Vray who?

2019-10-03, 15:49:37
Reply #426

mantaskava

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To me it looks like reflection gets sharper towards the light source, just like in fstorm, but maybe I'm wrong.

The devs told me that this effect should be included in the GGX shader.


And as far as I know, Corona IS actually using GGX shader? Which means there's no need for falloff nodes in Roughness slot or any other kind of "tricks" . Right?
Thank you for your time!

2019-10-03, 18:22:53
Reply #427

nkilar

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To me it looks like reflection gets sharper towards the light source, just like in fstorm, but maybe I'm wrong.

The devs told me that this effect should be included in the GGX shader.


And as far as I know, Corona IS actually using GGX shader? Which means there's no need for falloff nodes in Roughness slot or any other kind of "tricks" . Right?
Thank you for your time!

Yes, Corona uses GGX and it should have that behavior included. Why the F-Storm implementation is great is because it gives you a quick option to control the falloff using one single parameter box. No need for falloff nodes and things like that. Just that one parameter and you can adjust it freely :) Of course, for uber control you'd still want to use the falloff nodes but it really does come in handy.

2019-10-04, 03:39:42
Reply #428

dubcat

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Dunno but I think something's not right with the girl's brows.

hehe

images are a lot more "analogue" in the way noise is distributed/cleared, it's quite a lot closer to film.

I know exactly what you mean!
I was talking with the devs a year ago or maybe two, and this feature was included in the early Corona builds, but they had to remove it for some technical reason.
You can manually adjust the "Image Filter (Width [px]) in Systems or find VFB blur setting that mimic this 1 perfect pixel 50% side blur effect. VFB blur has to be adjusted if you change render size.

fstorm sample



corona sample



And as far as I know, Corona IS actually using GGX shader?
Yes as nkilar responded.
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