now here is the question, why there is such difference in rendering quality? to be honest Ive checked rendering in the painting mode(opengl), and this is quite mush the same as in the previous example (iray) The material has been checked with PBR validate and its all grreen, its interesting the result was got just…
yea, i realise that its allot easier said than done. For the ice, you could try and introduce a subtle red hue around the cans. That might be a simple solution to help add some depth. For the rotation have you played around with Transform 2D and the Skew node? Have you looked at the histogram range node as well? And if…
yeah you need a hardware colorimeter. Also in most cases you only degrade image quality by adjusting things on monitor. There is limited internal precision and its all targeted around factory default settings in the most vanilla mode the monitor has. Also don't use any 'calibration' software tool that involves your eyes or…
Hello! I actually made the setup for the Arnold exporter along with one of my friends, a college and with collaboration from the SolidAngle team. In Maya all grayscale maps are expected to be set to "Alpha Is Luminance" under color balance. This would be roughness and reflectance at normal, NOT specular. I don't use…
Thanks, that clear up a lot of things. So it's the engine itself that manage pretty much everithing, i must just determine if my material is dielectric or metallic and its roughness. Seems really straightforward. (also... i cant' wait to see some papers about "Inflitrator", it is mind blowing :) ). I think that the…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…
I agree with Minotaur, your lights don't seem to have much luminance. Especially on the buildings in the background, as background lights tend to appear the brightest. In general I think your scene has too much blue/white light in it to look natural. Not to go too much into detail but almost all public lighting is done via…
I'll give it a go. Built the basics of the core design, going for an derelict industrial factory kind of window. Even this frame was a bit of a challenge for me :) Just a bit sad that I couldn't get separate luminance on the upper circle panes at the top. I could make a flat mask of those panes but then I'd have to figure…
Today I started a new map as I mentioned earlier and just starting to put my assets together in the level. It's given me time to think about the materials and colour scheme as it's something that hasn't been resolved, only value work. I do however have an idea. This may sound outrageous but what about luminous green…
Since we have used deferred rendering for this demo, we started looking for a good post-process anti-aliasing approximation technique. Not long after testing a few AA solutions, including NFAA and Unity's luminance edge blur, we ended up porting FXAA over to Unity. While it isn't without it's problems, it gave us very…