this looks freaking awesome.
https://arnold-rendering.com/
http://www.3dscanstore.com/index.php?route=journal2/blog/post&journal_blog_post_id=33
http://www.leegriggs.com/tutorials
Wednesday, 15 February 2017
Monday, 13 February 2017
Monday, 6 February 2017
good read on pixar's short film: piper and how they managed to make the film happen using the different software, and their research for the film itself.
https://www.fxguide.com/featured/the-tech-of-pixar-part-1-piper-daring-to-be-different/
tut for using height map in maya. results came out instantaneously, would be really cool to try this one day in maya. not sure if they're using different renderer.
https://www.youtube.com/watch?v=lq9VYGpnkh4
baking displacement and normal map in mudbox. really great tut. it's been a great help for projects that i've worked on . :D
http://polycount.com/discussion/109030/problem-with-displacement-maps-mudbox-maya
https://www.fxguide.com/featured/the-tech-of-pixar-part-1-piper-daring-to-be-different/
tut for using height map in maya. results came out instantaneously, would be really cool to try this one day in maya. not sure if they're using different renderer.
https://www.youtube.com/watch?v=lq9VYGpnkh4
baking displacement and normal map in mudbox. really great tut. it's been a great help for projects that i've worked on . :D
http://polycount.com/discussion/109030/problem-with-displacement-maps-mudbox-maya
Wednesday, 1 February 2017
normals issue and tuts
http://www.ronenbekerman.com/linear-workflow-made-simple/
http://polycount.com/discussion/73593/normal-maps-can-somone-explain-this-black-edge-issue
http://docs.cryengine.com/display/SDKDOC2/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal
http://help.chaosgroup.com/vray/help/150SP1/tutorials_interior.htm
http://docs.cryengine.com/display/SDKDOC2/Common+XNormal+Baking+Errors+and+How+to+Solve+Them - xnormal is actually a really cool software.
interesting read from all these websites. tuts to refer to when i have the time.. been having some troubles with normal maps at work. not sure what's the issue but there's always this black edges that appears along uv edges/seams.
https://www.screencast.com/t/Ai57wdFnDhbq
http://polycount.com/discussion/73593/normal-maps-can-somone-explain-this-black-edge-issue
http://docs.cryengine.com/display/SDKDOC2/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal
http://help.chaosgroup.com/vray/help/150SP1/tutorials_interior.htm
http://docs.cryengine.com/display/SDKDOC2/Common+XNormal+Baking+Errors+and+How+to+Solve+Them - xnormal is actually a really cool software.
interesting read from all these websites. tuts to refer to when i have the time.. been having some troubles with normal maps at work. not sure what's the issue but there's always this black edges that appears along uv edges/seams.
https://www.screencast.com/t/Ai57wdFnDhbq
Wednesday, 11 January 2017
ONE OK ROCK: We Are [OFFICIAL VIDEO]: https://www.youtube.com/watch?v=nU307tV32B0
https://www.screencast.com/t/38xyO9pR0w
background's really pretty if it was a render hahahahha.
pardon my spam posts HAHAHA
https://www.screencast.com/t/38xyO9pR0w
background's really pretty if it was a render hahahahha.
pardon my spam posts HAHAHA
tuts
slowly this blog became somewhat a place for me to post stuff where i can refer to later ahhaha...
https://www.youtube.com/user/vrayguide/videos
Wideangle : lenses
http://www.cambridgeincolour.com/tutorials/wide-angle-lenses.htm
https://luminous-landscape.com/dof2/
http://erwanleroy.com/blog/
http://erwanleroy.com/create-position-reference-pref-pass-in-vray-for-maya/
https://www.youtube.com/user/vrayguide/videos
Wideangle : lenses
http://www.cambridgeincolour.com/tutorials/wide-angle-lenses.htm
https://luminous-landscape.com/dof2/
http://erwanleroy.com/blog/
http://erwanleroy.com/create-position-reference-pref-pass-in-vray-for-maya/
Thursday, 5 January 2017
gamma
yoyoyo back to gamma hahah.
sRGB and raw? and other color space?
http://www.cambridgeincolour.com/tutorials/gamma-correction.htm
sRGB and raw? and other color space?
http://www.cambridgeincolour.com/tutorials/gamma-correction.htm
Wednesday, 4 January 2017
light probes and HDRI
found this by accident but it's so beautiful. not really sure how to use it for now but there you go. :D
http://www.unparent.com/photos_probes.html
http://hdrmaps.com/freebies?p=4
and this website for reference. some of their renders with hdri looks pretty decent :)
http://stockhdri.com/hdri-samples.html
some of the cgi renders in this look so pretttyyyyy
http://www.steinzeit-hdr.de/cgi_gallery
http://www.unparent.com/photos_probes.html
http://hdrmaps.com/freebies?p=4
and this website for reference. some of their renders with hdri looks pretty decent :)
http://stockhdri.com/hdri-samples.html
some of the cgi renders in this look so pretttyyyyy
http://www.steinzeit-hdr.de/cgi_gallery
Tuesday, 13 December 2016
vrayLightMtl
vray materials: Apparently glass/transparent materials only work in blend when used as a base.
vray light materials limitations: The direct illumination options currently only work properly if the VRayLightMtl material is the only material applied on the object. They will not work if the material is part of a complex material like a Multi/sub-object material or a VRayBlendMtl material. This restriction will probably be removed in a future release
tested it out by applying a black and white map in to opacity input. but it didn't work. my results was ended up with a completely white vrayLightMtl.(something like surfaceshader)
however it works when i placed the same exact map in to both diffuse and opacity slot. Transparency/Opacity works.
When direct illumination was switched on, opacity map got broken again. ><
Not sure if it's some bug in for vrayLightMtl or not..
Tuesday, 15 November 2016
substance map explanation
https://forum.allegorithmic.com/index.php?topic=3243.0 : explanation of maps function.
http://polycount.com/discussion/155524/pbr-basecolor-metallic-to-vray-3-2-corona-redshift-arnold-converter : examples of how you go from substance to vray or any other renderers or software.
http://polycount.com/discussion/155524/pbr-basecolor-metallic-to-vray-3-2-corona-redshift-arnold-converter : examples of how you go from substance to vray or any other renderers or software.
https://support.allegorithmic.com/documentation/display/SPDOC/Creating+export+presets
: how some maps are calculated in substance.
: how some maps are calculated in substance.
https://www.youtube.com/watch?v=ePnLTuzRAbg : allegorithimic tutorial on how to bake textures.
note to self. always plan before you do anything so that it would be easier for you to make changes instead of wasting precious time.
http://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes/p34 : interesting forum posts and discussion on how to model stuff with good topology. *warning long post ahead
note to self. always plan before you do anything so that it would be easier for you to make changes instead of wasting precious time.
http://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes/p34 : interesting forum posts and discussion on how to model stuff with good topology. *warning long post ahead
Labels:
explanations,
good topo,
maps,
references,
substance painter
Monday, 14 November 2016
substance painter to vray
just started learning substance today, great experience in figuring out how to texture stuff in PBR instantly and real time hahaha.
Found a simple tutorial to remind myself on how to transfer to maya vray in the future hahah.
http://www.darrenwallace3d.com/2015/10/substance-painter-to-vray-tutorial.html
*IMPT https://support.allegorithmic.com/documentation/display/SPDOC/V-Ray+for+Maya
Found a simple tutorial to remind myself on how to transfer to maya vray in the future hahah.
http://www.darrenwallace3d.com/2015/10/substance-painter-to-vray-tutorial.html
*IMPT https://support.allegorithmic.com/documentation/display/SPDOC/V-Ray+for+Maya
Labels:
allegorithimic,
documentation,
PBR,
substance painter,
vray
Tuesday, 18 October 2016
Thursday, 13 October 2016
explanation for vray linear workflow,and my own to-do-list HAHA
http://www.hanhanxue.com/v-ray-for-maya-linear-workflow-guide/
https://docs.chaosgroup.com/display/VRAY3MAYA/Texture+Attributes
http://www.ashishdani.com/2013/06/23/tutorial-linear-workflow-with-maya-and-vray/
explanation about maya vray linear workflow and when to use texture gamma correction? for me to refer
leaf tut: http://vray.info/tutorials/leafmaterial/
https://www.thegnomonworkshop.com/tutorials/creating-plants-in-maya-mental-ray
sorry guys hahah this is for my own references for my work haha
how i should go about testing and creating environment for the forest or with the assets that i have:
-lining up all the assets that i have
-hdri light with afternoon,blue sky to test plants and rocks and other assets.
(proper lighting setup and )
-layout for the environment, and framing of the shot
-lighting
-----scripts to manage assets maya TO SEARCH
https://vimeo.com/34741214 : this is really prettyyyy
https://80.lv/articles/billy-lundevall-creating-content-for-megascans/
http://simonbarle.com/Work/ForestEdge/ForestEdge.jpg
https://80.lv/wp-content/uploads/2016/09/Megascans_Forest.jpg
https://docs.chaosgroup.com/display/VRAY3MAYA/Texture+Attributes
http://www.ashishdani.com/2013/06/23/tutorial-linear-workflow-with-maya-and-vray/
explanation about maya vray linear workflow and when to use texture gamma correction? for me to refer
leaf tut: http://vray.info/tutorials/leafmaterial/
https://www.thegnomonworkshop.com/tutorials/creating-plants-in-maya-mental-ray
sorry guys hahah this is for my own references for my work haha
how i should go about testing and creating environment for the forest or with the assets that i have:
-lining up all the assets that i have
-hdri light with afternoon,blue sky to test plants and rocks and other assets.
(proper lighting setup and )
-layout for the environment, and framing of the shot
-lighting
-----scripts to manage assets maya TO SEARCH
https://vimeo.com/34741214 : this is really prettyyyy
https://80.lv/articles/billy-lundevall-creating-content-for-megascans/
http://simonbarle.com/Work/ForestEdge/ForestEdge.jpg
https://80.lv/wp-content/uploads/2016/09/Megascans_Forest.jpg
Tuesday, 11 October 2016
PBR references to refer to for tutorial and explanation
https://blenderartists.org/forum/showthread.php?398687-Meet-Poliigon-the-next-logical-step-in-Texture-library-evolution
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
https://www.fxguide.com/featured/monsters-university-rendering-physically-based-monsters/
untiy specular vs mettalic
https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
https://www.fxguide.com/featured/monsters-university-rendering-physically-based-monsters/
untiy specular vs mettalic
https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html
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