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    Maybe you could try with DP Mask Surfaces/Objects...

    Maybe you could try with DP Mask Surfaces/Objects by multiplying the output mask by the Blur coefficient.

    Using the ReflectionColor driven by a BoxStep node in the RefAlpha input of the...
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    Very interesting Erikals, as all your videos!...

    Very interesting Erikals, as all your videos! :thumbsup:

    Thanks for sharing!



    Gerardo
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    Just in case, DP Custom lights allow for Candela...

    Agreed 1000%. Throw in IES lights and the "calibration" that one may have cobbled together that yields a believable result goes right out the airlock. Lewis has posted about the levels he uses on...
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    You are totally right, Thomas. Linearize Working...

    You are totally right, Thomas. Linearize Working Space is greyed out!

    I've noticed the difference between Ae in Ps is not actually the colorspace setup but instead the Gaussian Blur over the Text...
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    Are you sure Linearize Working Space is greyed...

    Are you sure Linearize Working Space is greyed out?

    Anyway, send me your Ae project and matching same results in PS will be more clear :)



    Gerardo
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    It's not surprising you are getting different...

    It's not surprising you are getting different results because your settings in Ae and Ps are also different. In your first sample images, you are using non-linear sRGB with colors blended at 1.0...
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    Thomas, probably you are not "Blending Colors...

    Thomas, probably you are not "Blending Colors using Gamma 1.0" in Ae? For getting consistent results if you use this option in Ps, same option should be enabled in Ae (Project Settings) or vice...
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    SOnny, of course. Thanks for sharing! ...

    SOnny, of course. Thanks for sharing!

    Thomas, perhaps as m.d. is poiting out, the difference between Ps and Ae setup is the linear space. It can be solved either by using a linear colorspace...
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    Just in case, LW formula (in DP Render Buffer...

    Just in case, LW formula (in DP Render Buffer terms) is:

    (((Radiosity Color * Diffuse) + DiffuseColorShade + SSS) * Raw Color) + Refraction Color + Specular Color + Reflection Color = Beauty
    ...
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    Yes, using non-interpolated and just few rays...

    Yes, using non-interpolated and just few rays with a good denoiser in post tend to do the trick in many cases.

    Interpolated has its place as well, but it's very scene dependent. One of the main...
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    Agree :) Gerardo

    Agree :)



    Gerardo
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    You might want to try DP Denoiser to minimize...

    You might want to try DP Denoiser to minimize render times with non-interpolated GI. Here's a setup for outdoor scenes:
    ...
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    Hello Lorenz. Glad to help. Thanks! Much...

    Hello Lorenz. Glad to help. Thanks! Much appreciated!!!



    Gerardo
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    You could use also DP Bloom...

    You could use also DP Bloom (in DP Node Image Filter). Add DP Mask Objects to select which objects you want to apply the glare effect and plug that in the Mask input. You can also apply the effect...
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    In the Blender setup, the dust part is used as a...

    In the Blender setup, the dust part is used as a scalar mask in the Mix Shader. That is to say, it's just blending the two shaders together like you would do with Material Mixer. This is the Blender...
  16. Not ideal but a focus pass applied to the depth...

    Not ideal but a focus pass applied to the depth buffer might help in those cases. This is a trick I devised to improve Ae Lens Blur filter but it works for any DOF filter. Idea is apply the DOF...
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    Hope it helps, Kolby! :thumbsup: Another...

    Hope it helps, Kolby! :thumbsup:

    Another aspect you might want to take into account to set this up more correctly when using linear workflow is to leave the Light Color parameter in CS panel as...
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    Sorry for that... :D Gerardo

    Sorry for that...

    :D



    Gerardo
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    There are several ways to control Sunsky exposure...

    AS far as I know, there is no sunsky node to acess in node editor, I think he means adding a textured environment, click on texture, add a procedural texture, from the type of textures you can choose...
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    I get your point. It's not necessary to disable...

    I get your point. It's not necessary to disable sRGB display correction though, or preview all in scene-linear. You can just switch to more contrasted display or add output/display adjustments into a...
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    A part of getting physically plausible results is...

    A part of getting physically plausible results is to work in linear light. In your terms, scene must be linear, which means you need to linearize input colors. If your images and picked colors are...
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    Hello Julez, Think you are looking for the...

    Hello Julez,

    Think you are looking for the last 2013 version ...perhaps

    http://members.home.nl/mlon/lw_chanlum/update/

    older versions are there as well.
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    There's a link in my last replay to you with the...

    There's a link in my last replay to you with the LW scenes and Fusion comp of the previous explanation - sorry about the images, they are working here but guess the scenes and comp will help more. Do...
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    Have been reading a bit about 'hashing scheme'...

    Have been reading a bit about 'hashing scheme' you mentioned and yes, looks like that's the idea: arbitrary input => fixed output. In this case the output, if I'm understanding documentation well, is...
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    Please, don't get me wrong, what happens is that...

    Please, don't get me wrong, what happens is that it's always better to reference the original sources if they are available and are more clear of what I could explain. Think Remap is more like an...
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