Search found 912 matches

Search found 912 matches
by galinette
Tue Oct 11, 2016 8:33 pm
Forum: Bugs and Requests
Topic: [REQ] More color spaces: AdobeRGB, Rec.2020, WideGamut etc
Replies: 14
Views: 16420

Re: [REQ] More color spaces: AdobeRGB, Rec.2020, WideGamut e

No, camera response functions are not related to color spaces.

The colors that are outside the sRGB gamut are lost when saving in an sRGB color space image and there is no way you can recover that in post. Many professionals need wide gamut color spaces.
by galinette
Tue Oct 11, 2016 5:48 pm
Forum: Materials
Topic: Emission for mesh
Replies: 2
Views: 7476

Re: Emission for mesh

That's a very classical question that should be covered by the FAQ.

You are likely using Reinhard tonemapping, which adjust the "lightness" gain automatically to the image. You need to switch to linear tonemapping to see the changes.
by galinette
Fri Aug 26, 2016 6:32 pm
Forum: Bugs and Requests
Topic: CPU Thread count
Replies: 10
Views: 5384

Re: CPU Thread count

It actually does help. 3dsmax for instance is much more responsive when leaving a few threads free, that's a matter of fact!
by galinette
Thu Jul 14, 2016 9:39 am
Forum: Bugs and Requests
Topic: access meanCurvature() within a blend shader
Replies: 6
Views: 3871

Re: access meanCurvature() within a blend shader

Well, I just tested, and ... it does not work. I think it worked once, but I'm not sure.
by galinette
Thu Jul 14, 2016 9:32 am
Forum: Bugs and Requests
Topic: access meanCurvature() within a blend shader
Replies: 6
Views: 3871

Re: access meanCurvature() within a blend shader

First, the curvature is signed. Which means the sign changes between concave and convex surfaces Also, the unit is 1/m, and the value is the reciprocal of the curvature radius. This means that if your surface has features of a few mm, with similar curvature radius, the curvature value will be around...
by galinette
Wed Jul 06, 2016 7:04 am
Forum: Materials
Topic: Weathered by time - procedural only - shader available
Replies: 17
Views: 17684

Re: Weathered by time - damaged by water - procedural only

What about a procedural pigeon dump shader?
by galinette
Fri Jun 17, 2016 6:48 pm
Forum: Materials
Topic: [ISL] I board failed to do polka dots
Replies: 5
Views: 10163

Re: [ISL] I board failed to do polka dots

Also, in order for bump to work, you need a smooth transition between "high" values and "values". A brutal, vertical transition does not work well with bump, because bump is actually based on slope, not height.
by galinette
Thu Jun 16, 2016 9:56 pm
Forum: Works in Progress
Topic: Old masters of Murano-Venice
Replies: 26
Views: 16299

Re: Old masters of Murano-Venice

If your scene is too big or too large, you can simulate a scene rescale by multiplying focal length and sensor witdth by the same amount. Example : if you have a scene which is in kilometers, but want to have DOF, you need to have a very big sensor size and a very big focal length. And conversely : ...
by galinette
Tue Jun 07, 2016 6:07 pm
Forum: SketchUp
Topic: Wishlist
Replies: 218
Views: 179039

Re: Wishlist

Onizuka wrote:Hi,

_Get the scattered object coloured with the color of the pixel corresponding to where the object is scattered on the ground texture:
You can actually get a very similar effect with a shader, using world coordinates to lookup in the texture. That's not super convenient though.
by galinette
Mon Apr 18, 2016 10:54 am
Forum: Language Forum
Topic: Topic Français
Replies: 147
Views: 222360

Re: Topic Français

J'en profite : y a-t-il des utilisateurs dans l'ouest, genre en Bretagne ou Pays de Loire?

Moi je suis sur Nantes maintenant...
by galinette
Mon Apr 11, 2016 6:46 am
Forum: Indigo News and Announcements
Topic: Indigo Renderer 4 public beta
Replies: 559
Views: 688821

Re: Indigo Renderer 4 public beta

FirePro W8100 8Gb

Oscar : 2.77Msps
Arthur : 1.4Msps
by galinette
Wed Apr 06, 2016 8:00 pm
Forum: Indigo General Stuff
Topic: Rotation vs scale
Replies: 19
Views: 11887

Re: Rotation vs scale

Sure!
by galinette
Wed Apr 06, 2016 6:46 pm
Forum: Indigo General Stuff
Topic: Rotation vs scale
Replies: 19
Views: 11887

Re: Rotation vs scale

1) Sometimes, the UV matrix is of great help for last minute texture scale adjustment without having to reexport everything. 2) I have a client case where an architectural scene is tested with various floor materials. The various materials have textures which have different scales. Using UV matrix, ...
by galinette
Wed Apr 06, 2016 7:17 am
Forum: Works in Progress
Topic: HDRI render tests
Replies: 20
Views: 14197

Re: HDRI render tests

pixie wrote:Camera has a low gammut, so you take multiple shots so that you can interpolate the full gammut.
You are talking about dynamic range, gamut is a different thing. Cameras have a low dynamic range, so you take multiple shots so that you can interpolate the full dynamic range.
by galinette
Tue Apr 05, 2016 8:09 pm
Forum: Bugs and Requests
Topic: [REQ] v4 video functionality
Replies: 37
Views: 11698

Re: [REQ] v4 video functionality

Hi Thanks for your kind response. In truth I suspect that may be made of the earlier tests. In essence it is preferable to halt spp vs halt time, right? This depends on your constraints. If you have 48h to render 4 images, set your halt time to 12h. The main advantage of halt spp is, the quality wi...
Search found 912 matches