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Corona Material settings to Arnold equivalent in 3DS Max 2020

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Message 1 of 10
CONTACTOSSERVICOSEMPRESARIAIS
542 Views, 9 Replies

Corona Material settings to Arnold equivalent in 3DS Max 2020

Hi there!


Can you help me find the equivalent settings in Arnold for this Corona settings?

I'm Virtual Staging a space and i've been following this great tutorial but no i'm stuck.

https://www.youtube.com/watch?v=ck0BHKY2brc

We're supposed to connect a Bitmap to Corona Tone Mapper Control to Corona Shadow Catcher Material.

The purpose of this is not to affect the background color, but to get the interior environment into the scene.

7550-corona-settings.png

7561-corona-settings-1.png

7562-corona-settings-2.png


Can you please help me with this?


Thank you

Pedro Ferreira


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9 REPLIES 9
Message 2 of 10

Have you tried the shadow_matte shader?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 10

yes. but the problem is controlling the different properties as explained in the video ... idoon't get the same results.

do you know how to do it?

Thanks


Message 4 of 10

Which properties? time stamps? I don't have 15 minutes to waste watching this video.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 10

What this node does in Corona is making that particular image not being affected by tonemapping, any LUT you have on your framebuffer and exposure. This is a technique for you to bring a background into your scene and comp it together.


I don't believe you have such a node in Arnold. Timestamp is around minute 12.


Try the Ray Switch.

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

Message 6 of 10

Thanks.

I will try

Message 7 of 10

i just can't do it. don't have the knowlegdge

Message 8 of 10

Have you read the user-guide about it? What don't you understand about it?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 9 of 10

Thank YOU, Lee!

I've made it!!

It's working!

Message 10 of 10

Since the default grading in max is so simple, it consists of an exposure, and low,mid and high, we can write an OSL shader that listens to these values and phaze out the exposure, low,mid and high when the user works with the general exposure and grading tools, found in the physical exposure mode.

This does it for Coronas Tonemap node.

Scripted controller to

SceneExposureControl.exposureControl.highlights = 0.5

SceneExposureControl.exposureControl.midtones = 0.1

SceneExposureControl.exposureControl.shadows = 0

Being caught by OSL float inputs that gets massaged into an exposure, low, mid, high equation that is syncing up, so when you push the values around in the exposure panel, the map connected to this OSL tonemap will remain completely still in terms of grading.



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