Looking good, excited to see what you come up with this year!
They’ve got to do something about this bump node crap.
Bump node is giving me a razor sharp reflection even though the roughness is maxed out and usually a rough enough bump map gives a similar look of roughness to 0.5 or higher even if the roughness was actually set near zero.
Nice experiments with jersey’s!
Q
A
I think this one is either just subsurface shader or principled with full subsurface and a little bit of transmission.
\2022\a****y fruit drink\material testing 27418 v3
what thread is this answer from? I’m interested.
Love the renders with big bloom! Gives it a great feel!
Nice job experimenting with the lighting, I prefer the shinier floor shots personally.
playemulator.io
classic NES tetris
NES styled USB controller
USB to USB extension cable
joy2key app set to game default keys
Hi. Could you try this contrast look in your image?
Add it to the OCIO config
- !<Look>
name: Test New Contrast
process_space: AgX Log
description: Contrast look similar to tcamv2 base contrast (only values no color)
transform: !<GroupTransform>
children:
- !<GradingToneTransform>
blacks: {rgb: [0.15, 0.15, 0.15], master: 0.24, start: 0.19, width: 0.17}
shadows: {rgb: [0.6, 0.6, 0.6], master: 0.9, start: 0.4, pivot: 0.05}
midtones: {rgb: [0.6, 0.6, 0.6], master: 0.403, center: 0.2, width: 0.02}
If you think the saturation has increased, add this:
colorblind-ish. better for you to determine
https://drive.google.com/drive/folders/1ZkWCI1c77p6O1PA6aR29kduGjRHnxymC?usp=sharing
bath 18595 ndakasha (still uploading)
Sorry for the delay, I tried to render the scene but it takes forever and blender crashes when doing denoising. What I did is use image r11 with AgX as input colorspace and the view transform at the end was AgX with the new contrast look:
-r11 AgX / new contrast look
A C E S 2.0 and TCAMV2 as a comparison reference:
By the way, I completely redid the look because I found that it created artifacts in areas like glare edges, fixed it would look like this:
- !<Look>
name: New Contrast
process_space: AgX Log
description: punchy look that emule DRT contrast.
transform: !<GroupTransform>
children:
- !<GradingToneTransform>
blacks: {rgb: [0.3, 0.3, 0.3], master: 0.24, start: 0.18, width: 0.22}
shadows: {rgb: [0.4, 0.4, 0.4], master: 0.81, start: 0.38, pivot: 0.05}
midtones: {rgb: [0.6, 0.6, 0.6], master: 0.406, center: 0.2, width: 0.015}
And now there is also LDR, a punchy look that allows you to have less dynamic range, in case you want brighter highlights (it would be something like high contrast that only affects the high ranges):
- !<Look>
name: LDR (Low Dynamic Range)
process_space: AgX Log
description: Contrast look similar to tcamv2 base contrast (only values no color)
transform: !<GroupTransform>
children:
- !<GradingToneTransform>
blacks: {rgb: [0.3, 0.3, 0.3], master: 0.24, start: 0.18, width: 0.22}
shadows: {rgb: [0.4, 0.4, 0.4], master: 0.81, start: 0.38, pivot: 0.05}
midtones: {rgb: [0.6, 0.6, 0.6], master: 0.406, center: 0.2, width: 0.015}
highlights: {rgb: [1.6, 1.6, 1.6], master: 0.29, start: 0.4, pivot: 0.43}
whites: {rgb: [1.9, 1.9, 1.9], master: 0.7, start: 0.4, width: 0.3}