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davide445

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Posts posted by davide445

  1. Collaborating with a NPO organizing ballet courses and events, I find myself after some years dealing with serveal thousand of photos coming from different sources (professional photographers, amateurs photographers, smartphones, etc).

    Needing to manage the creation of posters, refresh of the website, booklets and so I need to search for the best photos needed for the specific goal: i.e. single dancers full figure for the poster, groups with good light for the website.

    This is becoming increasingly difficult, with the regret of missing great images just since I didn't have the time navigating thousand of them.

    So was looking if there is any solution specialized for images categorization / tagging / labeling / whatever is need to later search them.

    Better will be some automated feature based on image content (i.e. similar images, or extending a few examples I provide for categories) and not a manual creation, since the standard classification methodology (format, date, geotag etc) didn't make sense since most of them are not my images and for events there are thousand shot in 2 hours in the same place.

  2. On different images of my theater leaflet I applied both fx Outher Shadow and next Vibrance adjustement.

    All appear to be correct on screen, but exporting in PDF some images show not the correct shadow but a squared one as in the image (next the original image).

    Maybe someone know if can be a bug, or some error on my side. Publisher version 1.7.0.312.

    image.png.84336dd833af4e2288af4aaa631309f2.png

    kisspng-pomegranate-seed-fruit-pomegranate-5a7c97cc70eb12.9816187015181147644625_nosfondo.png.b365857418ec454a9b78fee9dea7021d.png

  3. @firstdefence

    I can do it for some images, but for many others I need to deal with various lightening or color problems.

    IMG_20190403_142703_orig.jpg.65c8146aa58901a790c765318ebd7c51.jpg

    Experimenting with masks and selective color adjustment layer appear some problems can be corrected

    IMG_20190403_142703_corr.thumb.jpg.a48d24f599a61bee66c96e6d946d7ca7.jpg

    Another problem using displacement maps generated from albedo, they are far from accurate, below an example using ShaderMap Pro (purchased a license), on the right is visible a bump in the displacement.

    610309485_Exampledispl.thumb.JPG.698b4d2f63a117e0c2c6cf0bceef8640.JPGIMG_20190403_135946_DISP.jpg.99741f2dc420f9d5501c0dbc7b133ef4.jpgI was evaluating either Filter Forge or Substance Designer for correcting this problems, but wondering if they will be able to parametrically correct the images, or I'm expecting too much and I will preferably need to use AP for the same goal.

  4. Returning on the topic I mapped last week most of the materials of the tower I want to simulate.

    Since I want to try the "homemade" PBR path I want to start with a clean image, and the vignette effect it's still hugely present, as in attached RAW image example.

    Since using AP rarely I dind't know of there is any custom mask I can use to manually correct the effect?

    In this image as example there is clearly a green dominance outside the central circle (clearly visible increasing the saturation), maybe applying a mask with some correction outside a circle?

    IMG_20190403_142703.dng

  5. Testing a bit ShaderMap appear to be really streamlined in his usage, most forgiving in term of input material than Quixel Mixer, able to autogenerate all what is needed, with good controls for the other parts. It's only a bit slow in applying and preview changes, and this can be a problem for doing experiments such as I'm doing.

    About PBR vs non PBR workflow both Unreal and Unigine are using PBR so it's not my choice I suppose (or I can always work on a non-PBR workflow? Pardon my ignorance, I never approached before this question).

    What I find anyway Affinity Photo useful it's part of the illumination and lens distortion correction, something more specialized tools didn't consider at all.

    Also going to experiment with photo based textures, my smartphone camera is able to shoot in RAW format, for my needs will I have any benefit in starting from this format? 

  6. Wow that are informations! 

    The goal will be to simulate the construction of an utility building (see image), made from steel, aluminum and internal lights. 

    From what you say appear the best way will be to photograph some parts to have a reference (maybe using a color reference chart https://images.app.goo.gl/N1TLYHJX8Y7f266s5 as standard reference) and next use Megascan assets to create the final material. 

     

    HighresScreenshot00000.png

  7. @SrPx next Wednesday will be on the location of a construction I want to map the materials, to develop a version of his simulation with maximum similarity (there will be also other versions more relaxed in term of realism).

    Based on current PBR workflow a better way will be use the photos just as reference and use product such as Mixer to achieve the result "mixing" other available Megascan materials and decals, or better use the actual photos and products such as Materialize to create the final material, as from the beginning of the thread.

    What do you think about the best option?

  8. There are many alternatives for the normals work, in different periods I have tried many of them such as Knald, xNormals, CrazyBump, AwesomeBump, MightyBake...

    Curious to try also ShaderMap that appear to be powerful.

    At the end I prefer the one allowing an end to end workflow and not being focused only on one step, just since being this not my full time activity but more a prototyping for project planning I need to test fast how a concept is working, what I can do with it, what kind of assets and skills are needed, what budget and time is needed.

    Reading a bit appear Filter Forge can be managed trough API programming?

  9. So interesting.

    Even if not a specialist I was used to the Unreal Engine materials node editor to change materials behavior.

    Now testing Unigine materials for more simulation oriented work and wanting to more realistically create real world one by using photos.

    Testing Quixel Mixer specifically made for game creation it's nice but in fact allow you to primarily use Megascans huge materials database to create yours one. You can import your textures but you need first to find them.

    Testing Materialize need to say produce nice results from my photos, my original question was to improve the quality of the original texture.

    Filter Forge seems to be a nice alternative with huge available database and node based editing.

    Was testing Affinity using this tutorial to create Unigine shader material, and seems not to be so streamlined.

    Need to understand with all these options what's the most efficient for my needs.

     

  10. @firstdefenceyou started from my image, or just created it procedurally?

    Since I need to recreate real buildings my idea was starting with real images of their materials to create the textures. 

    Maybe an idea can be just use the pictures as reference and extract their components (base color, roughness, noise, surface patterns) to recreate the texture using this one. This is what you suggest? 

  11. Hi @Ron P., thanks for your kind words.

    Using Remove Lens Vignette option better the situation, but in fact expand the central light making the image a bit too bright, also I did see still a bit darker corners, I can't completelly eliminate without making it even brighter.

    Playing with Exposure and Contrast didn't change so much the situation, I can make it more washed but not eliminate completelly the darker corners. There is anything else I can try in your opinion? 

    IMG_20190323_094544_800_nov.jpg

  12. Searching a way to produce fast and easily particle effects I come to learn about SandStorm, a PhotoShop plugin with the possibility to export to AfterEffects.

     

    I did find other tutorials how to achieve dust effects in Affinity Photo, but none with the same easiness.

     

    So want to know if this plugin will be compatible with Photo, or there are any other options, and also where can I find a list of plugins know to be compatible.

  13. Hi @briandcamera @James Ritson, need to export to Unity3d, accepting only RAW format (I suppose the Photoshop one from this Manual entry, just the last section on the bottom).

     

    Not sure if RAW16 it's the same as Photoshop RAW, anyway since Affinity support Photoshop plugin I thought there was the possibility to do so.

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