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General information: This is a Parallax Occlusion Mapping Shader written in OSL. The Shader is based on the excellent Parallax Mapping Tutorial by Joey de Vries ( https://learnopengl.com , https://twitter.com/JoeyDeVriez ). Thanks again Joey for the permission to use it. If you’re not familiar with Parallax Mapping: it’s a technique coming […]

OSL: Parallax Occlusion Mapping


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I’m a user and a developer. Every day I see people reporting bugs and problems, either in support forums or on Facebook or, less common, a dedicated bug reporting tool like mantis. This often goes along with complaints about not being heard, the bug not being taken seriously or a […]

A short guide on reporting bugs


This is a making of of a project I have been working on in the last couple of months. I was responsible for tool development & pipeline, lighting, rendering, comp, (most but not all) shaders and photogrammetry. I also modeled a couple of buildings and assets. Enjoy https://www.ronenbekerman.com/timeride-vr-experience/

TimeRide VR



[warning] This article has kind of transformed into mini tutorial about raytracing, sorry, the fancy images at the end are the important part here 😀 So, I’ve started learning Houdini recently and I’ve completely fallen in love already. It’s not always easy, especially in the first few days, but it […]

Houdini VEX renderer


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A small maxscript for loading PBR texture sets into a Vray or Corona Materials automatically. I’m using Substance Designer to make most of my materials these days and got annoyed by loading all the maps by hand every single time. So this script asks for a selection of maps and […]

Autoload Materials Script


Some fun tools that are the result of combining several other VR / 360° tools I’ve been developing for Fusion lately. Unfortunately there are a couple of bugs in Fusion 7 which lead to spending 95% of the development time finding workarounds and make unnecessary complicated flows. So stuff could […]

FusionLatLongPlacement Tools



Another very small but potentially useful tool for Fusion. Using a Screen-space normals pass and a rendered or painted shader image you can generate an instant “fake” render of the object with different shaders applied. The “Radius Scale” parameter in the MatCap node can be used to decrease the search […]

MatCap Material


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This is a small but potentially useful macro for removing extremely bright pixels out of your renderings. If your renderer is setup correctly you usually don’t have to deal with that kind of stuff but if you made a mistake and cannot re-render your images because the deadline is near […]

Firefly Removal Filter


A while ago I made 3 different Tonemapping Macros for Fusion: – Filmic Tonemapping – Reinhard Tonemapping – Corona Highlight Compression (matches Corona renderer output) These macros assume you work in linear space, so if they are not linear make sure you de-gamma your images first! Thanks goes to Simon […]

Tonemapping Tools



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If you’ve ever done any compositing for 360×180° spherical panoramas you know that some things don’t work the same way as with normal renderings. One of these issues are Glows, Blurs, and other tools assuming a evenly distributed pixel density. Since Latitude-Longitude images are stretched at the poles on the […]

Latitude-Longitude Blur/Glow for Fusion


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This is another little script I made a couple of months ago. It’s helping to do light setups by pinning the resulting reflections onto a surface. See the video below to get an impression of what it does exactly. If you like it, found it helpful or have suggestions, let […]

BindLightToCamera Script


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I finally decided to release the QuickSplineClone Script I showed a year ago “as is”. There are some things I’d like to change at some point in the future but right now I don’t have time to redo the stuff I don’t like (e.g. changing the system to make absolute […]

QuickSplineClone Script









Well, what can I say, it’s a Script that exports panoramas 😉 Ondřej Karlík (http://corona-renderer.com) had the idea, I’ve just been scripting it. The script either takes a 360×180° jpg file or grabs the image directly from Coronas Framebuffer and generates 3 or 4 files (depends on your settings). The […]

Panorama Exporter