Yearly Archives: 2016

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

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

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