Quick Lighting Script
We have been using this tool internally for a few years now.
It was written to make the process of playing with lighting iterations quicker and more interactive… specially with the help of latest interactive renderings available.
Below is a video that more or less explain what it does:
We have decided to share this tool and make it accessible to everyone.
We are in the process of editing the code so the script can be used in different locations, and have added a few things.
Below is what the interface looks like at the moment.
We added recently the option to control the sun based on real time and geographic location, as well as the usage of a simple Corona/Vray Sky.
Stay tuned, we will be posting it soon, and hope it can help others as much as it helps us.
We are honored to be invited to talk about our studio and the process behind our work on the Gatherings US & Canada 2020 organized by INBETWEENNESS, a networking movement that promotes the art of architectural visualisation all over the world, by creating events and sharing resources, such as podcasts, films, articles, workshops, and among others.
After over 2000 lines of code and lots and lots of testing, the new version of our Quick Environment Script is out. Get it on Gumroad! Link inside.
This is a maxscript that was written for internal use at Moso Studio.The purpose of QES is to streamline the process of working with HDR files.
What we found when using a texture to modify the FresnelIOR (metalness) of an object using Corona Render is at the very least strange.
The concept behind our 2016 Holiday Card was pretty simple, we were going to hang a holiday ornament wire from the Empire State building to the Chrysler building. We initially thought we may just do a still image, base on some photos we took from a helicopter for a previous project.
When none of the Bullet Time effect Scripts we found was exactly what we wanted we decided to just write a simple one that did just what we needed.
Why we as a studio transitioned from Canon to Sony cameras not for a matter of image quality but in order to achieve portability.
Experimenting with Unreal Engine for a 360 sequence for the Missoni Baia project. We hope to include a tutorial on the process at some point with Unreal Datasmith.
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