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Messages - juang3d

Pages: 1 2 [3] 4 5 ... 43
31
[Max] Daily Builds / Re: Texture baking prototype
« on: 2016-02-02, 00:53:01 »
You're talking about projection modifier, but that has little to do with Corona.

Nope, I'm talking about having a diffuse map with one type of UV in channel 1, and inthe same geometry, in channel 2 having the new UV layout made by the modeler, now think that you have all the character with all the textures ready, but all the UV layout has changed, you have two options, or you work again in the textures to adapt them to the new UV Layout or you project Channel 1 texture in Channel 2 UV Layout, and you have the new texture perfectly baked and ready to be used, and this applies for a variety of things you can do at the same time, like extracting different maps or whatever other thing.

You can do this with scanline (as long as scanline stays alive), but it's sampling technology it's not good at all, and if you have an specific material like the Corona material you won't be able to do it, so you have to convert all the materials, make the texture reprojection from Ch1 to Ch2 and reapply oyour materials again, so having this inside corona is good, you save a lot of time.

Cheers!

32
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-02, 00:47:46 »
Hey Ondra.

All cool, I agree with Romullus, better to have something good than something... less good hahaha

Now regarding this: "I have too much work right now"

That's why I was asking for that info and questioning the new VFB initiative, why to start that initiative if there are others probably more important (regarding the kind of impact it's going to have in everybody's work) specially if you are full loaded, but in any case, I don't know your internal organization hence it's possible that the new VFB has nothing to do with the available resources for those other initiatives.

Regarding this: "Volumetric Rendering : Not key archivz feature"

Is Corona going to stay as an ArchViz render engine for much longer? We (and I suspect others too) have very different type of projects, some projects are arch viz related and some are more advertising and others are a mixture of both, so advanced features like volumetric rendering, hair support (even useful in ArchViz) and such things may be very welcome in general.

Being sincere, I'm tired of having the same fight with every render engine development team I faced, inside Autodesk, outside Autodesk, everyone seems to love to make render engines for ArchViz, and no one seems to be interested in making real evolutions that may have a real impact in other fields, there are tons of advanced features in vray that no one though that could be useful for viz, but they did that, and because of that no just archviz has evolved but vray was adopted in different fields that were not it's target (and that became it's target after realizing they were able to do it)
I have sincere hope you can open up a bit more the development for non-obvious archviz features in the near future, this is not a rant, it's just I would like to stop hearing that ALL the render engines in the market are arch viz engines, mental ray is arch viz oriented except if you use the standalone, maxwell is arch viz oriented even with it's advanced features they excuse it's speed saying that it is because they want better quality, any other engine excuse their lack of features with the archviz reason, while the archviz market is growing fast and the clients are asking for effects, for "wow" type of shots, for simulations, volumes, liquids, advanced integration with real footage, and similar advanced things.

Please understand that this is not a rant (because it's not) but as a though based in recent events and projects, arhcviz is not just "good light" nowadays, they want a feature film with feature film details, and we want Corona to deliver it :)

And about the 1.5 for the super fast biased engine, it's cool just to know that it's real, no matter if it's coming for 1.5/1.6/1.x or even 2.x, the sooner the better, but it's cool to know it's in your mind.

Cheers!


33
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-01, 18:28:24 »
I read that you are going to start a new frame buffer effort, that is great, but I'm wondering how is it going with key features like adaptivity, noise reduction, volumetric rendering and "superfast" biased engine? (I heard about this last one some time ago and I'm not sure it was on the list at all, but if it is, it's really important for previews or fast projects) :)

Don't want to sound harsh at all, I just think that there are more important things on the waiting list than a new VFB (even when I can understand a new VFB can be beneficial).

Cheers!

34
[Max] Daily Builds / Re: Texture baking prototype
« on: 2016-02-01, 18:24:58 »
It's also used to translate one set of textures baked into one UV set to a second and different UV Set without having to "re-paint" the texture, it's really useful.

Cheers.

35
[Max] Daily Builds / Re: Daily Builds
« on: 2015-12-29, 10:01:55 »
Just an idea, but do you have a material library opened with that material on it?

Cheers

36
[Max] Daily Builds / Re: Daily Builds
« on: 2015-11-30, 09:46:32 »
I don't want to be annoying... BUT :D will there be the "adaptivity" enabled build before that time or will it all be released altogether (adaptivity, filtering, linux, mac version)?

Good question here... Adaptivity is important for us too :)

Cheers.

37
Porting and API / Re: What about Houdini?
« on: 2015-10-11, 14:06:23 »
Houdini is software mainly used for particle, fluid, and volumetric simulation. Corona's weakest point are particles, fluids and volumetric simulations. So Houdini should be pretty much last software on the list.
I'm afraid I have to disagree with that, you know I'm a hardcore Max and Maya user, but I'm learning Houdini at a great pace and in fact you can do A LOT of things faster in Houdini than in max, in fact I think the two only things you can't do faster is polygonal modeling (specially character modeling) and character animation (you can't do it faster, but you can do it better because of all proceduralism you can reach astonishing levels for rigging/skinning with things you can't even imagine in max, like skin contact with objects for example).

Right now max reveals itself like a great render platform, but if licensing continues the way it seems a lot of people is going to be forced to abandon it, and Houdini seems to be a great platform, you can model and animate in a lot of different platforms, from Blender to Modo or C4D, the key thing is how do you mix your character animation or your arch animation with al the bells and whistles that all clients are asking nowadays, and the major power of Houdini is exactly that, bells and whistles.

So, while I know Corona lacks some features related to vfx, that does not mean Houdini is not a valid platform to develop for because things are rapidly changing and Houdini is going to become a major player IMHO, in fact a possible pipeline could be Modo for modeling/animation + Houdini for the rest of things, this is an awesome powerful mixture.

Cheers.

38
Porting and API / Re: Corona for Modo
« on: 2015-10-11, 13:57:29 »
If we think how things are going with Autodesk licensing, Modo is a great target (also C4D of course, but that one is already covered).
We are thinking in making the port if things with licensing does not change.

Cheers.

39
[Max] General Discussion / Re: Which render farm do you use?
« on: 2015-10-09, 09:42:36 »
In our case we use our own farm, it pays for itself and we have it always without being worried about surprise costs even when we have to re-render any that had a problem or an error.

In your case, probably Rebus will do the trick, we used some time in the past and it worked ok, the problem was the cost estimation, it turned out to be more expensive than what their calculator say, but for still it could be more precise, I don't know, it's a guess.

Cheers!

40
[Max] General Discussion / Re: Lens Glare or flare
« on: 2015-10-01, 12:51:28 »
Agree, and it can be better if you can save them as a separate render element :)

Cheers.

41
Thanks Maru.

Just did it :)

Cheers!

42
[Max] I need help! / Re: Direct light resolution/accuracy?
« on: 2015-09-15, 08:24:24 »
Have you tried reducing sun power? This shadow seems to be a bit burned and this can cause this type of "overflow" :)

Cheers.

43
Hey guys, I don't want this to be dead, dev team, some ideas?

Cheers.

44
Hey guys, no ideas here?

Dev team? (Maybe it's a more appropriated question for you than for artists)

Cheers.

45
[Max] I need help! / Re: Reflection question
« on: 2015-09-02, 16:42:25 »
Agree, smoothing groups or some problem in the mesh I think.

Cheers.

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