Author Topic: Daily Builds 1.5  (Read 114737 times)

2016-09-22, 09:43:19
Reply #525

johan belmans

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The standalone EXR converter/viewer application is still in experimental stage and not public yet. The plan for this application is to basically serve as a standalone VFB with the ability to change all the post-processing settings as well as performing on-demand denoising.

We hope to have an experimental public version available when 1.5 is released, but as always I can't/don't want to make any hard promises on that.

Great news!
It will be awesome if we can save all the settings (values for glare, bloom, highlight compression, .....) to an xml file and load whenever we had to re-render the specific render due to changes.

2016-09-22, 10:37:21
Reply #526

peterguthrie

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any news on vignetting? If not, i'd suggest removing it from the next major release. At the moment its just not up to scratch, at least on the daily building from about 3 weeks ago that we are using

2016-09-22, 13:17:56
Reply #527

Ondra

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any news on vignetting? If not, i'd suggest removing it from the next major release. At the moment its just not up to scratch, at least on the daily building from about 3 weeks ago that we are using
new daily will have again circular vignetting, stay tuned
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-09-23, 00:49:30
Reply #528

casinowilhelm

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Hi there, just a quick one, sorry if it's been mentioned before - while max 2017 now supports 4k screens, it seems like you have a few problems with the vfb in 4k, or rather with scaling in windows. No spinners for example.

(windows 10, scaling set to 175%. Running on a laptop with 17" 4k so scaling is necessary!)

Probably not a priority for you now but these screens are going to start popping up everywhere before long...

2016-09-23, 01:17:59
Reply #529

Ondra

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we are actually solving this right now ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-09-23, 07:40:28
Reply #530

Juraj

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So, this was long work night but satisfying :- ) The latest daily kicks ass. No issues on my side (though Dubcat might refer to LUT being applied in linear space instead of sRGB).

PBR is making the life so much easier, I kicked out all specular maps, converted glossy values with Dubcat's guide, with maps I just eyeball, no care much. Did few back-to-back renders, so far no issues or artifacts. Yay, now to convert the remaining billion assets.

Since the devs are hardly sleeping either I guess I'll cease request for 1.5 :- D What I wanted is there and works well. This will be pretty darn good release.
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2016-09-23, 11:47:02
Reply #531

pokoy

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Same here - many thanks for the tons of small and big improvements.

PBR finally makes mapped glossiness a lot easier to work with, looks way more natural. Love the VFB improvements, too. IMO, the whole IR and VFB workflow should be the official blueprint for all other engines. Hopefully Autodesk will now improve the shading and rendering workflow on their end...

A question regarding old assets - will PBR turn on automatically on old asset materials or do I need to manually tick it on? Anything else that I need to be aware off besides the different glossiness map curve?

2016-09-23, 12:34:26
Reply #532

Majeranek

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So guys, what's the correct workflow for pbr shader now? Reflection 1.0 225rgb IOR 1.6 and just diffuse, glossiness bump maps?
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2016-09-23, 12:36:47
Reply #533

Ondra

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PBR mode will load unchecked for older materials so old scenes render with minimum changes. It currently alters 2 things: it turns on full GGX glossiness range, and changes fresnel from "bright edges for glossiness 0-1" to "bright edges for glossiness 1, neutral (non-bright, non-dark) edges for glossiness 0.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-09-23, 13:40:37
Reply #534

pokoy

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PBR mode will load unchecked for older materials so old scenes render with minimum changes. It currently alters 2 things: it turns on full GGX glossiness range, and changes fresnel from "bright edges for glossiness 0-1" to "bright edges for glossiness 1, neutral (non-bright, non-dark) edges for glossiness 0.

Thanks. I hope the conversion script gets a PBR switch like it did with the legacy mode in the past so it's easy to maintain old assets.

2016-09-23, 14:30:24
Reply #535

arqrenderz

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Hi juraj, can you explain some about " kicked out all specular maps" is it wrong on pbr to use specular map? just glossines, how do we control the reflections now?
To the devs or some very good man out there: A small tutorial on how to Correctly use the new corona PBR will be great

2016-09-23, 14:48:20
Reply #536

3dwannab

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2016-09-23, 15:28:14
Reply #537

Juraj

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Guys, Corona PBR is not unique to other PBR shaders. Just google it :- ) There are whole wikipedias written on it (on Polycount for example) by now for artists.

Of course tutorials will come, I plan some too but there are tons of resources out there now.
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2016-09-23, 17:02:34
Reply #538

TomG

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If I use the Color inside option in CoronaDistance with a map in the Distance Scale Texmap, I get unexpected results if that Distance Scale Texmap includes pure black. This clears up if there is no black and 1,1,1 is used instead (or if Color inside is unchecked, then the effect also disappears even if there is pure black in the Distance Scale Texmap). Expected, or a bug?

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2016-09-23, 17:03:15
Reply #539

snakebox

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Is anyone getting dark splotches / errors when using DR in the latest daily build 23rd? 

I'm trying to figure out it if it's machine specific but so far it has felt really random.  Everything renders fine until the passes from the nodes gets added, sometimes it will add once or twice before suddenly having dark triangles random places. 

Just curious if anyone else has noticed something.