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Messages - Aram Avetisyan

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541
Is there a work around? I've wasted a day and a half stuffing around with this. Preview render looks awesome but barely anything in the high res.

Hi,

Probably the best thing, until a complete solution and fix is implemented for caustics, will be to get the caustics element and later composite it the way you like. If in IR it looks the way you like, you may just maximize the IR window to get caustics render element with the highest possible resolution, save it separately when clean enough and then overlay with final resolutions render.
You can also try increasing the light intensity relative to the results in final resolution render, test it again with short "final" rendering and adjust accordingly.

Regards,
Aram

542
Hi,

Can you please attach some screenshots to better understand what is the exact thing you are having trouble to do, how it is now implemented or done, and what is the way you find will be the best to do it? There are other feature requests for UVWRandomizer and MultiMap, maybe this is related and can be merged with them.

Regards,
Aram

543
[Max] I need help! / Re: Distance no object
« on: 2021-08-31, 11:29:20 »
Hello everyone,

I have some issues with this writing "distance no object" that appears during the rendering in the material of the pool water.
I also tried changing geometry and using the water material of corona.

Can someone help me?

Thanks in advance

Hi,

You need to check the material/maps assigned to the object and check the scene. I cannot tell anything specific by only looking at the image, to me it seems a bump map with Camera Per pixel mapping on the material :)
You can attach the scene for me to check or a simplified version of it, just the problematic object with some surrounding objects. Simplified, yet comprehensive enough to understand the problem.

Regards,
Aram

544
And these...

545
Now, what about this (no nodes attached)...

546
This is most probably installation/windows/3ds max update thing.
Please try this solution: (Fully update Windows and optionally 3ds Max)
https://coronarenderer.freshdesk.com/support/solutions/articles/5000501938
Also make sure you have the latest redistributables installed:
https://support.microsoft.com/en-us/topic/the-latest-supported-visual-c-downloads-2647da03-1eea-4433-9aff-95f26a218cc0
Restart your PC and try again. Let us know if the problem is gone.

Regards,
Aram

547
If I understand your workflow correctly, you mostly have Sun+Environment light, as physical as possible (not using fakes such as big lights in front of windows), some inner lights in different places of interior, you work and adjust the whole scene from views/cameras for which the exposure is adjusted accordingly (through VFB or overrides for CoronaCamera), e.g. -2EV, and you want to isolate an object to work on it separately, yet you get a high exposure (with -2EV) for the isolated object in open air. As I understand the point/problem here is the exposure, seen picture and not specific lights contributing to it.

What you suggest is
• Having "Render hidden lights" enabled, so you see your isolated object with (some) interior lighting when Isolated, yet the Sun and Sky are excluded.
• Having a list named maybe "Isolation mode include/exclude list) next to it
• In the list you want to exclude Sun and Sky and maybe other lights also, so they are not visible/rendered when in Isolation mode.
 
I believe this is not a very good solution to the "problem", more precisely the situation, and the points I mentioned earlier will come in to play.
Here is why:
• Let say you are working on a table in the scene's living room, with no isolation mode, there are both the sun, environment, interior lights which contribute to the whole lighting and you make the adjustments on it.
You isolate the table, your suggested solution is used, in this case you see the isolated table lit by only the interior lights, Sun and/or Sky are excluded. This will bring almost completely different lighting and inconsistency in table's shading, modeling workflow, I believe.
• Let say you are working on a table in the scene's living room, the lights are in the "render hidden lights" include/exclude list and the isolation mode is working as you want, then you decide to isolate and work on a chair in bedroom. Bedroom and living room are lit differently from environment light (e.g. living room has bigger windows and hence more lighting from outside), the walls, floor plan and other elements also contribute to this difference and you get into isolation mode with chair, where again the Sun and/or environment lighting are excluded. This in my opinion will bring the need to adjust the lights in the list again for the chair. And even if you manage to tweak it the way you like, you exit from isolation mode and the environment and sun get back and contribute to the lighting to the chair in a way, different from the table in living room (you are not "visually" sure what exiting isolation mode will bring in different cases). I hope you get my point of inconsistency and confusion.

Here I think the best thing is to just adjust, well, the exposure, e.g. I have -4.5 for exterior when isolating and revert back to the interior exposure after isolation. I worked like this a lot and it was never a problem. This exposure thing can even be solved easily if you have CoronaCameras in the interior with their per-camera exposure override and having a separate EV for VFB when isolating, so no changing is needed.
Or another tip from me: I generally create selection sets for isolation purposes or just name the interior cage (main blocks of interior, floor, ceiling, walls etc.), which is the main thing affecting the exposure of the interior in general, in a way that it's easily selected (or just grouping its components if needed), select it and then select the object I want to isolate it with and isolate. That's it. It brings both the "Render hidden lights" option's and lighting consistency's benefit for the objects' shading/modeling.
In general, if your scene is not too heavy and you can quickly see updates in IR for the object you are working on, with all the objects being visible, having a good control in viewport movement, panning, zooming, virtual walkthrough etc. is the best option to go with. I would recommend getting deft with it, if you are not already.

Regards,
Aram

548
[Max] I need help! / Re: Dichroic Laminated Glass?
« on: 2021-07-01, 11:37:51 »
I know this is an old topic, but I'm hoping someone can help me with a current issue using Siger's Thin Film plugin with Corona.

I have a client that wants to showcase a lot of Dichroic film panels in the 3D visuals I'm creating for them. They shared the attached reference images, one used on a transparent substrate (Dichroic_Transparent) and the other on a white opaque substrate (Dichroic_Opaque). I've attempted to replicate it using Siger's Thin Film but I'm getting solid banding (Dichroic_Thin Film), where, in reality, it looks to be a more gentle fade between colours. I have also attempted to replicate it manually by layering falloff maps with the CoronaMix Map, but ended up coming back to Thin Film. My Dichroic material settings are attached.

Does anybody have any recommendations on how to best replicate the real world look of this material? Is there any way to smooth out the colours in the Thin Film shader?

TIA

Here some planning of the shot and scene should be done as this is something not easily rendered and can cause huge render times possibly, so try to look for optimizations.
Mainly you have two things to control
• The surface color of the glass panels and/or
• The color of their shadow or the real physical effect of a colored glass.
If going for full physicality, i.e. colored shadows, caustics shall be enabled. Then you control the shadow color only by volumetric absorption. Here simple gradient or any other map alike would do.
Why do I mentioned this. You may look at the glass panel from different angles and it may appear colored differently but the shadows it creates are constant, not dependent on any angle.
So for maximum physicality use volumetric absorption for glass panels and for diffuse/base color any falloff (even in Light/Shadow mode which I tested and it gave interesting results) which fits your needs/taste can be used. Mainly simple falloff with two colors you choose will do fine. The rest e.g. cells or so can be achieved with refraction/reflection glossiness and even with diffuse.
See attached some examples I got. Everything is a simple CoronaMtl/CoronaPhysicalMtl with general falloffs, mapped differently.

549
This indeed can be helpful.
The idea will be logged for further consideration. Thank you

Regards,
Aram

550
It'd be very helpful to be able to exclude some lights from the "render hidden lights" checkbox, like the sun and environment.
This would be helpful when working on interior scenes with a sun. When you isolate the object IR shows an over bright image, obviously. If we could exclude certain lights from the "render hidden lights" checkbox in render overrides, we would avoid the need of changing the exposure when isolating objects.

Thank you.

This is not a scenario you would face a lot and it may bring more confusion. Having some lights hidden to not show/light up but having them in the mentioned include/exclude list will just make it more time consuming and confusing. Currently the best way to do it, I think, is to turn off the sun directly from Corona Lister when having an isolated object (requires the same amount of tweak/clicks as adding it to an include/exclude list) or through Select by name, filtering non-light objects and controlling them or having a selection set for the specific light you want to be on with the isolate mode, selecting them first then the object(s) you want and isolating.
For checking materials, lighting etc. for specific objects some workarounds can be found or made directly in the scene e.g. having a temporary box with some lighting for quick studio check for the object.

Regards,
Aram

551
[Max] I need help! / Re: Displacement reflection issue
« on: 2021-06-20, 12:18:08 »
Bringing this back from the dead...

Is there anyway to partially extend the displacement calculation? I have a huge body of water so I don't need all of it displaced, but camera only is not enough either. I'd need some extra 20-30%. Is there a way to control this?

Thanks!

This will bring further difficulty and confusion in usage. It is optimal to keep it either enabled completely - with string option, either off or find a scene dependent workaround/optimization.

Thanks,
Aram

552
Hi all,

First post.

Please could I request to be able to specify horizontal field of view on cylindrical camera projection as well as vertical. This would be great so that I can produce verified views.

At the minute I have to keep using an old version of vray but would like to be able to use corona - as lets face it, it's 10x better than vray. He he.

Please please please.

Thanks in advance

Rob

Hi!
Thanks for the post and for the idea.
We will have this discussed for possible future development.
Meanwhile, you can cast your vote for the most wanted features here, if you haven't done already:
https://forum.corona-renderer.com/index.php?topic=96.0

Thanks,
Aram

553
[Max] Feature Requests / Re: Denoiser Exclude List
« on: 2021-06-20, 12:02:29 »
Is it possible to have an exclude list for Denoising?

When i render automotive stuff, i very often would like to exclude the carpaint from any denoise opperation since it kills the metallic flakes.
I'm currently doing it by saving different beauty's with and without denoiser.

It would be just amazing to have something like a internal masking with exclusion.

Thank you.

We currently have this in discussion for tentative roadmap, ideas for masking workflow which can be used for your case as well. We will for sure inform you when there will be updates.
Meanwhile, you can cast your vote for the most wanted features here, if you haven't done yet:
https://forum.corona-renderer.com/index.php?topic=96.0

Thanks,
Aram

554
Thank you. I hope to see this have been fixed very soon.
I cannot continue work with my project (with corona 7). Will try with Corona 6

Update.
Max 2021 corona 6 hf2 seems broken too

We double checked this for Corona 6 Hotfix 2 in both Max 2020 (Render to Texture) and Max 2021 (Bake to Texture) and it works as expected. Make sure the UV Channels and Unwraps are done properly. Also please try with Render to Texture instead of Bake to Texture if you can.

Regards,
Aram

555
Is Render to Texture broken with Corona?
Hi,
Please can you provide some more info? For example; what exactly is broken, Corona Version, 3ds Max version and if possible a scene demonstrating the issue.

3ds Max 2022, corona-7-3dsmax-daily-2021-05-20
It doesn't work with any simple scene

please see the link 

Thanks

We confirm this not working and currently have it logged. Thank you.

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