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Messages - romullus

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8026
Yes, i'm using dailies, but didn't notice anything like that. Am i missing something?

8027
I think CoronaNormalTex has to allow to input normal maps in 1.0 gamma too. Maybe simple checkbox "linear input" should do?

Without it proper use of substance maps seems impossible. Or is there a way to make substance normal channel to output sRGB result?

8028
[Max] Resolved Bugs / Re: exposure bug
« on: 2014-10-11, 10:06:34 »
Just in case somebody needs to revert to older build and encounters this behaviour, i found what's causing this. It looks that Color tint in Exposure and color mapping is getting set to black. Setting it back to white, cures this problem.

8029
[Max] I need help! / Re: Gummi Bear
« on: 2014-10-10, 17:24:22 »
Public alpha versions don't have SSS, which is needed to replicate such material. Soon to be released commercial version have proper SSS, though.

8030
[Max] Resolved Bugs / Re: bad allocation
« on: 2014-10-10, 17:15:31 »
Merged topics.

8031
[Max] Resolved Bugs / Re: WTF - bad allocation!!!! help
« on: 2014-10-10, 16:15:04 »
If you want to report a bug, do so in bug reporting section, please.

Topic moved.

8032
[Max] I need help! / Re: Rendering/map settings problem
« on: 2014-10-10, 11:47:47 »
I'm pretty sure that should you lower that wall material's glossiness value, those "fireflies" would dissapear ;]

8034
Work in Progress/Tests / Re: Arch Exterior with Corona
« on: 2014-10-10, 11:17:38 »
You should never ever use screen projected background for reflections - that's why your building looks so ghostly transparent.

8035
Corona renders correctly in all area render modes with standart cam. However, when camera is set to spherical or cylindrical (via CoronaCamMod), only "view" and "region" modes are working as expected, "crop" and "blowout" modes gives wrong results. Would be nice to get it fixed, if it's possible.

8036
There's no need to use vray to get hemispherical (stereographic) projection out of equirectangular (the one that Corona makes when spherical cam is on) really. Once you get your spherical (equirectangular) map rendered (cropped or not, it doesn't matter), you can load it in hugin, ptgui, autopano or other software that is capable to do projection convertions and simply choose output as stereographic projection with 180x180 FOV. This process is instantaneous.

I can provide more detailed instructions for ptgui if needed.

8037
[Max] I need help! / Re: Rendering/map settings problem
« on: 2014-10-09, 22:00:15 »
Those aren't fireflies. It's just your bump value is much too strong. Generaly in Corona you very rarely need to go higher than 0,1 for bump.

8038
Work in Progress/Tests / Re: My first rendering using corona
« on: 2014-10-09, 17:01:41 »
Easy guys. Picture is posted in wip/test section, so maybe it shouldn't be matched against artworks of such great artists as Bertrand Benoit or Juraj Talcik.
If you don't have some advice or constructive crticism to say, it's better not to comment at all.

8039
I have been reading more about glossy maps and I need some explanation about it. From what I understand glossy maps are used to simulate surface roughness. I am now finding out it has to do with the width of the specular highlight/reflection map. Black means the width is wider while white means the highlight will be tighter.So say u have a monochrome noise map with high contrast of black and white, how does that work? i am supposing white areas mean glossy and black areas clear reflections or  white areas will have pointy/tighter highlights while grey or darker areas will have broader highlights? I am thinking the latter is the more accurate one while u specify in the corona material the glossiness using the parameter between 0-1?

One cannot go without another. Highlights is just reflections of bright light sources. So, tight highlight is glossy reflection of bright light and broad one is blurry reflection.

8040
[Max] I need help! / Re: Re: Skylight Portals
« on: 2014-10-09, 16:40:08 »
Don't know, maybe in some very specific scenario you can get such huge improvement from portals, but generally you shouldn't expect miracles. In some cases portals can even slow down noise converging, so use it at your own risk ;]

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