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Messages - romullus

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9181
News / Re: CoronaNormalTex added
« on: 2014-01-23, 14:59:09 »
Please look around you, every  professional renderer can handle it properly.
Are you sure?
http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator

9182
[Max] Resolved Bugs / Re: SAT / STEP - Corona
« on: 2014-01-22, 21:51:01 »
It works in alpha too, just not as straightforward as in other renderers. In order to get better results, tweak a little bit Render Mesh Quality parameters under Rendering Approximation. Or you can simply check Use Viewport Mesh checkbox and renderer will use body object's Viewport Display settings.
Body objects implementation in A5 leaves a lot to be desired, but as Keymaster said, it's should be better in A6. We just have to wait and see.

9183
Gallery / Re: Pacific Hotel Room
« on: 2014-01-20, 14:25:57 »
http://www.cgtextures.com/ - one of the best known texture source on web.

9184
Work in Progress/Tests / Re: Arttu's WIP
« on: 2014-01-20, 01:05:41 »
Good texturing can make all the difference! Looking forward to see your full visualizations.

9185
Gallery / Re: Pacific Hotel Room
« on: 2014-01-20, 01:03:15 »
You should work more on textures. Right now it's quite poor quality.
As for mirror, i usualy do this way: 0 - diffuse, 0.9 - reflection, 50 - IOR. Optionally you can give very slight green tint to reflection color.

9186
[Max] General Discussion / Re: How to do batch rendering ?
« on: 2014-01-17, 12:20:53 »
Did you look at rendering>batch render...? ;]

9187
Gallery / Re: Displacement with procedural maps
« on: 2014-01-17, 01:05:16 »
Nice results. Is it A5 or daily builds, you are using for these renders? I'm asking this, because whenever i try to render displacement wirh procedurals on A5, max always craches.

9188
Work in Progress/Tests / Re: romullus's wips
« on: 2014-01-16, 20:37:43 »
This was my first attempt at corona rendering.  I was very amazed how fast i was able to learn basics of corona. Especially after mental ray :]

9189
[Max] Resolved Bugs / Re: Glass problem
« on: 2014-01-16, 14:23:32 »
And how one could answer your question without knowing how your material setup looks?

9190
Work in Progress/Tests / Re: romullus's wips
« on: 2014-01-16, 00:01:11 »
Another wip from me. Car model is by Stelu Harsan.


9191
Work in Progress/Tests / Re: romullus's wips
« on: 2014-01-14, 12:12:57 »
Nothing at all - render settings were default.

9192
Work in Progress/Tests / Re: romullus's wips
« on: 2014-01-14, 00:29:08 »
Quick and simple scene, that i made just for fun of it:

9193
Gallery / Re: My test of Corona render
« on: 2014-01-13, 20:55:50 »
And what do you know - it worked like a charm! :] http://forum.corona-renderer.com/index.php/topic,2466.0.html
Thanks for the help, everyone.

9194
Work in Progress/Tests / romullus wips
« on: 2014-01-13, 20:50:56 »
I saw the other guy on forum posted beautiful renders with vcm: http://forum.corona-renderer.com/index.php/topic,2450.0.html and wanted to try it myself, but run into problem of excessive fireflies. Fortunately with the help of other coronauts, here in forum, i managed to find a solution. It seems that vcm don't like bluriness in reflection and refraction slots. Especially in refraction. Put some map in that slot, other than white and you'll get a horde of fireflies.
Anyway here's my attempt:


9195
Gallery / Re: My test of Corona render
« on: 2014-01-13, 15:40:42 »
Fixture on ceiling in my scene has material with light emission on it, but it's very weak. Light source that simulates flashlight near camera, is corona light. It's small (20mmx5mm) and extremely powerful - 20K units of intensity. I tried to change its shape to sphere, but fireflies grew up in orders of magnitude :]
My system units is in mm.

I decided to make very simple scene to experiment more with caustics and after many tries and errors, i found one way to completely get rid of these nasty bugs. I found that setting glossiness value to 1, in reflection and refraction, gives fireflies free image. Now i'm trying to fix all materials in my main scene. Will see if it works in more complex scene.

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