Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - 88qba88

Pages: [1] 2 3 4
1
I've made some quick tests and I have a question about the visible brightness of new material.
Scene is made of 2 planes, 2 teapots and 2 spheres.
On part marked as NEW - new shader is applied, on part marked as OLD - Legacy Material is applied.

1 Corona Sun (size 1, value 1)
Environment - CoronaSky

Legacy Material settings:
Diffuse color: Corona Color R:180 G:180 B:180
Reflection: 1,0
Glossiness: Corona Color R:80 G:80 B:80

NEW: (same as above, switched from roughness to glossiness)
Mat settings:
Base Color: Corona Color R:180 G:180 B:180
Reflection: 1,0
Glossiness: Corona Color R:80 G:80 B:80
Non-metal

I can see that part with new material changes brightness quite hard depending on viewing angle. I believe the plane should be brighter when viewed towards the sun and darker in opposite direction?

Another issue seems to be visible when the camera is perpendicular to sun - I can see some changes in visible brightness of the plane from left to right.

Is that correct behavior?

Thanks

That is indeed expected as the new diffuse model is somewhat retro-reflective at low glossiness.

Thank you for the answer:)
It doesn't look like a huge problem, especially considering photorealistic renderings, but when you start creating for example packshot images or renderings with lots of flat surfaces it looks a little bit like there is some smoothing groups problem in 3ds max!
By the way - I really like the new shader with all its possibilities! I like the UI and workflow changes that comes with it.

2
I've made some quick tests and I have a question about the visible brightness of new material.
Scene is made of 2 planes, 2 teapots and 2 spheres.
On part marked as NEW - new shader is applied, on part marked as OLD - Legacy Material is applied.

1 Corona Sun (size 1, value 1)
Environment - CoronaSky

Legacy Material settings:
Diffuse color: Corona Color R:180 G:180 B:180
Reflection: 1,0
Glossiness: Corona Color R:80 G:80 B:80

NEW: (same as above, switched from roughness to glossiness)
Mat settings:
Base Color: Corona Color R:180 G:180 B:180
Reflection: 1,0
Glossiness: Corona Color R:80 G:80 B:80
Non-metal

I can see that part with new material changes brightness quite hard depending on viewing angle. I believe the plane should be brighter when viewed towards the sun and darker in opposite direction?

Another issue seems to be visible when the camera is perpendicular to sun - I can see some changes in visible brightness of the plane from left to right.

Is that correct behavior?

Thanks

3
[Max] Daily Builds / Re: Adaptive enviro sampler playground!
« on: 2020-02-21, 11:33:33 »
https://corona-renderer.com/comparer/rgJJnr

No portals.

Same scene, 10 minute render.
Previous daily vs newest daily build.

Are you sure that this is correctly tested? Did you just switch from V5 to the daily build? Honestly I would not expect such huge improvement, but if it really helped so much - great! :)

I'm sure, same scene, test done this morning. Results are spectacular, I agree!
I made this scene this morning in previous daily build (2020-02-17) and rendered - 10 minutes. Then I installed newest daily (2020-03-20) and rerendered the scene. I made no changes at all. It was same scene and settings, the time was limited to 10 minutes in both tests.

PS. Car is corona proxy. For the floor and walls I used materials from new Corona Material Library.

4
[Max] Daily Builds / Re: Adaptive enviro sampler playground!
« on: 2020-02-21, 10:28:38 »
https://corona-renderer.com/comparer/rgJJnr

No portals.

Same scene, 10 minute render.
Previous daily vs newest daily build.

5
Simple test:
10 minutes - old solver
10 minutes - new solver

Quite impressive! :)
Here it is in our comparer :D

https://corona-renderer.com/comparer/rgJJnr

Can I ask how you did your comparison? Did you compare the old a new daily builds?

Thanks,

Rowan

I made one ten minute render on previous daily build and after installing newest daily another 10 minute render with new solver. It wasn't very scientific, but it shows huge difference in noise levels.

PS. No portals.

6
Simple test:
10 minutes - old solver
10 minutes - new solver

Quite impressive! :)

7
Gallery / H0 people
« on: 2018-08-28, 16:10:16 »
This is a "small render" of H0 scale figures that can be 3d printed :)

(HO or H0 is a rail transport modelling scale.)

8
[Max] Resolved Bugs / Re: New Light Solver bug
« on: 2018-08-27, 14:02:26 »
Thanks!:)

9
[Max] Resolved Bugs / New Light Solver bug
« on: 2018-08-27, 10:08:37 »
Hey,

I was testing the new light solver and I found some artifacts in my simple test scene.
In attached file "test New Light Solver.jpg" in the bottom right corner of the image you can see some strange artifacts around the light on the floor, but while rendering the same scene with old light solver everything is correct - see attached "test Old Lighe Solver.jpg".

Corona version: 3 (Daily Build Aug 9 2018).

Light: CoronaSun (intensity 0,3, size 4) and Corona Sky.
+ portals in the windows.

10
[Max] Corona Goodies - User Contributions / Free HDRI's
« on: 2017-10-10, 10:06:54 »
Hey,

It's not my website and not my HDRI's but for all of you that don't know about this site:

https://hdrihaven.com/

Completely free (there is a possibility to become a Patron on Patreon).
Maps are great: UNCLIPPED, available from 1k to 16k each. No login required.

It works great with Corona renderer:)

11
Gallery / Re: Something a bit different - tram stops
« on: 2017-09-19, 23:15:42 »
Thanks for the appreciation:)

12
Gallery / Something a bit different - tram stops
« on: 2017-09-07, 14:26:57 »
Staight from Corona VFB.
I thing that we rarely see renders this type of renders on this forum. Feel free to comment!

13
Gallery / Re: Modern Scandinavian Apartment
« on: 2017-09-07, 14:22:12 »
Hej Simon,

There is much room for improvement.
First of all I think that you should think more about a composiotion of an image - you can start studying works of architectury photographers and look for some inspiration there. Follow basic rules at first. Maby try 1 point perspective in this interior?
Secondly - "materialism".  Pay close attention to real world materials. In Corona you can achieve really good results when you follow basic PBR rules.
Lighting - the most important thing in rendering! There is something wrong with it, especially in nighttime - I can still see sharp shadows on the floor!
Did you design the interior yourself? The floor looks unfinished, there are no baseboards etc.
There is tree shadow, but no tree outside.
Sofa looks pretty unnatural - you can try using some falloff and bump map on the material.
Walls look strange to me as well, can you show me your material settings?
There are some displacement artifacts on the brick wall.
To achieve more photographic look you can try using LUTs and definiately depth of field (be careful not to overdo DOF!).

Sorry I was harsh on you, but I tried to show you some critical point that can be improved.

14
Gallery / Re: Day and night - straight from Corona
« on: 2017-07-19, 12:10:35 »
Thanks and no problem Chrizzo :)

15
Gallery / Re: Day and night - straight from Corona
« on: 2017-07-19, 08:38:08 »
Sure! I used 05-18_Day_A and 06-14_Sunset_B from NoEmotion (free HDR's - guys did a great job there). Both maps with Enable Color Map 'trick' (see attached file - points are 0,98 | 0,98 and 1 | 1.2).

http://noemotionhdrs.net/hdrday.html

http://noemotionhdrs.net/hdrevening.html

If you want more control in terms of light color you can swith to RGB mode in Color Map properties and edit each color separately.

Pages: [1] 2 3 4