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Topics - 88qba88

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1
Hey,

I've encountered a strange problem - when I was testing something I've noticed that I can see a bokeh from the light that are invisible to camera. Test scene is quite simple - a plane and instanced lights above it, camera below it. You can see the bokeh from lights and it is distorted, as if part of it was cut (top part in front of focus point and bottom part farther away from the focus point).

Why does it behave like that, is that a bug? It certainly looks like a bug.

Thanks,
Kuba

Strange DOF light (visible DOF from lights that are invisible to camera)
Max 2024

2
Work in Progress/Tests / Straight out of Corona renders
« on: 2021-12-30, 15:39:20 »
Hey,

Here comes my test image - it's straight out of corona using newest daily build 2021-12-06.
I really love the effect that we can achieve without any postprocessing!

Jakub

3
Gallery / Our Planet - animation
« on: 2021-09-06, 11:57:12 »
ab_channel=JakubBrdak

Straight out of corona for 3ds max animation!

Textures from https://visibleearth.nasa.gov/collection/1484/blue-marble?size=large

4
Work in Progress/Tests / Earth with atmosphere
« on: 2021-08-31, 13:44:51 »
Hey,

Here's a simple test render of our planet.
It's straight out of corona renderer. The material is layered, so there is water, lights, bump and displacement.
The idea was to test volume material as earths atmosphere and check if it can produce correct blue glow and orange sunset/sunrise.

5
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.)

6
[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.

7
[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:)

8
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!

9
Gallery / Day and night - straight from Corona
« on: 2017-07-18, 13:37:20 »
Only Corona, no postprocessing.

10
[Max] I need help! / VR and depth of field
« on: 2016-11-21, 13:44:16 »
Hey,

I'm trying to render a scene with VR camera. In my camera setup and render setup I have depth of field ON and it's parameters set properly (when I turn off Override in camera settings DOF works as expected), but as soon as I set projection type to Spherical/Cubemap it doesn't work at all.

Is it possible to render DOF in spherical/cubemap (especially in VR mode) at all?

Thanks,
Kuba

(latest version of Corona 1.5 hotfix 2)

11
Gallery / The Hunter And His Dog - no postroduction
« on: 2016-09-28, 15:55:27 »
Playground for Corona SSS, Bloom and Glare, LUT,  Lightmixer and other new features (todays daily build). No postroducion at all, image straight from Corona VFB.

Lights: Corona Sun + Environment + lamp (invisible from this camera).

Sculpture from http://threedscans.com/

Artist: John Gibson
Period: 19th Century
Material: Stone, marble
Location: The Usher Gallery, Lincoln
Inscription: JOANNES GIBSON FACIEBAT ROMAE
Dimensions: 147.5 x 58.5 x 99.1 cm

12
Hej,

I'm using Corona 1.4 from 2016-01-13. My 3dsMax units are set to centimeters and I've noticed that changing Eye Separation parameter has no effect on final image. One more thing I've noticed is that it looks like the real distance is much smaller, as 3d is barely visible (left and right image look almost the same).

I also did a test to check if I'm right:

I've made a VR camera:
Spherical ON
Spherical VR mod ON
Eye Separation 6,3cm
Eye front offset: 0,0cm
Converge Eyes OFF

In front of the camera (2 cm away from the camera) is a small box (1x1x1cm). It's grey, but it's left side is blue and right side is red). From what I know Eye separation in Corona is IPD (inter pupilary distance) in real world. So it means that there are 2 cameras, 6,3 cm away from each other. It means I should be able to see left (blue) side of my box with left camera and right side (red one) with right camera.

Changing Eye separation has no change at all.

Changing Eye front offset has some really strange effects.
For example setting front eye offset to -5 creates 2 boxes (still same scene).

Eye separation is THE MOST CRUCIAL thing in 3d, as it defines the scale of scene and distance of objects.

I hope it will help you guys!

Cheers,
Kuba



13
Gallery / Simple Kitchen
« on: 2015-09-15, 20:52:44 »
A fast render of a simple kitchen.

14
Hey,

I just wanted to share with you guys a test render I did today after playing a bit with Coronas volumetric materials and Phoenix FD OceanText.
Picture is straight from Corona, no post production applied. If you have any questions feel free to ask.

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