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Messages - dj_buckley

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466
[Max] Daily Builds / Re: Aerial Perspective Playground !
« on: 2021-06-24, 15:01:22 »
Sure, think it was the word 'observer' that threw me :)

I've just set it to the Z value of my Corona Sun, seems to work ok.

Edit: Actually no it doesn't.  It looks much better with a realistic altitude of the real world location of my scene.

So the altitude is affecting the Volume effect/haze quite a lot.  The tooltip for alttitude states 'higher values give a clearer sky and less sharp horizon'  But the higher I increase that value, the more colours shift in the haze/textures towards unnatural and it feels that the volume effect gets slightly stronger.  I'd have expected with a clearer sky, the effect of volume effect/haze would be less pronounced.

It's probably just my understanding of what the settings are doing and affecting and how i'm interpreting the tooltips and adding them together.

467
[Max] Feature Requests / Curves Window Resizing
« on: 2021-06-24, 14:22:10 »
They may already be a shortcut for this, but when resizing the curves popup window, is there any way make sure it remains square?

468
[Max] Daily Builds / Re: Aerial Perspective Playground !
« on: 2021-06-24, 14:02:52 »
Can you explain what you mean by 'Observer Altitude', I would imagine the Observer is the camera height?  But is this a real world altitude based on a physical sun/sky daylight system location, or is it altitude from 0,0,0 in the viewport etc etc

Or is it arbitary?

Or is it the altitude of the sun?

If it's the suns Z Position from 0, could this value not be obtained automatically?

I might just be getting confused because of the units being in metres - isn't altitude normally in 'degrees' above the horizon?

Edit: Okay so I just googled 'Observer Altitude' and got the following which would suggest it's the angle/height of the sun?

"Definition of "altitude" The angle of a celestial object measured upwards from the observer's horizon. Thus, an object on the horizon has an altitude of 0° and one directly overhead has an altitude of 90°. Negative values for the altitude mean that the object is below the horizon."

469
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?

+1 - it's definitely very promising though, just needs some polishing I feel, low res image and a photo of my screen but here it is in action albeit quite subtley

Would it be possible to have it as a separate render element not burnt into the beauty pass?  like we can with bloom and glare? or a distance from camera type settings as it does seem to currently wash out the whole image right into the foreground

470
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?

+1 - it's definitely very promising though, just needs some polishing I feel, low res image and a photo of my screen but here it is in action albeit quite subtley

471
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)

I'm seeing the same thing, anything above 3.5 turbidity seems to add a really strong magenta tint.  Also the altitude setting, when the tooltip refers to 'observer altitude' - not quite sure what this is referring to or how to implement it correctly for the correct effect

Just to add to this, I think it would be worth while for a dedicated helpdesk article on using the aerial perspective and what effect the settings can have, I'm seeing some quite heavy colour shifts just from changing the altitude value, currently feels like it's going to take quite a lot of trial and error fiddling with turbidity and altitidue to get the right effect.  Green and Magenta tints are really obvious in different parts of the image depending on what you change.  For example, 1.5m altitude has relatively neutral haze, but magenta in higher up shadow areas, change the altitude to 10m, the magenta is more subtle but the haze is now shifted heavily towards green/yellow, change to 25m and the colours swap over.  And it gets weirder if you throw turbidity changes into the mix too.  I don't currently have time to render examples etc, but will if I get a chance

472
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)

I'm seeing the same thing, anything above 3.5 turbidity seems to add a really strong magenta tint.  Also the altitude setting, when the tooltip refers to 'observer altitude' - not quite sure what this is referring to or how to implement it correctly for the correct effect

473
[Max] I need help! / Re: Large Carpet
« on: 2021-06-23, 11:58:09 »
Ok makes sense, so personally I'd take the displacement route.  I'd look at using the displacement map from something like this https://www.poliigon.com/texture/carpet-loop-pile-shimmer-001 or one of their other carpet shaders.

Then maybe use a noise in the bump slot for further irregularity.

You'll need to lower the displacement resolution quite a bit to get the detail to come through.

Alternatively, you say you've tried Hair and Fur, it won't be practical for the distant shot, but for closeups maybe you could take some hints from this https://www.pikcells.com/lab/photorealistic-rug-hair-and-fur-tutorial

474
[Max] Resolved Bugs / Re: Shading error
« on: 2021-06-22, 20:04:54 »
I'm having these strange artifacts on some of my renderings, any one has encounter this ?
Any clue how to solve it ? not all renderings have this behavior on the same file, no clue what's going on..
Hi,

Which camera view is this in your scene? I am not able to find these objects..

Thanks,

Rowan

Is this actively being worked on and investigated?  I remember raising this issue over a year ago, and then again in November.  At the minute it's just another new feature that doesn't quite work.  I now leave it turned off.  In a live production environment it's too hit and miss to chance it and leave a render going only to come back and discover it's got these issues, because there's no guidance on specific setups where we might encounter it.  It's just a case of press render and hope the render doesn't have artifacts when you come back to it.  Safer to just leave it off permanently imo until it's fixed.
Hi,

Yes it is being looked into, unfortunately it is a really difficult thing to fix which is why it is taking so long.

Thanks

No worries.  Are we safe to assume it's generally when the environment reflection overrides are in use?

476
[Max] I need help! / Re: Large Carpet
« on: 2021-06-22, 17:11:26 »
Curious as to why you'd need to render closeups of carpet unless the CGI's are for the carpet manufacturer themselves, and if that is who the CGI's are for, then why not ask them to send you large samples so you can photograph and create your own displacement maps?

477
[Max] I need help! / Re: Color correction techniques
« on: 2021-06-17, 21:03:08 »
I'm a bit puzzled why it seems that everyone is trying to ignore aaouviz's advice and instead are looking for more inconvenient ways to solve an issue, which already has perfect solution? An option to use master Corona colour correct node to modify multiple CCC nodes at once has been introduced long time ago and it is much easier to use than to set-up controllers tree or use third party scripts.

I guess the answer to this is now obvious ... because not many users including myself, knew about it haha

478
[Max] I need help! / Re: squares on reflection pass
« on: 2021-06-16, 21:54:53 »
Thanks Tom, although to me it just looks like there is more noise in the V5 version which would ultimately clean up eventually and look VERY similar to the result of the V6 image?  Or am I not seeing something?  Whilst I can see the obvious difference in terms of how cleaner it is in a quicker time, the difference in 'realism' isn't quite enough to wait all night for a render on the off chance it has those artifacts, which are way more obvious than the increase in realism :)

I must admit though, when I've had it off, I've not gone back to using portals, simply just turned it off.  I'm probably not noticing time savings as I tend to run renders over night as a lot of studios do (well the ones I've worked for did), which is why I'm looking for the realism boost element to it.  Without question I'd use it if I could guarantee not waking up to those squares, but you don't always spot them when using IR or regions when developing a scene, and it's only when you come to look at the final render (usually on deadline day) that you actually spot them

479
[Max] I need help! / Re: squares on reflection pass
« on: 2021-06-16, 20:24:04 »
This looks like adaptive light solver issue. Try to turn it off in render setup>performance tab.
It was the adaptive solver.  Is there a perfomance hit if I keep this off?  or is this a bug?

thanks!

I've asked about the performance/realism hit many times and never had an answer

I asked here where my issue was created with exactly the same setup as yours - Sun/Sky and Jpeg Reflection Override - https://forum.corona-renderer.com/index.php?topic=31521.msg184723#msg184723

also had the same issue here and again it was an issue with an Override - https://forum.corona-renderer.com/index.php?topic=29580.msg170993#msg170993

As nobody has been able to answer the question as to what realism hit I'm losing, I leave it OFF by default now.  If all it's saving is a bit of render time/quicker noise cleanup, then I'd rather wait an extra hour for a render than wait all night to find the render unusable.

480
Oh there was an earlier point that almost got lost here - about Chaos' recent rebranding and new ecosystem approach and where was Corona in that. Can't tell you much, because then.... I would be fired ;) But just so you know, there will be more information about this kind of topic very soon. Umm so this time it is "look forward to stuff in the future" as my post after all!

Sounds interesting and as I thought, I knew you wouldn't be able to say too much, I wasn't necessarily highlighting the merger as a negative thing, but I appreciate how these business deals work, and it's never easy to speak publicly about those dealings

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