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Messages - vertigo1

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1
A few steps you didn't mention, so just to be sure you are not missing one:

1. Use the 'corona camera mod' modifier on the camera that you want to render and check stereoscopic in the settings.

2. Render in square aspect. 4096x4096 has worked well for me.

3. Download/install the 360 Photos app from Oculus Home.

4. Place the image in the correct folder and then it will show up under 'My Pictures' or something like that in the app.

I may still be oversimplifying it a little, but these steps should put you on the right track.

2
By the way, the 360 photo viewer in Virtual Desktop presents Corona VR output remarkably well. It can also display the 12:1 cubemaps (not quite as well) and is all around a pretty nice software to have if you are using a PC based VR HMD.

3
we are working on our own app, stay tuned ;)

Excellent!

4
Is there a list of apps that work with viewing the stacked spherical format output of Corona 1.4 on mobile devices?

I have installed Virtual Desktop to view these on my Oculus Rift DK2, and eventually the CV1, but I am in need of an easy to use app that I can engage with clients remotely, whether they use android or iOS. IrisVR mobile has been serving that purpose extremely well up to now for me using the stereo cube output from VRay and Lumion, you basically just set up an account for the client then provide them with the User ID and Pin, and their images will show up that are uploaded through the web interface.

5
[Max] Daily Builds / Re: Corona 1.4 render setup UI overhaul
« on: 2016-04-05, 16:22:22 »
+1 for simplicity.

Perhaps rather than "Advanced" settings, there could be "Override" settings. A place only for the brave to muster the courage to enter in those circumstances when they have something to render that falls in the 5% not handled well enough by simplicity and automation.

6
Gallery / Marketing Imagery
« on: 2015-02-06, 15:13:12 »
A little something I have been working on between tasks the past few days.

3ds Max and Corona with some tone mapping in Photoshop.

7
[Max] General Discussion / Mental Ray
« on: 2014-06-19, 18:22:56 »
I took a night scene with lots of frosted glass that I have been wrestling with early this week in Mental Ray and converted it to down to Max 2014 to see what I could do with it in Corona.

To explain the brief history behind this experiment, I got barely acceptable results from a 35+ hours 5400 x 3600 render in Mental Ray, and FG alone was taking 2+ hours. I had to spend another 2 hours in Photoshop creating masks and touching up the render just to bring my comfort level up enough to stomach sending it to the client.

I am not an expert at Mental Ray by any means so the scene is certainly not as optimized as it should be, but I am far less experienced with Corona...I get drastically better results within 1 hour of progressive rendering in Corona even at 10800 x 7200, usually landing on the third pass within that hour.

I let Corona do it's magic for 10 hours overnight last night and the clarity was simply jaw dropping when I inspected the results this morning. There is just no comparison to the results I have been dealing with from Mental Ray.  I wish I could post the result in the gallery but the client is pretty sensitive about the project, so I cannot.

Today I have decided to retire the complicated mess that is Mental Ray from my workflow in favor of Corona A6 and Max 2014. It will take a little time for me to convert my scene templates and any revised scenes, but those results and this one difficult situation in particular make it impossible for me to justify continuing with Mental Ray.

Kudos Ondra!

8
Work in Progress/Tests / Re: help with caustics
« on: 2014-04-23, 16:46:48 »
Best approach currently (^for stills) would probably be to fake it by projecting light with an image such as this:

http://www.dmrdesigns.com.ar/download/Caustic.jpg

This would allow using the more ideal progressive engine for the rest of the scene, and you could also more easily control the intensity of the caustic illumination and the surfaces on which it is cast:


9
Work in Progress/Tests / Re: help with caustics
« on: 2014-04-23, 15:04:44 »
Saved it down to Max 2011 :)

10
Work in Progress/Tests / Re: help with caustics
« on: 2014-04-22, 23:13:21 »
Just found an interesting little setting in the light source that all but eliminated fireflys "occlude other lights", also some material settings and the Max 2014 file if you would like to poke around:

edit: Just realized that I also have "cast shadows" disabled in the water object's "object properties" as the shadows cast by it were overpowering to my eyes.

11
Work in Progress/Tests / Re: help with caustics
« on: 2014-04-22, 16:14:45 »
That is a tough scene to test results with. I would set something up much simpler to begin with, and easier to read the results of the settings. Maybe instead of the landscaping, just a simple light colored wall with no texture. Perhaps even use the same material for the pool itself so that there is less distraction in the texture, making it easier to read the result of the refractive caustics.

12
Work in Progress/Tests / Re: Bdir/VCM Corona Caustics
« on: 2014-04-17, 15:28:57 »
Should work for a pool. This was refractive caustics only, and it does take awhile to clear...I was obviously not very patient with it :)

I did adjust some things from default that seemed like they would contribute to a cleaner look, but really it was a shot in the dark (pun unintentional). I would love to hear if any of my tweaked settings are obscure or unnecessary.

13
Work in Progress/Tests / Bdir/VCM Corona Caustics
« on: 2014-04-15, 23:29:03 »
Hello!

Just playing with the new toy a bit :)

Rendered on i5 3330 w/ 16GB RAM, no post production, but played a bit with the exposure and color mapping.

Settings screenshot and 3DS Max Design 2014 file included below.

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