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Messages - GeorgeK

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631
Hello,

Regularly, I find the name of this functionality pretty confusing. While Object Visibility makes objects totally non-renderable, sometimes it would be very practical to only make them invisible to camera, but keeping them visible to reflection/refraction, and keeping their shadow casting as well. Do you guys think it could be possible to add an option allowing to choose ? Object(s) in this Exclude List could be either totally non-renderable or simply not visible to camera ?

Thanks in advance,

Regards.

Can you please give an example on why that would be useful?

I can understand reflection/refractions at an extent, but shadow casting?

Thanks.

632
[C4D] I need help! / Re: Flickering on the grass
« on: 2020-03-03, 12:09:36 »
Good monday dear coronians!

So I tried a lot with all the good advices listed here, there where some improvements in the flicker but really it always remained quite the same! Then I tried the setting of the displacement settings and changed it to world size and I got a much better improvement, raised it to 2cm and its almost gone, any bigger value didnt made any improvement... dont know why the displacement setting has something to do with that.

But at least i need to render also a IDmask for the grass plane and add a denoiser in a post programm...
I was hoping to not to have to do that, I am a bit disappointed of this huge problems in animations with this renderer, for stills and big poster renders it is amazing!
Hope to get that project done 😬

If someone has some other tips would be much appreciable!

So it was the displacement, hmm interesting. Can you please share just the displacement material along with it's plane geometry without textures and  please share what did you use for Grass, scatter or something else?

Thanks.

633
cool,
@romullus thanks , unfortunately for this job i don't have time to go at substance designer/painter as i would need to learn and get up to speed on it,
@GeorgeK Great and thanks any chance i can get it in max 2018 format - i reckon i could get a decent result with this,

Sure, here you go, you can also apply the dark/albedo on the seams if you take the time and extract a spline from edges and you use it as a distance like the button/cushion. If you need further assistance feel free to ask!

634
hi,
I need to create this type of material (oxblood) for a sofa similar to attached,
is a corona AO material the logical way to go about this?
thanks
t

I would go about it with CoronaDistance not so much AO (you will have better control), feel free to check the provided scene, but do make a better leather than my sample :).

635
Regarding 1*, you can't make see through Corona lights, you can hide them though and enable render hidden lights from render settings > Scene tab.

Actually, you can, just go to the light settings and check show wireframe ON.

Agreed! I just answered for the alt-x functionality that's unavailable, but wire-frame would work the same indeed :).

636
I am looking only for same behaviour like a Vray Camera.
But strangely in another sene today it is working... I did not find out what was different yesterday, when it always tumbled.
I will hopefully find out :)

Please make sure you camera has no Hierarchy Locks active in certain axes. (see attached)

637
Converting is easy in both directions:
Corona to Vray: Assign the vray renderer and in the viewport Rightbutton click > Vray Scene Converter. That's it.

But there is always a bit trouble with Area lights (or light planes) in both directions. They need to be set on "invisible for camera"

- When I convert my VrayScene to Corona, the area lights became white planes.
I did not understand how to handle right now...

Can you please show an example of the "area light" to plane conversion that you mention , i am afraid I don't understand entirely what is it that you are experiencing. Make sure the Vray light you are trying to convert is not a Vray Mesh light.

638
Hi,
I was converting a scene from Vray.

1.)
The Vray-Area Lights are now white planes with a multi/subobject-Material  (maybe from a texture before).
I can not set them on invisible in the viewport (they have been placed in front of the windows). I tried in the RMB-menu in the Properties,
but there is Display Properties > "See-Through" greyed out.
(attached screenshot)
Is there a guide or tutorial on this maybe?

2.)
I found out, I have to activate them manually. Is that right?

3.) Question: LightPortal: Is it recommended to use it in Corona for windows?

4.) Is there something like a light lister?

Thanks again!

(edited)

Hi BenZ

Regarding 1*, you can't make see through Corona lights, you can hide them though and enable render hidden lights from render settings > Scene tab.

About 3*, depends on the case but yes it is recommended, https://coronarenderer.freshdesk.com/support/solutions/articles/5000501660-how-do-light-portals-work-in-corona-renderer- .

And lastly regarding 4*, yes there is on your corona toolbar, see attached screenshot.

639
[C4D] I need help! / Re: Flickering on the grass
« on: 2020-02-28, 15:12:44 »
Will check when done with some frames for translucency!

The noise level of the current render was 6.28%
Will make next render test with noise limit ;)

So yeah the ground itself has a displacement and bump map onto it + reflection and Diffuse. (Maybe the reflective layer is causing some problems?)
the Grass and instances itself are placed manually and where not scattered and so dont have anything to do with the ground itself.

To do this faster, set your rendering as view-port selection and select only the grass and the ground. You will still be able to tell in the end if there is noise, you can later then simply overlap the footage on your initial footage you already have.

Regarding the ground, 2.5D displacement has some minor issues that still need ironing out, could play a role in this but really hard to tell. My initial suggestion still stands, when having to do with really small details it's better to go with low noise limit.

Please let me know how it goes.

640
[C4D] I need help! / Re: Flickering on the grass
« on: 2020-02-28, 14:51:41 »
Hy George,

I Have a Time Limit set onto 10 minutes, usually getting a Noise Level of 5-9%, but not sure how to see it after the render is complete.
The Grass material had a Diffuse channel and a translucency channel on.

I started a render half res and with 5 min time limit with the translucency off to test for now.

Didnt had any AOChannel/Shader activated for now, should I?
the Texture in the Diffuse Channel is integrated in a Filter Shader. with small colorcorrection on to it, Hue 15°, Sat -1% and Gamma 1.28

Thx Mate

Ideally, I would suggest you go for a fixed 4.5% -5.0% or 5.5% noise limit / frame, it might take longer to finish but I believe most of the noise will be cleared. Sometimes with grass noise the offender is reflectivity and glossiness due to firefly noise, which can be resolved by highlight clamping but I don't think that's the case with you.

Regarding translucency I doubt again that it would be the reason behind the noise, but it's  doesn't hurt to test it.

Lastly is there displacement on the ground?

641
[C4D] I need help! / Re: Flickering on the grass
« on: 2020-02-28, 14:31:32 »
the lock sampling pattern was already checked ON ;)

Are you rendering with time limit or noise limit per frame? How much noise per frame you are getting?

Is AOmat applied on the ground or the grass, does the grass have reflectivity with low amounts of glossiness?

Please let me know.

642
We have our second issue like this now, in another file. Not sure if it's the same project as the previous one though, I didn't take not of the project at the time. If anyone else has this issue, I'd love to know to try and find which plugin / script might be killing the Corona VFB to appear in production mode...

Again, it works in iterative mode.

I could send the max file again, but the results will be the same as last time. Last plugin I installed (yesterday) was "Populate Terrain 1.86" - But I reckon alot of pple have this one running without issues so honestly I don't know :(

Grts

Have you tried with Corona v6 latest daily build and/or different version of 3ds max with the same plugins required for the scene?

643

Can you please try and see how it's going to render with Corona v5 (also please try with latest 3ds max 2020.03 patch)?

You might have to do a complete uninstall of Corona and everything related to it the issue persists. Some quick questions, what's your OS and what CPU do you have?

In version 5, this bug is also there, but this bug is not with the new 2.5D displacement feature.

My computer:
Windows 10
Intel Core i5 4460 3,2 GHz
8 RAM
GTX 960 2GB

Thanks, we are looking into it, when not using 2.5D change to world size and see if it makes a difference.

Preferably resort to using 2.5D or disable auto bump for the old displacement.

(internal id=468696359)

644
[Max] I need help! / Re: Incorrect Color
« on: 2020-02-24, 10:28:13 »
Hello people, the last couple of projects I had problems with the colors requested by the client and the result by corona,
the color in corona (3d max generally I think) always differ it usually brighter,

I'm using gamma 2.2 corona sRGB picker, I tried using the color as an image (created in photoshop) and apply as texture didn't work either,
So what I did was got the base RGB from photoshop and try to tweak the color in corona interactive to hit the exact color RGB, the only problem is that its a bit time consuming,

So I was wondering does anyone has an easier solution?

Thanks in advance

You can always use CMasking_Mask,CMasking_id or CMasking_wirecolor, that way you can have some control over your colors in post production.

645
Can you help me? This bug everywhere. This bug is not in V-ray. But any map in the displacement section has this bug in corona render. This is in jpeg, and exr, and 16 bit, and 32 bit on any geometry. I reinstalled 3ds max and Corona Render. Install and past versions of 3ds max. No way helped.

Sorry for the late reply, and thanks for providing some image material. Can you please upload 1-2 scenes with which you experience the issue? (please include some of your displacement maps).

Use our private uploader and preferably use archive. https://corona-renderer.com/upload

Uploaded the file as: 1582312178_Test.zip


This is how it looks with me:

Hmm strange, this is how it renders on my end from your scene, I did check most of your settings everything seems in order, I will try to recreate it somehow.

Can you please share with me what version of Corona you are using and what of 3ds max. Are you using any plugins to import the maps?

The strange thing is that the bug was only with new maps, and then it began to appear with everyone. I’ve been working in the corona for 5 years and everything was fine.

I use version 4 and 3ds max 2020. I experimented with older versions and it did not help.
I did not use any imports.

I did a lot of tests, took any displacement maps from zbrush, mudbox, and quixel. The only maps that work are standard 3ds max maps like checker or noise.

Can you please try and see how it's going to render with Corona v5 (also please try with latest 3ds max 2020.03 patch)?

You might have to do a complete uninstall of Corona and everything related to it the issue persists. Some quick questions, what's your OS and what CPU do you have?

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