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Messages - PROH

Pages: 1 ... 76 77 [78] 79 80 ... 82
1156
Gallery / Re: Living area
« on: 2015-03-30, 14:06:03 »
Hi Seabass. I agree with Cyanhides comments. I also think you should give you trees more variance in size and rotation. Right now they are to uniform. You could easily make them a bit more randomized by using a randomnizing script.

And yes, your hedges are great. Is it XFrog?

Keep it up.

1157
Gallery / Re: Corona - Forest (Global Volume Material)
« on: 2015-03-30, 13:57:10 »
Thanks for sharing. It's a really nice result you got there :)

How much is done directly in the render, and how much is made in post?

1158
Hi. Really nice effect you made here :)

I've tried several times to get God Rays directly in Corona VFB without post. So far I haven't been able to make anything just slightly decent. So may I ask about how you did this? How is your scene setup? I know the basics, but keep thinking I'm missing something, since it never works out as intended.

Honestly hope you'll share.

In advance thanks.

1159
Gallery / Re: Kitchen France
« on: 2015-03-27, 20:56:57 »
I don't think designers/architects are les sensitive than photographers - and why should they not care about credits?

BTW - great modeling and renders. I really like it. Made me curious about the designer to :)

1160
It does also change object colors in IR (both of them) whenever you select the material in ME (compact) - if the multimap slot is open. It does however render (not IR) with correct colors, even when IR shows different.

Easy to reproduce:
- CScatter a bunch of instances from 2-3 objects with multi map texture and use "Instances" mode in multimap.
- Render to see the colors. Keep a copy as reference.
- Turn on IR, open compact ME and select the multimap material, open the multimap slot (don't change anything), and the object colors changes in IR.
- Select another material and select the multimap material again. Colors changes again in IR.
- When colors have changed in IR, render again. Colors are back to original.

Corona v1.00.02, MaxDesign 2014 with latest SP.

Edit: Made some changes in description to make it more accurate.

1161
Work in Progress/Tests / Re: Laubwerk Plants Kit problem...
« on: 2015-03-25, 19:14:55 »
Hi Timm. Tried the 1.14 update, and the problems from previous version (with Corona v1) are gone. Nice :)

But.... I do have a question about something I find a little odd: In the Hi Quality materials, "Translucency" is used with a color but without a bitmap, and "Refraction" is turned off (0,0) with a backside image in the map-slot.

I would think, that the backside image should be placed in the Translucency slot, but since you didn't do that, I just wondered.. Is this intentional, or a mistake?

Keep up the good work.

Regards.

1162
Work in Progress/Tests / Re: Laubwerk Plants Kit problem...
« on: 2015-03-25, 12:35:33 »
Great! Thank you :)

1163
Work in Progress/Tests / Re: day and night test
« on: 2015-03-25, 02:53:28 »
With!

1164
Work in Progress/Tests / Re: day and night test
« on: 2015-03-24, 22:13:41 »
It's much better. I like it :)

Only thing I can't figure out... How do you make the pond disappear in the day times?

1165
[Max] I need help! / Re: Very slow render
« on: 2015-03-24, 12:01:38 »
... and why do you use noise as bump?

It looks like you used a water material on your windows?

1166
Work in Progress/Tests / Re: Laubwerk Plants Kit problem...
« on: 2015-03-24, 03:16:21 »
Hi Timm. Any news or time-frames for the 1.0.14 update?

1167
[Archive] Corona Scatter 2.0 / Re: Feature requests
« on: 2015-03-23, 23:51:47 »
It would be very useful to have some sort of collision control. A "strength" or a percentage control that allows you to vary the distance set by then bounding boxes.

As it is now, it is almost impossible to cover an area with grass without using an incredible large amount of collided objects. Using collision will reduce the number dramatically, but will always leave some empty spaces around every object - due to the bounding box. By reducing the collision "strength" it would be possible to make objects come closer only slightly overlapping, and thereby cover an area with less objects than now.

Regards.

1168
+ 1 for "pause" IR. I know this thread has been closed for now, but this feature is really needed. Not just for floating IR but also for viewport IR. I'm mostly (almost only) using IR in a viewport, and the only way to stop or pause it rendering to free up system resources, is to switch view (leaving IR mode). And then the opposite way to activate it. Not at all a quick way.

I think a nice and easy way to do it in both modes, is like most media players do it: click in the viewport, and it'll stop or start, depending on the current status. When in "pause" the well known pause sign [II] could be shown in the render view.

Hope these ideas will find it's way into a great renderer :)

1169
[Max] I need help! / Re: Very slow render
« on: 2015-03-23, 11:41:49 »
+ can you show your window glass material. Is refraction 100%, or do you use Corona Ray Switcher for the glass?

Note: I know you now disabled the portals, but according to your description, there were placed "incorrect" (not following the guidelines). They should be placed on the outside of the windows.

1170
Hardware / Re: Dual E5 or i7
« on: 2015-03-22, 13:28:15 »
Hi Sekhar_R. AFAIK the limit is 64 cores. If you got more cores than that, you'll need to split them into to groups, and use them as if it was 2 machines. The Scanline renderer however is limited to 32 cores.

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