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Messages - cgrobo

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1
I ran into this issue a while ago when working with sinks. The reflection colors reflect upon themselves. The solution is to use a rayswitch material with desaturated reflections. Attaching a simple setup with ComplexFresnel.

2
4k cache removes this problem. I was under the impression that 4k cache should be used for animations. But reading about it now, it seems like it has replaced UHD cache. Thanks for the tip.

3
Comparison with HDRI rotated. PT enabled.

4
Thanks for the replies. So maru got it right, UHD Cache is the culprit. Setting to PT+PT resolves this issue. Attaching the image.

I think Fstorm uses only PT. But even when I compare corona PT render with metal gloss set to 1, to fstorm, the reflection doesn't look right (3rd and 4th image)? There is a big reflection at 1 oclock that just disappears on the left, while in Fstrom it is evenly distributed/reflected. Is this because of maru's "post 1"?

Can this UHD funkiness be improved?

5
All comparisons were done with Corona Legacy. But here is a comparison between c legacy and c physical. Metal gloss 0,7. Ball gloss 0,5. Smudges maybe look even worse with physical.

6
Metal gloss 0,7. Ball reflection off.

7
I may be wrong but the metal needs to be less blurry and probably needs the same amount and rotation/angle of anisotropy (which will play a role in how the light is reflected on the surface).
Thinking of anisotropy, this is probably contributing to how 'smudgy' it looks. But the reflecting mirror material should be as close as possible to compare.

That said, BRDF models probably aren't the same for both renderers, so differences are to be expected. Again, you might want to try the Rayswitch mtl wrapper if you run out of patience.

Attaching two comparisons: metal gloss set to 0,7 and to 1 in both corona and fstorm. Ball gloss 0,5. Anisotropy off. Corona max intensity set to default 20. In Corona there are visible "reflection smudges" at 0.7 gloss but not at 1 gloss. While in fstorm no smudges at all.



8
Appreciate the replies. How come this "expected behaviour" doesn't occur in Fstorm? If it does, it doesn't look smudgy. Attaching images.



9
I ran into a strange issue with a completely non reflective material. The dark ball has both reflection and reflection glossiness set to 0, yet it seems to be receiving light from the chrome material (red arrows). Setting the max sample intesinty to 1 seems to get rid of this issue, however I assume changing this value to 1 in other rendering situations won't work.


The effect is even more pronounced with a glossier material/ball (pic 44, 55 and 66)


Why is this happening?

10
Hi,

I also have the same issue happening. Interestingly, it happens even when the object is not isolated.

I started this thread: https://forum.corona-renderer.com/index.php?topic=40872

Until the devs fix this, try setting blending to 0 in corona triplanar.

I currently work on a simple with a single Triplanar map with Blending Amount set to 0.0 but the rendering uses only 60% cpu power.
The only fix I found to have 100% cpu usage is to totally getting rid of the Triplanar map.

I noticed the same thing the other day.

11
Hardware / Re: Configure New PC 7950x or 13900K
« on: 2023-09-13, 14:39:39 »
If you go with a good 3 fan AIO cooler and a good case, you have nothing to worry about. I run my 7950x on ECO mode, the temps never go above 80C, usually stay around 75C. It's been a while since I tested this but I think there is only a 7% drop in performance in eco mode and 20C drop in temperature. Stock runs at 95C, not worth it IMO.

Make sure you invest in an Nvidia GPU to utilize the Optix denoiser, I don't know how I would work without it.

12
When I use Store current VFB in History tab during an interactive render, the saved image won't have Nvidia Optix denoising applied to it. "Show with original postprocessing" is turned on.

So "Current VFB" on the right is denoised but the saved VFB image on the left is not.

When I store current VFB after production render, the saved image will not be denoised at first but it will get denoised after a couple of seconds. So it seems like the issue is present only during interactive rendering.

Max 2024, latest corona daily.

13
Ok, thanks for the answers.

14
After testing the new Intel GPU denoiser with the latest build, I've noticed that the image is being continuoisly denoised only when interactive rendering is running. If I actually render the image, denoising is not being applied while the image is rendering but is only applied after the rendering is stopped. With Nvidia Optix, the image will get continuoisly denoised while the rendering is running (doesn't need to be stopped).

So when using Intel OIDN how come the image not being continuoisly denoised in production rendering, the way it is being continuoisly denoised in interactive rendering?



15
Hi,

I also have the same issue happening. Interestingly, it happens even when the object is not isolated.

I started this thread: https://forum.corona-renderer.com/index.php?topic=40872

Until the devs fix this, try setting blending to 0 in corona triplanar.

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