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Topics - OccultMonk

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16
Here is an interesting thread about OSL. It can be used for generating curvature maps and many other things. Arnold currently seems to have better support for OSL than Corona.

"Some Raytracing elements are only supported by Arnold since Arnold nativly supports OSL.
Most of the OSL maps works with other renderes, some has tracing calls which developers must support."


Interesting thread on Polycount:
http://polycount.com/discussion/comment/2627569#Comment_2627569

17
Gallery / OccultArt Giant Head
« on: 2018-04-16, 22:40:07 »
Rendered using Corona (new skin and hair shader) Hair with Ornatrix. More Images at:

ArtStation: https://www.artstation.com/artwork/R2Nyy
4K Images: https://www.flickr.com/gp/occultart/t15s70









18
When I press setup Lightmix and then Generate, 3dsmax randomly sometimes 'locks'. I get a windows 'ding' sound, as if there is a modal dialog hidden somehere. I am using 3dsmax 2018.2.

19
The render elements update with the global output path, but when I save and reload the 3dsmax file they are wrong. The wrong path and also without a file extension. I then have to delete the render elements, and re-add them. Then they will update with the global path again. But every time I open a 3dsmax file they are set to a wrong folder and do not update with the global path. I know this is a known bg. But does this happen every time I load a 3dsmax file?

20
It seems the Hair shader of Ornatrix only has support for random melanin color not for outlier hairs color. How can you create a few outlier hairs with a different color?

https://ephere.com/plugins/autodesk/max/ornatrix/forums/general/thread_7143.html

21
Orc Head Render Test Using the new Corona 1.7 Skin Shader and Fur (Ornatrix).

Other Work: https://www.artstation.com/occultart








22
I know someone mentioned it a while ago, but How would you use crypto matte with Corona. I thought it had to be built in on a shader level.

Vray Cryptomatte Implementation:

https://docs.chaosgroup.com/display/VRAY3MAX/Cryptomatte+%7C+VRayCryptomatte

23
When I change exposure in tone mapping in the VFB window after rendering has started I get a different result when re-rendering. This seems to be caused by the Max sample intensity (MSI) parameter. But I don't understand how I can adjust the exposure during render without it changing again when I re-render.

Now the only solution is to set exposure each time I re-render to 1.0 and only after rendering has begun change the exposure back. This seems a strange way of working. Am I missing something? How should I lock the exposure so it does not adapt to the changes after re-render?

The problem seems to be described here, but no solution:

https://coronarenderer.freshdesk.com/support/solutions/articles/5000517899-exposure-changes-when-i-start-rendering-

24
Long version with screenshots also posted here:

https://forum.corona-renderer.com/index.php?topic=17608.0

There are 3 problems with CoronaRoundEdge map:

1) - Intersecting objects no longer blend together. This used to work in older versions. (I have not used corona for some time)
2) - No options (radio buttons) anymore for excluding/including geometry for blending (Originally these were available)
3) - Result has dark shading problems. MODO round edge render works better. (This is also not geometry based so Corona should be able to achieve the same result).

Modo implementation of rounded corner shader demonstrated in these videos:

https://www.youtube.com/user/Askguden/videos




25
There are 3 problems with CoronaRoundEdge map:

1) - Intersecting objects no longer blend together. This used to work in older versions. (I have not used corona for some time)
2) - No options (radio buttons) anymore for excluding/including geometry for blending (Originally these were available)
3) - Result has dark shading problems. MODO round edge render works better. (This is also not geometry based so Corona should be able to achieve the same result).

Corona 1.7 RC3









Older Version of Corona:










26
[Max] I need help! / Corona Rounded Edges and Texture Baking
« on: 2017-05-01, 07:21:21 »
Does the the rounded edge shading technique work with texture baking and especially baking of normal maps?

This is great for Lowpoly texture baking without having to physically created chamfers and soft blending between shapes.
It works very well in MODO for example.

Example of this technique: http://polycount.com/discussion/146280/smooth-edge-shading-legitimate-technique

27
I have read that disabling cast shadows on an object now uses CoronaRaySwitchMtl. But on floating geometry that I use for small details, It does not appear to be working.

https://coronarenderer.freshdesk.com/support/solutions/articles/5000516723-how-to-disable-shadow-casting-of-an-object-

https://coronarenderer.freshdesk.com/support/solutions/articles/5000529341


28
How much do layered materials impact the render time? When using three maps and three layered materials for instance?

How complex can materials get before they slow down rendering significantly? Where can I find some information how best to optimize materials? I know many factors determine the impact of materials on render time. (for example glossy materials render slower...) But how much impact do the material layering themselves have? And do multiple AO maps make a material substantially slower?

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