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Messages - brr

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91
[Max] General Discussion / Re: Color scheme map plugin
« on: 2021-10-30, 12:56:09 »
@Siger

..may I ask you, will be RAL colors translated to real world values? (LRV corrected- like dubcat does here: forum.corona-renderer.com/index.php?topic=13398.msg124782#msg124782 ), will be new library "ready to use" ?

for example, as srikken shows- RAL 9010/ pure white.   LRV~84 (e-paint values)

original values:  240/237/225 (sRGB)
LRV corrected values:  236/233/221 (sRGB)
in this particular example the difference is not too big, but often its not so...

Thanks in advance!

92
Not sure if you are just trolling at this moment or what. Take any Evermotion model and I mean any and it's a complete mess.
Almost all Evermotion models have very outdated and ugly shaders... (too complicated nodes tree with a lot of garbage textures, overstaurated and overburned colors, old BRDFs and so on..) Did you tried some actual volumes, like 200+?  All older volumes must be reshaded to get normal looking result...

93
[Max] Resolved Bugs / Re: UVW Randomizer Bug ?
« on: 2021-06-10, 21:19:01 »
Thanks ! :)

94
[Max] Resolved Bugs / Re: UVW Randomizer Bug ?
« on: 2021-06-10, 12:17:43 »
Hello

Sorry for bumping this. It will be really helpful if devs or forum users confirm that this problem exists. Or maybe I am simply doing something wrong and have this issue ...

Thanks a lot in advance

95
Maybe this script can be useful in this situation. It helped me a lot with rendering huge resolutions (32k*32k image). My image had very detailed cloth texture with displacement and corona scatter on it, and the final result was without any seams and other issues (in general, I have rendered all 36 Tiles)


P.S. Sorry for posting the script one more time here (I overseen Reply #9.)

96
[Max] Resolved Bugs / UVW Randomizer Bug ?
« on: 2021-06-08, 09:37:38 »
Dear Corona-Renderer Team,

I have a scene, where I am using Corona UVW Randomizer for a bunch of objects. (Some stucco and stone tiles etc.)
If I simply rename this object, then Corona UVW Randomizer makes new variation, which is pretty strange... When I change the object name back, then the UVW Randomizer map generates the image like it was before.

Maybe, for most of the projects it may be not so important, but in my case, it completely ruins the flexibility, because if I let say want to make later object naming more logical, then I will have another visual result.
I am making one 360 degree tour Project, where I have almost 20 high-res panoramas, and it is really important to stay consistent in rendering results. (Especially for later region-like edits).

Please, see attached images and scene.
Max 2019 SP 3.4, Corona 6 hf1

Best Regards

97
Hello Maru,

Thanks a lot for your Answer.

1. I have used the technique, which described Ludvík Koutný in Complete Project - Interior Visualization tutorial. In section 6 (Post processing and LightMix) he says "If you want to get clean LightMix result, then you have to fake it a bit and set up all the lights in the same exposure" After this trick the overall transformation from day to evening or even night or disabling all lights but one gave me really clean results in almost all situations. Maybe I have misunderstood you and you mean that this technique does not work well with enabled caustics only?

2. Thanks, I will also try the new daily build. Hope it helps. Anyway, I'show the results here a bit later

98
[Max] I need help! / Corona 4.1 Caustics strange behaviour
« on: 2019-08-19, 23:36:11 »
Dear Corona-Team / Coronauts,

I hope that someone can help me. I have one study-project, where I try to demonstrate my contemporary architecture geometry in different light conditions.
It consists of many colored glass triangle surfaces on metal frame mounted with some additional polygons slightly self-illuminated (there is no overlapping of course), as ZYFILM panels simulation).
Unfortunately, when I try to use the new reflective caustics solver, it generates with A LOT of noise/overbright pixels. For all pictures below was set and reached noise limit 3%.

The refractive caustics alone has much less noise. Also, when I don't render caustics pass separately, then I have less noise in refractive and reflective.

My settings are:
I  use LightMix to mix my lighting. Albedo is totally OK. There is also no vantablack in scene.
For the day exposure I set Corona Sun+Sky with native multiplier 1.0 and exposure correction to -2.
For evening situation there are three focused spotlights active (1cm diameter LED 10.000 Lumen with directionality set to 0.6) + displays as textures (exposure 0 with some mixpasses lowered)

Glass setting are simple - 0 diffuse / 1 reflect, refl. glossy 0.98 / 0.9 refract. The thickness is 3mm
Self-illuminated polygons - 0 deffuse / 0.5 translucency / 0 reflection / 0 refraction / thin mode is on / texture in self-illumination slot, multiplier is set to 1


(Corona 4.1, 3dsMax 2019, Win 8.1)

I am sincerely grateful for any help.

99
Hi konorg,

I have found 2 ways to simulate this:

1. Physcorrect
   You need to put a plane as translucent material with your texture and add this shader to corona rayswitch material (it is better for complex scenes). Then, simply put the light source behind of your translucent plane with smaller area (like in real life), or, when you need to see the seperete shadows around each Led - try to make a plane, divide it to small pieces (led crystals) and apply corona light to it.

2. Tricky
Apply the corona light material to your plane with corona AO mask. This will give you control of darkening the edges.

If you need more explanations with images and results - feel free to write me
P.S. Cheers from Witten ;)

100
[Max] I need help! / Re: Roughness maps
« on: 2016-06-19, 14:27:49 »
Thanks, dubcat ! 
 I did it as you wrote , but I have also noticed that the stones have an wet-look.
 When I add glosiness map into reflection slot, then it' looks more realistic. Is it correct ?

Thanks to your reply
Test renderings and shader images are also attached :




101
[Max] I need help! / Re: Roughness maps
« on: 2016-06-18, 20:08:14 »
Hello everyone !
Sorry for the stupid question , (I'm new here and also newbie in corona) , just wanted to test all this and done the same as dubcat posted , but.... until the reflection level is 0.0 , there are no visible difference in render with/without GGX fix and IOR fix .
  Only when i make reflection level 0.1+ some changes happens .
  How strong should be reflection level ?

Please , see shader settings attached .

(I use corona 1.4, corona Sun and HDRI - 1.0 mult. )

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