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Messages - Ludvik Koutny

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16
[Max] General Discussion / Re: IR used to be interactive
« on: 2017-11-02, 17:19:20 »
There were quite a few IR performance regressions ever since 1.4, so they probably just added up. I've reported some of them, but they are still backlogged on mantis somewhere.

17
Why are you requesting MDL? Have you actually tried and found it useful? Or are you requesting it just because you know it exists?

18
Hehe, they were like "Wait a second, this looks too good to be rendered in our shitty Vue renderer" :D

19
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-08, 11:42:53 »
Build RC7
IR reaction to materials strange is rather odd, most of the times i have to reassign materials on objects just for interactive could see that there's some changes in materials.

Did you report it on mantis?

20
[Max] I need help! / Re: Pflow instancing not working
« on: 2017-09-30, 13:43:20 »
This is really sad, pflow without data operators is almost useless to me :(

You can still use pFlow with data operators, it will just mean particles will be unique geometry, not instances, so it will work exactly like it always did with all other renderers. V-Ray has VrayInstancer, which is kind of instance scattering tool, that can use pFlow particles to distribute instances, but you would not be able to use pFlow to affect mapping on those instances either. So in a nutshell, Corona is limited in this regard, but no other renderer does it any better. Ultimately, it's a limitation of old and obsolete Max/pFlow architecture.

21
Thanks guys for the comments, and thanks Ludvik for the FPS tips.  The screen refresh rate wasn't something that we had considered when putting this thing together.

However, we've had a fresh look at this and luckily there were enough extra frames to recompose the thing at 30fps.  The Vimeo link is now updated and should look a good bit smoother.

Thanks again guys!

Iain

There's still some strobbing on the edges perpendicular to camera movement due to the lack of motion blur, but the 30FPS framerate is a night and day difference on my monitor, looks awesome now! :)

22
About this Forum / Re: Gallery images loading soooo slow
« on: 2017-09-27, 12:46:53 »

23
[Max] I need help! / Re: Metals in viewport
« on: 2017-09-27, 12:42:10 »
Lot easier actually, I use this workaround also in V-Ray where refraction at 1.0 makes glass invisible.

Just plug for example CoronaColor set to complete black, or Output map with RGB Level at 0, or Multiply map with both slots set to black (pretty much anything that outputs just plain black color and is not slow) into diffuse slot of your material. You will then have correct black diffuse for metals in render. Now you can simply change your diffuse color swatch in your CoronaMTL to bright gray, to represent metal, but rendering will still use the map in the diffuse slot, and diffuse color swatch in CoronaMTL will be ignored, so everything will work right :)

24
There are 3 factors that contribute to movement judder:

1, 25FPS plays really poorly with 60hz screens (majority of them)
2, Sharp filters, or absence of softening (real cameras do not capture pixel perfect imagery, so CG sharp image filters are especially visible as strobbing on digital TVs)
3, Lack of motion blur. For some reason, almost every archviz animation misses motion blur, even the high end ones ;)

Ludvik,

Which frame rate would you use to diminish the judder?

Any, which will give you whole number when you use it to divide your screen refresh rate. For example 30 FPS:
60Hz/30FPS=2
120Hz/30FPS=4 (Means it would look nice on 120Hz TVs)

That's why you often see movies at 24FPS, to play nicely with TVs:
120Hz/24FPS=5
144Hz/24FPS=6

25FPS was standard for European TVs, because PAL standard (old European CRT TVs) Had 25Hz refresh rate (and ran on 50Hz interlaced/fields rate). US TVs, however, had NTSC standard, which ran at 29.97Hz (Which rounded well to 30hz (And again, it ran in interlaced mode = 59.94hz). And since most of the computer hardware originated in the US, US standards influenced mainstream refresh rates of today's computers screens (hence the 60hz mainstream), and since we are now in a digital age, and most of the TV content is now both made and broadcasted digitally, then even TVs these days adapt mostly US/Computer standards.

So in a nutshell:
24FPS will look good on most TVs, and won't look much worse than 25FPS on computer screens
25FPS will not look good on almost any computer screen, and may look good on some older TVs, and possibly on some new TVs too, due some smart adaptive mechanisms.
30FPS will look great on pretty much anything these days.

However, 30FPS is 16.7% more frames than 25FPS, so rendertimes/rendering resources are significant consideration.

Also, still, keep in mind that not using sharp CG image filtering for animation and -always, no matter what- using motion blur is equally as important to avoid judder.

25
There are 3 factors that contribute to movement judder:

1, 25FPS plays really poorly with 60hz screens (majority of them)
2, Sharp filters, or absence of softening (real cameras do not capture pixel perfect imagery, so CG sharp image filters are especially visible as strobbing on digital TVs)
3, Lack of motion blur. For some reason, almost every archviz animation misses motion blur, even the high end ones ;)

26
Gallery / Re: Vana Villas | Animation
« on: 2017-09-26, 14:07:31 »
At the beginning of the animation, I can see some tree shadows disappearing between frames. Is that because they were hidden when out of camera view?

It's probably ForestPack's camera culling. It's really silly that they enable it by default, you then often end up with issues like this :)

27
[Max] I need help! / Re: Hair mtl not looking as expected...
« on: 2017-09-26, 13:56:57 »
I agree that CoronaHairMtl , by default, doesn't look very good.
you need to "play" with settings to obtain something good.
This is my test. sorry for the quality, but I'm not a 3D hairstylist ))



Actually, I found HairMTL looking pretty great by default. As for the issue above, hard to tell... Maybe some fakery in the scene setup. I would try to merge the sphere into new, empty scene lit by just one CoronaLight and see if it looks equally as bad. If it does, then perhaps there's some issue with the hair itself... Thickness, or maybe inverted normals of the source mesh?

28
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-09-20, 20:17:38 »
It could be related to the new light sampling, so it may improve with planned light sampling fix. but in general, keep this in mind:

Noise level limit may cause varying noise amount between frames, but time limit can too, because CPUs of different speeds will reach different noise levels in the same time limit. Only way to ensure consistent noise between frames is pass limit. Not noise level limit, not time limit, just pass limit.

29
[Max] I need help! / Re: Pflow instancing not working
« on: 2017-09-20, 13:37:13 »
Good to know, thank you.
I often use data operators, maybe it's that one.

Ondra ?

Yes, most likely. From what Ondra said, it's operators that somehow modify UVW coordinates of the pFlow meshes that disable the instancing.

30
[Max] I need help! / Re: Pflow instancing not working
« on: 2017-09-20, 11:06:16 »
Please any dev advice on this ?

There are some specific pFlow operators that are incompatible with instancing, so adding them into pFlow flow will result in instancing disabled. I don't recall which ones those are, but Ondra should know.

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