Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - hunter1st

Pages: [1] 2 3
1
News / Re: Bug in Alpha7/7.1 after 1.1.2015
« on: 2015-01-04, 21:11:55 »
great thanks :)

2
Gallery / Re: White Room
« on: 2014-11-03, 12:10:50 »
Super renders yes !
Just, for me, the windows witch are not high enough when you consider the height of the room.

I think the windows are ceiling high but theres a blind hanging over the top half? But maybe i'm wrong. I would maybe add a little more transparency to the blinds so you get a better sense of hight, with the window frames showing through the fabric a little more. Maybe add a little bump or displacement to those logs too ;)

I like the feel of the image overall, Nice soft lighting :)

3
Gallery / Re: black wood ambient
« on: 2014-10-23, 19:46:11 »
nice work!

4
[Max] I need help! / Re: Rendering at 5k in Cororna 6 HELP
« on: 2014-10-22, 18:27:12 »
isn't the tool bar meant to be in the VFB?  see the image

What version is this?

hey romullus

well it was meant to be v7 for some reason my tools bar wasn't there. Just reinstalled it, now its fine.

cheers

5
[Max] I need help! / Re: Rendering at 5k in Cororna 6 HELP
« on: 2014-10-21, 01:52:44 »
Yeah, <1 and default max 100 subdivs can generate..what, tens of millions of polies for literally zero additional detail.

<1 is literally sub-pixel detail which at 5k is almost absurdly obscene."

Click on 'Tools'

ok cheers, ill make sure i keep it above one in the future


isn't the tool bar meant to be in the VFB?  see the image


6
[Max] I need help! / Re: Rendering at 5k in Cororna 6 HELP
« on: 2014-10-20, 23:27:46 »
There must be some other issue in that scene.

Internal resolution isn't problem, I am rendering 7680px in Internal res=2, so 15k px width, and even the gigantic scene with forests, disps etc. (Kogan house), took only 20GB.
Subdivide your towel mesh, and then limit your max. disp subdiv to some low number (8?) and see if it doesn't give you indentical result.

What is the total ram usage with and without disp ?

Also, internal res doesn't affect overall quality, noise or 'artifacts'. It just downsamples internally after tone-mapping so you have cleaner edges around highlights. Nothing more, nothing less.

Hey Juraj,

My ram usage was 30gb and i have 32. Im thinking it may have been the displacement on my towels. I set the screen size under displacement to 0.4? is this too low?

I just rendered the final image with Internal Res at 1. im going to get a more powerful machine. loving corona atm.

Quick question though. How do i activate the VFB adjustments while rendering? so i can tweak the image live? I had it in the previous build but its gone in the latest alpha.

7
[Max] I need help! / Re: Rendering at 5k in Cororna 6 HELP
« on: 2014-10-19, 15:33:59 »
If you are using Max, make sure "Page Large Images to Disk" is switched off.
You can find it under Asset Tracking/Global Settings and Defaults for Bitmap Proxies.

You always can split up your images in four parts, render them out seperately (with blow up if I am not mistaken) and stick them together in for example Photoshop.

Good luck

Thanks Belly

I always leave page large images to disk off. Its off by default too i think. Splitting my image into for isnt really what I want to do but its an option i suppose.

8
Gallery / Re: Forest & Ocean
« on: 2014-10-19, 15:27:29 »
Great work! I really like the first images. The second ones are also nice but alittle too bright. Maybe you just need to squeeze the gamma alittle more to bring back some contrast. NICE!


9
[Max] I need help! / Re: Rendering at 5k in Cororna 6 HELP
« on: 2014-10-19, 15:18:43 »
5K rendering can take 5GB, but also 50GB :- ) It does depend on your scene. Do you have displacement in your scene ? Does it render in low-res ? How much ram does it eat then ?

Hi Juraj,

Its is a memory issue because i almost run out ram during parsing. Its only a small scene of a bathroom with a small displacement on some towels. It renders fine at 3k.
I did get it working after reading on another forum about the internal resolution. But this isnt really a fix for the problem as it just renders really noisy and producing what looks like fire flys that never converge. I had to smash a load of neat image noise reduction on it to get a decent image.

I hope this is something that will be fixed in future releases? Or should I just buy more ram lol. Currently I have 32gb



10
[Max] I need help! / Rendering at 5k in Cororna 6 HELP
« on: 2014-10-16, 15:47:46 »
Hi guys, can you tell me if there is something special i have to do in the render setting to get my machines to render a 5k image? I Tried sending it but it gets stuck on the calculation stage. I have 16gb of ram.

Any help would be great


Thanks

11
Gallery / Re: Icelandic coastal house
« on: 2014-04-13, 17:47:04 »
. I'm not a fan of magic bullet, I think its because the UI looks prehistoric ha.

Wha :- ) I love the UI personally, seems modern to me instead :- D ? Well, I don't use the tools so predominantly now, Peter Guthrie persuaded me to try Lightroom and I now mix Lightroom and Photoshop a lot.


yeah lightroom i love! although I have recently just been sticking to Camera Raw in the new photoshop CC. I'ts great now that you have full 32bit control throughout the whole process

12
Gallery / Re: Icelandic coastal house
« on: 2014-04-10, 13:12:56 »
Excellent work.

This is up there with some of the best archivis I've seen. The raw renders look great. nice job job on the materials. I'm not a fan of magic bullet, I think its because the UI looks prehistoric ha. But you use it well, a lot of people go way over the top with magic bullet.

well done :)

13
[Max] General Discussion / Re: Displacement issue
« on: 2014-04-10, 02:09:39 »
Chamfer doesn't need a radius, it can add support loops only. All very easy with QuadChamfer plugin.

Did you unwraped it correctly ? After chamfering ? Continuous mapping ? Because there is no reason why it wouldn't work then, but it won't if these steps are misaligned,
because each piece of geo is displaced by different piece of map.

hey juraj. I've managed to sort it. thanks for the tips. really impressed with the render times. All it needed was some supporting edges.

heres a couple of WIPS


14
[Max] General Discussion / Re: Displacement issue
« on: 2014-04-09, 16:04:56 »
It would still be nice to have displacement that works like vray's - apply and forget about it, no smoothing groups, geometry modification e.t.c.

I could show you like 50 threads at CGArchitect on Vray's section where people ask the very same question about the same problem, and have been doing so for...past 10 years.
It's endless cycle where people become desperate and forget to use logic and their brain.

So no. It works the very same way only with more (and very nifty) controls. Vray just also offers additional 2 modes (simple SubD and excellent 2D Texture space disp). Same protocol, people just don't know how to displace in general or
don't understand how their geometry behaves in render time. There is the option to force "continual edges" but it's not one-click saver for all cases.


Ok, here is proper workflow : // Renderer agnostic - I use the same workflow in Vray, Maxwell, and Corona. There is no difference, it's still 3dsMax Geometry.

1: Basic wall blockout.
2:Chamfer the corners (using QuadChamfer plugin for example) // Quite bit suitable than direct SubD in this case. It's quite obvious you can't smooth a cube visually ?
[ and on side note, chamfer everything everywhere, for the rest of your life ]]
3:Now you apply single smooth group if there wasn't.
4:You can directly unwrap, or apply box mapping for easier proportions, and then unwrapp so it wraps continually around the chamferred corners.
5:Now you can safely displace the walls for visully the best result.


There are possible workaround and dirty ways:

Invert the disp map and use negative displacement: Your geo will displace against each other. No black open edges.


This is basically the approach i did yesterday. I tired chamfered edges but it gave me even more holes even with a smoothing group. Plus I don't really want rounded edges on my sharp bricks. I'll try adding in some support edges and see what happens. Maybe my wall doesn't have enough divisions but it works fine with vray.

Ill repost later tonight.

15
[Max] General Discussion / Re: Displacement issue
« on: 2014-04-09, 10:42:17 »
I'm too lazy to start max so here is a mouse-to-ms-paint drawing. Try adding more edges where at the corner and then apply smooth modifier. And make these edges really close to the corner.


thanks Maru ill give it a whirl later :)


Pages: [1] 2 3