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 - Basshunter

Pages: 1 2 [3] 4 5 ... 19
31
An option to set the width and height of the texture would solve the problem.
Why not just a simple checkbox "respect aspect ratio"?

I agree. It'd be even better if that option was checked by default

32
it's just this has nothing to do with triplanar
I think it has, since triplanar node assumes the texture is squared and because of that it appears distorted. An option to set the width and height of the texture would solve the problem.

34
[Max] I need help! / Re: corona sky
« on: 2023-04-29, 20:59:34 »
Yeah, some Corona processing controls behave really strange. I've talked about some of them in other threads. Hope the devs pay attention to that in the future.

On the other hand, I don't like the "straight out the camera look" either. At least not for the final image. But I think that having the ability to mimic that would help me in many ways. In fact, I think that having the ability to make the creation and post-processing of CG still images as close as possible to photography would bring a lot of benefits. But my English is not that good to enter in such a discussion. And at the end of the day, developers have the last stand on this. To make that possible they would have to start paying attention to simple requests like fixing the post processing tools inside Corona to behave like they do in photography software or give us the ability to save images in DNG for example to be edited easily later. I'd also love to have built-in presets that mimic some camera behavior like iPhone Camera.

I know lot of people prefer to work in a more "artistic" way, without having to constraint to real world rules when it comes to CGI. That's not my case. I'd like to have less guessing in my job. So for me having the possibility to replicate the real world and getting images that are as close as possible to what I'd get straight out of an iPhone or other camera would be wonderful. Then I could take that "photo" to LR or PS and for further editing and turn it into whatever I want. Anyway, I'm probably just rambling at this point.

35
[Max] I need help! / Re: corona sky
« on: 2023-04-29, 18:57:17 »
To be honest, default tonemapping/processing on current phones is like ACES, +6 Contrast, + 100 Vibrance :- ).
But this is super individual, my iPhone 14 Pro default is like +6 Contrast but -50 Saturation :- ). Very strange look at first, lot closer to ACES than my former Huawei.

These numbers are inside Photoshop, right?

But most camera jpeg profiles (straight out of camera) always had deeper contrast in blacks (deeper first half of S-Curve) and boosted contrast in blues (because it increases saturation of Skies, but not of human faces, so it still looks natural but also nice and punchy).
What do you think is the best way to recreate this look via Corona tonemapping? I'm talking about the straight out of camera look with deep contrast in black and boosted contrast in skies.

36
Hey Juraj! It's always good to hear your opinion.

So I guess I'm keeping my Samsung SSD 860 EVO for now.

It's such a shame that we still have those problems with 3ds Max. Hope they fix that one day.

37
Hardware / Should I upgrade my standard 2.5” SSD to a M.2?
« on: 2023-04-27, 19:49:34 »
Will I get any significant improvement in speed when opening/using 3ds Max or Windows 11 in general?

38
General CG Discussion / Re: Vantage and Corona
« on: 2023-04-19, 20:19:12 »
No word on this. You can be assured if there is word, we'd definitely be letting you all know :)

No no current plans to make this happen?

39
General CG Discussion / Re: Vantage and Corona
« on: 2023-04-19, 19:52:11 »
Any word on this?

40
[Max] Feature Requests / Re: Render Resolution per Camera
« on: 2023-04-14, 18:50:04 »
Pulze Scene Manager is your friend here.  Admittedly it would be better if it was native to Corona so we didn't have to pay for another piece of software but hey ho

Exactly. I don't want to pay for another piece of software. Also want to limit the number of scripts installed. Can't really see why Corona hasn't implemented this basic feature yet.

41
[Max] Feature Requests / Render Resolution per Camera
« on: 2023-04-14, 18:38:36 »
The ability to set render resolution per camera has been requested many times in the past but is still needed. This could also include a dropdown menu with resolutions/aspect ratios presets and the option for the users to save their own presets.

42
This feature would be very helpful.

I usually find myself needing to adjust the properties of the HDRI per camera. Even needing to assign a different HDRI per camera. So having an environment options per camera would be great!

43
This is a fairly ignorant position to take from an employee of a rendering company that gained its success from physically based rendering without compromise. Ive been doing this for a decade and advocating for corona since beta 0.7 because of the fact that from day 1 it was focussed on accuracy and physically correct rendering and not tweaking dozens of settings to create fakes to make things 'look nice'. Looking nice in large parts of the industry is a by-product of being physically correct and photorealistic. They are not separate end goals. Why would you as a company be so concerned with keeping things physically based and 'unbiased' if you think that as CG artists we only want to make things "look nice". There are amazingly well known and talented artists out there who push their physically correct workflows to the nth degree with as few compromises as possible. The entire design visualisation process is about showing clients what the thing they're building/designing actually looks like as best you can. Not showing them an idealised version of what they want to see. If youre using CG as an iterative design tool as many of us do, then making things look correct rather than look nice is the ONLY requirement.

Amen to every word you said. Can't agree more.

Yeah thats very cool and the renders look really nice but chances are the deliverables aren't the same as mine in this instance. Nor are they likely to be an accurate representation. They look like really great marketing visuals. What I'm looking to achieve from a design visualisation perspective is to show as accurate a representation of my clients specs as possible and because of the current limitations in all available lighting methods, thats not possible for a stage lighting setup. I don't see any gobos in those renders though that may be down to their design not including them rather than a limitation.
Same case here. Result in that video might look "good" but it's not accurate at all. Also, I could never use this workflow where so many things need to be composed and faked to look good for one angle only. My job usually require me to use interactive render to show my clients different angles in real time as they send their inputs until lights are setup correctly. So I need lights to look as they should straight from the IR, no time for post.

As I've mentioned in other posts, it's not even possible to recreate an accurate Moving head beam effect with current Corona Lights. not even a simple gobo. And trust me, that "trick" of using real geometry with light material on it to recreate lasers or other types of stage lights like moving heads with fog will fall apart pretty easy as soon as you change the angle or need to show how that light beam hits a surface. Not to mention that it will produce inaccurate results making the room look way too bright.

44
Jpjapers original request was for a gobo projection with Corona lights.

I seconded his request and added that this had been requested many times for many years now. Also mentioned how great it would be to have specific options to create stage lights which is part of my everyday job. These options include gobos, focus, falloff, etc, like in Blender's video.

With current Corona light is not even possible to recreate a proper moving head beam effect.

45
Those look pretty cool. The fact that Unreal has such good support for gobos and stage lighting in general makes me think that i should start working towards moving some of my work into Unreal.

Yeah, definitely. That's my long-term goal.

Pages: 1 2 [3] 4 5 ... 19