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Messages - burnin

Pages: 1 ... 79 80 [81] 82 83 ... 103
1202
be aware, that's just on paper still...

1203
Chaos Corona for Blender / Re: Gobo Spotlight
« on: 2017-06-01, 14:38:04 »
Hi all,

I've discovered that subdividing the emitter makes a difference in the image result, as you can see on the images attached.

Regards!

True, as it also rises the number of lights (emitters) - for every triangle, becomes a separate light.
So take it into account if you're using high poly counts as it may slow down rendering dramatically (don't know if optimizations for thousands of lights are implemented yet). There were some mentioning on the forums - need to look around.

1204
Chaos Corona for Blender / Re: Gobo Spotlight
« on: 2017-06-01, 01:41:41 »
Also, in the file posted above, emitters are infront of the camera - check it, learn... ;) the only problem remains with IES.

1205
Chaos Corona for Blender / Re: Gobo Spotlight
« on: 2017-05-30, 02:18:48 »
Sadly there's no Gobo, no Projector, no Laser, no Spot... Lights as such (at least not with Corona_Blender). :)
The closest thing would be Mesh Directionally Emitting Textured Light. (don't know what to call it otherwise) :D

To make one:
Add a mesh/plane (UV unwrapped) to the scene.
Use Corona Light Material on it.
Apply texture to the material Emission Color.
Set Directionality somewhere around 1.5~2.0 (the sharper you want it to be, the longer it takes to render/clear)
Set Multiplier to your preference (higher the value, also greater the noise).

Notes:
Textures can be used with IES.
IES matrix is somewhat off:
- Translate (Location): to get proper location you have to have Keep Sharp checked & take the mesh/plane size into account,
- Rotation: to get rotation of 90° enter value 4500°, basically multiply by 50.
- Scale does nothing (Why is there IDK)
- If IES is translated/positioned into the same center/location where emitter/mesh is, self shadowing occurs (*pink).

&comparison VCM vs PT (hint to make composites ;)


scene file attached, IES generated here, used random textures from web (not included)...
hope it works out for you

EDIT:
Ah, Glen beat me to it, thanks :D

1206
might be more relevant, if you test times to get to the same amount of noise

CIE is here, if you're unsure, just extract the contents and put wherever you feel like it

1207
well it doesn't work if it doesn't respond to curve edits like it did at some point. unfortunately I can't remember which version of blender and corona plugin I was using
what do you mean by "NOTE: nothing can be done about it, it's a Blender thingy", it used to work, I used it, OK?
My bad & apologies for not taking non-concurrent versioning into account. Confirming it doesn't work, yet it works in older versions.  Is also refreshing fine on previous (ie. 2.76b), but not on late 2.77a+ versions (buildbot master).
After couple of more tests, narrowed it down to changes made in Blender between 2016-Apr-072016-Jun-25.
Hope to help somewhat.

1208
Yes :) works!
Tho, after you've done changes to your material you just need to 'Wake Up the Preview' - REFRESH it by: resizing / nudging any window side
NOTE: nothing can be done about it, it's a Blender thingy
:D

ie

1209
Chaos Corona for Blender / Re: Import library materials
« on: 2017-05-17, 03:11:48 »
+1
On CML site there are also for c4d - again, different format, can't use neither.
I wonder if we'll live to see Corona Materials become Interchangeable or even better, start supporting MDL.

BTW
Am i imagining or are node trees also imported with Linked Corona Materials?
tired, bye

1210
Please provide an example file.

Here Curve Node UI (beta) shows expected results.
Tested on latest daily Blender (d508b69), CoronaSA 1.6, Exporter 5.7.10, Win7pro x64

eg.



1211
Chaos Corona for Blender / Re: Export Hair Particle Issue
« on: 2017-05-17, 01:42:02 »
@Rac Leborg

1. Enable:
- Binary Mesh Export
- Export Hair
- Stream Hair

2. Use correct path for Export. (clear the contents, just to be sure no mixing is involved)

3. Set Particle System Emission number to lower value, ie: 100 - for testing purposes, to see if it at least renders a small number, then gradually up the count to see where the limit is. Otherwise you could be waiting minutes & hours for an error, wasting your precious time.
Keep in mind - Exporting process runs on a single core (White Screen/Not Responding) - use more efficient methods & techniques to grow grass or hair or...

Result:


1212
Oooh, look what you've done :p

Quote
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BTW... Fine works, looking nice ;)

1213
[Max] I need help! / Re: Glass blown and painted.....
« on: 2017-05-16, 14:03:09 »
Oh, you should know that Glass and other 'shinny-glitter' materials (Reflective&Refractive ie: precious stones, metals, gems, crystals, liquids, carpaints..) primarily demand good lighting/environment - it is what gives the aesthetically pleasing value (beauty) to any form/object.
Surface imperfections (bump, dirt, scratches, roughness, film...) just add to that effect making it visually indistinguishable from photo.


1214
[Max] I need help! / Re: Glass blown and painted.....
« on: 2017-05-16, 05:19:37 »
Oh, i like! Works just as fine as in Cycles, with caustics also :D

So to give glass smoked/colored feel, use appropriate texture for Volume Absorption & Scattering.
Either procedural (noise...) or an image (aquarels/water color style work best).

Here have used random watercolor image from the web for both (abs. & scatter.), had set distance to 10cm. 
eg.

1215
Chaos Corona for Blender / Re: Export Hair Particle Issue
« on: 2017-05-16, 01:21:03 »
Thanks @burnin,

This highlighted an issue with parents and children and how they are counted/calculated.
The hairs converging into the center was another issue which is solved now too.

:D
Nice, yes! ...  & don't mention it, i thank you!
:)

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