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Messages - David Males

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31

Yeah, I would highly suggest avoiding <1 blurring in Corona, it will eventually lead to some sort of visual artifact at arbitrary combination of resolution & glancing angle when you least expect it. It will give you the result you want in one moment and that produce total artifact in slightly changed angle/resolution.
To make CoronaBitmap more useful, a totally different algorithm should have been introduced as high-quality alternative.


Hey Juraj, just noticed this advice of yours - this applies only for normal/bump maps, correct? I mean 99% of people is using 0,01-0,1 blur on other textures to get the detail..
Great stuff anyway! Looking forwards!)

32
I found the cause here, had exactly the same issue some time ago but did not remember:

Some growIvy object in the scene was causing it. Workaround is to put an edit mesh modifier on top of the stack.

So are you using any special plugin? For example using a Laubwerk tree object + scene stats (7) results in 2fps in IR, something like that maybe (no constant refreshes here though).


Good Luck

Ok, I might have found the culprit .. After transforming of VrayVolumeGrid to editpoly seems like the problem is gone (for now at least:) ) Thank you for your time anyway!

33
Could you check if it depends on the state of the snaps toggle? Here it happens "only" if it is activated and while moving the mouse over the viewport. But additionally: even only pressing the move or rotate or snaps toggle button restarts IR in certain scenes, have not been able to find the cause yet.
Good Luck

Quite sure it also happens when snaps toggle is turned off. Just randomely starts and keeps refreshing every 1pass or so .. It happens mostly when I play with materials and textures both in isolated and nonisolated states, but I couldn't distinguish the actuall trigger yet... I guess it could be multiple things, as I've posted in other thread dealing with similar issue I also get some error sometimes when starting Corona which never appeared before..

Also tried to reinstall 2017 dependencies and everything, still happens .. Max 2015

34
[Max] Resolved Bugs / Re: IR refreshing on isolate selection
« on: 2018-12-05, 15:09:58 »
Hey, I have the same issue with max 2015 version, unfortunatelly can't supply the scene but it also has vrayvolumegrid in it..  For me once this starts it does that in both isolated and non-isolated scene, and the restart is needed .. Have tried reinstalling corona like 3times already doesn't help, haven't had this issue before (I thought it may be driver or Visual c++ thing) ..  It is quite pain in the ass and haven't figured out any workaround.. I might delete the volumegrid and tell you the outcome ..

EDIT: Last restart I've got this error when starting 3dsmax again..  (never seen it before) , I'll try to reinstall 2017 redistrubutable

35
Hey guys,

I've asked this question on another thread but decided to ask in a post so it gets some attention, maybe someone already experienced/solved this.

I've installed Corona 3 today and am having quite an issue with interactive rendering which just keeps bugging me and makes the work on details almost impossible.. (never happened on previous versions)

Interactive rendering just keeps restarting/flickers , like after 1 pass it starts over and over again making it unusable .. I've reinstalled Corona altogether with nvidia denoiser and it helped for a moment, but after few hours it is back again ..  All the IR setting are disabled - displacement/denoising off - everything unchecked, tried both PT and UHD ..

Another problem is it doesn't happen at all times..  Sometimes it works, sometimes it doesnt...
While writing this post I've actually noticed it does work correctly when 3dsmax is in background lol - when I click on it again ist just resets and do it again..

Anyone had this issue or managed to solve it? Would be glad for any answer as I have some deadlines to manage this week (and people do not like to go back to "worse" versions).. thanks!

36
[Max] Bug Reporting / IR resetting itself
« on: 2018-12-04, 11:52:08 »
Hey guys,

Anyone is experiencing interactive rendering just reseting itself over and over again in c3 ? (Render/Stop button just flickers)
Not sure what can cause this behaviour ...

37
Gallery / Re: Earth-sheltered villa ep.2
« on: 2018-11-14, 11:13:16 »
Those hallway views are fantastic great use of camera noise to accentuate the modern interior design aesthetic. I look forward to reading the article!

Thanks! There is a little bit of grain added as it goes nicely with modernist architecture (as you mentioned) and make images look a bit less generic to the eye..
For the article, don't set you hopes too high :D I mean, I hope you will like it, but it is very general and was built around the one exterior shot only..

38
Gallery / Earth-sheltered villa ep.2
« on: 2018-11-12, 20:59:43 »
Hey guys!

After quite some time I have few images to share with you and I'd be excited to hear your opinions on it..

It is basically remake of an older project I've done some time ago, that Ronen Bekerman asked me to write making of article about ..

For this opportunity I decided to redo it completely with the newer workflow and skills I've obtained since then ..  Article should be on Ronen's blog probably this week, so if anyone will be interested to look a little bit inside my usual process of image making feel free to check it out :)

Full project can be find here: https://www.behance.net/gallery/72502725/Earth-sheltered-villa-ep2

I hope you will like it! Cheers.









39

Try using Pixamoon gamma script.  It costs $4 but worth it.

Sorry I did not respond! I've check the script and bought it:) Works perfectly thanks for the advice!

40
Hey guys,

I've tried to search for an answer here but there were so many threads about gamma settings I wouldn't have time to go through all of them.. If it was already discussed, please point me to the right direction..)

What I am curious about is whether I can use CoronaColorCorrect map to adjust gamma input for bump/displacement maps and get exact results .. (normal maps have this add gamma input checker)

I've become quite keen on drag&drop of bitmaps - much faster mostly when there is numerous maps for single material - but by doing this I can't get to gamma override settings which usually comes when selecting a bitmap by default - meaning all bitmaps load with 2.2 gamma from settings (I guess).

Is it somehow possible to change gamma input for a bitmap while it is already loaded in 3dsmax editor?

For example by using CoronaColorCorrect map - let's say I load map with gamma 1.0 and then change the gamma in the map settings to 0.455 - would it be the same as loading bitmap with 2.2?
And therefore if I drag&drop bitmap with auto 2.2 gamma and use CoronaColorCorrect with gamma value of 2.2 - would it behave as a bitmap was loaded with gamma 1.0?
Just a thought if I can overcome this bothering loading and browsing for a correct bitmap in max editor - which is quite laggy when scene is heavy..

Thank you for your opinions! If there is any other way how to do this - change gamma for drag&drop bitmaps - I'd be thankful to know more :)
Anyway, Good luck with your projects,

Cheers, David

41
Great work man! Keep it up:)

42
Oh ok, I guess I'll have to look into backburner and how it works as I have no experience with it whatsover :D ...

Anyway, thank you for the info guys!

43
Hi guys,
I've been wondering this for quite some time and haven't found an answer on the forum yet. If there is please forward me to it.

So my question:

Is it possible to run the render through corona's native distributed rendering only on nodes - not on master pc?
Let's say I need to work on some other file/other software so I need the PC computing power, but starting render on node takes a lot of time, reliking bitmaps has some issues sometimes etc, graphic card has trouble handling large scenes or so..  I hope you get my point.

Is there any way ?

Thank you for the answer in advance:)

44
Gallery / Re: House 01
« on: 2017-11-24, 14:13:09 »
Hi guys,
Thank you for the nice comments, always happy to read them!

This is an older project, but there might be an update as I was asked by Ronen Bekerman to make an "making of" out of this one..
Not sure when I can find the time but I'd like to re-do the whole thing from ground up as I think I could make it a little bit more interesting this time:)

But the architecture and location would be preserved..

Maybe I could even try to make it till January and participate in Evermotion challenge huh.. ?:)

45
Gallery / Re: Some exterior renders
« on: 2017-11-24, 14:08:46 »
Wow, those are some incredibly realistic exteriors! What HDRI did you use for the exterior lighting (did you desaturate it at all, looks really clean and no overbearing blue hue) and which model packs for the greenery?

Thank you for your kind words!) Still lot of improvement can be done but well maybe slowly getting there:) The HDRI is from viz people I think, with some color adjustments made in PS (desaturation, added color for the weak ground reflections etc) .. The HDRI is basically used mostly for some soft shadows and general atmosphere. The reflections are from the backplates I've placed in the actual 3d file .. Then there is Corona Sun matched to the HDRI to make some stronger shadows and easier control of the sun intensity ..

The greenery comes from various packs I've obtained over the time ..  Some from evermotion, some from CGAxis .. then some newer ones from talented individuals like dartstellungart .. But well most of it always need some texture and material adjustments .. 

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