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Topics - romullus

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46
Please add an option to rotate about UV coordinates center in Corona uvw randomizer. That would greatly enhance this map. An example how it could be done, can be seen in 3ds max's uvw xform modifier. Below is attachment that clearly demonstrates benefits of rotation about center instead of 0, 0 like it is now in Corona uvw randomizer.

47
Like all other lenses, fisheye also has depth of field and vignetting. There's no reason to not have them in Corona. Pretty please.

48
[Max] Feature Requests / Gizmo size for Corona sun
« on: 2020-02-06, 14:22:39 »
Please add gizmo size spinner for Corona sun. As it stands, the only way to change its gizmo size, is to have target enabled, change reference coordinate system to local and drag the sun light object along Z axis. That's pretty inconvenient, especially since i prefer my sun to be in targetless mode most of the time.

49
[Max] Resolved Feature Requests / Round edges and opacity
« on: 2020-01-26, 12:37:59 »
It would be very cool if CoronaRoundEdges map could work in conjunction with opacity maps. If you could add perforation map to opacity and round edges to bump and your materials would have nice rounded edges around perforation holes, that would greatly increase realism.

50
Corona interactive fails to register changes in 3ds Max standard lights. Tested in Corona 5 final.

51
[Max] General Discussion / Normals RE saving issue
« on: 2019-11-16, 16:06:41 »
Sometimes i use Corona to bake geometric details onto flat surface and recently i noticed that it incorrectly saves normal shading render element. Flat surface that is perpendicular to the bottom facing camera, should have 128 128 255 colour, but it is saved as 127 127 255 instead. I did little experiment, rendered such surface with 128 128 255 sRGB colour assigned, with flat white lighting, then saved beauty and NormalShading RE. Both elements displayed correctly in VFB, but only beauty has been saved correctly. One thing i noticed, that normal element in VFB was 0.50000 0.50000 1.00000 (tonemapped sRGB), but beauty was 0.50205 0.50205 1.00000 and that got me thinking, could this be a rounding error? If so, can something be done about it? 127 127 255 in normal map is a big issue when renderer expects 128 128 255. For now, i'm correcting baked textures in Affinity, but that's hardly a viable solution.

52
[Max] Resolved Bugs / Corona Scatter is broken
« on: 2019-11-01, 16:06:24 »
Build 5 RC4

Something funky is going on with Corona scatter in latest build. It's hard to describe in words, so i just leave the video here. Also attaching scene.


53
[Max] I need help! / Portals - big difference in lighting
« on: 2019-10-10, 12:30:59 »
I know that there could be some change in lighting when portals are used, but i didn't expected the difference to be such big. The scene has single big portal, located at the rooftop opening and there's big difference in lighting, mostly visible on the floor. Portal really helps a lot to clean the noise in this scene, so i'd like to use it, but i think that lighting without a portal, looks better in this case. Does such difference looks normal?

Pictures are rendered with minimal tonemapping - just highlight compression, adjusted WB and a LUT. Using a LUT slightly exaggerates the difference, but even without it, it still doesn't look right. denoising and all other effects are turned off.

54
[Max] I need help! / [SOLVED] Set focus in VFB question
« on: 2019-10-07, 21:04:03 »
When i set camera focus in VFB, where does Corona stores information about it? Is it possible to get exact focus distance? Is focus point linked to active camera or to the surface of an object? If i move the camera, will focus point move with camera, or will it stay in place?

55
[Max] Resolved Bugs / Displacement and map channel issue
« on: 2019-10-07, 17:21:39 »
Build: Corona 5 2019 Oct 03

Old displacement method incorrectly renders maps with map channel 2 or above, if it's assigned to object which has those channels empty. New 2.5D displacement renders the same setup correctly, i.e. it does not displace geometry if channel is empty. BTW, if 1st channel is also empty, then both displacement methods renders correctly (does not displace).

In attached scene, all objects has the same material assigned. Switching between two displacement methods, will give different results.

P.S. Interestingly, old displacement is giving different results with CoronaMix, Mix and Composite maps. Might be part of the same issue. All 3 maps are present in the scene's slate editor, you can try to switch between them and see how it renders differently from each other.

56
I would like to request an option to render NormalShading render element not only in world space, but also in camera/screen space. That would be very handy for grabbing normal maps from geometry. I think adding simple checkbox in existing NormalsShading RE, would not cause too much trouble.

57
General CG Discussion / Cycles denoiser
« on: 2019-08-27, 21:29:49 »
I just stumbled upon this picture with various denoisers being compared in Blender. At first glance it seemed nothing unusal, but then i noticed Cycles denoiser results. Some may say that they are much noisier than that of other (supposedly AI) denoisers in the chart, but to my eye, its output is much more pleasing, because it not simply smears details or creates halucinated artifacts, but rather merges pixel size noise into bigger blobs and makes it appear as more "photographic". Any day of the week i would choose this coarse noise over clinically clean, plastic output of AI denoisers. Would love to see something similar in Corona. What do you think?


58
Feature request based on discussion in this topic: https://forum.corona-renderer.com/index.php?topic=25750.0

It would be very nice to have triplanar mapping implemented directly in CoronaBitmap for easier set up and more convenient use. I guess that due to lack of UI space, triplanar in CBitmap would have to be simplified, so separate triplanar node should still be available for full features access and for backward compatibility.

It seems that Fstorm has already such feature implemented, as it can be seen from image below.


59
Would it be possible for Corona not to show warning message about missing textures, if objects with those textures, are hidden/ non renderable. In other words, if Corona does not need to load textures for rendering, it shouldn't issue the warning about missing assets.

60
Hardware / PC cases talk
« on: 2019-06-22, 17:06:39 »
BTW, the last case I got was a Be Quiet. Don't recommend it. Not quiet at all in my opinion.

Can you tell the model? I'm thinking about Be Quiet Pure Base as my next case, but if you're saying it's not good...

Edit: I've split discussion from the threadrippers topic. We can discuss about PC cases here.

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