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Messages - peterguthrie

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16
For a large still image, say 8000px wide, we would be using tile (strip) rendering because we dont have time to render on a single machine. How would one predict the number of passes needed? Can you render a small test corona region first?

17
Hi All,

Just wondering what the best approach is to make sure deadline tiled renders all have the same amount of noise? Should we be rendering with a pass limit or a noise threshold?

I will do some tests but just thought I would ask in case anyone has any experience with this

thanks!

PG

18
[Max] General Discussion / Re: Exterior windows OSL shader
« on: 2019-11-06, 12:08:31 »
anyone managed to get this working?

19
[Max] General Discussion / Corona 5!
« on: 2019-11-05, 22:03:42 »
Great work Corona team!

Corona 5 is a massive step forward, overall ram usage, faster caustics, and of course 2.5d displacement. Really impressive considering the short development period.

20
[Max] Daily Builds / Re: 2.5d Displacement Playground!
« on: 2019-10-11, 17:41:22 »
I AM IMPRESSED!!!!!

It seems you need slightly smaller pixel size to get the same quality, but the speed and ram savings are huge. Well done guys!

(both tests without autobump, we never use it)

21
Gallery / Re: K11 House
« on: 2019-08-26, 20:38:01 »
very nice

22
Dawid (the famous Jawowski_3d) in our office noticed a weird thing with normals in conjunction with displacement and we are wondering why it happens. Its from dabarti scanned textures.

With just a displacement map:



With normals only:



With displacement plus normals:



With displacement plus normals with the green channel flipped:




To our eyes it looks like the green channel on the normals map is being flipped by corona when displacement is enabled, and we need to flip it to make it look correct.

Any ideas what is going on here?






23
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-05-09, 15:58:19 »
was the fix for larger scenes included in the daily build on the 7th? dont see anything about it in the changelog

Hi,

It was not in that build (7th), it will be coming soon though.

Thanks,

Rowan

Thanks Rowan!

24
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-05-09, 11:46:28 »
was the fix for larger scenes included in the daily build on the 7th? dont see anything about it in the changelog

25
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-05-07, 15:22:53 »
Looking forward to the fix for larger scenes, currently moving a scene closer to the origin and at some point it seems to start working

26
[Max] Feature Requests / Re: tiled exr tx textures
« on: 2019-04-06, 18:22:23 »
exciting news!

27
[Max] Feature Requests / Re: tiled exr tx textures
« on: 2019-03-17, 13:12:16 »
yes definitely has a lot of potential as everyone moves towards bigger and bigger textures.

28
[Max] Feature Requests / Re: Corona Tiles
« on: 2019-03-05, 18:24:16 »
+1 !!!

29
[Max] Feature Requests / tiled exr tx textures
« on: 2019-02-22, 11:14:09 »
Hello All,

Couldn't find a topic about this so thought I would start one. Just wondering if coronabitmap supports tiled exr or tx formats?

I'm been testing a few scenes where I convert the large bitmaps (over 4k) to tiled exr or tx. Max loads a hell of a lot quicker and it can save a lot of RAM when rendering as well.

Pixamoon's bitmap relinking script can convert automatically, although it currently doesnt support coronabitmap.

any thoughts or experience in doing this?

Peter

30
Hello friends,

I'm a bit out of the loop re: corona development but have just installed max2019 and corona 3 and was interested in testing out displacement.

One of our constant battles is with memory usage and displacement is part of that. I know you are probably sick of me going on about vray 2d displacement but it just worked and I never had any of the issues I have with 3d displacement.

Initial impression of autobump is that it doesn't really solve our problem and in the end just looks like an aggressive bump map. For displacement values of 2-4px in a 5k render it actually looks worse I would say, and for higher displacement pixel values it does definitely help but i don't think its a viable replacement or solution.

thoughts?

pg


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