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 - Benny

Pages: 1 [2] 3 4 ... 12
16
[Max] Feature Requests / Re: The most wanted feature?
« on: 2018-09-18, 18:05:07 »
That is another topic. There is not a single renderer on the market that sucessfully switched from CPU to GPU rendering. There are probably some reasons behind this. One might be that you not be able to get full feature set of a CPU renderer on GPU. At this point I think it would then make more sense to remove the same features from CPU version than keep 2 renderers with 2 separate feature lists. And I think most people would still not like it...

People do seem very excited about the approach Blender is taking with Eevee though. Using a realtime GPU viewport renderer for IPR, which then often is good enough, with the option to do an offline render in their Cycles. The differences between the IPR and final render are outweighed by the relatively high quality of the viewport.

Being a non-programmer I actually can't understand why Chaos isn't taking a similar approach with Vray GPU, i.e. a viewport version. But perhaps Turing will allow that.

17
[Max] Feature Requests / Re: The most wanted feature?
« on: 2018-09-18, 02:57:53 »
But isn't it possible to have a supplementary strategy, like Optix for noise or just having the GPU doing some other taxing task?

18
[Max] Feature Requests / Re: The most wanted feature?
« on: 2018-09-17, 20:46:26 »
What is the status of Optix support in Corona?

19
[Max] Feature Requests / Re: The most wanted feature?
« on: 2018-09-13, 22:43:00 »
I'm so happy with Corona, but the following three features would make it unbeatable:

1) GPU/Hybrid - I'm now starting to feel that if Corona isn't announcing plans for the future here I'm getting worried. I'm due to building a new machine next year or so and spending my hard earned money on GPUs seems to be a better bet than multi core CPUs

2) Completely automatic import of Vray models and scenes. Still ways to go.

3) Fstorm LUTs - not sure what they do with their color mapping, but I want it!  ;)

20
Off-Topic / Re: Structurising a texture library
« on: 2018-08-24, 17:05:37 »
If you talk to these guys ask for a built in material studio as well!  :)

You mean something like the Material-Studio in Cmpp?

I haven't looked at those for a while, had the Vray version and there was no cross-upgrade, but that sounds like it. Is Siger still using it's own plugins with their materials?

21
Off-Topic / Re: Structurising a texture library
« on: 2018-08-24, 02:13:41 »
If you talk to these guys ask for a built in material studio as well!  :)

22
Off-Topic / Re: Structurising a texture library
« on: 2018-08-23, 18:22:06 »
Romullus, for your render studio, do you have different setups for different scales?

I must say that given one has to lock transformations and other non-obvious subtleties it would have been great if a render studio was built in instead of everyone having to invent their own wheel.

23
Off-Topic / Re: Structurising a texture library
« on: 2018-08-17, 20:55:51 »
Do you mean from a scene or an existing library?

24
Off-Topic / Re: Structurising a texture library
« on: 2018-08-17, 19:00:00 »
Well what do you know, a new update this morning auto hides jpgs used for previews.  :D

25
Off-Topic / Re: Structurising a texture library
« on: 2018-08-17, 05:50:45 »
Sorry, had a brain fart, didn't read properly. Locking transforms and scale takes care of the problem.

Still, in my view an unusual approach that would save people a lot of time if they gave some hints in the documentation.

26
Off-Topic / Re: Structurising a texture library
« on: 2018-08-17, 00:58:19 »
I can not get that to work, locking transforms? You mean doing reset Xform? If I load a file with a shader ball in a scene and just hit render, it would seem to me that the result should be the same if I do it from within Connecter? Unless Connecter do something.

The connecter studio render also ignores the pivot point of my shader ball. Even if I align the pivot to the bottom of my shader ball object, the shader object still becomes centered around 0,0,0.

Of course none of these things are neither documented or in a video.  :/

27
Off-Topic / Re: Structurising a texture library
« on: 2018-08-16, 21:26:32 »
You were right, I do love it.

I'm having a bit of problems with the test render studio and the general scale of it. How did you know the shader ball should be around 1m? I'm using a scene I've been using before, but the shader ball becomes enormous when generating previews. If I just load it normally and render everything looks fine. Is Connecter doing something to the camera (since I specify a camera)?

The other thing that bugs me is that once I've generated a preview or assigned an existing image to a file, I would like to hide those but it doesn't seem as if I can hide images per folder? I can do it manually, but quickly becomes tedious. What is your workflow?

28
Off-Topic / Re: Structurising a texture library
« on: 2018-08-10, 13:13:55 »
Yes, obviously really easy and straightforward. ;)

Kidding aside, big thanks for the help Romullus! I will mess with it and see if I can figure it out.

29
Off-Topic / Re: Structurising a texture library
« on: 2018-08-10, 04:45:04 »
Well, I've played around with it and starting to like it more and more. It is not very well documented though, is it? I can for example not figure out how to et up my own render studio in order to generate preview thumbnails of materials. Did you get that to work?

It also seems as if I can generate a rendered thumbnail while grabbing from a scene, but not for materials already in the connecter library?

30
Off-Topic / Re: Structurising a texture library
« on: 2018-07-23, 03:20:14 »
Sounds like a well kept secret, I haven’t been able to figure out half of that stuff. How do you assign a material from the library to an object in your scene?

And perhaps equally crucial, can I grab a material in my scene and add it to the library?

Pages: 1 [2] 3 4 ... 12