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Messages - mienda

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Thank you very much for your answer Piotrus. This clarifies these tone mapping things that are still confusing for me

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Hello, I just saw this video on YouTube which deals with a so-called new tone mapping for Blender "he Khronos PBR Neutral Tone Mapper" (
)  which seems to have the advantages of AGX without its disadvantages (lack of contrast and saturation depending on everyone's tastes). I have the impression that the combo of AGX MATRIX + AGX PUNCHY (+ contrast if necessary) is close compared to the combination AGX BASE + AGX KRAKEN + AGX DEFAULT CONTRAST.
I'm really uneducated about these issues so I was wondering what you thought about it.

 Thanks in advance

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Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-01-12, 12:59:14 »
Hello Juraj,

I am very interested in your system of replacing 3D elements with AI generated elements. Bravo for your work because it is very convincing (finally characters who are not taxidermied!)
I would have liked to know your method and your means of overcoming the limits of Stable Diffusion via Inpaint
From what I understand, Stable diffusion in classic version (under automatic 1111) generates images in 512X512 pixels (which we can upscale later). But it is possible to use more efficient checkpoints like SD XL (which generates 1024X1024 pixels).
In the case of your image which is in very high definition, how were you able to generate elements consistently, particularly for the young woman seated in the foreground? I imagine that you separated the elements of this character to individually generate (via Inpaint) the face, the hands, the sweater and the shoes because it occupies a large part of the image and certainly seems to occupy more than a square of 1024X1024 pixels with SDXL. Is that the case ?
If this is not the case, have you downscaled your image so as to work comfortably and quickly in 512X512 pixels, with checkpoints more limited in resolution and then upscale your elements to the good definition of your final image?
If so, what checkpoints did you use (SDXL or others) to be able to give as much detail and keep a general consistency to the image.

Thank you very much for your clarifications and above all a very happy new year 2024

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[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-06-19, 14:08:12 »
Same for me, I hope it will be fixed soon because I suffered random crashes when opening, manipulating and rendering with all OSL parallax systems (as well with the new version of Wparallax and versions of Evermotion ( archmodels 267 and 271) I tested these materials on 2 different systems (threadripper 3990X and Intel i9 13900HX) with 3dsmax2024 and corona 9 HF3 without success.. These materials are not reliable at all and are unusable in production.

Thanks

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[Max] I need help! / Re: corona AO vs Vray Dirt
« on: 2023-05-26, 08:40:04 »
hank you for your reply.
To go into details, I realized that it was very difficult or even impossible to use the corona AO as a mask in a corona layered material. In Jonas Noell's video, this one uses very effectively a vray dirt as a mask in a VrayBlend material (see screenshot). I tried to push the contrasts and values of the corona AO with color correction but I couldn't achieve the same efficiency. I wonder if using a corona AO as a mask really works with corona...so far I haven't succeeded.. if some of you have already encountered this kind of difficulty and managed to get around it I am a taker!
Thank's

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[Max] I need help! / Re: corona AO vs Vray Dirt
« on: 2023-05-25, 14:16:30 »
To illustrate my difficulties in arriving at the results of the video, see the differences in settings between the Vray Dirt and the corona AO. There are a lot less options and it's hard to get the same kind of results, that's why I wonder if it wouldn't be very useful to develop a real corona dirt shader à la Vray dirt.

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[Max] I need help! / corona AO vs Vray Dirt
« on: 2023-05-25, 09:28:41 »
Hello, would it be possible, in the near future, to improve the "corona AO" a little like the "Vray Dirt" because the "Vray dirt" offers many more very useful options. For example in this tutorial, Jonas Noell proposes a method to make a foam material with AO Vray parameters that are difficult to reproduce with corona AO.
Corona Ao is much less flexible and configurable than Vray Dirt and this can complicate the task sometimes ... I'm sure some of you know how to recreate this type of material but my tests with corona AO were not at all conclusive .... On your side how would you achieve this type of effect with corona AO as effectively as with Vray Dirt?

Thank you in advance

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[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-05-23, 11:44:21 »
Same for me, even the new version of parallax shaders crashes randomly but inexorably. it is totally unusable in production because it is far too unstable. I tested them on max 2022, 2023 and 2024 with corona 9 without success..

9
Hello, I installed the latest daily build from corona on 3dsmax2024 and it works but I haven't done intense testing. however, there doesn't seem to be a problem.


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[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2022-11-27, 10:43:58 »
Same for me, yesterday I tried to render a simple plane with an evermotion archmaterials 4 texture and 3dsmax crashes inexorably but somewhat randomly (sometimes after the 1st render or sometimes after a few renders). I use the evermotion OSL script (which automates the creation of OSL material)
I'm on max 2023.2.2, win 11 and corona 9.
Thanks a lot
mienda

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[Max] Bug Reporting / Re: Backplate + Sun causing shadow bug
« on: 2022-06-01, 12:39:37 »
Thank you very much Maru for this detailed answer.
 I am well aware of the limitations due to the physically correct rendering engine but it is also true that I think it is also quite necessary to put in place tools to "cheat" reality in order to make it more "true" ! . For example the corona light material if we uncheck "emit light" becomes physically unrealistic (all luminous objects (however weak the light emitted by them) emit light...)).
 However thank you very much and I can't wait to see this limitation bypassed and to add a request I can't wait to see the "geo patterns" implemented in corona.

regard's

Mienda

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[Max] Bug Reporting / Re: Backplate + Sun causing shadow bug
« on: 2022-05-31, 15:32:03 »
hello, I come back to this subject because it seems that there is still no solution found...I admit that I do not quite understand that you are not developing a credible alternative to be able to use any photograph in background with the management of reflection and refraction (as with vray and the "light material" which works perfectly..). For a rendering engine dedicated specifically to architectural representation, I find these limitations very annoying.
 I know that these limitations have been known for a long time but I am surprised that you still cannot find a satisfactory solution.
 Do you have any views on this?
Thanks a lot

Mienda

13
hi,
I am a little bit  surprised by this strong demand for improvement of "tone mapping". I'll be curious if a lot of people use Vray's new "ACES" workflow which seems like a gas factory to me. I do not really believe in ready-made solutions because what matters in the end are the images produced ... After obviously all improvements are welcome but I do not believe too much in the revolution of "tone mapping" for the architectural image ... but that's just my point of view ...

mienda

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Hello I have two difficulties with Corona:

1) _I am having problems when using camera clipping. Is there a way to turn off camera far clipping so that I can see the background (HDRI for example in environment). I don't know of a way to use camera clipping and a background environment at the same time (to avoid post-production) Have you experienced this constraint already and what would be the best solutions?


2) _In addition, in the case where we use a textured plane in "corona light material" with a background so as to have a background, there are very often rendering problems (the light does not pass well, there is materials problem) when you uncheck "emit light".
I read that it was necessary to deactivate "affect reflections" for it to work but this solution is not entirely satisfactory because it impoverishes the reflections ... In my eyes it is very important to be able to use these backgrounds without problems ( like vray and the true lightmaterial which works perfectly) because in architectural images we use these subterfuges very often!

Thank you in advance!

Damien

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[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-28, 10:10:42 »
Yes you're right, if i tick off vector works, it doesn't works well . So the ocean material  is not fully usable...

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