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Messages - Anatoly

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1
I suggest that you need to add a very understandable and detailed chapter on helpdek site, explaining this "new" material approach with comparison to traditional one, and how one should migrate to it, filled with examples and tutorials.

I believe that it would take some effort for a lot of users, who used to classic approach, to start using this new one with the same ease. Currently I can imagine exactly what map should be in reflect, refract, diffuse, translucency, e.t.c. slot, to make material look as intended. This is not the case with PBR material, and you can see it by the questions above, and I believe that here is the progressive part of your audience.

Maybe it would be a good idea to add some script that converts traditional materials to Physical, converting and placing all maps correctly, to achieve correct result. Or may be some map node that would take a traditional diffuse, reflect, refract, translucency and other maps on the input, and generate correct output maps required for PBR, like roughness, metalness and others. This might help with asset migration and migration in general. One could see how new PBR maps should look like, to achieve the same (or close to the same) result as with the classic approach.

Thank you. Hope this make sense.

2
Thank you. Leaving this thread alone. Hoped someone did encountered this, and might share some unexpected solution... Sorry, I need to be more patient)) Will wait for fix.

3
This problem still not resolved with Corona 6 release. Please, pay attention to this topic.
I created a support ticket #190548, but there is still no suitable solution.

4
Greetings!

There is still a problem with Bloom and Glare related to panoramic renderings and Corona Image Editor. I made a preview from Max, saved it to PNG after render, everything was fine. Then I ran a full render for about 50 ultrahigh rez. images, saving them to CXR. Then I extracted Beauty pass from them using CIE and found out that all of them have incorrect glare effect.

See attachment please, there are two images, one is a preview saved from max, another one - from CIE.

Any suggestion how can I fix this ASAP?

5
[Max] Daily Builds / Re: New bloom and glare playground!
« on: 2020-06-05, 12:25:41 »
Would there be a fallback to previous bloom and glare appearance?

6
Also would it be possible to render mask for the transparent/reflective object at the same time?
Example:

I see a white building (White material has MatID:1) with large windows with glass (glass has MatID:2) and gray interior stuff (gray material has MaiID:3)
I Create Mask render element and put there all three material IDs. So Red (MatID:1) masks a white exterior walls, blue (MatID:3) masks a refracted interior stuff.
Would there be a plain green channel for the glass in windows?

Same for reflections, Red - object in front of mirror and it's reflection, and green for the mirror. So reflected object supposed to becomt Yellow (Red+Green) it would be this way? Or what should we expect in situations like this?

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