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Messages - marobaro

Pages: [1] 2
1
I think I found a solution. At least in case of this simple scene it fixes the issue completely. Low quality viewport display of CoronaBitmap only occurs at "Standard" viewport setting in Max. Change it to "High Quality" and it goes away. Be interesting to see if it helps others with similar problem.
Standard  https://prnt.sc/3OwXUEk2-au0
High Quality https://prnt.sc/v5NL4vY1owZA


2
Hi maru
Yes, of course. Pls see attached examples. This is not something related to this machine, this job, or this file (btw, it's a fresh file with nothing else in it apart from a plane with CoronaPhysicalMtl). This issue of CoronaBitmap displaying at fraction of the quality of std Bitmap in Max viewports has been nuisance for as long as I can remember. Now, it's entirely possible I have been missing sth simple all along, which wouldn't bad news if you could point me to a quick fix. All other parameters are kept equal.
Std Bitmap https://prnt.sc/fvst_YAVfK5r
CoronaBitmap https://prnt.sc/NZmgZ6Dbplxw

3
There is a problem with displaying CoronaBitmap in viewports. Plugging exactly the same image file (be it .jpg .png .bmp, it doesn't matter) to a std Max Bitmap slot and CoronaBitmap slot, and then trying both on a corona material (Legacy or Physical, don't matter) always results in visible difference between the two in the viewport, in favor of the std Max Bitmap. Corona bitmap displays so poorly that any accuracy adjustments to mapping on objects need to be performed with std Bitmap just to see what you're doing, cause you cant see sh*t trying to use Corona bitmap, which displays blurred, compared to Max Bitmap (at exactly the same bitmap settings. And yes - cranked up)

4
[Max] Resolved Bugs / Re: UVW randomizer error
« on: 2022-05-19, 12:08:34 »
Hi George
Yes, please see to it that it is fixed, if you can. For architectural viz firm, dealing with lots of displaced walls, UVW randomizer map is (or was) a daily bread and butter. It is hard to accept, that something that worked great right off the bat when first introduced, got subsequently cocked up beyond use. What are you doing Render Legion? trying to outdo Autodesk in their own game? Chaos trying to grind you down? C'mon. That's not what Corona stands for, right?
I am not even going to comment on Corona converter messing up conversion of simple corona legacy materials to physical ones. that's too much. leave it for some other rant. For now could you, pretty please, fix the uvw randomizer displacement issue?
Hopefully,
Marek

5
[Max] Resolved Bugs / UVW randomizer error
« on: 2022-05-09, 20:52:28 »
Hi
Something seems to have gone seriously wrong with CoronaUvwRandomizer map. Plugging the the same output to different slots yields different randomisation values. This is bonkers. Or am I going mad!?

without CoronaUvwRandomizer map:
https://drive.google.com/file/d/1C6r5h0-6itsyD2OIIp9cA-yar9w8NPMR/view?usp=sharing

with faulty CoronaUvwRandomizer map:
https://drive.google.com/file/d/1o5_B-lwO1Reb1uh0BgLRDPHacnBj3NlT/view?usp=sharing

Is there a fix for this?
Thank you,
Marek

6
Does anybody have a workaround to CoronaTonemapControl map not working with Kim-Amlan LUT ?

setup is: bitmap>camera map per pixel>corona tonemap control>corona shadow catcher mlt

all works as expected until Kim_Amlan LUT is used. then it falls apart.
Is there a list of LUTs that CoronaTonemapControl works with? and which it doesn't?

Many thanks
marek

7
[Max] Feature Requests / Re: image upscaling factor location
« on: 2019-07-10, 19:00:45 »
@maru  You have described it perfectly. This button, on the VFB top bar, would be a quick switch between up-scaled "preview" mode (e.g. for lighting setup, view finding), and full-res (shader and detail work).
Contrary to Frood's post this setting gets changed quite a bit, and would see even more use if if were't hidden in settings.

8
[Max] Feature Requests / Re: image upscaling factor location
« on: 2019-06-26, 11:59:30 »
That's what I meant Juraj. The up-scaling feature is buried so deep it is tedious to use. But it is a great, time saving feature for anyone on 4k (or more) screens. So, for camera placement, objects placement, and lighting setup - upscale. For work on materials and detail - 1:1. And there are lots of times when you need to switch quickly between the two. A button "1:1/2:1" on top of a VFB seems ideal.   

9
[Max] Feature Requests / image upscaling factor location
« on: 2019-06-17, 18:15:50 »
Hi Guys.
Congrats on yet another great release! But, since things can always get better...
Could you move "image upscaling factor" from "system settings" to VFB toolbar? Why? Because it takes too many clicks for something that keeps on getting changed (between 1 and 2) very, very often.
That would also be very natural place for the button(s), as the feature is entirely to do with VFB.
Many thanks,
Marek

10
[Max] I need help! / DR render stuck on "cleaning up"
« on: 2018-01-30, 16:29:55 »
Yeah, DR render stuck on "cleaning up". Looking for the "go un-stick" button. 2.5h cleaning (and going) after successful 5000pix render.
Corona 1.7 (host and farm).
Help appreciated
Marek

11
[Max] I need help! / Re: LightMix bug
« on: 2017-10-20, 15:35:33 »
BTW it's not new, same results from 1.6.1 too.

It might be expected, as part of how the layers will be combined to give the beauty pass, so we will have to see if it is a bug or limitation :)

TomG
Bottom line is, with this behavior (or bug) you cannot render a "clean" LightMix element for Environment ONLY. There will always be some light contamination in Environment LightMix element coming form other light sources when the sources:
1) emit light
and
2) don't occlude other lights

..which is common scenario when I light up areas like streets, plazas, etc. Which makes it a bug in my book.

12
[Max] I need help! / Re: LightMix bug
« on: 2017-10-19, 14:56:00 »
Hi TomG

The same story as in my scenario. I, of course, ran tests with all types of Corona Lights and Light Materials. As soon as "occlude other lights" is un-checked the weired, unituitive behavior starts; the light (or the light material object) will impart some not needed and illogical glow to the Environment part of the LightMix element.

I trust the Corona team can see that this is hardly a desirable behavior, and fix it.

13
[Max] I need help! / Re: LightMix bug
« on: 2017-10-19, 11:18:15 »
Well, it clearly needs re-designing now, don't it?
;)

14
smoothing groups problem.

15
[Max] I need help! / LightMix bug
« on: 2017-10-18, 17:31:08 »
Hi
There is a BUG in the way LightMix includes other, unintended light sources in the Environment only LightSelect element.
The problem is only activated when "occlude other lights" tick box (in CoronaLightMtl or CoronaLight) is un-checked, and
 "emit light" is ON.
No other light's, or LightMtl's parameters combinations affect the behavior. I need the "occlude other lights" unchecked on the material assigned to the fake lights above road, otherwise it is visible blocking out the Environment. So far the only way I know how to circumnavigate this problem is to switch off all other light sources and render Environment on its own. But this mean no joy in interactive LightMix. Only in photoshop. Kinda sucks.. Any ideas?
Thanks,
Marek


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