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Messages - sadypisten

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1
Hey there,
I don't really know if is it a bug, or a feature, but I just run in to a problem with Highlight Compress. In the office we have a template file with set up highlight compress, and it works perfectly in most cases. But today I had to use Photographic Exposure control instead of simple, and just realised, when leave the highlight compress value on our "default" 10, and setting the camera (f number, or shutter speed) it do not lightening or darkening the image, but instead it start to decrease the light or dark values of it, just like when you using the lower slider of Levels in Photoshop. After a short while, I've realised, somehow with Photographic Exposure the highlight compress works properly under value of 1 (0-1 interval), but over 1 it starts to destroy the image.

Is that a bug? Will it be fixed, so the simple and photographic exposures will work the same?
Thanks

2
[Max] Resolved Bugs / Re: CoronaBitmap parameters
« on: 2023-06-05, 14:53:02 »
uvwScale is point3 controller, not a float controller. It is definitely working in Corona 9, as it always was and this is not a bug, but by design.

Ah, thank you!

Yes, it appears if I use 3 point bezier. Problem solved :)


3
[Max] Resolved Bugs / Re: CoronaBitmap parameters
« on: 2023-06-05, 14:05:08 »
Hey,

You probably need to use uvwScale instead.

Thanks,

Rowan

Checked this in 3ds max, we do not have this param (Corona 9 hotfix 1). Don't know if it fixed in hotfix 2, but U and V tiling should not a linked uvwScale value. According to my screenshot, there is no suitable param, and still, I guess the tilingU and tilingV should be the thing I need, but it may not connected (in the coronaBitmap code) to the proper value. See attachment.

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[Max] Resolved Bugs / CoronaBitmap parameters
« on: 2023-06-05, 12:21:33 »
Hey,

I've just discovered a problem with CoronaBitmap parameters. I usually use Bezier Float controller to connect the U and V tiling values for different maps in the same material. It works fine with 3ds max default bitmap node, but with CoronaBitmap the tilingU and tilingV parameters sets the tiling mode, not the size. Hope you can fix it in a future update (did not checked if there are more badly connected parameters in any Corona specific maps).

5
Ah, nice, thank you! Will do a great job for us :)
Anyhow, would be nice if Corona have this feature implemented.

6
Thank you.

I checked this script. Is it runs automatically, or should we use it every time we start to render? In the second case unfortunatelly it does not solve our problem, since it cannot work with Pulze batch process.

7
There are multiple problem with it. Unfortunately, if Corona use lightmix layers, and render those, even they are black they produce a lot of RAM usage. On the other hand, scenes like I'm talking about have a great number of light layers, and it is hard to handle them. We do not want to have 30-40 lightmix layers for each cameras, when we only need 4-5 in each views. Would be nice if Corona regenerate it on render for visible layers (and I guess it is possible, since the generator use only visible lights), and it would make batch rendering process much easier (doesn't matter what scene manager you use).

8
[Max] Feature Requests / Lightmix re-Generating with Pulze
« on: 2023-01-27, 14:28:37 »
Hey,

We're working in a small office with Corona, using Pulze as our render manager, and also use their Scene Manager to manage our render settings (layer visibility, etc). It is a very powerful tool to render a bunch of images in one batch.

Our problem is, we are using lightmix a lot, and sometimes we have different light setups. Scene Manager can handle it well with layer visibility, but in order to render our images, we have to regenerate every lightmix frame by frame. It would be nice if Corona would handle it by generating lightmix channels on render start, so we dont have to do that one by one. This way we would able to render in one batch, instead of manually send the renders to our farm separately.

Thank you!

9
Gallery / A simple interior
« on: 2018-03-12, 15:14:30 »
Some interior image of the same room for reference. Based on a photo I saw before, but with a bit more views and ideas.


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Gallery / Re: Tests and else
« on: 2014-09-09, 00:38:44 »
On other old scene, with Corona. The original was rendered with VRay.

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Gallery / Re: Tests and else
« on: 2014-09-06, 13:22:30 »
That's something I can't argue with. :)

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Gallery / Re: Tests and else
« on: 2014-09-06, 11:16:53 »
Yes. I've read about that on the forum, and checked it, but with the same passes (the low 200) I got the same result, so I decided to make a new one with more passes. For a test, I think it's a good result.

And of course, thank you :)

13
Gallery / Re: Tests and else
« on: 2014-09-06, 08:37:16 »
Here's a test with Dof. As I read on the forum, there are some problems with the out of focus highlights. With 200 passes (2nd image), Corona gives a smooth and nice Dof, but the highlights are remain very noisy. So I decided to make a render with 3000 passes. It took 7:38:01 to render, but the result is very smooth, and fine dof, with clear highlights.

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Gallery / Tests and else
« on: 2014-09-04, 22:14:23 »
My first attempt with Corona render. This is a rework of an old scene, with Vray.

I plan to do some other rework with Corona in the near future, and upload them here.

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