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Messages - maru

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12001
Gallery / Re: First Steps In Corona
« on: 2013-09-17, 10:47:54 »
Yes. i try to add different maps, but almost ever when i succeded to make good transparency some of the curves render semi transparent and other jus overburn.
Be sure to check "highlight compression" in post processing section.

Quote
Maybe it's the lights... By the way what type of lights gives more realistic look for interior - corona light or corona sun. I use just corona light because in vray i prefer to use just a light, not sun. Also what type of lighting you will suggest for a night or desk lamp? I want to make the effect like those lights: http://corona-renderer.com/img/gallery/full/duncan-guesthouse-int.jpg .
You can even use solid colour as environment light. I think it was used as sky light in the picture you posted. Corona doesn't have night sky model. And for lamp you can use any kind of Corona light with warm temperature.

12002
[Max] I need help! / Re: Problem with transparent textures
« on: 2013-09-17, 10:00:51 »
Yes, but it's not that kind of problem.

Maybe Rafpug is right it can be achieved with some blending magic.

12003
Gallery / Re: Graybeard
« on: 2013-09-17, 09:58:21 »
Your skin shader is interesting but I think it belongs to WIP section.

He has no eyelashes and I think his skin would require more wrinkles and variety of reflection glossiness. Hair could be a little transparent and vary in lightness.

12004
Gallery / Re: First Steps In Corona
« on: 2013-09-17, 09:54:01 »
If you want to see the background, you should probably try changing transparency. I suggest using falloff map in transparency slot.

12005
[Max] I need help! / Re: Problem with transparent textures
« on: 2013-09-16, 20:51:00 »
Looks like the only way to do this is by disabling antialiasing when saving these bitmaps.

12006
[Max] I need help! / Problem with transparent textures
« on: 2013-09-16, 20:39:50 »
Here is my problem, maybe someone will help me:

I am trying to make a scene where one object is made of transparent film with printed text on it. You can see it in the attached images.

I made two maps: one for diffuse colour and one for refraction/opacity.

After rendering, all the letters have dark outlines, which is obvious because of antialiasing (re1.jpg). Dark edges of the letters are semi-transparent because of antialiasing in opacity map.

So I tried a different method (re2.jpg) but then the masking shapes are visible because I don't want the film to be completely transparent and diffuse colour is visible.

I also tried saving diffuse map in .png format with alpha channel but max (or Corona?) thinks alpha is white and the effect is still not good (re3.jpg).

I want the film to be opaque where there are letters and shapes and transparent (black with 80% transparency) in the background. And I don't want those dark outlines. I'm lost. How would you do this?

12007
bucket: first pass is rendered with [initial samples] samples. Then adaptivity is computed

How is adaptivity computed after only one pass?

12008
Thanks, I too understood now, but it would be desirable still specification how the threshold works? 0,03 value it that? any difference between the adaptive pixels and non-adaptive? that is 1,0 it is a black and white pixel?
Yeah, I think it's colour value difference like in any other renderer.
1 = 100% difference meaning the condition is never (or always ;) ) fulfilled.

One more question: will adaptivity work if I use "resume rendering" option. So for example I want to "cook" the rendering a bit without adaptivity until some areas get clean and then turn on adaptivity to clean only noisy areas. :)

12009
Thanks, I think I get it now.

12010
I need some help on what happens when rendering with progressive renderer with adaptivity on.

For example:

I set path tracing samples to 8

and in adaptivity tab: recalculate every: 1, adaptivity amnt: 4, threshold: 0,03

This means:

1st pass - 8 samples per pixel
2nd pass - check pixel difference (with how many samples? 8?), if it's lower than 0,03 then don't refine, if it's higher than 0,03 then 8*4=32 samples per pixel
3rd pass - same as 2nd or this time 32*4=128 samples per pixel?

Another example:
PTS: 8
recalculate every: 4, adaptiv amnt: 4, thr: 0,03

1st pass - 8 samples/pixel
2nd pass - 8 samples/pixel
3rd pass - 8 samples/pixel
4th pass - 8 samples/pixel
5th pass -  check pixel difference, if it's lower than 0,03 then don't refine, if it's higher than 0,03 then 8*4=32 samples per pixel
6th pass - 8 or 32 samples/pixel?

In bucket mode you have "initial samples" option which is like rendering the image with X passes before going adaptive. Is there any equivalent for this in adaptive progressive mode?

Wouldn't it make sense to sample pixels in each new pass with actually LOWER amount of samples? Or given amount? This would make each pass faster.

btw, what happens if I set adaptivity amount to lower than 1? :)

12011
Gallery / Re: Composite kitchen
« on: 2013-09-16, 14:59:40 »
Very good light temperature difference!

12012
Gallery / Re: Ray sofa
« on: 2013-09-16, 13:03:24 »
Shiny curtains look bad and there is something totally wrong with planks on the floor in the centre. If you fix this and remodel pillows it's going to be perfect. :)

12013
Ous_gt, Are you using portals behind those blinds and are you using PT+HD? (sorry, I'm not able to download the scene right now)

Rawalanche, I think raising LSM could actually make darker areas more noisy, because more samples would be devoted to direct light and this would cause less samples in darker areas during the same time of rendering. I would suggest setting LSM to 1.0. :)



12014
Gallery / Re: Nanananana Batman!!!
« on: 2013-09-15, 21:05:56 »
Awesome!

12015
[Max] Resolved Bugs / Crash when using displacement
« on: 2013-09-15, 20:12:27 »
Build timestamp: Sep 15 2013 01:09:33

Corona material with any kind of displacement crashes max. Anyone can confirm this?

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