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Topics - romullus

Pages: 1 ... 16 17 [18]
256
[Max] Resolved Feature Requests / enviroment map bluring
« on: 2014-02-17, 20:12:03 »
I've noticed that when dof is turned on, map in enviroment recieves bluring too. On one hand it's logical, but on the other, to not have control over bluring amount, except of f-stop value, is rather limiting. I'd love to see some sort of enviroment map bluring multiplier to better match out of focus area between geometry and enviroment. Is it doable?

257
[Max] Resolved Feature Requests / render log
« on: 2014-02-13, 12:02:43 »
It would be very nice if corona could write render log to file. Especially useful when rendering animation.

258
[Max] Resolved Feature Requests / render selected
« on: 2014-02-10, 16:34:23 »
I was pretty sure that this useful feature already requested, but i cannot find it via search. I woul like to know if it's possible to implement render selected feature in corona?

259
I'm not sure if it's a bug or unsupported yet, but bidir/vcm renderer is ignoring enviroment overrides maps. Will it be addressed in next public build or sometime in future?

260
Work in Progress/Tests / romullus wips
« on: 2014-01-13, 20:50:56 »
I saw the other guy on forum posted beautiful renders with vcm: http://forum.corona-renderer.com/index.php/topic,2450.0.html and wanted to try it myself, but run into problem of excessive fireflies. Fortunately with the help of other coronauts, here in forum, i managed to find a solution. It seems that vcm don't like bluriness in reflection and refraction slots. Especially in refraction. Put some map in that slot, other than white and you'll get a horde of fireflies.
Anyway here's my attempt:


261
I'd like to share my procedural camouflage material with you. All maps in that material are 3d procedurals. This means you don't have to assign uv mapping to your objects.
Material created in 3ds max 2014, so i don't know if it will open in older versions.

262
[Max] Resolved Feature Requests / targeted corona lights
« on: 2014-01-05, 11:49:45 »
Targeted corona lights would be very appreciated.

263
I gathered this small list from various sources, so there may be few duplicates or even contradictions. But i think it's nice to have such list handy. Feel free to contribute to this list.

ALBEDO:

New asphalt, 0.04 - 0.05
Black acrylic paint, 0.05
Aged asphalt, 0.1 - 0.12
Conifer Forest, 0.08 - 0.15
Bare soil, 0.17
Deciduous trees, 0.15 - 0.18
"White" asphalt shingle, 0.2
Green grass, 0.25
Aged concrete, 0.2 - 0.3
Desert sand, 0.4
New concrete (traditional), 0.4 - 0.55
Ocean ice, 0.5 - 0.7
New concrete with white portland cement, 0.7 - 0.8
White acrylic paint, 0.8
Fresh snow, 0.8 - 0.9
Water, 0.03 - 1.0

Old/melting snow  0.40 - 0.80
Tundra 0.2

Soil (Dark/Wet) 0.05
Soil (Light/Grey) 0.4
Sand 0.15 - 0.45
Ice (Sea) 0.3 - 0.45
Ice (Glacier) 0.2 - 0.4

white asphalt shingle - 0.2
galvanized steel - 0.24
terra cota tile - 0.28
tar & gravel - 0.33

magnesium oxide - 0.96 [D]
alabaster - 0.92 [D]
polished silver - 0.88-0.93 (S)
white gypsum - 0.85 [D]
fresh snow - 0.75-0.78 [M]
mirror - 0.72-0.85 (S)
matte silver - 0.7 [D-S]
polished aluminum - 0.65-0.75 (S)
polished chrome - 0.6-0.7 (S)
matte aluminum - 0.55-0.6 [D-S]
white paper sheet - 0.6-0.7 [D-S]
melting snow (clean) - 0.6-0.62 [M]
matte chrome - 0.5 [D-S]
plaster - 0.4-0.45 [D]
natural silk fabric - 0.35-0.55 [M]
batten (fresh wood) - 0.35-0.42 [D-S]
face skin - 0.25-0.35 [M]
white dry sand - 0.24-0.32 [D]
yellow clay - 0.16 [D]
batten (old, weathered) 0.12-0.16 [D-S]
white wet sand - 0,11-0.2 [D]
dry asphalt - 0.1-0.18 [M]
black soil (dry) - 0.07-0.08 [D]
wet asphalt - 0.06-0.08 [D-S]
summer foliage - 0.09-0.12 [D-S]
conifer - 0.08-0.12 [D & D-S]
autumn foliage - 0.15-0.3 [D-S]
black soil (wet) - 0.02-0.05 [D-S]
black velvet - 0.01-0.03 [D]

D - diffuse
S - specular
M - mixed

264
[Max] General Discussion / hd cache problems
« on: 2013-12-30, 19:40:14 »
While working on some personal project, i encounter strange behaviour of hd cache, which i cannot resolve on my own. Its strange blobs of light. Each time it appears in different places and it doesn't goes awway with bigger amount of passes.  I tried many things with little success. The only thing that helps somehow is lowering precomp steps of hd cache to 0,1 but whole image becomes grainy.
Ofcourse, i could render image with pt+pt and forget it, but i'd like to understand what causes such behaviour. Btw, i don't know if it's related to this problem, but hd success rate is unusually low in this scene - 50-60.
Attached gifs is not animation, its one frame rendered 10 times in a row.

edit: animated gifs seems not working here. Where i could upload them?

265
I can put bitmaps in displacement and everything works fine, but as soon as i put proedural map in displacement slot and hit render button, max instantly crashes. Tried with noise, cellular, checker - all crashes.
max 2014, alpha 5, win 7 64bits, 4GB ram

266
[Max] General Discussion / filtering vs rendertime
« on: 2013-12-20, 01:33:24 »
I was looking how to improve rendertime of my scene and found that changing filtering blur value of bitmaps have huge influence on rendertime. Initially blur was set to 0,01 on all maps and rendertime (10 passes) was 06m:03s, 325K rays/s, then i changed blur to 1 and got big improvement - 03m:22s, 581K rays/s. Why is so big difference?

I,m new in Corona.

267
Hi,
would be really nice to be able to assign map to translucency fraction. Is it possible?

268
[Max] Resolved Bugs / Black hole in coronasky map?
« on: 2013-12-14, 13:53:22 »
What is that mysterious black hole in reflection of coronasky map ont teapot?


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