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Messages - romullus

Pages: [1] 2 3 ... 591
2
They should look mostly the same, but first make sure that you're comparing apples to apples, set the same denoiser type for both interactive and final render and make sure that denoising strength for latter is set to 1. And no, there's no way to batch render with interactive.

3
Seems to be working just fine here. As Tom said, try to disabling one mask at a time and see what are they doing.

4
[Max] General Discussion / Re: Large Animated Proxy file
« on: Yesterday at 19:17:47 »
This might not be as straightforward as one might think. On one hand proxies are designed to help with load/save times, but on the other hand, baking procedural animation to mesh may lead to negative effect - render times might increase due to need constantly read large amount of data. I think you need to do some testing and find which method will work better in your situation. As an alternative, maybe keeping animation procedural and referencing to it via xref would be the best option here?

5
It would be helpful if you could show your setup and some example of what you want to achieve.

6
[Max] I need help! / Re: Strange background pattern
« on: 2024-05-11, 23:56:16 »
It's most likely because of saturation slider. Yours is set way too high. Saturation in Corona VFB is only usable up to 0,05-0,1 not more.

7
Could it be out of core textures feature? Maybe it's worth to turn it off and see if that helps.

8
I thought that main benefit of proxies is exactly to reduce file size and load/save times. @Avi, did you even watch the video? It's only 10-20 proxy objects and the difference in saving speed with and without them is night and day. Clearly that can't be expected behaviour, unless lupaz have preview type set to "mesh", which you didn't ask about.

9
Unless i somehow misunderstood your request, Corona multimap already has batch load button.

10
I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.

I requested this like 10 years ago, devs said no.

11
I think moving legacy materials from CML to Cosmos without converting them to physical, would be a crime.

15
Gallery / Re: Audi RS7 – CGI
« on: 2024-05-02, 10:38:12 »
The images are not loading for me. Can you look at this and fix it if possible please?

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