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Messages - romullus

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[Max] I need help! / Re: Bug corona camera
« on: Yesterday at 18:42:45 »
Hi. I have this exact same issue. Having just starting using Corona, could you break down your answer into something a noob might understand?


You can find many answers in the Corona support portal: Article about camera is here:  Another great source of useful information is Corona YT channel:
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If you're struggling with some specific issue, you can always start a new topic here in the forum and someone from the community should help you in no time.

edit: sorry for youtube link - for some reason it wants to show as embedded video even though it's just a link to a channel.

[Max] I need help! / Re: Flickering on interior animation
« on: Yesterday at 12:53:37 »
Can you show problematic video? If that's an issue with displacement, then tinkering with render settings won't help - you would need to change displacement calculation from screen to world.

[Max] I need help! / Re: Scatter Inquiry
« on: 2022-11-30, 19:40:47 »
Glad to hear you got it working. Full scattering on white and no scattering on black is actually correct behaviour, but of course further modification of vertex colours (or any other texmap) with colour correct node to suit your needs, is totally fine.

[Max] I need help! / Re: Scatter Inquiry
« on: 2022-11-30, 18:13:39 »
Did you check if distribution object actually has vertex colour information in the channel that doesn't work for you? You can plug vertex colour map into diffuse slot and do a quick render to test this out.

Sorry, i can't tell if it's a bug (i suspect it's not), you will have to wait for response of someone from the Corona team.

If you have bright red carpet that you don't want to affect rest of the scene, then you can plug red material into rayswitcher's direct override slot and neutral grey material into all the other slots. Would that solve your issue?

Sorry, i didn't notice that it's indirect RE. Maybe Corona counts secondary reflection as GI, i don't know. I did similar setup as yours and find that you also need to set roughness to 0 in Corona physical material and then you should get indirect component without reflection influence, or simply use legacy material, which lets you turn off reflection completely. If losing reflection is not an option for you, then maybe consider render twice and compose the final image from render elements? In any case, it would be helpful if you could tell what are you trying to achieve, maybe there are alternative approaches.

Are you sure that's GI and not reflection? Did you try to disable reflection on the sphere's material (set IOR to 1,0 for physical, or reflection to 0 for legacy)?

[Max] Resolved Bugs / Re: Aces output still come back
« on: 2022-11-29, 09:38:52 »
I believe this has been fixed in Corona 9 Hotfix 1

[Max] I need help! / Re: A reflect / shadow issue
« on: 2022-11-28, 16:14:35 »
Very small lights that are close to the subject, can indeed cast very hard shadows. That's physically correct. It's good practice to hide all lights and then unhide them one at the time while running IR. Observe how they impact the lighting and what shadows do they cast, see if certain lights needs to be adjusted in size and strength and in their position in the scene.

Work in Progress/Tests / Re: Virtual Whiskey Shoot
« on: 2022-11-28, 09:47:20 »
I think there's something wrong with your liquid setup - it doesn't look like it would refract light rays at all.

You should never use noise limit if you want to compare speed between different machines. Use pass limit instead. Even though the same scene should reach certain noise level after equal amount of pass regardless PC specifications, but that's only true if you use identical Corona versions, as noise calculation quite often slightly changes between each version. Simply put, your comparison technique is flawed and it's likely that there's nothing wrong with either of your machines.

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-11-26, 14:04:04 »
Just tested - smoothing groups are respected on both, the base and the pattern node objects.

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