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Messages - TomG

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4546
Details on the latest news on what is happening with Corona Renderer and VR are on the blog:
https://corona-renderer.com/blog/corona-renderer-and-vr-update-jan-2018/


4547
[C4D] General Discussion / Re: cinema 4d distributed render
« on: 2018-01-18, 14:11:24 »
After completing the render in the PV, it should be sync'ed over in the VFB and you can then make changes to the LightMix. May take a second or two to sync, from my quick test just now. Let us know if you have any problems!

4548
[C4D] Resolved Bugs / Re: B1 r2 and TeamRender Problem
« on: 2018-01-17, 20:09:33 »
From my tests with TR server, post processing doesn't take effect as you say, I can confirm that.

4549
Tested using latest Daily Build of Corona 2, plus the 1.7.2 release, happens the same in both. 3ds Max 2018.

4550
Hi all!

Scene attached, 2 CoronaCams. I think this one is a bug rather than something expected.

If you run IR while looking through CoronaCam 1, then select CoronaCam 2 in the Command Panel and enable Simple Exposure and adjust its value, the VFB takes on this exposure (even though it is not rendering through that camera). If you swap the view to Cam2 then back to Cam1, the Cam1 settings take effect again.

If you adjust CoronaCam 2 when IR is not running, then start IR, all is as expected (that is, unaffected by the changes made and using only the Cam 1 settings).


4551
[Max] I need help! / Re: Animation in DR
« on: 2018-01-17, 18:15:31 »
For animation, you could use Backburner - this sends the scene once to all nodes, and then each node will work on a different frame (vs DR where all machines work on the same frame).

4552
Simply add the geometry painted with the CoronaLight Material into a LightSelect layer, just as if you were adding a light - note that the material has to have Emit Light enabled for it to be adjustable under the LightMix, if I remember rightly.

4553
[C4D] Resolved Bugs / Re: Flicker in Cinema 4D
« on: 2018-01-17, 14:57:57 »
I tested the scene by swapping it from "Animation Flicker Free" to "Still Frame" - both results seem the same, which could mean that the "Animation Flicker Free" setting may not be working?

4554
Just a quick test - this was just coincidence, I was using DR to speed up making an image for the website, and noticed this.

So, same scene, set to render for 80 passes, using latest V2 daily (Jan 8th). When the render completes, here is the reported noise level:

No DR: 6.11%
DR : 20.4%

The DR was quicker (and this is a small image, with small number of passes, so DR really didn't have time to kick in), but the take away here is that the noise limit is reporting different if DR is used vs not, even if passes is used as the render limit. The noise in the images seems the same to me, so it isn't that the noise is different, just how it is being reported.

This does mean if you render to noise limit, DR images will "take longer" as they are in fact rendering to a much cleaner version of the image - as you can see if I want "6% noise" then my DR cut off would have to be set to 20% noise or so, due to the number being reported wrong.




4555
[C4D] General Discussion / Re: AO error
« on: 2018-01-16, 14:41:21 »
I know (from past experience when freelancing) that some clients just want the "AO look" even though Corona is already calculating realistic lighting.

One thing, if you are applying AO to your entire scene, usually easier to add it as a render element. Corona menu, Multipass, check Enbl to enable render elements, add a Texmap, and add the Corona AO into that, then can blend the AO pass over the image in post. As a note, this doesn't work in the current beta, but did work previously and will work again :)

On the albedo, yes 100% albedo is a bad thing, can slow rendering etc. - you can use Multipass to check that too, add an Albedo pass and any problem areas where albedo is too high will be highlighted in red.

4556
Quick note - you can add Noise Level to your render stamp using %pe.

The main part of the cause is noise level is evaluated every 5 passes by default, as that is when the adaptivity is recalculated (see the devel / debug settings). My thought is that noise level is never exactly the same each time you render, so one time at 25 passes the noise level calculated at 2.51%, so it did another 5 passes as it hadn't reached the 2.5 yet; another time it calculated at 2.49% at those 25, so it stopped. In general getting + / - "adaptivity recalculation passes" is quite normal, as far as I know - unless the developers say differently :)

4557
I can confirm that in my own test scene too.

4558
Actually, in the quick test scene I set up, it looks equally odd from in front too once Directionality is introduced. Can confirm this is not the same as in Max.

4559
It's pretty cool, and far better than getting nothing at all, or some error message :) Was a surprise to find that it worked lol!

4560
Works here, but yes the Test Scene as provided is set to use the Standard render, and not Corona. So, if I hit Render with the scene loaded "as is", I get a render with no shadows in the Picture Viewer, as it is using the Standard renderer and can't process the Corona Lights. If I start IR with the scene "as is" (having opened the Corona VFB), then I get a render there with shadows, which is kind of interesting since Corona isn't set as the render engine.

If I set Corona as the render engine, both IR and offline render show as expected in both VFB and PV.

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