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Messages - TomG

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4831
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-06-22, 21:00:28 »

Q. Pluging the material into the mr parameter section of H&F mod doesn't take affect.
AFAIK, pluging a VRay mat in works (been two years so I forget). So basically my Q. is how do you use new Corona Hair Material with the hair modifier.


If I am understanding correctly, then this would be the relevant answer:

How to use Corona Hair Material on max Hair&Fur? Any tips on Corona -> Hair&Fur workflow?
This cannot be done with Hair&Fur API, I am trying to solve it with Autodesk

Also is noted on the news thread that the new Hair Material doesn't work with the inbuilt Hair&Fur at present (https://forum.corona-renderer.com/index.php/topic,16588.0.html)

4832
[Max] I need help! / Re: Velocity Pass Problem
« on: 2017-06-22, 17:49:40 »
Just to check, was this with the World or Camera mode for the Velocity pass? The Camera is the option for many packages (though different post-production motion blur packages may expect different modes) and I believe RSMB uses Camera mode.

4833
News / Corona Renderer 1.7 for 3ds Max Daily Build
« on: 2017-06-22, 17:31:03 »
Hi all!
A new Daily Build of Corona Renderer 1.7 for 3ds Max is out now, with over 40 improvements! Below you will find more information on some of the most significant new features to help you get started using them:

Full changelog available at:
https://forum.corona-renderer.com/index.php/topic,15845.msg104095.html#msg104095

How to install daily builds:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015

IMPORTANT NOTE BEFORE YOU TEST:
Due to the significant changes in 1.7, scenes saved with 1.7 are NOT backwards compatible with 1.6.1 - if you save a scene using the 1.7 daily builds, you will not be able to open it with 1.6 or 1.6.1 installed.

What's New:

Hair and fur support
Ornatrix, Hair Farm and Native Hair&Fur are supported. A new Corona Hair Material has been added though this is still very much a work-in-progress, and this material does not currently work with the native 3ds Max Hair&Fur.


Some test renders by Luc Bégin (user Bigguns) are attached, you can see more test in the original thread at:
https://forum.corona-renderer.com/index.php/topic,16581.0.html

Bump Converter
If you've ever run into some maps looking different when connected to the Bump slot of a material, (things like the Cellular and Marble maps are examples), this new Converter solves that and lets you use almost any map to generate Bump. It also has the ability to vary the strength of the bump, and to blur the map.


UVW Randomizer
Similar to the familiar MultiMap, the UVW Randomizer allows you to randomly affect UVW scale, rotation and offset based on material id, object id, per instance, etc.




MultiMap Blurring
You can now set blur amount for all maps plugged into the CoronaMultiMap at once instead of changing it for each map one by one.



UHD Cache and LUT asset tracking
This means that these files get packed when archiving a scene, they can be retargeted, and there is a warning on opening the scene if they are missing.


VFB Stats tooltips
Tooltips are now provided for each of the stats shown in the VFB Stats tab - if you're not familiar with what the stats show, these will tell you!


...and a lot of other improvements!
These include various speed improvements, fixes to the Corona Image Editor, fixed unnecessary restarts of IR when navigating in the Slate Material Editor and more - full details in the changelog.

4834
[Max] Resolved Feature Requests / Re: Create Watermarks
« on: 2017-06-21, 21:49:20 »
I wonder who will be the first to ask post to facebook button in Corona VFB? :]

That's not a good idea.

As for adding a Post to Instagram in the Corona Image Editor so you can use all its filters and effects on your photos, well that's a different story! :)

4835
Apologies, you are quite correct - decreasing and >Scene does change the light intensity, but increasing and >Scene does not, thank you for sending the test scene!

4836
Been doing some testing on various issues, using the CXR uploaded by Jtveclipse12, here are my results so far:

- Is tone mapping done in the CIE saved to the various file formats?
It is for me, tone mapping done in the CIE definitely shows in the saved images in all formats.

- Why does the EXR look different?
What are you using to load the EXR into Photoshop? In my tests I have used EXR-IO. I do see a slight increase in contrast in Photoshop compared to the CIE (if I screen grab both and overlay them). I also opened the EXR in Qt4Image, and I see that it matches PS. If I open the saved EXR in the CIE, it looks the same as the original CXR looked (that is, "less contrasty" than the EXR opened in PS or Q4T). 32 bit EXRs can be handled a bit differently by different applications. We'll keep testing - let me know what you used in PS to open it.

- Why do EXRs saved from the CIE not open in After Effects?
It opened for me. Could a sample "problem" EXR be shared with us?

- Why does the background image change in intensity?
When the CIE saved the EXR, it premultiplies the alpha. This is what the standard for EXRs says - however, my understanding is that almost no other software follows that standard.

- Saving to PNG from the CIE
I have noticed one new thing here while testing. After Denoising in the CIE, if Blend is greater than 0.0, the transparency in the PNG is 254,254,254 for solid, and not 255,255,255 (in PS, can extract this info by Layer -> Layer Mask -> From Transparency, then turn off the RGB and view just the Layer Mask in the Channels, then use the colour inspector on the "solid" parts).

This doesn't happen if no Denoising is done in the CIE (save without denoising, or load a CXR that was Denoised in the VFB), nor does it happen from the VFB. We'll investigate further. The upshot there is that darker areas in a PNG may look a little less dark in Photoshop, as it is displaying a small portion of the empty checkerboard behind it.

Counteracting for that though, the PNG from the CIE is the same as the JPG from the CIE, and both are the same as how the image looks in the CIE. So only EXRs loaded into external applications show a slight increase in contrast.

- Handy hint!
If you post comparison images, could you post them as separate images please? It allows easy overlaying of each one and then flicking layers on and off to make differences more noticeable :) Thanks!

More info as we do more research, and any feedback, tests and input welcome too! Thanks!

4837
The Beauty pass is always unaffected by LightMix, that is correct behaviour :) Only the LightMix pass is affected by LightMix.

When you bake to scene, you need to re-render again to see the changes (which now will show in the Beauty pass since the lights themselves have had their values adjusted). I did a quick test and increased a CoronaSun in LightMix to 10 from 1, used the >Scene, re-rendered, and Beauty pass correctly showed the Sun now 10 times brighter.

Can you provide more information on what you are experiencing? Are the results you describe after re-rendering? Is it only for certain light types?

4838
[C4D] General Discussion / Re: Volume glass
« on: 2017-06-20, 16:23:01 »
Absorption in the Volume part of the Corona Material. Adjusting absorption color and distance will allow you to tweak the result to your needs, depending on object scale etc! Sample image was just 2 passes, and I left reflection off to show the absorption more clearly, for glass you would of course want reflection too.


4839
[Max] General Discussion / Re: limiting panorama views?
« on: 2017-06-20, 13:56:59 »
We won't have pricing info until the final release is closer, sorry to say, so there will be a wait before final details are unveiled on how the pricing works.

On the advantages of CoronaVR, adding the hotspots in the 3D scene is a bigger advantage than it sounds :)
- No need to have the manual task of going through every image in a tour and adding hotspots, they will all be correctly generated at render time (though can be edited manually later if need be)
- Because they are in the 3D scene, the same hotspot will appear in different locations and at an appropriate depth (distance from the viewer) from any view, rather than trying to manually line it up manually and separately in each image
- Re-rendering to accommodate a change won't mean having to manually re-add the hotspots after
- All the locations for the hotspots are saved in Max so they are there if you return to a project 6 months later, without having to remember where each one was supposed to go :)

Other things that are planned or we are exploring - though important to keep in mind these are just plans and development is still ongoing - are: easy delivery to the phone (save the render to a particular folder on your PC, and it will sync with the app); ability to create projects as folders so that clients will just see their folder and not your other work; ability to have this as customizable so there would be no Corona logo or need to run a third party app and "load" the images, the client would just be able to run their unique app (so they won't see themselves as running CoronaVR and loading their project, just as starting their "SuperHomes Tour" app, great for your client's clients, vs. them running VRViewerApp105 and loading their images), again see things like the Recent Spaces examples, which also exist as standalones.




4840
[Max] General Discussion / Re: limiting panorama views?
« on: 2017-06-19, 16:48:05 »
During the beta, you can deliver content by pre-installing the app plus the images on the client's device (you will need to make sure that they are also signed up for the beta).

theConstruct are who we have partnered with for CoronaVR, they develop the mobile app side of things - if you want a polished, final delivery of the app to the client, this is possible during the beta (and has been done, e.g. by Recent Spaces whose sample tours you can see in the CoronaVR app and in our blog articles on CoronaVR), then you would need to contact piotr@theconstruct.co and request a build of a custom app. Piotr will provide you with a quote for how much that would cost.

CoronaVR doesn't offer a web-based delivery at the moment at least. Pano output from Corona can of course be used with other VR delivery systems, though you will need to use their external programs to add warp points etc, they can't be created and generated from 3ds Max like CoronaVR warp points can, but only by external editors.

Hope this helps!

4841
[Max] General Discussion / Re: limiting panorama views?
« on: 2017-06-19, 13:58:48 »
CoronaVR is great and handy for VR - however, it is for 360 panos. In fact, I'm not sure I know of any viewing app that allows a restricted amount of head tracking to stop the viewer from turning around a full 360 degrees. You can use conventional 3D with no head tracking for stereo only, and then any conventional 3D viewing app (although I am not aware of any that offer warp points, and of course it has no head tracking at all, what is in frame is all you see).

For packaging up and delivering to clients, with CoronaVR being in beta, I will get back to you on the current best process for that.

Thanks!
   Tom

4842
[C4D] General Discussion / Re: introduction and Render farm
« on: 2017-06-19, 13:53:06 »
Great to hear how much you love Corona! The thanks all go to the dev team of course for the hard work they put in :) They will see this here too though!

4843
[C4D] General Discussion / Re: invincible plane with shadows
« on: 2017-06-19, 13:45:09 »
You can always check the plan for features to be added on the roadmap as a way of keeping track of what is coming up - https://trello.com/c/1UhzNIE6/28-shadowcatcher

4844
[C4D] General Discussion / Re: Need help for Volumetrics
« on: 2017-06-19, 13:40:35 »
Most welcome! Have fun with the new toy :)

4845
[C4D] General Discussion / Re: introduction and Render farm
« on: 2017-06-19, 13:38:39 »
Rebus do support Corona Renderer for Cinema 4D - before submitting the project, it may be worth checking with them which versions they currently support (in particular if you are using a Daily Build as they may only offer the last official release).

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