Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - romullus

Pages: 1 ... 487 488 [489] 490 491 ... 589
7321
[Max] Daily Builds / Re: New displacement feedback
« on: 2015-07-22, 17:21:20 »
I was asking about smoothing, not faceted noise bug, but if you say it's working fine i latest  build, then i'll wait for it to become available for us mortals :]

7322
[Max] Daily Builds / Re: New displacement feedback
« on: 2015-07-22, 15:47:50 »
Well if it's a bug and it will be adressed, than it's even better :]

One more question, though. Why do you guys opted to non smoothed polygons output after displacement? Or it is temporary too?

7323
[Max] Daily Builds / Re: New displacement feedback
« on: 2015-07-22, 14:56:31 »
There's quite clearly visible line seen where subdivision gets lower when screen size mode is used. In attached picture is shown comparison between world size (left) and screen size (right). Maybe some kind of treshold spinner could be introduced in CoronaDisplacementModifier to allow user to fine tune when adaptivity kicks in?

7324
[Max] Feature Requests / Re: HDR Sequence reading
« on: 2015-07-22, 10:40:14 »
Ifl format is not supported at the moment. You have to use native bitmap loader for that.

Moving topic to feature request section.

Edit: i edited your post to rename topic.

7325
[Max] Daily Builds / Re: Re: Daily Builds
« on: 2015-07-21, 21:55:42 »
Done!

7326
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-21, 21:22:43 »
Build jul 21
  • Displacement filtering not working. Changing filtering blur affects only subdivision pattern, but displacement itself remains the same no matter blur value.
  • Displacement produces kinda faceted result. See attached pic.

Is it known issues or should i start filling mantis report?

7327
I think navigation between offset and tiling U/V fields by using tab / shift-tab or arrow keys might be improved. In native bitmap loader it is working like this: offset U <-> offset V <-> tiling U <-> tiling V which makes to do changes in say tiling very easy. In CoronaBitmap however it works differently: offset U <-> tiling U <-> tiling mode U and offset V <-> tiling V <-> tiling mode V I found it way less convenient.

7328
[Max] I need help! / Re: Resource efficiency question
« on: 2015-07-20, 23:36:40 »
Ok then, thanks to all for answering!

7329
[Max] I need help! / Resource efficiency question
« on: 2015-07-20, 22:45:38 »
Does Corona see difference in terms of resource efficiency between workflow shown in attached images A and B? Does it load same bitmap multiple times in case A?

7330
[Max] I need help! / Re: AA around highlights
« on: 2015-07-20, 22:12:20 »
Gradient wouldn't help, because intensity in the centre would be still millions times brighter than everything else.
There was a talk somwhere on forum that at some time in future glare effect is planned for Corona, IIRC. Now that would be ultimate solution :]

7331
[Max] Daily Builds / Re: New displacement feedback
« on: 2015-07-20, 18:57:05 »
Indeed bercoin noise as well as native noise at default filtering strength works very unreliable as displacement maps. Lowering filtering to minimum seems to solve it.

BTW, got a crash when pluging beron noise in displacement while IR was running. Attaching minidump, maybe you'll find it useful.

7332
[Max] Daily Builds / Re: New displacement feedback
« on: 2015-07-20, 15:35:56 »
I'll try to conduct more detailed feedback on that issue a bit later.

7333
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-20, 10:57:49 »
Hey Ondra, is faster SSS still planed for 1.2 release?

7334
[Max] Daily Builds / Re: New displacement feedback
« on: 2015-07-19, 15:24:31 »
OMG, you're right. Disabled filtering and results totally rocks! New displacement needs so much less polygons to render same quality in comparison with old one, it's just ridiculous. Now if that RAM usage spike could be fixed...

BTW, what about CoronaDisplacementModifier? Can someone explain me why it's needed?

I guess it's to make displacement independent from materials so you can have different objects with different materials use one modifier for the same displacement map. Didn't test, but that's what I expect based on how it works in other renderers.
Now it makes sense. Thank you!

7335
[Max] I need help! / Re: New sun and maxscript
« on: 2015-07-19, 15:23:10 »
I knew i can count on you, thank you very much! :]

Pages: 1 ... 487 488 [489] 490 491 ... 589