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 - Ludvik Koutny

Pages: 1 ... 168 169 [170] 171
2536
Gallery / Re: test renders
« on: 2012-06-02, 19:23:51 »
Hey... feel free to create a new post or thread for every picture, so people know something new happened. If you edit already posted post, forum doesn't notify. ;)

New pictures are very nice. It could perhaps be good to try put some glossiness map on grapes and decrease glossiness a little to make them even more realistic, aswell as add some reflectivity on the coating of cupcakes. But great job non the less.

Lastly, could you please post render settings for your food table scene? Thanks in advance ;)

2537
Gallery / Re: Trees
« on: 2012-05-31, 11:04:32 »
Very nice!

2538
Gallery / Re: Spider Room
« on: 2012-05-30, 13:54:49 »
Very nice! Keep up the great work!

2539
[Max] Resolved Feature Requests / Re: My few feature wishes
« on: 2012-05-28, 20:35:35 »
In case of multilayer shader...  i am quite worried about performance impact...

In that case, stop developing a renderer. ;) This shader is priceless, especially since you don't support speculars or more complex pre-built shaders, like car-paint etc...

I thought about some built-in functionality similar to Modo's clearcoat, which would allow to create car-paint like effects, so then you would put flake bitmap into the reflectivity glossiness, and clearcoat reflectivity layer over that...  That would be a basic feature... (Can be seen here at bottom: http://www.luxology.com/modo/401.light.and.shadow/)

More advanced layering will be eventually possible, but it's gonna probably be at noticeable performance price.

2540
[Max] Resolved Feature Requests / Re: My few feature wishes
« on: 2012-05-28, 18:51:11 »
3 is doable, but you have to work with texmaps rollout. Only those square buttons don't work (but i hope they eventually will).

In case of multilayer shader...  i am quite worried about performance impact...

2541
Gallery / Re: test renders
« on: 2012-05-28, 10:13:06 »
Nice work :)

2542
[Max] General Discussion / Alpha 2 things to watch for
« on: 2012-05-26, 11:02:32 »
Here's a few things you should be aware when using alpha 2:

Mitchell and Lanczos filters are not working. You should avoid using them.

There is a production defaults button in render settings. Press it once everytime you create a new scene, it will set render settings to better starting point (defaults are suitable for debugging, not for actual work).

If you create Corona Sun, dont forget to add CoronaSky into environment slot. Since Corona daylight system has correct physical intensity, you will need to adjust basic exposure settigns accordingly. White multiplier of at least 10, and ideally 25-50 is recommended to clamp daylight intensity to acceptable level. Intensity multiplier 1 is good starting point for interior scenarios, 0,5 for exterior scenarios. These values can be found in Post Processing rollout in render settings.

Direct l. solvers Locally Adaptive and Globally Adaptive are bugged. You should use Simple solver only.

There are multiple BRDF choices in CoronaMTL. Yet you should stick to Ward:

Phong is nearly same as ward, with only difference, that Phong can not handle anisotropy. Phong will not make your metals, or any different kind of materials look better.

Original Ward is quite slow and produces artifacts (high angle darkening) in some cases.

Ashikhmin-Shirley is not yet finished.

So once again, always keep BRDF set to Ward.

2543
Gallery / Re: Sunset Lounge
« on: 2012-05-25, 10:09:17 »
Trees are CoronaProxy and my PC is i7 870 @2,93Ghz (stock speed)

2544
Gallery / Sunset Lounge
« on: 2012-05-20, 13:18:44 »
My latest Corona project to test Corona Scatter, Corona Proxy and updated CoronaMTL.


2545
[Max] General Discussion / Re: Updates?
« on: 2012-04-20, 12:40:55 »
Hey,

since we don't have too large active testing community yet, we are not in rush with releases. Although if you want, i can slide you some recent build and some samples under the table. If you are interested, just mail us at info@corona-renderer.com

If you attach some IM contact, like Skype or Google talk, things may go even faster as i can explain you all the undocumented parts personally ;)

Edit: Sorry, i accidentally edited your post instead of creating a new one. But i hope i did not change anything. Sorry bout that ;)

2546
[Max] General Discussion / Re: Product vis
« on: 2012-03-14, 18:37:06 »
Hi, a very nice result! Could you tell us what was the rendertime?

I know i promised some additional docs for materials, lights and sky, and i am still working on it, but i have a bit of primary work to do lately, so it is going to get a little slower :)

Now, for your questions:

The big light you can not turn off will be probably background color. Background color illuminates scene by default, and as long as there is no map in environment slot, background color is going to be active and illuminate scene. Try to set background color to black in render settings.

Rounded corners are taken into consideration, may be very well there for the next version ;)

For now we have only basic controls, but some more complex exposure control is planned. For now, intensity multiplier changes brightness, white multiplier reduces light burn. So if you want more contrasty output, try to lower intensity multiplier first, and then lower white multiplier until you get contrast you want :)

A&D material compatibility would be nearly impossible, but we are thinking of making some material converter that would convert most common materials (including A&D or VrayMTL) into CoronaMTL. This is going to take a while though ;)

Hope it helps :)

2547
[Max] Resolved Bugs / Re: Corona Materials
« on: 2012-03-04, 14:12:42 »
Great!
And some sort of documentation or help will be great! Even in early Alpha version :)

Thanks!

Working on it :) Will be done very soon ;)

2548
[Max] Resolved Bugs / Re: VFB error after finish rendering
« on: 2012-03-04, 13:57:24 »
Any chance of providing a screenshot? :)

2549
[Max] Resolved Bugs / Re: Corona Materials
« on: 2012-03-04, 13:56:24 »
Thanks for reporting.

We will look into it. We have not tested Slate Material editor much. Any chance you could resort to using compact material editor temporarily when using Corona?

Anyway, if everything goes well it should be fixed in a next build, which should be released within a few weeks. (Will include a lot of new stuff)

2550
[Max] Resolved Bugs / Re: 3dsmax crash while edit matetials
« on: 2012-03-04, 12:53:16 »
Hi, could you please specify which version of 3ds Max do you use? (Both 2011 and 2012 offer Slate material editor)

Thanks in advance.

Pages: 1 ... 168 169 [170] 171