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Messages - shoebu23

Pages: 1 [2]
16
Gallery / Friday Cocktail
« on: 2019-12-13, 04:31:24 »
Now that the weather is terrible, something fun to reflect my state of mind coming into the end of the week...

Max + Corona 5

17
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-12-06, 22:13:37 »
I am not sure what you mean by not ready for animation - Recent Spaces would say otherwise :) https://corona-renderer.com/blog/recent-spaces-test-out-caustics-in-production-scenes/

It would help to see an example of the kind of flickering you mean.

- Thank you for sharing, gave me the confidence this does in fact work well.  After looking back at the scene, I made some adjustments (it's caustics coming from condensation on bottles)-- and got much better results.  Essentially, the very very small drops were messing everything up so I separated those out and turned off caustics in their material setting.


I would suggest rendering caustics as separate pass that's 100perc. denoised. Btw AI denoising (Optix) does pretty cool conversion of caustics because the artifacts it produces sort of just look like more detailed caustics :- ).

I would even go one step further and render it as separate simplified scene (ultra simplified, only to produce caustics in best way and nothing else), and render that with Optix denoising, that way you don't even need many passes at all.
This setup is more laborous but you will get super clean caustics at fraction of time.

Appreciate the tips here on denoising!  As you suggested, I have been rendering them out as a separate simplified scene for just the caustics and layering it in during post, but never used Optix- will give that a go.

Thanks!

18
+ 1 to this request!

I get requests frequently to place consumer products into all sorts of photographs and I constantly run into this issue-- always handled in post.  If there was a way for the shadow-catcher material / backplate to be excluded from camera effects (DOF)- that would be amazing!

19
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-12-03, 16:11:49 »
Forum,

I know it's not ready for animations - but any tips/trick on how to leverage caustics in animations? I always get massive flickering-- are there any parameters in the advanced caustics settings that help?

20
Gallery / Re: Beer!
« on: 2019-09-03, 17:18:49 »
Quote
Did you use forestpack to scatter the droplets


@danio1011:  No, I used Corona Scatter.  FP tends to give me a some problems and Corona Scatter works really fast for this.

Yes, the cap is terrible-  need to make that better!

21
Gallery / Beer!
« on: 2019-08-30, 21:23:56 »
Hello,

Had a free day to brush up on glass/liquids/condensation so created a simple fictitious beer brand.  Happy to receive any input to make the approach better!

Max / Corona 4

22
Yes, I've been noticing instability when using Nvidia on high-res images as well (not in IR).  I haven't really pinpointed it to start a thread on, but typically it seems to freeze the system after I stop the rendering on 4K+ images and I have to wait a couple minutes for the system to come back.  When I turn off Nvidia denoise- the problem stopped.

23
[Max] General Discussion / Re: Some thoughts on Caustics
« on: 2019-06-13, 17:15:54 »
Team,

Amazing job, well done!  Quick question... with 'only in caustics element enabled', is there a way to see the combined effect directly in the VFB without having to go into Photoshop?  I like the idea of separating out beauty from CShading_Caustics- but would love to be able to quickly see (or even adjust) it in the VFB.  Thanks!

24
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-04-23, 23:44:04 »
Congrats team- a beer is in order! Quick shots focusing on reflective vs. refractive. 

Suggestion:  My shop does a lot of work in visualization for glass products, and one thing that helps a lot is controlling the caustics in post (thank you for including a separate pass for caustics).  However- what would be great is if we could control it directly in the VFB for Corona.  Is it possible to figure out a way to treat the caustics like a light in lightmixer so we essentially turn it up/down via exposure?  A further suggestion (and I'm sure more complicated for denoising), would be to have a checkbox next to the light in lightmixer so you can turn each light's caustics up/down in-render.

Thanks again- looking great!

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