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Topics - maru

Pages: 1 ... 9 10 [11] 12 13
151
[Max] Resolved Bugs / Map's blur and refraction
« on: 2013-08-27, 17:12:55 »
Here is my problem. In the scene there is a one-sided geometry with a refractive (thin) material, lit by a Corona light, so that it projects shadows on the floor. When I move the camera away from the object, sometimes shadow of one of the faces gets very blurry. It has something to do with bitmap's blur parameter. Images drz07_XX are rendered with different "blur" values.

152
General CG Discussion / Free HDRIs
« on: 2013-08-19, 10:43:18 »
Maybe you will like some of them.
http://hdrmaps.com/freebies

Is it a good idea to share stuff here? Or maybe in another section?

153
[Max] Resolved Bugs / HD cache accuracy
« on: 2013-07-19, 21:04:56 »
Here's a test of HD cache. Scene looks like this:

[wall with green-purple checker texture] [light facing the wall] [50% white sphere] [50% white wall]

Every time I press F9, the GI calculations look different - there's MUCH more green or MUCH more purple in the bounced light. I know this scene is cruel, but is there any way of fixing this? I tried changing all possible parameters without success. I don't even want to imagine this in an animation scenario.

Last render uses pt+pt.

154
[Max] Resolved Bugs / Blend material refraction splitting
« on: 2013-07-01, 19:37:14 »
It's a minor bug but here is what happens when you 50% blend two identical refractive materials using blend material. The refractions get doubled.

155
Hey,

This could be a GREAT opportunity to show them who's the boss!

http://www.cgrecord.net/2013/06/rendering-competition-no1.html

About the competition:
Quote
We're thrilled to announced the Rendering Competition No.1. Which is the First Rendering Competition on CGRecord Facebook Group. Facebook users can join us, Download the model ( provided by CG Record Team) and create awesome Renderings – Exterior and Interior (The environment is totally up to you but keep the basic house geometry as it is… other than that you can do whatever you like. You might want to add some details here and there depending the viewpoints you pick since some areas of the model have less detail then others)

About the model:
Quote
CRESCENT House was designed by SAOTA & ANTONI ASSOCIATES. By downloading and using the house model you agree to credit CGRecord.net and original author of the model - Le Van Phong. Other then that you may use it for anything you like other then actually building a real house based on this design.

What you need to do:
Quote
-Enter the Competition by registering to the Facebook Group ( Ask to join ).
-Download the model. http://bit.ly/1aUmpS0 or here: http://bit.ly/15NLuxq
-Create Thread by creating the New Photo Album on Facebook Group ( Create only 1 photo album YourName_CGRecord_CH1)
-Add WIP images as you progress with works on created Photo Album on Facebook Group.
-Submit the final image before 13th September 2013 24h GMT+7

156
[Max] Tutorials & Guides / Albedo vs render time
« on: 2013-06-13, 20:41:12 »
Ok, here is the promised test with some more information. Its purpose is to check the relation between material's albedo and render time and consequences of adjusting scene exposure to new conditions.

How I made it: I started with a scene composed of a large room-like box, one camera, one Corona light and 3 objects.

There were 2 materials in the scene:
-01 - diffuse colour set to 255,255,255 - assigned to room object, the egg and the pony
-02 - diffuse colour set to 0,0,0 and reflection set to 0,5 to find out how different settings will affect reflections - assigned to the teapot

Corona light's intensity initially was set to 1.0.

Exposure compensation in Post processing rollout initially was set to 1.0.

Gamma initially was set to 2,2.

Material 01 initially had diffuse level set to 0,5.

MSI was set to 0 for an unbiased rendering. There were 15 passes for each rendering.

After each render I changed these values:
-material 01's diffuse level to 1/2 of previous value
-light's intensity to 1/2 of previous value
-exposure compensation to 2* previous value
-gamma experimentally to more or less match previous render's overall look

Note: I'm not sure if it was properly executed. For example: should I change material's albedo AND light's intensity and then double exposure compensation or ONLY material's albedo and then double compensation? Or maybe if I reduce by half the material's albedo AND light's intensity I should square exposure compensation??? I'm not smart enough for this so please correct me if I've done something stupid. :) Anyway, it gives some information on how changing albedo affects final output.

There is also one render with diffuse level of 0,8 and other values adapted accordingly.

The file names are as follows:

05x1x1.jpg

0,5 - diffuse level
1 - light intensity
1 - exposure compensation



00625x0125x8.jpg

0,0625 - diffuse level
0,125 - light intensity
8 - exposure compensation

etc

157
Would be cool to have all new features listed in one place for each new build. Or maybe it's too much pain in the ass?

158
[Max] General Discussion / Capybara the movie?
« on: 2013-05-30, 11:32:47 »
What the hell?

On max3d.pl they said it's made with Corona, but the whole thing looks like a huge hoax.

http://capybarathemovie.com/

What. Seriously.

159
Gallery / Crossroads
« on: 2013-05-21, 21:41:22 »
;)

160
Happened in previous daily build, now tested with today's and it's still here. After saving image to .hdr from "default" frame buffer you get a black rectangle. It's ok if you save from custom wx widgets. Tested in 2 different scenes.

Got myself a surprise after 30 minutes of rendering. ;)

161
[Max] Resolved Bugs / Buttons stay pressed in wx vfb
« on: 2013-04-30, 18:49:54 »
When you press any button on wx vfb and accidentally mouse-drag away from it, the button stays pressed.

162
[Max] Resolved Bugs / Corona Mandelbulb broken in v4?
« on: 2013-04-27, 13:08:34 »
It's nothing important but maybe it leads to something bigger? This is what happens when I try to render a scene with Corona Fractal object. Soon after this vfb stops responding and Max crashes. Also, the "full" previz type doesn't work at all.

163
Here's my observation:

Bump map is not visible on objects seen through glass made of blend materials. Same happens for single-sided geometry and "thin" refraction model. This doesn't happen for diffuse.

Examples in attachment.

Max2012, Alpha4.

164
Gallery / FED 5B
« on: 2013-03-25, 19:02:26 »
I think I can't push it any further. Lit with a surrounding room scene. Left to render for a bit more than 5 hours, still some noise visible, sucks to be an i3. ;)


165
Please add a colour multiplier for CoronaSolidTex so it would work like multiplier in CoronaConstantMtl.

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