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Messages - snakebox

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31
Gallery / Re: Cube Apartment V-S
« on: 2018-03-12, 05:11:58 »
Look, they are nice renders from a rendering point of view.  lovely cameras and overall great job!

From an artwork / emotion standpoint I find them a little lackluster. They feel like a pop up showroom to me if I can be honest, and I understand most of the time its due to client requests, but I really don't think they are correct. A sterile hotel room or show room evokes 0 emotion and reason for me to want to be in that space.

Love the choice of textures, they work well btw.

32
Gallery / Re: Cālmnēss
« on: 2018-02-06, 06:23:28 »
Love the colors, and the design, but why the noisy quality? was the deadline or you simply prefer them like that?

I tend to agree but I also think noise is one of the biggest topics that seems to be neglected and misunderstood in arch viz. we get better and better at removing noise and artificially make everything look clean and smooth, but at least for the photo real approach, noise is very important. Not saying these images could use less noise, but I also don't think it hurts them at all, as they feel nice realish and calm to look at.

33
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-01-23, 00:20:50 »
Quote
You should try Indigo Render for caustics. The best for now, and they use MTL (Metropolis Light Transport) algorithm calculation, that are not implemented to Corona, which is why Corona caustics are nice but not the best.

I don't mean to hijack the topic, but I was pleasantly surprised by Redshifts caustics.

small test to demonstrate:
https://vimeo.com/239298771

It's still a post process like in vray I believe, but I found them much easier to use and also liked the result better. Caustics in Corona does not make sense to me, doesn't give me what I expect nor do I feel like I have any control. Hopefully that changes one day.

34
Gallery / Re: AfterRain
« on: 2018-01-23, 00:15:19 »
Cool.
I think greenery should be more warmer color

Naaa it depends on where you are. In australia it would be all dead and muddy, in europe in spring it would be lush green. I mean it might be your preference of course :) im just saying green isn't "wrong".

35
Gallery / Re: TMRW Challenge 2018
« on: 2018-01-23, 00:12:44 »
Looks cool man.

It has a bit of a fantasy feel to it more so than hype realistic but I like it. lots of tension and wondering of what the place is or what will happen next. The backdrop helps create this feeling too.

36
[Max] Daily Builds / Re: Daily builds version 2
« on: 2017-11-06, 10:14:24 »
Technically maybe not but for all intents and purposes they still load their external content and you can instance them as well keeping a low memory footprint.

But I'm using them mostly to read alembic meshes generated in Houdini into max, for that it works just fine.

any reason you are not using max's own alembic reader for this? you should have no reason to add vray to the equation I would think.

Fair enough, just like always it seems, whatever max has is good, if you only need to do that one thing it can do, and everything else won't work, is locked, inconvenient etc.
Quite a few actually.  Main one being the Max is locking the alembic file so you can't externally update it when it's used in an open Max scene. Even when you delete the object it doesn't unlock. The controller setup is a bit whack. You have to apply an abc controller and load the alembic file in there as well. And a quite a few other small small bugs and issues.

I'm the main dev that worked on SideKick ( https://www.ycdivfx.com/product/nyx-sidekick/ ), an interactive bridge between Max and Houdini and I getting it to work properly with Max's native alembic loader was a nightmare. Vray's proxy loader just worked fine and has quite a few more options as well.

37
[Max] Daily Builds / Re: Daily builds version 2
« on: 2017-11-03, 02:20:11 »
Technically maybe not but for all intents and purposes they still load their external content and you can instance them as well keeping a low memory footprint.

But I'm using them mostly to read alembic meshes generated in Houdini into max, for that it works just fine.

any reason you are not using max's own alembic reader for this? you should have no reason to add vray to the equation I would think.

38
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-19, 13:02:42 »
Just installed 1.6 from 1.7 rc8 and the file opens with multiple errors and then crashes max without opening the scene, is there something I need to do in order to use my scene with 1.6?

I think you need to install RC9 (at least RC7) and save your file, before it opens in 1.6

39
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-19, 01:36:03 »
Quote
Made the new direct light solver optional and off by default (there is switch in performance settings) to prevent problems in scenes with nonphysical fakes and transparent lights that we cannot fix now. We will fix these problems for the 1.8 release, and the solver will be always enabled

So this means the light sampler will be the same as in 1.6?  What if we are using RC5, because RC 7-8 was too buggy, should we update to RC9? or is that problem not that common? I'm not sure I understand the "nonphysical fakes and transparent lights" enough to figure out if I would have that problem? also what is the problem that it causes?

40
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-18, 08:21:35 »
Does anyone remember the smoothing bug that happens when you add a bump map to an object, suddenly all the facets show up in render instead of being smooth?

Did corona ever fix that?  I know vray solved it years ago, Fstorm also fixed it months ago, and I know there was a lot of talk about it here too, and I feel like it was meant to be part of 1.7 ? 

Reason I am asking is because I am pretty sure I just had that error in 1.7 RC5, and now I can't remember if it was fixed? or if the problem is back?
shadow terminator? never experience it since 1.7 RCs

Yeah, that.  okay?  I will have to do some basic tests again to make sure then, it could also just be shitty geometry causing it, but I just wanted to check if was actually ticked off the list.

41
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-18, 02:48:20 »
Does anyone remember the smoothing bug that happens when you add a bump map to an object, suddenly all the facets show up in render instead of being smooth?

Did corona ever fix that?  I know vray solved it years ago, Fstorm also fixed it months ago, and I know there was a lot of talk about it here too, and I feel like it was meant to be part of 1.7 ? 

Reason I am asking is because I am pretty sure I just had that error in 1.7 RC5, and now I can't remember if it was fixed? or if the problem is back?

42
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-13, 05:32:19 »
I just went back to RC5 because RC8 felt very unstable. combined with how unstable max18 still is, it was very frustrating.

43
And soon[tm] we will have proper caustics! https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max

Not so soon anymore, looks like it has been moved to maybe 1.9 ? :/

44
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-04, 01:46:15 »
I really dont like the way you changed the CoronaMtl layout.
I find previous look more.

Regards.

give it two weeks, you get used to it. hardly a problem

45
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2017-10-03, 03:08:44 »


These radius settings are at 1k, multiply K by whatever you are using.

How on earth did you come up with these numbers?  just feels good or is there some science to it? (like most of the stuff you do :) )  interesting approach for sure, keep it up!

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