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Messages - burnin

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More info needed...
 Along your sys. specs, best is to provide an exemplary/test scene file exposing issue.

Also consider this ain't a walk in  park situation, depending on scene specs (consumption VS budget) for final output, scene will most likely need to be converted & optimized (polys reduced, lightmaps baked...) to run @60fps in ~2K.

[C4D] I need help! / Re: Get Rid of Fireflies in Animation
« on: 2021-11-27, 00:55:34 »
Render settings / Corona >
/Frame buffer  set.

on an 'Image filter' there's a Highlight Clamping option - set it wisely ;)

most often, geo that uses such shader is just a poly rectangle...

best you do your homework, personal experience is priceless ;)

[C4D] Daily Builds / Re: v8 Dome Mapping
« on: 2021-11-06, 14:19:37 »
And why wouldn't you? ;)

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-27, 21:01:43 »
How about vector displaced decal w/ light/emission material inside? Does that work?

Didn't try it myself, but i've heard that light material and self illumination are working with decals just fine. I wouldn't be too much surprised to find that vector displacement is possible too :]

light emission, self illumination is working

vector displacement unfortunately not - all advanced displacement properties are taken from the base layer

light emission, self illumination is working

Light emission (using a light material as decal material) works only with restrictions:

The entire mesh receiving the decal gets turned into lights. Projecting a light material onto some car model creates 1:1 the triangle count of the car of lights. I expect that some hit depth/count parameter (if technically possible) could resolve this.

Directionallity does not work, seems to be zero regardless of the light materials value, same with other light material settings like visibility (which is obviously a technical restriction).

Backfaces get a pitch black decal. Here as well, hit count may solve it. No idea if it could be handled otherwise.

Good Luck

Yes, those are quite hard to solve efficiently, why I asked. I'd also like to see/know how glass, translucency, subsurface, layered, ray-switcher, shadow catcher...  complex shaders behave.

Then, since decals are a hack (and almost exclusively used for exteriors), so could be shaders; are now any plans to expand some in a way that'll be more user friendly (uber-like) and handle decals better (ie. single sheet SSS, 2-sided, parallax mapping...)?

Finally, how soon or late can C4D users expect to taste it?

Keep up the good work!

[C4D] General Discussion / Re: Hotfix Question
« on: 2021-10-20, 14:46:20 »
or he could simply install v7.1 (ask for a link) and test on its own... takes few minutes

General CG Discussion / Re: CGAxis Models
« on: 2021-10-19, 20:49:46 »
Good enough for works done w/o much hustling. "You get what you pay for."

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-17, 23:11:18 »
Right on - so many holes :D (why I asked, if parallax mapping is considered now)

How about vector displaced decal w/ light/emission material inside? Does that work?

'tis gonna be a whole another level

Have you checked 'Setting up a curtain material' thread with examples...

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-16, 12:23:49 »
So is now parallax mapping also considered?

Mostly that, but also few other factors play role, just like in photography or human vision.
Here's some stuff for reference ;)

Wonky Bokeh (B. Bernard's blog post)
DOF PRO (R. Richard's PS plugin)     

And few other engines can also generate glare & flare based on dirt or occlusion map (like dust & smudges on lenses,  eyelashes...)

yup, as noted
She replied you in her Personal project called 'shadow'...

use any shape you like

Passing on...
But why stop there then, if it's that easy? Need for other forms will most likely follow (fe. torus).

Thinking about ideal solution, 'Corona Light' having selective custom object (auto - calculating convex hull & optimizing it for fast "issue-free" rendering: no flicker or fireflies, soft shadows, hardly any caustics) would improve whole process. Development might take longer but, replacing a need for impostor lights and just create a mesh, add light and choose your mesh - done. Also, same principle can then be expanded on emissive material but would need extra work to calculate mesh with emissive channel only. This could save some serious time setting up lighting and give  Corona further advantage...

Off-Topic / Re: why aren't renderers realistic?
« on: 2021-10-10, 15:20:13 »
For commercial work "good enough" is it. Those who seek better, know it only gets more expensive the more detail is added, so demands lower. 

Then, on creator's side, there just aren't many willing to take the path and, I also think while walking, observing, realizing more & more...
most ask same question....

Guess everyone has different priorities.

Once upon a time...

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