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Messages - romullus

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1
Even better, it's on tentative roadmap for V9: https://trello.com/c/k4Fh2aML/135-material-override-improvements

2
[Max] Feature Requests / Re: Improved Corona Sky with clouds
« on: 2022-06-29, 22:34:03 »
No prob

3
[Max] Feature Requests / Re: Round edges in materials
« on: 2022-06-29, 21:39:58 »
Excuse my ignorance, but how adding round edges in material would save any RAM, or time for that matter?

4
[Max] Feature Requests / Re: Improved Corona Sky with clouds
« on: 2022-06-29, 20:24:12 »
Merged messages on the same topic.

5
[Max] Feature Requests / Re: Mikk T Support
« on: 2022-06-29, 10:17:21 »
+1 I noticed Vray 6 was giving me better results with Normal maps than Corona.

Are you sure this is related to Mikk T support?
Could you share some examples of this? (renders, and scenes if possible)

Hi Marcin, i have an object which shows ugly artefacts in Corona no matter what normal map i use (i tried both 3ds Max and MikkT normal maps). I can provide the scene and textures privately. Curious to see how it renders in V-Ray, or other modern off-line renderer.

6
[C4D] I need help! / Re: Bump texture rendering too smooth
« on: 2022-06-29, 10:10:00 »
I think the issue is that your noise texture has too much contrast in it. Both, displacement and bump loves smooth transitions between high and low values, but the former can still produce usable, albeit sub-optimal results with super contrasty textures, while the latter can't do that. It's the nature of bump mapping.

As for the projection issue, i think it's your mapping at fault, not Corona. It looks that currently your object has simple planar mapping. Give the cookie proper UV unwrap and it should render just fine.

7
[C4D] I need help! / Re: TV texture
« on: 2022-06-28, 09:56:12 »
Wait, I was referring to a CRT screen

I think this clearly tells how old you are :] For me it's the same - whenever i see similar question, CRT screen always springs to my mind first, eventhough i didn't see such screen in the last decade.

Topic related question - if light material is used with "emit light" being turned off, is this still counts as light material, or as self-illumination in terms of GI calculation?

8
[Max] I need help! / Re: Scene parsing issues
« on: 2022-06-28, 09:47:27 »
Half-joke, half-serious solution - mouse jiggler.

10
I think Corona 8 HF1 is the latest release. There was no daily build after that, so perhaps it's worth to install it instead of DB? https://forum.corona-renderer.com/index.php?topic=37006.0

11
If it's on Windows, then you can use symlinks and move material folder wherever you want. Not sure if Mac has something similar.

12
Thank you Marcin, but i kinda already knew the formula. The problem is i don't know how to apply it to the texture image. I guess the most logical way would be to build a LUT, but again, no idea how to do that. Anyway, i'll try to dig deeper and see if i manage to find the answers. Appreciate for your help!

13
Corona physical material gives you an option to chose between specular and IOR modes, unfortunately this functionality hasn't been ported back to old materials, like legacy, or skin, so i'm looking for a tool to convert specular textures to IOR. After some research i found this topic by Dubcat. Since i'm using 3ds Max 2016, i don't have access to OSL, so i had to use his LUT file in Affinity Photo to convert textures externally (which is preferred method for me anyway). The problem is, that i couldn't manage to get correct results with it - it's either i don't know how to use it properly, or Affinity treats this LUT somehow differently.

Then i found this tool by Mohammadreza Mohseni, but virus total flagged it as malicious, so no use :/

At this point i'm out of ideas, so any help would be greatly appreciated.

14
It's easy to get caught and get annoyed by this behaviour, but when you think for a moment how displacement should act when it meets hard corners, it's not as easy to find a proper solution as one might think.

15
I think you already have been told how to fix it - just add support edges near the corners and between these edges all displacement will be perfectly perpendicular to the surface.

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