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Messages - Ondra

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Furthermore it was stated that no running subscription will change as long as we keep it active. But I don't assume this continuation to be indefinite or is it?

We cannot promise anything in "indefinite" horizon - there might be hyperinflation that would force us to increase prices, the company leadership will one day have to retire and leave the company to people they do not control, the rendering might become a solved problem and we might release Corona as open source, and there could be anything inbetween. Our current long term plan is to keep the same price level we had from the beginning. We will observe how the details we are now changing work, and they might be adjusted based on these observations. So it is highly unlikely that you would see any dramatic changes soon, but we cannot predict what the future holds.

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-11-10, 11:11:31 »
but that is not related to a modifier, right?
What you want is a projection mesh, not modifier, right?

we are running  some... experiments :D

but still unless the host application supports it, it will be very limited experience.

there will be a big update in november, we are preparing a blog post. Stay tuned.

General CG Discussion / Re: Vray Quality
« on: 2021-10-30, 20:15:37 »
Another thing, I see everywhere that Vray is much faster to render especially for animations.  I have the opposite conclusion, Corona always seemed to render faster and cleaner. I'm just surprised since Chaos Group owns both, I'm sure they test scenes against each other and see the results? Just thought it would be a interesting conversation.

There are millions of people working in different styles, having different requirements, habits, and understanding the renderers in a different way. That often leads them to produce vastly different results and come to different conclusions. Which BTW means it makes sense for us to keep developing 2 renderers ;)

[Max] Feature Requests / Re: The most wanted feature?
« on: 2021-10-29, 15:40:43 »
I love Corona Renderer, but sometimes I think the development is a one big joke.
We love you too, but sometimes we think that you should talk less ;).

[Max] Feature Requests / Re: The most wanted feature?
« on: 2021-10-29, 15:38:36 »
Removing decals as they are done (with just some tweaks coming up)

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-26, 22:06:27 »
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

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-16, 01:46:34 »
if I understand it right as "the displacement from decal should be added on top of the original displacement, not replace it", that is very easy to do, and can be added as a mode

I think there's too much ambiguity in the words "on top" and "replace", so i draw some picture. What i, and i think many others, expected from decals, that it could work like in a, b and c examples. a - only decal is mapped, b - only target is mapped and c - both are mapped (i'm talking only about displacement here). Currently we have a and b, but not c.

I think some people also asked for d - where displacements are mathematically added through some blend modes. This can be useful in some cases, but i think it's not crucial to have it right now.

C is how it was always supposed to look, if it does not, that means a bug got in at some point and we will fix it.
D would still be doable if requested

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-15, 15:40:48 »
if I understand it right as "the displacement from decal should be added on top of the original displacement, not replace it", that is very easy to do, and can be added as a mode

it seems to me that this function is completely useless / erroneous
the idea was that we could select one or several objects in the scene that will generate caustics - this will allow us to save CPU resources, not to count caustics from everything that has reflection-refraction, and now in the PBR era, all materials have reflection, count caustic from only one or more objects that really need caustic, such as water in a pool, glass in a house, vase on a table
I do not understand where you can apply the function - disable receiving caustics. This does not save CPU resources and does not allow the caustics to be calculated faster.
We need a function to disable / enable caustics for unnecessary / needed objects / materials

PS. thanks for CoronaDecal - the first tests look great!

Right now it looks more like an artistic tool rather than CPU helper. It allows you to control that you only want caustics to appear on certain objects e.g. a pool surround, ceiling, table etc. But I have to agree that it feels a backwards solution. In practice we're going to need to always exclude the entire scene models, and then selectively allow those few objects to remain. But as you build/change/increase the scene complexity as you work you're going to definitely forget to keep adding all the undesirable objects to the exclude list. It should just be reversed to an Include list.

do you know that you can switch it to include list in the exclude dialog, like all similar lists?

There is no native format of normal maps, it is a matter of very simple to change processing in single place (NormalMap). Corona AFAIK uses what 3dsmax uses, or what somebody requesting the feature originally recommended

Just FYI, lightmerge was banned today after rambling something about respect, edgy gamers, and jaroslav's death in my private messages.

[Max] General Discussion / Re: casutics solver is still crap
« on: 2021-09-01, 09:37:03 »
I am not a developer
Not with that attitude! You just need to believe in yourself! Lightmerge already believes in you, you can do it!

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