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Messages - v.p.vlasenko

Pages: 1 2 3 [4] 5
46
Only object, no RR.
There video in zip - you can see what I'm doing.

47
any update on this?

48
I think providing scene for investigation would be even better idea. You can send it with private uploader - https://corona-renderer.com/upload

done, added video to see what I'm doing.

"Successfully uploaded as 1590171602_test10.zip"

49
Never had such problems with CAD, but again - that's not the case. I tried to reset xfrom on those models, then move some objects to clean scene and ended up with creation a simple scene from scratch to ensure that it's not model/material related problem. So on those renders are simple scene that have nothing from original in it. Just one object at different scale, plane, coronamtl with standard settings and same mtl with diffuse 0, refl. 1 and high IOR. And as I said I tried to create objects with +/- same size without scaling - doesn't helped.

Actually I'm thinking about recording some screen capture video to show that problem better than a few images.

50
max, scale tool.

But that's not the case:
1. I noticed this problem in a different scene with objects imported from CAD without any scale modification.
2. I checked that as a possible reason at the very beginning. It doesn't matter if object scaled to a certain size or created at that size in this particular case.

So I used the scale tool as it was faster than changing parameters.

51
[Max] Resolved Bugs / Caustic solver not working properly
« on: 2020-05-22, 16:59:01 »
Hi,

I've encountered a problem in one of my projects and created a simple scene to figure it out.

What we have: plane 1000x1000 with default corona material, a simple tube with chamfer (highly reflective material) and corona light.

For first renders I've reduced max photons/iteration to 1k (5000k default) to see what happening GI/AA - 4. All renders are caustics render element.

1. tube radius 190 - everything fine.
2. tube scaled down, all good.
3. scaled down, all good(seems like, but not sure) had to increase photons to the default value.
and here the problem:.
4. scaled down to radius 2,2. Camera much closer and photons increased to 50000k - with default value I can't see caustics. Saved after 2 passes.
It looks like in this scenario no new photons generated after 2nd or 3rd pass - I can't see changes in photons distribution. And with each pass caustics become dimmer.
The second render is the same but at 50 passes. After some time caustics will disappear at all.
Now the even weirder thing. @ pass per render.
5. Same camera position as previous, tube scaled down. Caustics disappear much faster, it seems like they will go after 5 passes (don't remember now).
Next image - everything the same as in previous except camera - moved it closer. Now caustics not visible and disappear very fast. For this render I increased EV to 6 instead of 3.

So what I've found - at some point (size of objects, size of lights, the distance between them) caustics disappear over time instead of refining (looks like no new photons generated after few passes). And even weirder - it depends on how close the camera to those objects.

The scene I've written about at the start - a kind of studio render with some reflective objects. When the camera sees all scene - I have caustics that will not converge over time but disappear instead. But when I move the camera closer to see details - I don't have caustics at all or it disappears very fast.

I'm using last daily build - but I checked couple previous builds and v5 - the same problem. All of this true for default setting as well.

And the last one render - that seems like 20-30 min of render on the simplest scene, low res and 18cores... caustics still noisy. Is that normal?



52
Gallery / Re: Dream House
« on: 2020-05-13, 14:58:25 »
Looking fantastic!

How you did the foam??? If not a secret.

53
New sky model looks fantastic, sunset renders overcame my expectations.

But... I can't get same images as GeorgeK posted. In my case sunset images with the same sun positions looks redder/yellow, without blue sky on sides. I can get something similar setting quite low exposure, FOV more than 70-90 and with some LUts. Is it the case? Would you mind sharing setup?


And I saw "Altitude" parameter and Comes with fog/aerial perspective in Trello, what about these?

54
Triplanar not working in the latest daily build.
Can you provide some example of it not working? It seems to be functioning correctly in my tests.

Thanks,

Rowan

Sorry guys - my mistake. Didn't find out true problem the first time.

It working but the problem occurs when uvw randomizer plugged into triplanar. Seems like existing mapping used instead of triplanar in such case.

Screenshots.
1. Latest daily - I can change mapping by UVW Xform or UVW map.
2. 03/16 daily - everything works as expected.

55
Triplanar not working in the latest daily build.

56
Same problem here

57
+1 to have that in corona

but as for now max users starting from v2019 can use OSL Randomized bitmaps





58
My fault guys,

I've checked few scenes where I had such problem (latest with increased step was 28.05.19) - everything fine now. In each of those scenes I can change step size to very low without crashes (at least not instant ones).

Sorry for misleading.

59
Try to increase step size for volumetrics.
It's an old problem for me - I'm using openvdb clouds for renderings and I found that if step size lower than certain value it'll lead to crash instead of increased rendertime. The lower value - the faster crash, with instant crashes at some values.

For scenes 5-8 km in size I found that stable value is 15-20m. Anything lower will crash max after some time and values like 1-3 m will crash instantly.

Same problem I had with phoenix fd. Increasing step solved problem.

Seems like that not only my problem so corona team should look into that. I don't know what's the reason - grid size or scene size, had no time to check that.

P.S. Problem here for at least for half year with all builds.

60
Hi, I encountered such problem:
CoronaLayeredMtl, simple base material with diplacement (3ds max noise or prosimplex). As far as base material applied directly to object or CoronaLayeredMtl without any other layers - everything fine, I have correct size and look of displaced noise 0,005 (pic 1). But if I add any material to layer 1 (in this example same material as base but without displace) - noise looks different - bigger and less detailed.

I didn't checked other procedural materials, just noise and prosimplex, both use Object XYZ mapping.

And I just remembered - seems like I had same problem with PhoenixFD Ocean texture, did a fast check - it lost a lot of details when used in CoronaLayeredMtl.

pic 3 - only base material inside CoronaLayeredMtl, CoronaDisplacementMod used with phoenixfd ocean.
pic 4 - same material connected to base and layer 1, CoronaDisplacementMod used with phoenixfd ocean.

So CoronaDisplacementMod not helping as well.

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