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Topics - maru

Pages: 1 ... 9 10 [11] 12
151
Gallery / Crossroads
« on: 2013-05-21, 21:41:22 »
;)

152
Happened in previous daily build, now tested with today's and it's still here. After saving image to .hdr from "default" frame buffer you get a black rectangle. It's ok if you save from custom wx widgets. Tested in 2 different scenes.

Got myself a surprise after 30 minutes of rendering. ;)

153
[Max] Resolved Bugs / Buttons stay pressed in wx vfb
« on: 2013-04-30, 18:49:54 »
When you press any button on wx vfb and accidentally mouse-drag away from it, the button stays pressed.

154
[Max] Resolved Bugs / Corona Mandelbulb broken in v4?
« on: 2013-04-27, 13:08:34 »
It's nothing important but maybe it leads to something bigger? This is what happens when I try to render a scene with Corona Fractal object. Soon after this vfb stops responding and Max crashes. Also, the "full" previz type doesn't work at all.

155
Here's my observation:

Bump map is not visible on objects seen through glass made of blend materials. Same happens for single-sided geometry and "thin" refraction model. This doesn't happen for diffuse.

Examples in attachment.

Max2012, Alpha4.

156
Gallery / FED 5B
« on: 2013-03-25, 19:02:26 »
I think I can't push it any further. Lit with a surrounding room scene. Left to render for a bit more than 5 hours, still some noise visible, sucks to be an i3. ;)


157
Please add a colour multiplier for CoronaSolidTex so it would work like multiplier in CoronaConstantMtl.

158
[Max] General Discussion / "Basic configuration" section
« on: 2013-03-23, 18:09:55 »
Keymaster, could you reveal some secrets about the "basic configuration" section? My questions: what is "Do shading" checkbox, what differences are there between different kinds of Random samplers? I think "Optimal 1S" works pretty nice, especially with antialiasing bright lighst, but I'm not sure.

159
Post written as a reply to this question:
http://forum.corona-renderer.com/index.php/topic,576.0/topicseen.html

Here's a quick but effective (I hope so) setup:

1. Create new CoronaMtl
2. In "reflection" slot assign CoronaColorMapper
3. In CoronaColorMapper a Gradient control pop-up window will appear, chose a colour gradient you wish.
4. In "input map" slot assign a standard Falloff map (optionally change mixing curve).
5. Adjust material's glossiness, reflectivity, etc.

I'm attaching the scene file if you want to experiment with my gradient. ;)

160
Work in Progress/Tests / FED5B - c&c please
« on: 2013-03-06, 23:14:39 »
Here's my latest render. I'd like to hear some criticism to make it as good as it can be. What would you change? What looks good, what looks bad? Any suggestions? Tips on composition?

161
[Max] Resolved Bugs / Blurring of maps
« on: 2013-03-06, 13:06:56 »
I know this is an old bug, but I've found out that it changes when scaling objects. Here's an example: exactly the same object. Shot 1. - size about 50x30x50mm, shot 2. - scaled to 500%, size about 250x153x250mm. Is this useful? If not or if it's already fixed, then delete this thread.

btw: in both cases, this map's blur parameter is set to 0,01 (can't be lower)

162
[Max] General Discussion / The Art of Rendering
« on: 2013-01-31, 11:53:36 »
Found an article today, I think it's a must-read for every rendering addict.

http://www.fxguide.com/featured/the-art-of-rendering/

You should also read Keymaster's master thesis if you haven't yet.

163
[Max] General Discussion / IOR guide
« on: 2012-11-27, 18:13:30 »
I was trying to create a _more or less_ realistic glass with liquid and ice cubes inside. At some point I realised I'm completely dumb when setting proper IOR for different surfaces. My worst problems are:

-Air bubbles inside ice cubes (visible from air). air -> ice -> air? (yellow arrow)

-The part of ice cube that is under the surface of liquid. (air -> liquid -> ice), what material should it have?? Ice or liquid? (red arrow)

-The liquid/glass surface. If we assume that IOR for glass=1,55 and for liquid=1,33 then if we are looking from air, at the liquid, through the glass, this IOR should be 1,55/1,33=~1,16. But what if we are looking from above the glass (pink arrow) so that rays travel like this: air (ior 1) -> liquid surface (ior 1,33) -> liquid/glass surface (NOT 1,16 this time and it's the same surface!)?

I couldn't find any sensible explanation of this on the web. Is there any simple way to do it as realistic as possible?

164
[Max] Resolved Bugs / Core usage
« on: 2012-11-10, 21:40:34 »
Ok, I have completely ZERO KNOWLEDGE about processor cores, RAM and utilizing them but it seems like there's something strange going on during "parsing scene" pass.

cores.jpg and cores2.jpg show what's happening during "parsing scene" after hitting F9 in a scene with lots of polys

ok.jpg shows what's happening during path tracing in the same scene with this heavy geometry hidden

If I'm mumbling something without sense, just delete this thread. :)

165
Mental ray style bump mapping: apply bump map to reflection only or to diffuse shading only. Good for coated materials.


btw last night I had a dream about Corona, seriously :O

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