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Messages - marchik

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I tested the new VFB a little, I really like it so far, there are a couple of comments that I would be glad to see at the release stage.
  • return the spinning emoticon, firstly, it has already become canonical, and secondly, it clearly shows that rendering is in progress - now, apart from the noise of the fans, it is difficult to understand whether the interactive is running. (Play/stop indicators are made in b&w gamma, which does not have a very good effect on readability)
  • add a button to enable and disable interactive denoising (and, maybe make a drop-down list with a choice of its type), now I use a script and a hotkey for this, but a button would be a great addition
  • make a smoother step when zooming, this is still sorely missing
  • make "Start IR" as a separate button, and not from a drop-down list - this function is obviously used even more often than launching a regular render, so aiming at the small arrow every time is not the best solution.
  • detachable Curve window
  • maybe you can integrate switchable "image upscaling factor" parameter right into VFB, like x1/x2/x3 buttons. Personally, when using 4K monitors, I often tweak this parameter, finding a balance between detail and performance. This point also includes the ability to enable 2d pan zoom / real zoom in VFB
I know that most of this has already been logged, I’m just sharing my impressions, thanks!

I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.

This was requested in the past and I am afraid there are some technical reasons why this cannot be done. I will double check that and will report it as a feature request if it's not there yet.
There is however a workaround that you can use to get "true" motion blur whatever you are rendering:
- Render a sequence
- Save each frame as a CXR file
- Use a low pass limit (e.g. 2 passes - if we render 100 frames with 2 passes the quality will be like rendering a single frame for 200 passes)
- Once the rendering is completed, open the Corona Image Editor, click the "Merge" button and pick your rendered frames
This should result in correctly blending all frames just as if it was single frame rendered for x number of passes. The result should look exactly like a photo with long exposure. The advantage here is that you can still control exposure and other post/tone mapping params.
The disadvantage is that you cannot control the shutter curve.
Thanks for your reply!
Although this is one of the stupidest things I've ever done, but yes, it works) unfortunately this method does not allow you to interactively see a preview of what will happen with different shutter speeds, which slightly destroys the continuity of the creative process and is not suitable for not such long shutter speeds, like shooting a mountain river at 1/10 s

Well, let's hope for the best, considering that you guys have already implemented the main layer of features that Corona required, I will accept if the only change in the 13th version of Corona will be just expanded support for motion blur for different use cases :D

I'm experimenting with long exposure photography and suddenly realized that the corona renderer does not allow me to get an image with motion blur if the animation is done using textures.

The most obvious example is the surface of water shot at a long exposure. The only thing I can do to recreate it is to make a simulation using PhoenixFD (which is unacceptable for large spaces such as a river or sea) or use a Displace modifier with very strong surface subdivision - which is also not acceptable for large spaces.

I can't use the PhoenixFDOceanTex map in the displacement slot because Corona doesn't support motionblur for changing topology. And the strangest thing I found out is that I can’t get motion blur when I put it in the bump slot, because animated textures in the material do not affect the motion blur in any way.

The second example is a TV screen shot with a long exposure, if I animate the image on the screen using a image sequence, it wont work and I will not get this "cumulative light effect" that will be in photography.
The same goes for simply animating a static texture map if I animate its tiling, offset, and so on, corona won't get this into account when creating motion blur.

And of course it would be nice to finally get motionblur with a changing topology during displacement, at least with a PhoenixFdOceanTex map, I hope it will be possible to come up with a solution with your colleagues from the head office so that it works in some “special way”, just like motion blur works in regular simulation using PhoenixFD

I don’t see any pronounced noise on the ceiling, regarding noise - everything will depend on the lighti sources setup and the material of the lamp shades, you can use fake sources for the lighting itself and place sources inside the lamps only to create the appearance.

Also, your surfaces may appear to contain noise if small-scale noise maps are applied to them (bump/displacement/roughness), in some cases it is worth reducing their influence.

As for improving the rendering in such spaces, the main thing here will be setting an attractive angle with the right composition, which will imply contrasts; you can consider turning off some light sources to create more “volume”.
In such a bright room with warm surface colors, you can reduce the albedo of the walls/floor/ceiling so that the shadows become more contrasting, and the noise will also go away faster. You can consider using CoronaRaySwitch Mtl/Map for the floor and/or walls to remove the excessive yellowness that yellow parquet conveys to all other surfaces.

Everything else depends on the quality of your models, correctly modeled structural elements, detailed materials for objects. At a minimum, I can notice that many gaps in the elements are missing, for example, the baseboard and door frames/doors are stuck into the floor and walls, the cornice is stuck into the ceiling, the intercom is stuck into the wall. The mirror penetrates through the baseboard and floor and has no chamfers at the ends. Constructive gaps add life and photorealism to the image (this is clearly visible in the example of the clock hanging on the left wall).
Some elements either have no chamfers or very small chamfers.
And I could be wrong, but in my opinion there is a problem with the smoothing groups on the plinth.

For small and contrasting decorative elements such as a rug, shoes, a plant and a seat cushion, you should pay very close attention to their location in the frame, the quality of the modeling and the creation of materials. These elements attract the viewer's attention in the first place. Now the shoes, decorative plant and rug, in my opinion, look below average in realism. and, although they attract attention to themselves, they are located in the very corner of the frame and are subject to perspective distortion from the small focal length of the camera.

The presence of jagged edges on the ceiling light source indicates that you have turned off Bloom and glare, which you should not do, it is an integral part of any real photo.
The rest of the image looks good, just a few minor details left to improve, good luck!

[Max] General Discussion / Re: Thank you and goodbye!
« on: 2024-01-30, 11:38:15 »
Good luck and thank you, Rowan!

setup for axial aberration.
Corona has all you need for it but it will be slow:

How this effect could be achieved in Corona if we do not have an additive (shellac) mode for Coronalayeredmtl and we cannot set ior values less than 1.0?

lentil add-on results from the original topic look awesome btw

use legacy mtl with dispersion.
you just need to find the right combination of lens shape, ior and dispersion value.

oh yes, that’s what I did before, but it will be critically longer than in v-ray using the method from the example

setup for axial aberration.
Corona has all you need for it but it will be slow:

How this effect could be achieved in Corona if we do not have an additive (shellac) mode for Coronalayeredmtl and we cannot set ior values less than 1.0?

lentil add-on results from the original topic look awesome btw


We have similar requests.

As I understand, chromatic aberrations will be the most wanted/used thing from the listed ones, so I will try to pushing the existing feature request.
Generally, New VFB with new improvements is planned. If such effects (or a menu/rollout for them) can make into it, that will be great.

(Internal ID=466224644)

big thanks, yes, correct chromatic aberrations that respond to the focus point and lens flare depending on the current aperture shape would be a very desirable feature for me

Good afternoon, beloved developers!
This feature would be very helpful when creating presentation videos that are not quite physically correct. For example, now I'm presenting models of an architectural exhibition, where buildings fall on the terrain. And at the same time the terrain itself is rotated 360 on its Z axis. So I would like to be able to blur only the falling objects, and the terrain would remain clear and readable. Thank you!
btw, I believe that you can achieve this effect if you disable the “camera” checkbox for motion blur, leaving only the “geometry” checkbox and animate the rotation of the camera instead of the terrain, in addition you will need to animate the rotation of falling houses synchronously with the camera


BTW I like your proposal about a lens constructor, it would require a serious work on the usability side of things to match Corona ethos, but imo it seems logical at some point to go full speed with a simulated lens rather than adding another "easily breakable" post-FX layer. I guess a performance hit can't be avoided but maybe it be could negligible these days considering modern CPU compute power ? Something similar has already been created for Arnold :

Octane also got Chromatic Aberrations support recently, and while it says it is a post-effect it feels like it fully uses the camera settings to generate the effect (some really exagerated examples but it's a new feature so I struggled to find more).

great example with Octane, lens flares looks magical, exactly what I would like to see in Corona. It’s a bit of a pity that this all comes to us with some delay.

Although I remember how Octane showed some kind of separate fabric shader in their presentations and in the end I could not find it in the release version :D

I would happily take even basic chromatic aberration post effect, but advanced lens constructor would be fantastic to have. +1

Thank you for your response, romullus, I’m very glad that this topic has attracted attention again. After I initially created it, it seems to me that no one simply noticed it.

Script attached to this post.

Version 4.4 Features:
- Small quality of life improvements
- Updated UI
- Updated Naming for Color Correct nodes
- New Rollout for saving your Translucency settings (similar to Randomizer)

- The UI is a little longer now just to allow rollup/down of Settings so you dont have to scroll when they open
- Just to keep things a bit more clear while you are in the material editor, Diffuse Color Correct is now named (see screenshots Naming). Same with Translucency
- A button just for Tom, well anyone really lol. "Brighter Leaves" in the Vegetation settings: brightness 0.3, saturation 0.3, gamma 1.5 - On/off. You can save these as your default so you dont need to check this button in the rollout or worry about it in future max sessions.

UI (Default):
UI-1" border="0

UI (Vegetation Settings rolled down):
UI-2" border="0

Color Correct Node Naming:
Naming" border="0

Let me once again admire your dedication to the work you undertake, I myself try to do the same whenever possible, but your example is very inspiring. In the near future, I will also record a video and tell my audience about this tool. Thanks!


I think the time has come :D
 Dear developers, if you are still going to add this, can you please implement it not like in the V-ray, but with the ability to create longditudinal and lateral aberrations with front/back or left/right  green/magenta differentiation.

Script attached to this post.

Version 4.3 Features:
- New: Vegetation Tools section (as this works differently to Randomizer section)
- Updated Translucency options (examples below)
- Updated UI

I checked it now, everything works fine, this is very cool, thanks for your time!
First I encountered a funny bug (attached a video). I always create a Checker map for testing (and you use bitmaps for it) and with the checker the script does not respond to pressing the button for transluency, but then I created a regular Сoronabitmap and everything worked as it should. Very interesting what the hypothetical reason could be :D

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