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Messages - kregred

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[Max] Daily Builds / Re: Daily Builds
« on: 2015-09-22, 14:05:48 »
Test build 2015-09-22
every day better and better)
p.s.  In scene three types of light sources, disc\sphere\cylinder + PFlow with self-luminous material.

[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-17, 17:42:52 »
Here's a bug with CoronaDisplacementMod

[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-17, 17:33:46 »
in my example blurring level on all bitmaps = default (i.e = 1) and in CoronaBitmap and Standart bitmap.
Me too. The overall impression of the image with a CoronaBitmap - no details. Diffusion also loses detail, but I will check.
p.s. It is too early to state, I first perform the test. And tested for complex scenes, rather than simple balls. ;)

[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-17, 14:52:44 »
Corona version: 1.01.00, Maxsdk version: 2014
Build timestamp: Jun 16 2015 16:48:31
Defines: Wide RGB
Corona bitmap works badly in bump slots. Time benefits are there, but the picture gets blurry and unrecognizable textures. Bump with new map became horrible, I couldn't set it up good

News / Re: Corona 1.0 is out!
« on: 2015-02-25, 19:28:22 »

I'm happy! :^)
Simple script for change CoronaGamma.
search in category "ecXimer"

Perfect! Thank You!
Now I'm happy too )

Again is not a matter of adding or removing a spinner it's the technology to handle the render gamma, max already has that, there is no need to have it inside the render engine, you can manage that from max, just change the max gamma and you have what you need with the gamma you want, create a maxscript to handle this and you are good to go with ANY render engine, not just Corona.

It's all about ease of use. Can you change the Max gamma in real-time during render? You ask why? Because.
Keymaster, if the gamma spinner induces some error or problem - please tell about it, what error or problem? We didn't encounter any during our tests.
If the problem really exists - we will cease all our questions.
Thanks for understanding.
p.s. Settings won't become much more overloaded because of this parameter :)


Why do you need the gamma spinner?

The gamma should be set at 2.2 for work, and if you render in full float you will get an untoned exr image, after that apply your gamma in comp, since you have a full float image you can do whatever you want.

You should not be playing with gamma for correcting the render IMHO, you should get a linear full float image to work in comp.

Master Zap did a great post about this some years ago.

It's possible to write a lot about gamma 2.2, and that it's the only one correct. But not everyone works by-design and it's incorrect to fit everyone in one size.
I don't work in 2.2 (and ecximer also doesn't), but now I have to change my workflow. For example, the latest gif I posted above is made in gamma 1.4, and I can't achieve the same result in latest builds. That leads to the need of post-processing and excessove manipulations... what for??
It's much simpler to leave the switch in settings, and don't make life harder for users. That would be their choice in which gamma to work.

But please don't tell me that it's only correct to work in 2.2 - there are many opinions about this.
Our betatesters group is discussing this question quite frequently, and there is still no consensus about this. But anyway, it's the final result what is important, and not the correctness of it... the most important is the result - that's why I ask to return the gamma in setting.
And newbies won't find it anyway. Btw, other renders all have gamma settings, isn't that proof enough?

[Max] Daily Builds / Re: Daily builds
« on: 2014-12-24, 14:34:32 »
Build timestamp: Dec 21 2014
Before resseting the settings there was strong flickering. But after setting reset everything is okay.
Did you do any speed optimizations in the latest build? It's 40% faster with same settings.
p.s. The flashes on the right are from animated lamp

[Max] Daily Builds / Re: Daily builds
« on: 2014-12-20, 15:18:03 »
The scene is yet at setup stage, that's only a test render. I'm still preparing the geometry and materials, they aren't final yet. Do you need it at current stage, or when I finish?

[Max] Daily Builds / Re: Daily builds
« on: 2014-12-20, 14:52:42 »
the build is up. Please test it in animations rendering, it should not flicker. No changing of settings should be necessary.
Tried UHD cache on the current animation. Flash - it's not a flicker )

Please return spinner "Gamma", even if hidden with access via maxscript =(
Please turn gamut back in debug menu. Many people always use it in their works. These who don't use it can simple skip this option. For example, I always use it in the each my project and if this option there won't be in next releases then my work will become to be very uncomfortable. Does user need a stripped-down tool?

[Max] Daily Builds / Re: Daily builds
« on: 2014-12-06, 08:06:42 »
Hi!!! What is the problem ? But the activation was fine, thanks!
+1 also the error window. The activation was normal

[Max] Daily Builds / Re: Daily builds
« on: 2014-10-14, 16:05:12 »
Build timestamp: Oct 14 2014 02:21:33
Corona version: Daily build post-A7, Maxsdk version: 2014
PFlow not work

[Max] Daily Builds / Re: Daily builds
« on: 2014-10-12, 09:32:26 »
different shape of light from the same ies with coronalight (right)  and photometric light (left)

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