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Messages - Jpjapers

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[Max] I need help! / Re: Iridescent/Metallic glass shader
« on: 2021-11-22, 23:47:58 »
It looks like a job for the Siger's thin film texmap.

Yeah ive got that and had a play around with it. Its sort of halfway between metal and glass which is where im getting stuck because obviously its physically possible but im not sure how to make that physically based in corona (v6)

[Max] I need help! / Re: Iridescent/Metallic glass shader
« on: 2021-11-22, 22:59:49 »
If you are talking about the bottom 2 spheres, then this is called Dispersion. In the legacy material its 1 below Refraction.

Ill have a go thanks. Im not 100% sure that its dispersion it looks to me like a coating

[Max] I need help! / Iridescent/Metallic glass shader
« on: 2021-11-22, 18:16:39 »
Has anyone got any thoughts on how to make a glass shader similar to the attached image?
Im thinking theres some mix of glass, thinfilm and maybe a metal shader but im struggling to find the right balance or create something physically plausible.
I believe its glass but its been coated inside with a metal of some sort.

Texture "movement" is not affected by motion blur at all (e.g. if you offset/rotate/scale a texture on a static geometry).

Thanks, i thought that might be the case

AFAIK it doesn't.

Ah, glad to know its not just me then thanks!

Im trying to achieve some motion blur on an object with animated texture coordinates but so far im not able to get it working. Does corona's motion blur work with changes in uv coordinate or does it have to be either geometry motion or camera motion?

When merging lightmix layers from a file, if the lights exist in the new file, the lightmix layers should pick them up.
Ive just merged a large file to a new file when trying to troubleshoot some corona specific issues and having to set up 20+ lightmix layers again from scratch is a major annoyance when all of the objects associated with the merged render elements are still in the scene.

[Max] Feature Requests / Re: Generate lightmix by layer
« on: 2021-09-22, 11:57:00 »

You can use Corona Light Tools for that ;):
Big thanks to Mohammadreza Mohseni for this !


Ah what a useful script! Thanks!

Ah very good point!

[Max] Feature Requests / Generate lightmix by layer
« on: 2021-09-22, 09:42:40 »
It would be great if there was an option to generate lightmix layers by scene layer. I'm sure many of us use layers to organise our scenes and being able to auto-generate this way would save me alot of time in larger projects.

Romulus your method would work great if I hadn't set everything up with real world uvs haha. But im glad there's interest in this!

I wouldn't over-complicate it with gamma?

That being said: Some combination of MultiMap plugged into the UVW?

Or do a floor-gen on the object (so long as it's a flat surface, probably isn't?) and do a multimap onto that?

Its swagged fabric for large canvas tents like circus tents so im trying to get it to look slightly patchy so floorgen just wouldnt work.
I cant see a way that multimap would be able to provide randomisation to normal tiling as there isnt a mode for it which is why i wonder about the OSL route but i have no idea how much of OSL corona supports.

I want to add a bit pf patchy variation across a fabric surface to simulate panels stitched together. Im looking for a way either with corona or some OSL shaders that would let me randomise the gamma of a single tiling bitmap so every time it tiles its slightly different. Has anyone got any ideas on how this might be achieved?

I sort of assume that the dev team is *always* looking for ways to increase rendering speeds for Corona Renderer, but there is a lot on their plate at the moment - especially with tonemapping on the docket, etc. - so I assume rendering speed gets deprioritized from time to time, as development goes.

Is it fair to say that there is a particular feature(s) that is really at the core of the dev team's focus for Corona Renderer 8?

Ive wondered the same thing on occasion. I would hope that speed increases are sometimes lower down the list than new features that make artists lives easier or increase productivity. The amount of time that passes between major versions of corona isnt enough for there to be much significant increase in hardware capability except by throwing more processor cores at it *Coughs in AMD* so all of the speed improvements are going to need to be through grinding away at the codebase which i imagine takes alot of dev time. Features that reduce the complexity of scene setup (decals being one of them) are always great too and im excited to see what comes of that.

Id personally rather see a new feature that makes another area of the production process easier and faster and more flexible so maybe the speed increase isnt as necessary. Like lightmix layers for textures and materials. A small speed increase wouldn't matter there because if you only have to render once to be able to get multiple versions of a render, you're saving time by not having to render over and over again. Theres your speed increase. Same goes for decals. Using complex layered materials is incredibly slow and from my experience drastically affects viewport performance. so the decal system will provide a secondary speed increase in that part of the pipe just by existing.

In my opinion id love to see users stop focussing on and voting for increasing the speed of rendering and start recognising at the bigger picture of the volume and flexibility of work we can produce with the tools available or with with one click of the render button.

Yep, this has been requested before. We understand that it would be useful, but it does not appear to be a very high priority item. Right now the solution would be to use production rendering for production renders. :)

(Report ID=CRMAX-843)

Id like to understand why this isnt a priority item given that dozens and dozens of users have requested this same feature for about 5 years. Its without a doubt the most irritating thing about IR.

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