Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TomG

Pages: 1 ... 261 262 [263] 264 265 ... 365
3931
[Max] General Discussion / Re: Corona 1.3 Benchmark
« on: 2018-09-05, 17:37:25 »
Laptops will be generally slow, and your result does seem to be within the range available for that processor. Mine uses the same processor (reports a clock speed of 3.13 on the Freq column of the benchmark which is not that different from yours; does report a higher rays/s at 1,532,620 though) and came in at 5m 17s. There are some at the 7 or 8 minute mark for that processor too.

3932
News / Re: Talks, demos and presentations!
« on: 2018-09-05, 14:33:33 »
Looking forward to it!

3933
News / Re: Talks, demos and presentations!
« on: 2018-09-04, 17:04:13 »
And to add to the list, Half Rez in Chicago, for all the C4D users out there :)

https://www.halfrez.com/

3934
Ah I got it now! Dropbox was helpfully forgetting that I want everything in date order :)

3935
I don't see the file there, did it upload successfully?

3936
On it being slow, that may just be inevitable with the amount of calculations that happen in it - also in this case the user said they didn't care about speed, they just wanted the effect working :)

For nockain, I would start without any noise in the CoronaVolumeMtl, and adjust the settings until you get an evenly cloudy cube - volumetric effects are always scene scale dependent and you need to adjust absorption distance to get the desired result, which could be 1cm or 10cm or 1m depending on the size of the objects, scale of the scene, etc. (In my test scene, the cube is very large indeed, and this looks like a much smaller scale).

Once you have the "plain" version working, you could add some noise and distance map back in - again bearing in mind the scale of the noise will need to be matched to the scale of the scene, and the distances in the Distance Map will also need to match the scale of the scene. Hope this helps!

3937
Which Corona version are you using? I am on the latest daily build of Corona 3 at the moment, though was opening and rendering things like the rabbit cloud with Corona 2, so quite odd that they won't load for you.

3938
would probably not have temporal coherence, I'm guessing it would flicker from frame to frame.

But could still be trippy fun! ;)

3939
The CoronaVolumeMtl, with Inside mode, and noise connected to a distance map should work well, as in the image below - this was Ludvik's set up if I recall. There is a plane just outside the top of the cube, and the distance map uses that as the Distance From object.

To get the hang of the CoronaVolumeMtl there are some sample scenes on https://corona-renderer.com/resources/models, including a ground fog scene (other than that, no clouds though - but the samples will give you the idea on how the Inside Volume mode works!)


3940
For the loading issue, could be a corrupted file (try unzipping again, or even redownloading); another thought might be if the file is in some network location and is inaccessible?

3941
Not sure what you mean by "does not change"?

In the earlier image, it says it was unable to load the file. I'd start with the "wdas_cloud_eighth.vdb" since it is the lightest, with the least amount of data, and ensure that loads as expected. Could be a memory issue if it is trying to load the full cloud, not sure.

Once loaded, be sure to enable scattering as this is off by default.

Below is an image which was just: new scene, CoronaVolumeGrid, load the wdas_cloud_eighth.vdb, enable scattering, add Corona Sun and Sky, lower the exposure, and start IR:

3942
Bear in mind that rendering true 3D volumes, whether those are OpenVDB or a volume material with inside mode, will never render at "normal" speed because they are doing a lot of very intensive extra calculations (if by "normal speed" you mean the same as a scene that doesn't have those features). The same is true for any render engine - having to calculate light bounces and absorption etc. at points within a 3D volume is always going to need more calculations (and so be slower) than just doing that at a surface.

3943
We'd need to know more to be able to take a look at what is going on - at best, sharing the scene would be awesome (https://corona-renderer.com/upload), but if that can't be done then at very least some screen grabs of the materials in question :)

3944
I agree, it's good to have it written down :) I added a link to this thread to the bug tracking task too, so we can reply here with any updates or current thinking on the idea. Cheers for posting!

3945
Not so much "not addressed" as "not pinned down as to how / where / why it happens" :) Definitely has been addressed in that it has been checked in quite some detail, with facts and figures collected and recorded :)

As an fyi, a couple of days ago I added the suggestion you mentioned into the internal bug tracker on the issue as being a possible solution - ideally we'd be able to identify why the noise level sometimes drops extra low, and prevent that from happening; but if not possible (or maybe possible but would just take longer), the idea of taking 3 measures of adaptivity (at 4,5,6 rather than just 5) and throwing out an outlier could work - though of course then you'd be doing three times as many adaptivity calculations which would introduce some extra calculations to the render time (which is why option 1, find and prevent why noise limit sometimes calculates lower than expected would be best).

Pages: 1 ... 261 262 [263] 264 265 ... 365