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Messages - blanchg

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376
@morozane nice scene!

Any support for light include/exclude objects for corona light material node since corona does not support blender lights?

I have an issue for this https://bitbucket.org/coronablender/render_corona/issues/41/object-specific-lights, what will help me develop this is a scene that does this in max and exported to standalone so that I can see the node setup that Corona expects

377
Nice work @warlock!

1. Do you have an example extracted portion of your scene or some specifics, I would like to see why it fails, either memory or bug in the exporter, I don't know of any hard limits and would be nice to provide some details even if it can't be fixed.

2. Light visibility can be controlled on more of a global level with opacity (it will still show up in reflections) and combing that with the Ray Switcher node you can control reflect, refract, direct light paths.  I don't know if there is a way to make lights affect only certain objects off the top of my head, but if you could export a scene from max that does this so I can see the node setup that would help.

3. If you can provide a max exported scene that does what you want I can see how this would work in blender.

4. This is something I think I can do.... give me a day or two to work it out I might be able to link the nodes to this.

5. I can't create node types, I can only provide the nodes that corona exports see https://corona-renderer.com/wiki/standalone for the doco on the node types (if anything is missing that you need I can add it)

6. An example exported from max would be nice so I can work this out quicker too!

If you can get me some of these samples it will help me implement some of these faster.  I will raise issues for most of these at https://bitbucket.org/coronablender/render_corona/issues?status=new&status=open so that example files can be uploaded and we can track them.

Thanks for taking the time to report this.


378
@jKLman nice work!

@warlock
For HDR intensity will a Tone Map node work for you or the recently added gamma?

1. I see the physics tab still (though haven't used it with corona though yet)
2. There probably isn't a hard limit but very complex objects might not export correctly, try using/not using the binary object export option on the Render tab
3. Does the 3dsmax use some denoise by default?  The blender denoise default is fireflies only and fairly low strength.  AntiAliasing is turned on, the "path samples" under sampling is called giToAaRatio so increasing/decreasing that value will likely have an effect
4. Not sure what I can do to improve this.

Examples are on the overview page of some of these features in action: https://bitbucket.org/coronablender/render_corona

379
2.2.0 has now been released and includes the bump strength and gamma for texture nodes

380
bump intensity is missing.

I just had another look and it is missing from the texture node along with some other parameters!  Will do another release probably later today.

381
My sample scene is going very well so far, actually almost finish...

Some wishes and questions also  may be help you to plan your priorities:

1. I wish to use some nodes especially color correction, bump map node, normal bump map node etc.  If I changed Corona mat to node, bump intensity is missing. Bump node and some cyclelish math nodes might be help. I think they would be implemented over time.

2. What about Corona displacement, couldn't find it under modifiers. How can i solve displacement problem for now? Any idea?

Overall, good to feel Corona's power with Blender and I wish other Blender users support this topic. Come on guys, Corona rocks!  And I've still  hope Corona devs support Blender addon developer officially...

1.The nodes that are there are all the control that I have, there is a math node already though it doesn't have quite the same options as cycles.  Any more options will need to be raised with the corona Devs.

2. Corona uses adaptive displacement based on pixel sizes by default, so you add in the bump/displacement map then in the render settings adjust the displacement parameters.

Thanks for the suggestions though keep them going.

382
No I haven't figured out the right light mix parameters just yet maybe the end of next week

383
Thank you very much  for your awesome work, won't be ignored by the community so sure...

My main problem is, viewport shading is not working for me. Couldn't see the textures actually.

And a question:

Any info about interactive rendering?

Could you provide the logs/terminal output for any errors you have.  The usual error is not providing an export directory so that I can write out the temporary files needed for Corona.

As far as interactive rendering, that isn't really possible without a lot of work from Corona renderer and the exporter and even then it won't work because it just isn't integrated into blender. 

Besides the Corona standalone provides some valuable tools even during rendering (regions etc.) that it isn't really desirable anyway.

384
Works very well. I'll make a nice interior render asap as well and test your every version from now on.
And waiting commercial release of standalone of Corona, I 'm in...

Excellent, thanks to all for your help testing, I am primarily a developer and we all know how artistic developers can be :D

385
@jKLman, thanks, I did build on the awesome work that Joel did and tried to keep the changes to a minimum where possible.

There were lots of changes to the material definitions so not surprised that some features didn't make it across to the newer versions of Corona.

That is a great scene and the chocofur website has some great information on working with corona and blender.

386
Click the add material node tree button and on another view set it to the node editor. Then there are three buttons on the node editors toolbar to choose the texture icon. I can't send a screenshot right now but maybe tomorrow.

387
Excellent tests.

The node versions of the materials are much more tested usually but I will fix any issues you find asap. 

Ray invisibility will be removed from the simple material panel as it can't be easily supported there.  It is supported through the node tree.

Keep the issues coming

388
@burnin the difference between 9bc047e96d17 and 386ff57bc6c5 were readme changes made through the bitbucket website (makes for easier image uploads) the actual code is the same in both, apologies if that is a little unclear.  I will always tag commits that have code changes so you can be sure that the latest tag is equivalent to the latest master release.

@riofranco there is a latest.zip link on the first line of the home page that will always give you the latest released version.

You can verify the version by the included version.txt file in the download.

389
Finally I took the time to make a small test comparison ;)




Lot of differences, but if I did it right, the same material/render settings were applied, I join the both files version here http://www.filedropper.com/coronaversionscomparison

Try the latest exporter version, the primary/secondary solvers are displayed in the UI correctly now, use the Progressive Renderer type and Path Tracing primary and UHDCache secondary, this gives some pretty good results by itself, then if you turn on Full denoise instead of just Fireflies it will smooth the results out (don't forget to use the stop button and then it will apply the denoise)

390
Yes exactly, apologies,  Having some sample materials was one of the first things I identified as needing attention (https://bitbucket.org/coronablender/render_corona/issues/4), though getting all the features working first has taken priority.

The creator of chocofur has kindly given me permission to include some of his base material setups in the exporter, that should happen fairly soon.

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