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Messages - lupaz

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16
Hi! Sorry to barge in here. I want to share some info about the script which I started to use after buying the Pulze. It helps to set up lights and control the cams in our fave CoronaRenderer.
 
The script is called Environment Per Camera by HaikoVisual.
 
If you want to know more and buy it, you may find the full info and contacts here: https://haikovisual.pro/scripts
 
I bought the script using the promotion code CreatorsDays. It may still work. I personally appreciated no subscription mode, possibility to use Overrides, and compact interface. The script provides full functionality for linking the lights to the cam and many more. You may find a functionality description on the link above.
 
I bought the script 8 months ago and use it every day in my architectural visualization projects. I'm also satisfied with the support and the fact that I can reach the developer and suggest some new functions.

Thank you! Nice find.
Why on earth don't scripts' creators publish on scriptspot is something I don't underrstand.

17
Hi,

I was looking for a way to use a spline to generate a mask. The spline would be the boundary for the shape and it would be projected onto the object I need a mask for.

Currently with CoronaDistance you'd need to use a volume AFAK, which can be messy and you'd need to set it to not-renderable and show as box if you don't want to have an annoying volume.
It would be interesting if there was a mode in CoronaDistance that allows to use a spline in projection mode without having to actually extrude the shape.

3DS Max's ShapeMap is slow to render with Corona.

Here's a discussion on Stack:
https://www.facebook.com/groups/stackthis/permalink/2125242507822234/

18
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2024-03-06, 16:41:10 »
Thank you. Any improvement to coronaPattern is very much welcome.

19
I just tested this again and it doesn't happen with the current Corona version.
In the past I was unable to see the actual resolution of an image on the viewport with coronaBitmap.
Not anymore.

20
Whenever I need to see a bitmap in detail in the viewport I know I need to use a regular bitmap node.
I thought that was a known issue with coronaBitmap.

21
...
Edit: Specifically how to remove this clear reflection without using roughness. see attached.
EDIT 2: And without using fake anisotrophy
Yeah that area is not looking good, same for the harsh reflection/highlight cutoff on the right box. What would be needed to get rid of these?
At least similar fireflies are there in Fstorm too, these would be my main concern in both renderers, wonder if they'd clean up without clamping highlights.

To be fair with Fstorm I only rendered that for 1000 Fstorm passes (not much), while I rendered the corona version for 250 Corona passes (should be enough).
I'm pretty sure Fstorm would eventually clear the fireflies but I don't think corona could.

22
Thank you.

Here I did a test in Corona and Fstorm.
250 passes with Corona.
To me it looks like the detail of the texture is lost or clamped in Corona (first image).
In both the mapping and texture are the same.
In both cases I used zero roughness.

The archive is here:
https://we.tl/t-jOyW2VVMkE

I don't think that the detail is lost in Corona.
Even if the material setup is virtually the same, render engine may have different calculation algorithms.
I would say this is simply about artistic control - getting the look you want in any render engine.

Since you guys make videos a lot, I'd be interested to see a video dedicated specifically to creating realistic clean metallic surfaces. Not cylinders but flat surfaces. Thanks.

Edit: Specifically how to remove this clear reflection without using roughness. see attached.
EDIT 2: And without using fake anisotrophy

23
Thank you.

Here I did a test in Corona and Fstorm.
250 passes with Corona.
To me it looks like the detail of the texture is lost or clamped in Corona (first image).
In both the mapping and texture are the same.
In both cases I used zero roughness.

The archive is here:
https://we.tl/t-jOyW2VVMkE

24
I wanted to bump, no pun intended, this thread and see if this will ever be possible in a render engine like Corona.
Is it even possible with Vray CPU or GPU?

What I'm talking about is to have a bump map to create brushed effects like in real life, the way Fstorm does it.

25
[Max] Feature Requests / Re: The most wanted feature?
« on: 2024-02-20, 15:23:44 »
Im sorry for Over simplify things but corona 12 dont seems that good for 6 months of development

If I were you I would delete your post.
Criticizing programmers without knowing anything about programming or how long each thing takes...Doesn't look good on you honestly.
BTW, your website isn't working.


EDIT: I mean, other than version 7 that had "only" the new PBR material and it took a year from one version to the next...



26
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2024-02-15, 17:35:11 »
- Cryptomatte masks (if this could work also for selective denoising, even better)
- Allow creation of folders in the main layer stack in VFB
- Add the ability to select and move multiple layers into a folder in VFB
- Post chromatic aberration in the VFB
- Highlight/Shadow clipping warning

I like all these.

I just want to say that you guys did a really good job with the Corona Lister and I'm hoping to see more of that UI design in the new VFB.

27
Thank you everyone.

28
Too high an albedo value can affect render times too, so there is a bit more to it than the artistic look. You can use the albedo render pass to detect any problems (it will show you areas where the albedo is too high AFTER the texture has been multiplied by the Level). Hope this helps :)

Hi Tom,
Thank you.
I don't think you understood the topic though.
I can rephrase it if needed.

29
when creating Albedo textures from scratch as per the pbr guide (which is well worth a read),

I really think I need to take a look at this PBR thingy in more detail.
This was a great suggestion because it seems it'll help me understand how to manage the brightness (and color profiles maybe) of my textures to fit in the new standards.


30
There's probably more I could rant on about but these things alone would create a huge problem, not to mention some people have requested they can increase the level beyond 1.0 in Corona, so there is other use cases as well where people want the complete opposite.

That was me too! LOL.
I still think it would be useful.

So in other words, here is where the art vs science limit is. If it looks good, it's good.
I'll do some thorough testing and see what looks best on a certain scene I guess.

Thanks James.

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