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Messages - raumtaucher

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1
Try to render selected objects only in exr-File, this schould make a perfect mask.
pleae look at the example pictures.
on the right hand you can see how i comped them.

Please support me to convince Ondra to take selected object render pass in render Elements it would save many comp time and money.

2
[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-05-18, 15:38:56 »
My suggestion: get the render only selection as a render element instead of using cmasking_mask to cut objects from Beauty-Pass.
The problem always is, that in these cases the background has not a single color for comping with clear borders.
if you render a selection, then the selection has borders which are premultiplied to black. Aftereffects or Photoshop has no problems to paste them perfect on backplates.
In my examples you can see the difference of using cmasking-mask or render selection.
In case of render selection are no need to tweak the mask. Its perfect. With cmasking.mask you need to tweak the masks a lot. If you make color correction or comping new parts together.
For big print resolutions you can disregard the small borders, but in 1080P or 4k they have to be clean. espacially for motion blur or transparent materials.

3
No.
I don´t meant to render a mask of selected objects in Render Elements, you are right,  this is already possible

I meant to render a selection(set object id etc) in render elements instead of the "render selected" in scene tab of the render options dialog.
 
A Occluded Selection also but this is a hard challenge for the render process, right Ondra?(BTW Nice to have)

4
Right now we are working with different layers, for example, backplates and objects in the foreground for a flexible compositing workflow and change requests from customers from hell.

Rendering many different passes at the end of the production are a bug ridden challenge.

Corona is now rendering only the masks of selections(MatID ObjID etc.) in render elements.

It would be a killer feature if Corona is also able to render selections in render elements.

Example:
1. Main Pass clean backplate(Street)
    in Render Elements:
       Shadows(For people)
       Shadows(For cars)
       Shadows(For Bikes)
       Shadows(for Busses etc.)
These layers are now possible to render in different passes instead of one pass with render elements.

But it would be nice to have masked objects(like render selected objects) as render elements too.
       Cars
       People
       Bikes
       Busses

I hope it is not possible now and i did not recognize it. :-)
       





5
If you use Lightmix for many lights it would be nice, if i could bake the mixvalues into the emission power or lightintensity.
So after renderin in high resolution the filesize would be smaller.
Same with animations.
If i can key the emission values or light intensity, i can preview keyframes and mix until i like it. After baking and keying the rendered frames need less filesize than an exr-file with all layers.
Export as Photoshop would be perfect
I think that could be a killer feature for corona

6
Hey Ondra,
do you never sleep?

A happy developer is a good developer! ;-)

Most the time it is a true pleasure to work with Corona Renderer. You and your Team are doing really awesome work.

Solving issues like this one would make Corona Renderer to a real alternative Renderer in SFX-Companies.

If anybody shares a workaround for this problem, would make me very happy.



7
[Max] Resolved Bugs / Shadowcatcher catches strange "shadow"
« on: 2016-05-07, 20:55:14 »
The Shadowcatcher catches shadow which is not desired.
How can i switch this off?

In this Pic you can see what the shadowcatcher gets:


Alpha from Car wich casts no shadows(Object Properties)


Comp:



Testscene:
https://dl.dropboxusercontent.com/u/12194324/Shadowcatcher_Testscene.max

8
[Max] Daily Builds / Re: Texture baking prototype
« on: 2016-02-29, 17:58:56 »
I am also interested in this Topic.
The progressive texture baking from Modo seems to be a really amazing feature.

Examples where to use it:
If you need LOD(Level of Detail) Objects, it is necessary to bake texture and detailes from the HighRes object.
A good example is the tire of a Car.
The profile of a tire is a very complex mesh.
With heightmap for bump/displacement mapping or normal map for normal mapping, you can reduce the amount of triangles used for renderung very much if you do not need to go to close with the camera.

Regards André

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