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Messages - racoonart

Pages: 1 ... 94 95 [96] 97
1426
[Max] General Discussion / Re: Material Converter
« on: 2012-09-11, 13:31:42 »
It would be nice if you could leave your code unencrypted. Related to their "TODO" naming, Corona Material maxscript functions will sure be changed somewhat soon and it would be much easier if such a converter could be improved by several people.
I started writing a converter too this weekend but there are 1 or 2 map slots which are not working properly and I'm not finished supporting finalRender and MentalRay materials. I also included converting maps (like vraydirt, vraycolor, etc) but there seem to be some native max maps which will lead to a crash with corona. I'm still trying to figure out which ones.

1427
[Max] Resolved Bugs / Re: DeadClowns Buglist
« on: 2012-09-11, 00:13:03 »
Found some other weird things here:
- Some sharp edges on smoothed surfaces. Seems like some polygons which share a specific angle are not smoothed correctly (best visible in the directlight pass)
- 3dsmax crash when viewport is set to a corona sun
_Keymaster: FIXED
- Some random objects (in a scene with many many instanced objects) don't have correct uvw coordinates, resulting in wrong mappings. Some seem stretched, others seem to place the whole bitmap on each of the objects polygons. I'm not sure if all of these instanced objects have the same stretchings but it looks like they do. It renders correctly in other render engines and maps are correctly displayed in the viewports.
_Keymaster: FIXED

I can provide some images if that will help to nail down those problems

1428
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-10, 18:29:10 »
Awesome! That's great news, I'm looking forward to test that ;)

1429
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-10, 18:26:09 »
I fear it's not the latest, I've got 30th August here.

1430
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-10, 14:45:23 »
Are you using the alpha v2 ? I'm using a later version so that may have changed or be a completely new setting :-/ . I have a "Lights" group here with a "samples multiplier" spinner.

1431
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-10, 13:58:13 »
Ok, I will prepare some images this evening.
I noticed that much higher values for GI and Light samples work much better here. 20 for GI and 64 for Lights give a pretty clean result.
I've been testing several combinations of high sampling values which result in less and less passes (in the same time). The lower those sampling values are the more passes it will reach - but Rays/s will decrease (from about 2.600.000 to 1.600.00). As far as I understand the technique behind those passes and samples relationship it means that a pass is the "time it takes to go through every pixel in the image" and samples are of course the number of rays shot through every pixel.

1) My question is: Is it correct that it is faster to have high sampling values (and reaching less passes) than having a lower sampling setting and reaching more passes (which I think would result in a better antialiasing result but more noise in lighting and GI)

2) I've been using HD cache for secondaries now but I noticed slight lumincance differences between several renderings, which will result in flickering animations. I have set "Max records" to the highest possible value but I suppose I will need to increase "Pt samples" for a more stable solution. What do you think is needed to get a clean solution?


1432
[Max] General Discussion / Sampling Worklfows
« on: 2012-09-09, 19:43:43 »
I've been testing a really heavy scene the last couple of days. 56.000.000 instanced polygons, about 7.000.000 unique. It's a cathedral with lots and lots of very small openings (windows) everywhere. I had big problems to get acceptable rendertimes with normal engines like vray etc. Now, after serveral renderings and different tests of various settings I'm getting better rendertimes with less noise.
Currently I'm using (besides the defaults):
Pathtracing as primary GI solver
HD Cache as secondary GI solver
Subpixel AA: 2
Display AA: 5
GI samples: 4
Lights group, samples:16

I've noticed that most of the noise is in the direct lighting pass, so i decreased GI samples and increased Lights samples. I think i'm getting a good balance now - more or less the comparable amount of noise in direct light and GI passes.
Now I'm wondering if there are some techniques to make it better. For example, I don't know what subpixel AA exactly does (since it's not explained somewhere).

Thanks for any suggestions ;)

1433
[Max] Resolved Feature Requests / Re: deadclowns wishlist
« on: 2012-09-06, 17:32:22 »
Don't get me wrong here. It's more than ok to follow the "we don't want to do fakes" agenda. If that will keep the renderer fast and streamlined I'm supporting that idea. I know there are several ways to do this behavior - it's just a little bit of extra work, setting up some extra passes to do it via postwork for example. If you choose to avoid fake techniques then, please, stick to that idea!

1434
[Max] Resolved Feature Requests / Re: deadclowns wishlist
« on: 2012-09-06, 16:17:25 »
Quote
Displacement should never make holes, if the base geometry is sane and it has single smoothing group. Try using single smoothing group for your model, or at least the displaced parts
That's right, there are no holes on areas which are sharing the same smoothing group. My request is to keep the boundaries between those groups closed. Example: Simple Box primitive with a noise map in the displacement slot. Each of the 6 sides will be offset in their normal direction and the borders will break. Vray & finalrender have an option to keep those borders closed.

Quote
Why do you want reflection dim distance? That is one fake I do not want to implement, because I see no use for it. The overall attitude is that you should be able to get by in Corona with minimum fakes, because the renderer should handle most situation without them.
Personally, I don't like it either, but some of my clients do. I had several "shiny white apple-look" product animations lately with an object on a white reflective plane and some of my clients like strong reflections near to the object which are fading very fast to white (or whatever color the background has). It's just kind of tricky to do that later if you're not able to set this up in your materials.

1435
[Max] Resolved Feature Requests / Re: deadclowns wishlist
« on: 2012-09-06, 14:38:45 »
mhh.. okay, I could have sworn the arch&design material would behave like the Vray mat. But I don't use it really often so I'm sure you're right.
I'm pretty happy with vray handling it's glossiness but I think it's all a matter of habit. I didn't expect you would want to change it anyways ;)

1436
[Max] Resolved Feature Requests / deadclowns wishlist
« on: 2012-09-06, 13:21:18 »
There are some minor and major wishes I have for future versions of Corona:

- a button to save beauty and renderelements in one go (as in vray)
- AO map - distance mapslot (great thing to make those rotten buildings look)
- glossy reflections values linear. Currently it looks like the glossiness curve is more of an exponential function. It would be a lot easier to "guess" the right values if it would be a more linear way (vray & mr are linear, finalRender is like corona here)
- anisotropy with world axis (it's uvw coordinates right now, right?)
- diffraction/obstacle map/colored aperture maps
- matte-shadow material/ object properties
- visible in reflection switch in object properties
- pflow support
- world position renderelement
- keep continuity for displacement
- reflection dim distance
- spherical (360*180°) camera
- aperture, exposure, white balance settings in camera
- affect GI / reflections in corona lights
- direct lights / ies lights
- Endless plane primitive object

1437
Gallery / Re: Humming-Top
« on: 2012-09-06, 13:13:11 »
In Vray I normally stick to summed area and a blurring of about 0.25 which seems to be a good compromise between sharpness and harsh edges in animation. But yes, Corona seems to do a good job without even touching the blurring ;) .

1438
[Max] Resolved Bugs / Re: DeadClowns Buglist
« on: 2012-09-06, 13:08:08 »
Thanks a lot for your explanation. I didn't know there was such a technique as xyz. It sounds convincing! I thought about this blue color - orange light mixing too but I'm accustomed to this rgb look from vray and other renderers, so it looked a bit weird on first view ;) I'm sure it's a good technique so I'll do some experiments with it.

1439
[Max] Resolved Bugs / Re: DeadClowns Buglist
« on: 2012-09-06, 11:31:41 »
I've prepared a little scene (no maps) which should be perfect to test those things. The scene is saved with alpha v2, the 30.8.2012 version is made by opening the scene and pressing the "production defaults" button ;)


1440
[Max] Resolved Bugs / DeadClowns Buglist
« on: 2012-09-05, 23:16:03 »
I will use this thread for further bugs I may find (if that's ok).

build 30.8 2012
- 3dsmax crash when map in emission slot
_Keymaster: FIXED
- 3dsmax crash with multitexture map in diffuse slot (which is a plugin but it would be awesome if it would be supported)
- corona light (rectangle mode) is only creatable in one direction (1st click and drag to several directions). In my opinion it would also be more practical if the light was created with flipped normal direction (currently its pointing towards the camera, so i have to rotate it about 180° everytime.
_Keymaster: FIXED
- 3dsmax crash in scatter when distribution scatter objects frequencies are set to 0
_Keymaster: FIXED
- I noticed a very noticeable change in the look of the images attached to this post. Especially the bottom part of the humming top looks very purple now. Left image is alpha v2, right image is build 30.8 2012

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