Author Topic: Daily Builds 1.6  (Read 130981 times)

2017-02-14, 00:45:25
Reply #345

Dionysios.TS

  • Active Users
  • **
  • Posts: 766
    • View Profile
    • Evolvia Imaging
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
.

As I have the same problem, you don't rememeber which SW you uninstall?

Thanks,

Dionysios -


do you have itoo forest pro? I installed their latest beta and I updated graphics driver...

Thanks for getting back.

Where I have this problem, which I already reported some days ago, is at my home workstation which doesn't have Forest as I am using it only for simple interior works.

At my work, Forest is installed but I don't use a 4K monitor, so there everything is fine.

Thanks,

Dionysios

2017-02-16, 11:33:35
Reply #346

cecofuli

  • Active Users
  • **
  • Posts: 1577
    • View Profile
    • www.francescolegrenzi.com
On TRELLO page we read:

"Scattering on splines"

It's really great. But, I want to ask you if it's possible to us this spline  distribution PROJECTED on a surface, like multiscatter,
It will be very useful, especially when the ground isn't flat.


2017-02-16, 12:23:49
Reply #347

scionik

  • Active Users
  • **
  • Posts: 185
    • View Profile
On TRELLO page we read:

"Scattering on splines"

It's really great. But, I want to ask you if it's possible to us this spline  distribution PROJECTED on a surface, like multiscatter,
It will be very useful, especially when the ground isn't flat.


yeah
+1

2017-02-16, 21:19:21
Reply #348

SharpEars

  • Active Users
  • **
  • Posts: 103
    • View Profile
On TRELLO page we read:

"Scattering on splines"

It's really great. But, I want to ask you if it's possible to us this spline  distribution PROJECTED on a surface, like multiscatter,
It will be very useful, especially when the ground isn't flat.



+111!

2017-02-16, 23:16:25
Reply #349

FrostKiwi

  • Active Users
  • **
  • Posts: 686
    • View Profile
    • YouTube
There are 2 things that we did, I would rather not go into details as we might publish it as a paper. There is always something to improve, we just dug a bit into the math behind MIS.
Any update, on whether you plan to go through with the paper?
I'm 🐥 not 🥝, pls don't eat me ( ;  ;   )

2017-02-17, 03:01:41
Reply #350

Christa Noel

  • Active Users
  • **
  • Posts: 911
  • God bless us everyone
    • View Profile
    • dionch.studio
I'm seeing that coronascatter will be our "forestpack" in the future, and we'll have corona standalone apps which has VFB's postprocessing ability in 1.6 (I hope with render elements handling too), and there is a plan too that we'll have standalone DR which will do DR without max. with such of those features we will no need to spend more money to buy another plugin anymore.
the dev team they are just damn so cool :)
btw, I got a problem, everyday I work with low resolution monitor and without using windows scaling, and I just experienced that IR doesn't remember the last size / resolution, it randomly starts in higher resolution maybe it seems in full screen resolution, it makes the IR start very slowly. but I cant reproduce it and in every scenes it happened randomly I guess.

2017-02-17, 15:41:14
Reply #351

Dalton Watts

  • Active Users
  • **
  • Posts: 210
    • View Profile
Trying out DB 9JAN2017:

1) Interactive rendering is indeed faster! :)
2) Denoiser doesn't apply in the final render. :(
3) Final render is slower.
    110 seconds in 1.5.2
    113 seconds on db 1.6

More rays are shot in daily build than 1.5.2:
« Last Edit: 2017-02-17, 15:44:49 by Dalton Watts »

2017-02-17, 15:55:09
Reply #352

PROH

  • Active Users
  • **
  • Posts: 1219
    • View Profile
Hi. The "Denoiser not working" is fixed in the build from January 11.

2017-02-17, 16:06:51
Reply #353

Dalton Watts

  • Active Users
  • **
  • Posts: 210
    • View Profile
Thanks! Unfortunately i can't try that version since i'm on Max 2017.
« Last Edit: 2017-02-17, 16:24:50 by Dalton Watts »

2017-02-18, 05:00:16
Reply #354

snakebox

  • Active Users
  • **
  • Posts: 493
    • View Profile
    • Snakebox Media
Thanks! Unfortunately i can't try that version since i'm on Max 2017.

The most stable and functional build right now is the build from the 13th of December last years. It has some of the 1.6 changes but not the bugged DR.

2017-02-19, 20:47:52
Reply #355

peterguthrie

  • Active Users
  • **
  • Posts: 250
    • View Profile
    • Peter Guthrie Visualisation
I confess I havent tried any daily builds since the last official release but was just curious to hear if the vignetting in the frame buffer is useable yet?

2017-02-19, 20:54:52
Reply #356

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8833
  • Let's move this topic, shall we?
    • View Profile
    • My Models
I confess I havent tried any daily builds since the last official release but was just curious to hear if the vignetting in the frame buffer is useable yet?

Vignette haven't been changed. I can't recall that there would have been any comments about it from devs.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2017-02-20, 01:50:35
Reply #357

burnin

  • Active Users
  • **
  • Posts: 1537
    • View Profile
Using latest daily standalone with blender.

Vignette in VFB is working, tho control is limited.
Only Intensity is exposed.
No Falloff & Offset XY, although possible & working fine with blender exporter.
Would be nice if exposed in VFB since it's essentially done in post.
 
eg.
!!!Note!!! Wrong description: Offset = Falloff! (Exhausted, lost concentration... nighty-night)



« Last Edit: 2017-02-20, 01:57:49 by burnin »

2017-02-20, 12:02:47
Reply #358

peterguthrie

  • Active Users
  • **
  • Posts: 250
    • View Profile
    • Peter Guthrie Visualisation
I did some test renders to explain why I don't feel corona vignetting is usable yet. IMO vray does it pretty well, similar to camera raw with highlight priority. Corona at the moment just seems to darken everything equally.

Like I said, I haven't tested the latest daily builds so forgive me if this has been addressed already.

PG

2017-02-20, 12:46:40
Reply #359

Juraj

  • Active Users
  • **
  • Posts: 4762
    • View Profile
    • studio website
It doesn't do it yet.

It should respect both highlights and underexpose the corners  (it's less light penetrating) instead of darkening them 'level' like wise, which gives them that bland, overlayed look it has currently.
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
Behance  Probably best updated portfolio of my work
lysfaere.com Please check the new stuff!