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Messages - antanas

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[Max] I need help! / Re: Refraction issues
« on: 2020-04-15, 20:35:57 »
Yeah, it has a refraction but it's not a native Cycles for max material - I used a regular physical one cause my knowledge of Cycles is limited at best.
You might be right about both of them cheating, no arguing there but we sure need that kind of cheating option in Corona too, otherwise dealing with such scenes which is impossible or rather unfeasible to do in corona at least when we talk about animations which Flavius needs doing, cause it would simply take ages to render on any kind of hardware if done physically correct - the water depth of 60m would see to that ))))

[Max] I need help! / Re: Refraction issues
« on: 2020-04-15, 20:13:17 »
Flavius sent me the scene to test it out and I rendered one of it's earlier versions in Cycles for Max and Redshift prior to that (sadly I didn't save the renders from rs)  - no such weird behavior in neither of those - maybe it's some sort or an Embree bug after all cause the renders who do suffer from that behavior are embree based (Arnold, Corona, Vray) which might explain it cause neither Redshift or Cycles (in it's gpu mode which I used) are not - not so sure about Art renderer though.

[Max] Feature Requests / Re: Physical Material Support
« on: 2019-11-24, 22:37:20 »
Not until corona gets roughness\metalness pbr support of it's own yet i really hope it will not just because this improved 2020.2 viewport makes working a lot easier and a lot more pleasant, but mostly cause of the fact what corona absolutely has to have full, game engine compatible roughness\metalness pbr material support cause it simply lost me to vray\cycles on some of the latest substance painter\unreal engine related projects i had to do and i dont like that one bit cause i like corona a lot more than those )))

General CG Discussion / Re: Human eye ISO and f
« on: 2017-11-09, 16:18:21 »
Human eye is super adaptive so it's almost impossible to match in camera's settings and that's why I requested a corona light meter utility a loooong time ago, vray and even mental ray has those but corona still doesn't ( this thing
and that's how one uses the one built in into 3dsmax it
there are a plenty of other tutorials about those two out there this one is just the first I have clicked ))
As far as I know there are no other way to measure lighting in 3ds max in a more or less reliable manner and then compare that to the local lighting regulations or client's specifications - eyeballing it is not an option an option at all.

[Max] Feature Requests / Re: The most wanted feature?
« on: 2017-09-08, 18:06:31 »
I want it for a long time too )) - if done right and if it would automatically set and control corona's volumetric fog (as any decent atmosphere simulator should) it would save enormous amounts of time for people who do that manually now - no more eyeballing the fog values, compensating exposure, lighting etc for the loss of power fog introduces - just set some real world parameters and you're good to go )

[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-08-27, 20:17:29 »
Or better yet one material for both of them or cross renderer material support by default ))

[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-07-24, 23:55:15 »
Hmm I observed ram usage increase from 28-30gigs of ram up to 42gigs on that scene i'm working on - not a big deal but seems to be on 15%++ side of things yet speed increase is surely worth it )) Anyway that scene of mine uses some proxies, some forestpack objects and some displacement - well the usual wip mess of a scene so it's hard to tell what can be chewing that additional ram + one strange thing I observed while doing some 4k preview rendering of it - scene started to render using some amount of ram then it did displacement + secondary gi and went up to 42gigs (well more or less the usual thing) then it rendered to around 4 passes (around 10 min or something) using those 42gig and then, suddenly, while rendering 5th pass it jumped down to 36gigs - never seen Corona behave like this - maybe it's something wrong on my end and that initial bigger than +15% ram consumption increase difference I'm observing is not normal after all.

[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-07-24, 21:30:22 »
is it me or today's daily is a lot more ram-hungrier than the previous one ? cannot say nothing about speedup yet - heavy exterior scene lots of geo so it goes slow either way, need to do some dedicated tests but cannot spare the time for it right now.

[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-06-15, 19:05:14 »
Well that's why I didn't compare it to any photogrammetry (which I do quite a lot) soft or methods out there ))

[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-06-14, 18:39:39 »
Well yeah that thing is awesome, huge, heavy and probably pricey as hell - I didn't even bother to check the price even if I would surely want such a thing or at least some smaller cheaper and portable version of it )) anyway, some materials made using it might appear for everyone to use after some time + when you do some outsource work with some companies which own it or have access to it well you get the drift ...
The first video shows material library from Mitsubishi which is free and available to use even now, well not to us yet but still )

[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-06-14, 13:35:09 »
God, we need this
and that
in Corona too )))

Yeah know that one and as well as "hellish" mod mod Zorb but yours is light-years ahead in terms of user-friendliness and speed (which you probably know)) but thanks for suggestion anyway )

Hi there, maybe I'm a blind idiot and just simply cannot find it but I don't see any of CoronaAo parameters exposed in Batch material edit which might be quite handy when dealing with some monstrous materials such as this one - in case you are curious what this particular material does it's this old, a little mossy, crumbly, leaky, semipolished by constant walking on and generally nasty looking concrete material I've been trying to do some time ago )) Anyway maybe I just don't see those parameters exposed but I don't hence I write this request. On top of that it would be nice to have same batch control capabilities for CoronaRoundEdges and for CoronaDistance as well - the latter being not too necessary but why not - could save some time when dealing with some assets made using different system units etc. And thanks again for such a time saver which Batch material edit is. 

[Max] Daily Builds / Re: Corona Image Editor feedback
« on: 2017-03-28, 23:20:49 »
@romullus yeah you sure are right about "confusing controls in multiple places" for I constantly forget to set exposure controls in render settings to Basic photographic exposure thus constantly getting frustrated while trying to use those in camera and getting nowhere as a result - which occurs especially frequently when I'm overworked and the deadline is near )) this happened today hence my stupid F-stop related ramble so yeah sorry for that - I will delete that for not causing any confusion.

One thing to add to that - Ev and iso values in CIE ABSOLUTELY should work together not separately (+both CIE and regular VFB should have those 2 and F-stop controls as well but that's a different topic like you said above) - it doesn't make any sense like it is done now, see DSLR shooting in manual mode - that's what we should have in both vfb and CIE I think - otherwise it's too confusing. 

[Max] Daily Builds / Re: Corona Image Editor feedback
« on: 2017-03-28, 21:56:27 »
Nice thing for post render lighmix tweaking for sure, now make it exportable to a self sufficient .exe gallery kind of file (like say ACDsee has) which could be sent to clients with a possibility to set some easy to set and to use buttons to specific light mix pass combos which when sent to clients those stupid monkeys could press and get different lighting and even time of the day and well, picture me VERY interested )))
 @Flavius - yeah something like vfb+ or lenscare does with the help of zdepth pass but why use the "outdated crap" for that - maybe using Word position pass for that would make it possible to get blurring behind the transparent objects which makes zdepth pass based dof completely useless in such cases.

About F-stop well totally agree on that too - F-stop + aperture (I mean shape\amount of blades etc) both incamera one and in vfb\image editor one would be very handy to control both the post processing dof (if it will ever be added) and especially glare and bloom both power and shape of em.

DELETED - my overwork induced F-stop related ramble ))

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