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Gallery / Re: The Escalators
« on: 2018-02-09, 11:03:42 »
Nice one !!!
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You can find a sample batch CIE script at the very bottom of https://coronarenderer.freshdesk.com/support/solutions/articles/12000030886
testing the rc3, Automatic vertical tilt in corona camera does not work in walk-through mode...can add support? i usually set up my camera frame this way... also problem in rc2 still exist in rc3 in mouse scrolling instead of zooming its scrolling up and dn until you click the vfb image...
yes, it is fixed in new daily. As I said - the material editor sphere it waaaaay too low poly for production, so I disabled terminator handling for it, as it was kinda extreme
Whoa, I can assure anyone I saw like zero difference in actual scenes with terminator fix. And it helped my life tremendously as I suffered from it on pretty much every single fabric and I use those a lot. Often, even subdividing meshes into hundred million (yes, for bed and stuff).
No need to panic because the mat editor shows weird behavior, the light setup is weird there anyway.
Terminator fix is the best thing that happened to Corona, no need to worry about anything, it's been months that I've been testing it.
The terminator fix was introduced to suppress visible artifacts where the shadow 'ends', you had to subdivide geometry to get rid of it before. The terminator fix will now more or less hide them by shifting the shadow slightly. Depending on your geometry and lighting setup this can result in noticeable differences between old and newer Corona versions. Most of the time you won't see it, however.
To disable, get the Development/Experimental Tab to display in Corona's System Settings, and look for the Shadow Shift parameter: 0 - terminator fix enabled, 1 - terminator fix disabled.
It's not only about low poly spheres. Check out the images from my post here: https://forum.corona-renderer.com/index.php?topic=17230.msg108730#msg108730
Imagine an abstract situation where in a new version of Corona each render would come out a bit different - for example with a slight blue hue for some reason (let's assume there was an issue with white balance, whatever). What we have now is different output in the material editor (no blue hue), and different in the final rendering (blue hue). I cannot understand why we want to have different result in the material editor, than in the final rendering, even it it's consistent with what we could see in the material editor in older versions. Shouldn't consistency between the material editor and what is actually rendered be the priority??
I still don't get it why we want to have different result in the mat editor than in the final rendering.i have my own standard materials which the looks in mat preview sill stay the same for years.
but if now i see it brighter than what i used to see then i just simply feels something is going wrong with my material settings even though i know that everything is okay. :)
and its not about the different result we get in the final rendering because i believe we will never renders low poly sphere in actual production ever. ;)
I am not aware of any changes like this. Maybe your materials in 1.5 were using some "legacy" switch?I will have a look, Maru, but to be clear : i've installed the 1.6.2, open a already setted scene, and just duplicated the shader...
You can increase the quality of material editor previews in system > system settings, and there are also some string options to affect the lighting in the previews: https://coronarenderer.freshdesk.com/support/solutions/articles/5000518663-string-options