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Messages - Naxos

Pages: 1 ... 11 12 [13] 14 15 ... 17
181
Gallery / Re: The Escalators
« on: 2018-02-09, 11:03:42 »
Nice one !!!

182
Gallery / Re: Cinematic Lighting Study
« on: 2018-02-09, 11:02:50 »
Very nice !!

183
As i look carefully, it looks like if the green trees are going redish, maybe a "color correction" missing plugin problem ?

184
Hello there,
I found a strange one :
- the scene is rendering ok locally ;
- when sent to backburner, the rendernodes gives a "-2" laconic error with 3dsmax shuting down itself ;
- when i set the light back to rectangular, it works...

3dsmax 2018, Corona 1.7.2

Any idea ?

185
You can find a sample batch CIE script at the very bottom of https://coronarenderer.freshdesk.com/support/solutions/articles/12000030886

Thank you, i did not know about this one...
Also, it would be nice to have such a batch into the GUI version.

186
Hello,

I have definitively adopted the CXR file format, and i would like to get a way to convert bunch of files within a folder from cxr to whatever (jpg, png, etc)...

For now i've made a small bat script (see below for those that would need it), but i think some easy scripts could be included into the gui version... a new menu item with "batch convert"...

Regards.

the script :
-------------------------------
@echo off
setlocal enabledelayedexpansion

set /p dossier= folder ? :
For %%i in (%dossier%\*.cxr) do (
  set nom=%%i
  set nam=!nom:~-0,-4!.jpg
  set num=!nom:~-0,-4!.png
"C:\Program Files\Corona\CoronaImageCmd.exe" !nom! !num!
"C:\Program Files\Corona\CoronaImageCmd.exe" !nom! !nam!
)
------------------------------
just copy that in a filename.bat file and start it.

187
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-01, 12:01:20 »
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...

Igot the same issue with regular 1.6.x release, with a max' physical cam... I had to animate manually the vertical shift every 50 frames...

188
Hello there,
When i was using Maxwell render for animation projects, i often used to send two renderings in the queue : one at low SL (basically few passes) for the whole anim, then a second one at final SL value in a "resume" mode...

The idea is to get quiclky all the animation frames to be able to start post and montage, while the final frames are rendered. Once the long final render is ok, i just have to tell Nuke / afterFX or so to replace files, and voilĂ  !

I know Corona has a resuming feature, but will it be only within the current scene opened within 3dsmax on the main PC, or can we tell corona render to resume renders via backburner ?
If not, here is the feature request ;-)

Regards

189
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

So, maybe it is not a bad idea to let us choose between several matID scenes regardless of the need...
Don't know if 3dsmax let us do that, but maybe...








190
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.

I want to believe ;-)
Just fix the material editor scene so it is nice again ;-)

191
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.

Nice... Will it remains with the max scene file ?... So some older scenes are off and newer ones are on ?

192

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??

You're right, Maru, but the fact is that the matEditor is no longer nice and pleasant to see...
I did not understaood why there is a difference, but i guess it is a way to render faster or something ?
I just hope old scenes will not render brighter now (i have customers that need to get consistant render over time)...

Vray did that kind of bad surprise to all of us several times, asking "do you want to render as before or as now"... or close to that...
VERY confusing...
With that customer, we have spent a lot of time to validate colors with vray 2.xx... and all was faulty when 3.0 came... we do had to re-validate all the stuff... And when 3.2 came out, all was again bad and we had to validate for the third time... as you may  guess, the customer was not happy and did not want to pay those extra time...

I'm about to ligrate 100% to Corona : this only one last customer left on Vray for now (as you think, he is the biggest of my customers), and i would not want to get some problems like that in the future...

So, maybe it would be good to get an optional parameter for "terminator fix" on / off, that would be included in the scene, so i can open old scene without any problem and render as it rendered before...

BTW, can you (shortly if you don't have time enough) explain wht is "terminator fix", and why it is needed and wanted... ?

Regrads

193
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. ;)

plus, the lights in the main scene are not likelly the same that in the mat editor...
Personally i use the mat editor vignettes to see how the shader will look, keeping in mind that it will probably be different regardless of the scene's lighning... But i like to think that my shader is good because of the neutral-ness of the mat editor scene...
That is why i've started this post, because once 1.6.x installed, i've felt like it was no more the case...

Also, maybe it would be nice to get some extra scenes (not only 3dsmax's sphere / cube), like they do in Maxwell : some cloth, some floor, some SSS-ready scenes... Clever !

194
I am not aware of any changes like this. Maybe your materials in 1.5 were using some "legacy" switch?
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
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...
So the new shader is the same, but the icon was re-rendered, with this difference...
The scene renders the same, just the shader-ball is affected...

195
up...

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