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Messages - hldemi

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31
Pokoy

Listen, 3ds max is same for all render engines and yet all other engines merge fine with IR open. So its only logical to expect same from the exception.  Its big inconvenience at least for me. My workflow revolves around stopping and starting IR over 100 times during the each scene making and its big distraction from what I do. I need to be concentrated on creation of art and not to worry too much over something that can crash my scene in each of these 100 instances. So speak for yourself.

32
Hi guys,

I know this one is taking a while to fix, but we did not forget about it.

In the v6 daily builds there is a partial fix/workaround for this. The IR will automatically stop when the objects are merged, so this will avoid the crash.

I will let you know when I have some further updates about this.

Cheers,

Rowan

Thanks. This is actually all the fix I need. Since often I get so excited and into creating the scene that I just forget to stop IR and then I lose part of progress and have to restart the max. Its frustrating. The way you describe part fix is all I need. Cant wait for Version 6. So happy now.

33
I have the same problem (corona 5 3ds max 2021) only corona 3 works fine.
Please solve bugs quikly!!!!

Everybody is having this bug since Corona 3 as far as I know. If anyone does not , I would like to know .
This also seems like insanely hard to fix since it takes so long. I cannot fathom why but I trust Corona team that its hard. Those bugs are not intuitive in their complexity to solve.

34
What I noticed about GI vs AA is that lowering the value is very similar to lowering the passes. For example I use 20 passes for IR as default. When I lower GI vs AA to 8 I get almost identical image as default GI vs AA value at 8 passes. So its easier to just lower the passes since this does not impact my non IR rendering. Both takes same amount of time to finish too.

35
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-22, 02:17:05 »
Lolec can you explain why are new features harder to implement if more users are using engine in production ?
I dont get the correlation. Would it not be the opposite, the bigger the user base, the more money, the bigger and more talented team, the more features. No ?

36
Definitely agreed. I mean, its not hard for me to rework all the mats but its irritating anyway. Fstorm is fairly big now and rising fast.

37
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-14, 19:06:52 »
Thats totally true. However I think that we as viz artists should not focus on natural look per se. In my images I always strive for the mood. If I want to to get the mood of Tokyo bordel in 2254 I would go for the oversaturated artificial lighting. But in a context of arch viz, you are absolutely right, looks that mostly please clients  are well lit, natural, airy and welcoming looks. Thats why if you are viz artist, arch viz will be mostly limiting. This is partly the reason Alex Roman got away from archviz for a while.

38
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-14, 18:40:52 »
Yeah but I am talking about industry standard physical ray tracers of modern day. All those engines are capable of creating images that would fool even most experienced eyes. If just for a second.

Regarding red lights. Yeah but orange is totally different story. Even at lowest point of sunset, light is still orange-ish. Also artificial can be equally photorealistic . Any light thats saturated more than lower 20% of the pallet looks artificial. This is why low contrast, desaturated images looks more natural. And again both can be photorealistic.

39
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-14, 17:32:01 »
Thats because red is not usually dominant color in nature. Blue is sky and seas. Green is well rest of earth for most time we as humans evolved. So normally our eyes perceive those colors as more natural. This however is just a rule to get to photo-realistic image easier.  Its does not mean that reddish images cannot be extremely photorealistic .

To me, it does not matter much. One should strive to improve himself, render engines are fine :D

40
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-14, 16:31:52 »
@hldemi can you post a screenshot of the tonemapping settings for this shot, including any LUTs or curves that were used, and what was the light source(s)?

Sure. Its in attachment, I just did 20 passes in this SS. Original render took around 5 minutes.

As a LUT I used barnet from DELUTS 4 collection. It just give a bit of contrast and warmth. As you can see curve is just to for black. Always a bit up, I hate crushing blacks.
Light is extremely simple, only 2 light sources, corona sun and corona sky. Corona 5 not C6 daily.

41
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-13, 16:28:28 »
Designman77, gave myself a go at empty apartment rendering. Also HC 0.7 but went with soft blacks in curves to get filmic feel.
I feel that contrast need to be lowered far under 1 if we go with very low HC values.

42
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-11, 20:47:03 »
A sub-topic that - in my opinion - is very important in this context, is the highlight compression. This would deserve a special attention from the devs.

From electronic music recording, some of you might know compression and... really great compression like for example that from UAD.
"Normal" audio compressors brutally cut away frequencies, leaving behind a dull and deaf sound without details.
A similar effect I see in digital picture compression.

Question: is it technically possible to program a HC that compresses while still leaving much details?
Or the same behavior for the Filmic Highlight - especially handy when using HC lower than 1.

At the moment, either you crank up the HC and land in a dull image, or you lower HC, get way nicer lighting but the Filmic Highlight has to be pushed up to brutal values as compensation,
so your highlight lose most details.

I figured that filmic highlights on 1 reduces all of the light dynamics but real magic happens at values infinitely close to 1 haha. around 0.95-0.99 is sweet spot.

43
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-08, 15:56:30 »
This is really hard to do. Fstorm vs Corona comparison that is.

Only right test would be to give same guy thats equally good with Fstorm and Corona to 3d recreate same reference photo with both engines. Then to compare those and to see how many steps it took for both to get on that level.
Personally I only care if both could do the same job equally well, I dont mind working a bit harder with one or the other to get there.



44
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-05, 23:39:11 »

Take a look at this also made in Corona ( you probably seen it already)
https://www.behance.net/gallery/42186689/Apoco77-House

What is similar to Bertrands scene is extreme highlight burn from outside ( by going under 1 HC ) . This however gives this dynamic range inside that is IMO worth the trade. And this burn can be bypassed by corona tonemap control texture map.

45
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-05, 23:27:24 »
I have bought this Bertrand Benoit scene ( see attachment ) and many of his cameras have 0.5 HC. This makes them much more realistic.


Ahaaaaa ! :)
Now I understand where all that dynamic in many top renders might have come from. At least probably in a certain percentage.
[/quote]

And Bertrand figured it out few years ago. Just compensate with lowering exposure and contrast since going with HC under 1 pushes those parameters up ( not on paper so it might bypass some other bad byproducts of those ). This might be a way to increase contrast without increasing contrast if you get me.

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