Author Topic: Volumetric/SSS rendering playground  (Read 134768 times)

2014-07-26, 23:28:16

Ondra

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Just a bunch of random renders using the new volumetric rendering ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 00:01:01
Reply #1

claudiostacciarini

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Nice!!! Long life to Corona!!! :)

2014-07-27, 00:08:59
Reply #2

Ondra

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another one, with textured inputs
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 00:16:13
Reply #3

Chakib

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Beautiful ! I see also the nice render time is very short for such nice results, amazing work guys !

2014-07-27, 00:50:52
Reply #4

Ondra

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face sss
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 00:58:00
Reply #5

racoonart

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Interior fog stuff works quite well too :)
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-27, 01:34:28
Reply #6

kumodot

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I just Got the build can you guys lit me up about SSS use on Corona, and enviroment Fog ? I just saw a single Albedo color, A check box with SSS MODE and A value of "G" from -0,99 to 0,99...

     Is it everything needed ? OR do i have to use the Volume. The Albedo color has a MAP slot besides it but it´s showing a M like already mapped and don´t accept any click. Am i missing something ?
     
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2014-07-27, 01:52:36
Reply #7

kumodot

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ops. I guess i got it, i have to use CoronaVolumeMTL, right ? I was trying to use it inside CoronaMTL
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2014-07-27, 01:53:01
Reply #8

Ludvik Koutny

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2014-07-27, 01:54:01
Reply #9

Ondra

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I've updated the build
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 02:05:28
Reply #10

Ludvik Koutny

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Oh, and some one could be a hero and finally do that god damn orange juice! :D

2014-07-27, 02:12:56
Reply #11

kumodot

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I tried to use it with blend to have a reflection layer and as soon i plug it to blend node it seems to make the material totally transparent...Or it´s not working this way... Can you share your slate if it works for you guys ?
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2014-07-27, 03:34:29
Reply #12

kumodot

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Your Portuguese is worse than my english.
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2014-07-27, 04:20:57
Reply #13

kumodot

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I am getting good results with Volume SSS, but can´t get that difuse "refraction" look on the models, they are always looking like "Glass"...strange...
Your Portuguese is worse than my english.
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2014-07-27, 06:21:37
Reply #14

Chakib

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Oh, and some one could be a hero and finally do that god damn orange juice! :D

Testing, it looks a lot better now :D
« Last Edit: 2014-07-27, 06:33:28 by Chakib »

2014-07-27, 07:19:15
Reply #15

kumodot

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Ok...I don´t know how to use it right, but i am using it. :) Tks Ondra and Corona team ! \o/

   
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2014-07-27, 10:49:16
Reply #16

Ondra

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Use the scattering inside coronaMtl, it behaves the same as volumemtl and you dont need to use blend.

G is the same as vray phase parameter in the help you linked. Generally there is no reason to change it from defaults except when you are rendering clouds, then you should increase the value to get the silver lining effect - see attachment
« Last Edit: 2014-07-27, 12:47:39 by Keymaster »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 11:43:10
Reply #17

maru

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What is the correct workflow to make SSS work in the newest build? I can't figure it out. I was able to enable it in the first build, but now I'm lost.
Marcin Miodek | chaos-corona.com
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2014-07-27, 11:46:40
Reply #18

Ludvik Koutny

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What is the correct workflow to make SSS work in the newest build? I can't figure it out. I was able to enable it in the first build, but now I'm lost.

first set up absorbtion distance and color to define density of your media. Then increase scattering color to something non-black :)

2014-07-27, 11:53:21
Reply #19

maru

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And I have to increase refraction level, right? Or opacity?
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2014-07-27, 11:54:37
Reply #20

Ludvik Koutny

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And I have to increase refraction level, right? Or opacity?

Oh...  i usually set diffuse to 0, refraction level to 1 and IOR to 1.0, or use VolumeMTL, if i want just pure scattering. Or if you do some scattering in media, like water, then you use water IOR, so 1.333 for example...

2014-07-27, 11:56:25
Reply #21

maru

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Ok, I was just curious if it works only in combination with refraction. Got it. :)
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2014-07-27, 12:08:21
Reply #22

pokoy

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Really nice to see the progress, congrats!

2014-07-27, 12:16:25
Reply #23

Ondra

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Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 13:12:07
Reply #24

maru

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woohoo
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2014-07-27, 13:17:50
Reply #25

racoonart

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Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)

aaaah, wasn't aware I could use translucency too :) That's good to know.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-27, 13:28:41
Reply #26

juang3d

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What are those clouds?

It looks AMAZING

Cheers.

2014-07-27, 14:36:12
Reply #27

lacilaci

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blended skin...

2014-07-27, 14:38:27
Reply #28

Javadevil

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Great news, Corona keeps on impressing !!

Ondra and Jarda, great team !!

2014-07-27, 15:19:33
Reply #29

Tanakov

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I have the weirdest boner right now ..

Right now, at this moment Im starting a new saving account to save for corona <3

(Great job, super excited wow.. now do dispersion..)
Using Corona since 2014-01-02
https://www.behance.net/Gringott

2014-07-27, 15:51:31
Reply #30

racoonart

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the most common sss test ever ;)
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-27, 16:49:37
Reply #31

kumodot

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Nice Results Lacilaci !

    When i am using Blend the texture on CoronaMTL layer is toned down, cause the black parts and contrasts are being mixed with SSS... We can see this on the LeePerry´s brows, on the difuse image his brows are black, on blended result the brow are "brown"...

    On the tests i saw with Arnold render the difuse texture looks much  constrated... I will try to map the sss effect using Blend Masks, maybe it´s the way to go.

    I was looking in to Solid Angle site about Skin, but didn´t find so much extra tips...

https://support.solidangle.com/display/mayatut/Guide+to+Rendering+Realistic+Skin
   
    But now i am starting to see how to use SSS within CoronaMTL... So i need to use Refraction and Translucency as any translucent material but adding SSS calculations into account... Hmmm....Tks.
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2014-07-27, 16:50:55
Reply #32

kumodot

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   Thanks a lot for the extra info Ondra ! Are you going to add those tips on "ToolTips" ?

Use the scattering inside coronaMtl, it behaves the same as volumemtl and you dont need to use blend.

G is the same as vray phase parameter in the help you linked. Generally there is no reason to change it from defaults except when you are rendering clouds, then you should increase the value to get the silver lining effect - see attachment
Your Portuguese is worse than my english.
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2014-07-27, 17:55:32
Reply #33

Ondra

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already added ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 18:49:55
Reply #34

kumodot

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OMG, now i get it to work with CoronaMTL, just need to control opacity, refraction, Tranlucency, it´s amazing. :)
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2014-07-27, 20:22:33
Reply #35

Stan_But

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Cool, guys! It's a excellent improving of Corona!

Quote
Use translucency for SSS media (skin), regular refraction for scattering liquids (juice), and CoronaVolumeMtl or CoronaMtl with black opacity for media without defined border (fog, smoke, clouds)

Maybe would be good include this to first post?

2014-07-27, 20:42:37
Reply #36

d-3

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Ok First Test! still trying to figure out how this works LOL
Ondra come to Brazil and i will kiss you like a bicth kkkk
https://www.dropbox.com/s/gz877ehk3y43w60/corona_SSS_002.jpg
« Last Edit: 2014-07-28, 18:14:28 by d-3 »

2014-07-27, 21:30:38
Reply #37

Chakib

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This is a test for orange juice i did, there is a weird green tint produced by the juice as you see, I don't know if it's a bug or i did something wrong !


« Last Edit: 2014-07-28, 23:43:24 by Chakib »

2014-07-27, 21:51:54
Reply #38

Ondra

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this happens sometimes, the UI is not totally intuitive right now. We are trying to find out if it could be improved. You can try setting absorbtion color to gray

also sss mode checkbox currently has no effect
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-27, 22:50:33
Reply #39

maru

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Here is my orange juice.
Marcin Miodek | chaos-corona.com
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2014-07-27, 23:07:29
Reply #40

CiroC

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Is this available on the Daily builds? I would really really love to try this with vegetation. :D

2014-07-27, 23:49:05
Reply #41

Chakib

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this happens sometimes, the UI is not totally intuitive right now. We are trying to find out if it could be improved. You can try setting absorbtion color to gray

also sss mode checkbox currently has no effect

I see, I will try the grey color, also i will test my chocolate scene soon i always wanted to test sss on it :D

2014-07-28, 02:10:10
Reply #42

arqrenderz

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Corona Development is amazing fast!! cant wai to A8 or B1 !!!! are you planning on some typ of manual on the new things?? (sss, ambient fog)  Great to see the users uploading new and awesome stuff :)

2014-07-28, 03:12:59
Reply #43

kumodot

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  Volume fog using CoronaVolumeMTL is awesome, but it seems to be just 4fun/testing at this stage. It seems impossible to cleanup this. (Look the fog around the light source and the bounce of red color re-scattering back on the fog, this is amazing and crazy complex calculations i guess.

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2014-07-28, 04:38:58
Reply #44

kumodot

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Maybe my eyes are fooling me, but this SSS thing (Volume) looks that it´s doing and incredible work on refracted light, but it seems that reflected lights (specular) absorption don´t reacts as expected...

    It reflects like an ordinary material not like if its absorbing part of the reflection and scatering those "rays" of light/reflections into/inside the surfaces, making the specs smoother and with an sss look. I don´t know if i am being clear... It´s something subtle to explain...Don´t you guys feels that ? 
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2014-07-28, 09:19:55
Reply #45

Javadevil

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Okay had to do the buddha :)

Damn this SSS is super fast.

2014-07-28, 09:40:46
Reply #46

lacilaci

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Okay had to do the buddha :)

Damn this SSS is super fast.

looks transparent?.. is this volumemtl?

2014-07-28, 09:44:40
Reply #47

Javadevil

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Yep just playing with the SSS distance and G.

Another one without transparency

2014-07-28, 10:35:37
Reply #48

romullus

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Yep just playing with the SSS distance and G.

Another one without transparency
Are you sure? I think, i can still see through it ;]
« Last Edit: 2014-07-28, 11:28:41 by romullus »
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-07-28, 11:13:08
Reply #49

maru

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I think it needs IOR>1.
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2014-07-28, 12:00:47
Reply #50

Ondra

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the best way to make it completely not see-through is to use translucency instead of refraction
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-28, 12:10:35
Reply #51

Javadevil

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Theres no refraction, its set to 1.0.


2014-07-28, 12:16:35
Reply #52

lacilaci

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Theres no refraction, its set to 1.0.

you mean that IOR is set to 1.0 but you are using refractivity instead of translucency, right?.. You should set refractivity to 0 and instead play with translucency, absorbtion and sss color to get proper sss media behaior i think...

2014-07-28, 12:19:37
Reply #53

Javadevil

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Right I'll try that,
I thought the transparency was coming from the marble texture in the SSS slot.

2014-07-28, 13:21:12
Reply #54

Polymax

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not bad :) thanx Ondra and team!
Corona - the best rendering solution!

2014-07-28, 16:13:12
Reply #55

hydeman

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Haha the sss looks very nice ! when can we expect to try it? i've some characters who sure would love to have a corona sss treatment :D

2014-07-28, 17:18:15
Reply #56

kumodot

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    I am messing with the tests, and discovering things here... I could not get rit of the transparency on the edges sometimes (as bellow), but i was playing with Refraction/IOR and tranlucency,etc...

    I will try to not use Refraction anymore to have opaque edges... Take a closer look at this, and the edges on the yellow shader are transparent. :(

     And i am still suspicious about Reflection/Spec lights absorption/scatering.
   
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2014-07-28, 17:54:28
Reply #57

Chakib

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Ok like Ondra said i've picked the wrong color in Absrp, now it's good :D


2014-07-28, 18:02:25
Reply #58

maru

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I could not get rit of the transparency on the edges sometimes (as bellow), but i was playing with Refraction/IOR and tranlucency,etc...
Did you use refraction or translucency? But there is definitely something wrong with this. If there is a bright area (like area light or some highlights) behind and object with SSS material, the object becomes transparent or there is a lot of noise going on. But I think that's why there is a huge text informing you it's in an early stage of development. :)
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2014-07-28, 21:06:45
Reply #59

kumodot

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Nice results Chakib ! The Juice looks awesome.

    But take a look at the Straw, it's stills sharp even inside the fog. That's what's confusing me about this SSS workflow....
 
     On a Dirt Water/Juice, or something like that, the rays are messed and sort blurred in real life, but inside a FOG or smoke the rays aren't messed too much, so the objects with sharp edges inside the volume looks ok, but it i miss the refraction of thoses rays... Maybe using Refraction Glossness is the way to make it looks right ?
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2014-07-28, 21:35:43
Reply #60

Ludvik Koutny

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Yep, exactly. Basically, refraction glossiness defines how much rays scatter when they enter the media. In case of orange juice, they probably won't keep their initial direction entirely, as some orange particles will be very close to the edge of the surface, to scatter the rays when entering. So you can very simply just decrease refraction glossiness :)

2014-07-28, 21:45:09
Reply #61

Ondra

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Correct approach here would be to decrease the attenuation distance to make the medium thicker. The transition between juice and glass is still smooth dielectric, there should be no glossiness involved.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-28, 22:27:13
Reply #62

lmikkelb

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quick test.

2014-07-28, 22:31:27
Reply #63

kumodot

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   But is this Visually correct ? Or do we need to simulate particles inside the juice to distort/refract the rays ? It doesn't looks correct (visually) to me to not have refraction glossness inside atmosphere. Only if it's a non-liquid atmosphere (Air, gases or smoke looks correct).
    If we just decrease the Attenuation it will not mess with refraction rays direction just it's visibility inside the medium right ?

    Thiker /solid/liquid mediums needs low glossness refraction to look correct (to my eyes)... (Visually, not tecnically).

Correct approach here would be to decrease the attenuation distance to make the medium thicker. The transition between juice and glass is still smooth dielectric, there should be no glossiness involved.
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2014-07-28, 22:44:00
Reply #64

Ondra

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you can always fake it, but that is not what happens in reality. I would try to match it correctly first.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-28, 23:37:09
Reply #65

Chakib

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Nice results Chakib ! The Juice looks awesome.

    But take a look at the Straw, it's stills sharp even inside the fog. That's what's confusing me about this SSS workflow....
 
     On a Dirt Water/Juice, or something like that, the rays are messed and sort blurred in real life, but inside a FOG or smoke the rays aren't messed too much, so the objects with sharp edges inside the volume looks ok, but it i miss the refraction of thoses rays... Maybe using Refraction Glossness is the way to make it looks right ?

Yes you're right I see that now in another test i did and it's more realistic now ! ;)

2014-07-29, 00:41:05
Reply #66

cecofuli

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not bad :) thanx Ondra and team!

Polymax, nice render! But can we talk about rendering time? Why is it so high? And the noise is too much IMO.


2014-07-29, 00:48:35
Reply #67

kumodot

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  So it's possible to fake it with glossiness Chakib ? I want to see your new results with the juice. ;)
   

Nice results Chakib ! The Juice looks awesome.

    But take a look at the Straw, it's stills sharp even inside the fog. That's what's confusing me about this SSS workflow....
 
     On a Dirt Water/Juice, or something like that, the rays are messed and sort blurred in real life, but inside a FOG or smoke the rays aren't messed too much, so the objects with sharp edges inside the volume looks ok, but it i miss the refraction of thoses rays... Maybe using Refraction Glossness is the way to make it looks right ?

Yes you're right I see that now in another test i did and it's more realistic now ! ;)
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2014-07-29, 08:01:23
Reply #68

Chakib

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I've reduced the glossiness to the half and this is the result.

2014-07-29, 17:14:08
Reply #69

kumodot

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    Now You've nailed it Chakib ! :) Very nice !

I've reduced the glossiness to the half and this is the result.
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2014-07-29, 17:30:47
Reply #70

Stan_But

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2014-07-29, 18:45:47
Reply #71

Polymax

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not bad :) thanx Ondra and team!

Polymax, nice render! But can we talk about rendering time? Why is it so high? And the noise is too much IMO.


Thanx! About render time and noise - i don't know maybe refraction glossy give this result...
Yes, if use translucency instead refraction then speed up to 2 and more times. But this effect sss can not be achieved with trans..
« Last Edit: 2014-07-29, 19:54:58 by Polymax »
Corona - the best rendering solution!

2014-07-30, 06:02:36
Reply #72

Deivs

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first test...

2014-07-30, 07:01:06
Reply #73

d-3

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The CORONA Age of Characters has Begin!! :D

Hulk Test! the maps don´t help!

« Last Edit: 2014-07-30, 07:04:32 by d-3 »

2014-07-30, 08:19:37
Reply #74

d-3

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Ok Need some maps to help the SSS i Will try to do this tomorow! But I´m think this Shit are getting Serius!!! :D

2014-07-30, 09:36:03
Reply #75

vkiuru

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I haven't had my morning coffee yet and am still a bit fuzzy, maybe this has been answered before but can this be used to simulate long distance aerial fog with a box or a gizmo? What would be great.

2014-07-30, 10:49:45
Reply #76

Ondra

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yes
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-30, 17:31:42
Reply #77

Dimer

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Hi!!
My test SSS.

2014-07-30, 17:47:37
Reply #78

juang3d

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Just a bunch of random renders using the new volumetric rendering ;)

Regarding this first post and the cluod pictures, can this material be applied to a particle simulation so we can achieve a similar look to what the old afterburn plugin was able to achieve?

Cheers.

2014-07-30, 21:35:00
Reply #79

maru

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I haven't had my morning coffee yet and am still a bit fuzzy, maybe this has been answered before but can this be used to simulate long distance aerial fog with a box or a gizmo? What would be great.

Quote from: Keymaster
yes

But it doesn't work if camera is inside this box/gizmo, right?
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2014-07-30, 21:54:24
Reply #80

Ondra

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it will when you set that material also as the global volume material ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-07-30, 22:02:54
Reply #81

maru

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ooooooooohhhh shiiiiit
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2014-07-30, 22:08:48
Reply #82

fadlabi

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Congrats Corona Team for Volumetric/SSS shader
Waiting for the next build to try.

2014-07-31, 09:32:02
Reply #83

vkiuru

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yes

Personally this is a very, very wanted feature and I need to try it out as soon as I get done with my current job/project.

2014-07-31, 11:17:06
Reply #84

jjaz82

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little test.. for understand how interact all parameters i need more test but.... i love it :D

2014-07-31, 11:23:40
Reply #85

racoonart

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I don't know why but this actually looks tasty :D Maybe it's a bit too much jelly-bean-ish
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-31, 11:48:42
Reply #86

jjaz82

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I don't know why but this actually looks tasty :D Maybe it's a bit too much jelly-bean-ish
hahaha maybe because when I was doing this test I was hungry :D
you are right.. its a speedy test for start understand how sss works.
I must understand all interaction between translucency refraction and the new parameters of sss... :)

2014-07-31, 12:18:18
Reply #87

racoonart

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Don't get me wrong, I really like the shader ;) Maybe not what you had in mind but I'd keep it :D
Yes, it also took me quite some time to get a feeling for it.. the mix of translucency, refraction, absorption and SSS gives unexpected results at first, but it helps if you try to follow the ray shot at the object in your head and imagine how it is modified by the different parameters.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-31, 15:00:16
Reply #88

kumodot

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  Now, that we have more and more artists getting their hands on SSS Build, don´t you guys feels that FrontScattering and "spec/Reflection" Absorption still looks strange ? I know that´s a Work in Progress code/implementation, but i had this feeling and can´t see no one complaining about it. So i am starting to wonder if it´s something real or just my imagination...

     Testing side by side with Vray SSS2, i can feel the incredible BackScattering effect MUCH more than the fron Scattering. I had to make Blend Materials or tricks to get the specular/reflections to look smoother and better, but in Vray it still looks a bit better on this specific point, the specs has some feeling of absorbtion embed, like the front light gettin into the surface and spreading (I guess this is called front scattering, right) ? Maybe it´s a case of "G" Adjustment. Vray have the default Phase (Aka G, on Corona), not set as ZERO like on Corona. But i don´t know if its a direct relation of those numbers...

     
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2014-07-31, 15:43:39
Reply #89

jjaz82

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Don't get me wrong, I really like the shader ;) Maybe not what you had in mind but I'd keep it :D
Yes, it also took me quite some time to get a feeling for it.. the mix of translucency, refraction, absorption and SSS gives unexpected results at first, but it helps if you try to follow the ray shot at the object in your head and imagine how it is modified by the different parameters.

thanks for your suggestions, I really appreciate, I'll try to think like you said.

2014-07-31, 16:09:08
Reply #90

steyin

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Is SSS in daily builds only?

2014-07-31, 16:59:33
Reply #91

Deivs

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Hi guys,
I did more tests...

2014-07-31, 18:27:48
Reply #92

jjaz82

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other test for simulate jade stone

2014-07-31, 19:19:40
Reply #93

maru

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How did you achieve this look of cracks inside the object? Mapped refraction?

I'm a blender newbie but some time ago I found this:
http://agus3d.blogspot.com/2012/05/blender-cycles-ray-length-node-output.html

There is this Light Path node that, if I'm not mistaken, lets you control what happens to rays that interact with object - for example map the length of rays. Is this possible in Corona? Mappable absorption distance?
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2014-07-31, 22:48:54
Reply #94

Stan_But

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2014-08-01, 00:09:11
Reply #95

jjaz82

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How did you achieve this look of cracks inside the object? Mapped refraction?

I'm a blender newbie but some time ago I found this:
http://agus3d.blogspot.com/2012/05/blender-cycles-ray-length-node-output.html

There is this Light Path node that, if I'm not mistaken, lets you control what happens to rays that interact with object - for example map the length of rays. Is this possible in Corona? Mappable absorption distance?

interesting link.. in my case i simple put a map in translucency refraction and absorption channel.. tomorrow if you want i share the material.

2014-08-01, 05:06:46
Reply #96

kumodot

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   Today i was on the web and saw this image...
http://icdn2.digitaltrends.com/image/ifttt-2-625x1000.jpg
 I think... Juice ! Corona SSS. Lets go ! :)  I´ve changed a little bit. But it inspired me. I like the simple scenes too.
   So, i have a Juicy render now, too. ;)

   



     
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2014-08-01, 08:20:19
Reply #97

Stan_But

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2014-08-01, 10:15:41
Reply #98

jjaz82

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hi Ondra it si possible post this new material in CML site or is premature?

2014-08-01, 13:06:17
Reply #99

maru

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and my try with fog
Ok... But it's not really volumetrically thinner and thicker, just brighter and darker, right? Or does it mean the same? How did you do this, anyway?
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2014-08-01, 13:31:38
Reply #100

Stan_But

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and my try with fog
Ok... But it's not really volumetrically thinner and thicker, just brighter and darker, right? Or does it mean the same? How did you do this, anyway?

It's a BOX as media for material 'FOG'.
As you had wrote in here earlier with the camera in front of BOX. 'media BOX' with camera in it don't give the same result. Even if to set the same 'FOG material' in the Global volume material.

2014-08-01, 14:13:37
Reply #101

maru

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It's a BOX as media for material 'FOG'.

media BOX' with camera in it don't give the same result.

What. So it is a box or global volume?
I just wanted to know how you made it appear like there is volumetric noise in it.
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2014-08-01, 14:48:57
Reply #102

Stan_But

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It's a BOX as media for material 'FOG'.

media BOX' with camera in it don't give the same result.

What. So it is a box or global volume?
I just wanted to know how you made it appear like there is volumetric noise in it.

It's a box with a coronamtl tuned as fog. It's not a Global volume.
Noise in the fog - it's a parametric noise as the map of the scattering

2014-08-01, 19:45:27
Reply #103

jjaz82

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i upload jade material in CML site..

this is an other test to simulate other jade effect... i start to understand how work sss settings...

2014-08-02, 13:18:22
Reply #104

rafpug

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Wonderful
slowly will be the number one Corona (but already vers.5 ...)

great professional Ondra and staff!

2014-08-02, 18:44:47
Reply #105

Siahpoosh

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I am getting good results with Volume SSS, but can´t get that difuse "refraction" look on the models, they are always looking like "Glass"...strange...

it is because your model is not caped , sss need a volume for detecting thickness . see this example :



2014-08-03, 19:53:53
Reply #106

kumodot

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  Thank you for your valuable Tip vrMan ! Nice example. My problem was not about capped solids, was about the lack of glossiness on refraction. It always made the inner volume looks like Fog, not like a Dense "medium"),using glossiness solved it...  But thanks anyway !
 
    I still think that front scattering looks a bit strange, but i can´t figure out yet if it´s a problem with Shader setup, or the stage of SSS implementation. :) It´s incredible at it´s premiere. :)

I am getting good results with Volume SSS, but can´t get that difuse "refraction" look on the models, they are always looking like "Glass"...strange...

it is because your model is not caped , sss need a volume for detecting thickness . see this example :


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2014-08-03, 20:17:50
Reply #107

Ludvik Koutny

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If you could post some photo or reference from other renderer of what you are trying to achieve, i could try to make it and post the scene here :)

2014-08-04, 05:10:01
Reply #108

kumodot

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Getting there. Getting there. :)

     A friend made a Zbrush Sketch and i asked him to send me the Zbrush project to me, so i can test SSS with some cool Character. ;) Too bad i don´t have any UVW and any maps, i just put a Spherical map with some speckles, but i like the results ! :) With Glossiness/spec maps, and bumps, a peach pass (fur), it could be very nice ! where´s Corona Fur shader ? :( lol

     
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2014-08-04, 10:46:31
Reply #109

Tanakov

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Im so amazed by how SSS works with corona, its so simple, so good so understandable.

Keymaster will you marry me?
Using Corona since 2014-01-02
https://www.behance.net/Gringott

2014-08-04, 11:34:19
Reply #110

cecofuli

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If we look this thread, fur is on the 4th position

1: IR
2: Adaptivity
3: Better GI
4: Fur
5: DR

And, IMO, I agree about the previous points order.

2014-08-04, 15:19:26
Reply #111

kumodot

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    Corona SSS/Volumetric, is a GREAT chance to popularize the engine among a TON of new kind of artists, the creature/Character Artists. IMO Adam and Ondra, had to take care with this area. (Of course they know this). But , Otherwise, i am afraid people will see corona "only" as a great ArchViz tool. Wich is good, but i like a lot when i saw non-archviz stuff on Corona. It spreads and open another world of possibilities with it, but people only will believe if we produce good material to SHOW it´s capabilities on this area.

    Without having any public release with SSS embed is a huge downside for me. A Lot of friends never touched Corona, only because they are waiting for SSS. Mostly of them are producing images that receives FrontPage on Major CGi Portals from time to time, and had a great work using other renderers (Maxwell, Vray, etc)...

 But they are very busy people, never stop, and it´s hard to convince someone to sign a forum, ask for a beta, and wait for aproval, to test something, and then they´ll need more procedures if they wants to put it on a Farm (Activations, etc...) Sometimes the beta activation mail takes some time to come for some.
     So, i think, that even not being such a big issue for anyone, to get a chance to test such great tool, it became an extra obstacle for spreading it easily.

    Every friend i´ve presented the Corona Renderer,has loved it ! But sometimes it takes some time to convince people. Images works better than words, and without a public beta with SSS, we will have less images floating around... So, the beta Form needs to be more acessible and clear. IMO

    This needs to be exposed, more and more,  to push people from their Confort-Vray-Zone...(Vray).

        If you don´t agree with me, take a look around... There´s some few SSS examples over the forum or internet. Corona is an explosive tool, and i think it needs to take over the Cgi Foruns/groups with good images (Like our first big bang, with A4. ;)
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2014-08-04, 20:02:19
Reply #112

Ondra

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Im so amazed by how SSS works with corona, its so simple, so good so understandable.

Keymaster will you marry me?

It was actually done by Jarda, but I'll tell him you are interested ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-08-04, 20:10:42
Reply #113

Bigguns

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I tried the new SSS.

I tried to make skin, since I'm  a character modeler, but it cannot replicate skin properly. It has no front scattering happening, only back scaterring. If I get some front scattering the diffuse map is diluted and you seen throught the thin part of the mesh ,etc.

For skin, there is no way around of a proper skin shader to mimic skin. That SSS is cool for juice, plastic toys etc, it's the equivalent of the translucency in the vray mtl, with the fog etc. but as Vray, it will need a proper skin shader and with an ID pass so that you can have different object that are calculated in the same lightmap and the look continuous, not feeling like 2 totally diffrent mesh.

What I would like to  have as a skin shader would be :

1- first layer to be refractive (and with control over the glossiness parameter too) so we can make it slightly refractive so when the hairs and beards let's say connect throught de skin we feel it fading into the skin.

2- a  3 layers SSS, with layers for the front scattering and one for the back scattering.

3- Also, having the possibility to be able to customise via layering system the skin shader would be.. AWESOME! so if one need 4 layers for the front scattering and 2 for the back scattering, he can customise it for his needs.. etc.. that would stands out from the other renderer and would be very awesome, to be able to stack as many as we want.

4- Also, the best is, using only a diffuse map in a diffuse slot, no need to have a diffuse map for each layer like the old Mr skin shader ( like having a  map lets say for the epidermia more yellowish, then an other one more redish etc.. that'snot good and old school) because what it does is diluting the diffuse color and the details .. and the redish layer is making the whole color more redish... so the best would be a slot where you put you diffuse there  and all the subsequent layer are controlled via flat color and they only affect the different SSS layer color into the shader, it do not affect the diffuse. I don't know if it's clear, if it's not I may try to show exemple.

5- Also, reflection of the skin is super important, so having a reflection layer with a ABC shader that we can adjust the multi reflection pole is a must .

Let me know what you think about that Keymaster :)  If you can do that, you'll have the best skin shader around..

2014-08-05, 01:51:30
Reply #114

lmikkelb

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planet of the apes Koba Wip, will try to finish this.:D kind of agree with Bigguns idea on multiple scattering levels, same with reflections, but i have no idea how komplicated it would be to implement:D,anyways the sss is cool,super fast ,and i guess its possible to do decent skin with this , will do some more test. thank you!  :D

2014-08-05, 10:24:12
Reply #115

Siahpoosh

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Here is a layered skin test , blend them in photoshop using screen mode , i used CoronaVolumeMtl for all layers so i cant use texture for them :



EDIT , add another Test :



i dont understand why i got too much different result between volumetric in CoronaMtl and CoronaVolumeMtl . and another problem is when i set directionality to -0.9 i got very strange sss result and sometime with a lot of greenish .
« Last Edit: 2014-08-05, 14:06:06 by vrMan »

2014-08-05, 10:32:17
Reply #116

Ludvik Koutny

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I tried the new SSS.

I tried to make skin, since I'm  a character modeler, but it cannot replicate skin properly. It has no front scattering happening, only back scaterring. If I get some front scattering the diffuse map is diluted and you seen throught the thin part of the mesh ,etc.

For skin, there is no way around of a proper skin shader to mimic skin. That SSS is cool for juice, plastic toys etc, it's the equivalent of the translucency in the vray mtl, with the fog etc. but as Vray, it will need a proper skin shader and with an ID pass so that you can have different object that are calculated in the same lightmap and the look continuous, not feeling like 2 totally diffrent mesh.

What I would like to  have as a skin shader would be :

1- first layer to be refractive (and with control over the glossiness parameter too) so we can make it slightly refractive so when the hairs and beards let's say connect throught de skin we feel it fading into the skin.

2- a  3 layers SSS, with layers for the front scattering and one for the back scattering.

3- Also, having the possibility to be able to customise via layering system the skin shader would be.. AWESOME! so if one need 4 layers for the front scattering and 2 for the back scattering, he can customise it for his needs.. etc.. that would stands out from the other renderer and would be very awesome, to be able to stack as many as we want.

4- Also, the best is, using only a diffuse map in a diffuse slot, no need to have a diffuse map for each layer like the old Mr skin shader ( like having a  map lets say for the epidermia more yellowish, then an other one more redish etc.. that'snot good and old school) because what it does is diluting the diffuse color and the details .. and the redish layer is making the whole color more redish... so the best would be a slot where you put you diffuse there  and all the subsequent layer are controlled via flat color and they only affect the different SSS layer color into the shader, it do not affect the diffuse. I don't know if it's clear, if it's not I may try to show exemple.

5- Also, reflection of the skin is super important, so having a reflection layer with a ABC shader that we can adjust the multi reflection pole is a must .

Let me know what you think about that Keymaster :)  If you can do that, you'll have the best skin shader around..

You are exactly right. SSS component in CoronaMTL is just for stuff like juice, marble, wax, and so on. There will be special dedicated skin shader in future, like other renderers have.

2014-08-05, 16:26:16
Reply #117

Bigguns

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Great to hear thank's :)  Let me know when you guys have something to play with I would like to try it out and give feedback :)

2014-08-05, 22:02:27
Reply #118

marcotomaselli

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Hi everybody, sorry if not the right place to ask this, but.. what i need to do to have the BETA with SSS option?

thanks!!!

I´m doing this scene (image attached) and it will be nice to test the sss for teeths and skin. (the model is from fabiomr)

Cya

marcotomaselli.com

2014-08-05, 22:14:25
Reply #119

Ludvik Koutny

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2014-08-05, 23:11:53
Reply #120

Siahpoosh

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2014-08-05, 23:30:48
Reply #121

Ludvik Koutny

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Yes, thanks... I already found it myself...

I took the scan and tried to utilize current SSS solution as best as i could. No funky multi-layered scattering or reflection, just basic setup and a few minutes of tweaking of maps :)






2014-08-06, 21:20:14
Reply #122

Ludvik Koutny

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Some more fun with Mr. Jellyhead.

I made skin a bit softer...





2014-08-06, 21:24:01
Reply #123

romullus

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Much better, but stil, nowhere near to what those fancy renderers with specialized skin shaders can do :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-06, 21:28:43
Reply #124

Ludvik Koutny

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Much better, but stil, nowhere near to what those fancy renderers with specialized skin shaders can do :]

Yup...  we need to wait for dedicated skin shader :)

2014-08-07, 16:19:08
Reply #125

t4si

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I was wandering if there is an option to render volume fog from inside of the "fog" object.

If camera is inside of the box with volume material applied there is no volume fog inside of the box. I think I understand why. But is there an option to render volume fog if the cam is inside of the fog object. Or am I missing something??

Attached picture: cam is just outside of the box with volume mat

edit: second picture: inside of "fog" box
« Last Edit: 2014-08-07, 16:25:42 by t4si »

2014-08-07, 17:11:44
Reply #126

romullus

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Assign you fog material as global volume material in enviroment settings. This should help.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-07, 19:59:00
Reply #127

juang3d

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Why do you get more Rays/s in the fog version?

Cheers.

2014-08-07, 20:11:49
Reply #128

maru

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Assign you fog material as global volume material in enviroment settings. This should help.
It would be nice to have a min/max altitude parameter for the global volume. If you assign a fog material, the sky usually turns white.
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2014-08-08, 00:09:33
Reply #129

Ondra

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Why do you get more Rays/s in the fog version?

Cheers.

because shading the simple volumetrics that corona supports is much faster than shading the potentially complex surfaces. And the scene is also very geometrically complex, so anything that happens far away from the trees is fast
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-08-08, 12:40:08
Reply #130

jjaz82

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test with volumemtl...how can i do to add a map for simulate smoke noise?

2014-08-08, 12:48:54
Reply #131

romullus

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Assign you fog material as global volume material in enviroment settings. This should help.
It would be nice to have a min/max altitude parameter for the global volume. If you assign a fog material, the sky usually turns white.
I think, you should post this in Feature Request section, as it sounds like useful thing to have.
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2014-08-09, 09:29:48
Reply #133

Bigguns

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Hi guy's ,

Since I could not get any decent skin result with the corona Mtl and the new added sss compond to it, I gived a go at the  volumetric one.. wich is quite cool :)) I really like that volumetric thing hehe. Cant' wait to be able to use a diffuse map... and especially the skin shader! my god it's gonna be a killer :)

Is it popossible Keymaster to do this for the skin shader : ( I don'T know what you have in mind, it's maybe better :) )

first 2 layers are in volumetric and the third layers  is opaque sss , do you think it could be cool? With a nice ABC reflection  shader, really important :)
I really like the backscattering happening with the  sss volumetric shader... It's really slow to get noise free thought.. probably there is improvement in speed and noise to come :)

By the way here are my test so far trying to emulate skin :)  I'll post more test tomorrow, now I started a big render over night so let's see !

« Last Edit: 2014-08-09, 09:49:08 by Bigguns »

2014-08-09, 11:50:09
Reply #134

t4si

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Assign you fog material as global volume material in enviroment settings. This should help.

Thanks.

 Didn't even check the enviro settings tab. There used to be only slots for texture maps. But of course its logical to put a new option for volume material there... I should have checked that.


2014-08-09, 13:13:46
Reply #135

Siahpoosh

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nice results Bigguns

2014-08-09, 17:47:19
Reply #136

Bigguns

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thank's man

here's a big render overnight

and one this morning



« Last Edit: 2014-08-09, 18:10:42 by Bigguns »

2014-08-09, 18:04:59
Reply #137

Ondra

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ok, I think I will need to remove volume mtl. Although it currently works exactly the same as coronamtl, there is too much placebo effect going on ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-08-09, 18:11:46
Reply #138

Bigguns

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What do you mean Keymaster? I don't want you to remove this shader lol

2014-08-09, 18:15:11
Reply #139

Ondra

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As I said... currently volume mtl works EXACTLY the same as CoronaMtl with opacity set to 0. Yet people think there is some difference in shading. So it is confusing
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-08-09, 18:19:12
Reply #140

Ludvik Koutny

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What Keymaster means is that what's in CoronaMTL is identical to what's in VolumeMTL.

If you want to get identical results to VolumeMTL here are two ways:

1, Set opacity level to 0.0 - this will make sure CoronaMTL will behave and perform same as VolumeMTL

2, Instead of 0 opacity, set refraction level to 1.0, then set IOR to 1.0, and set diffuse level to 0.0. This will perform slightly slower than 0 opacity setup, but parameters like reflection or refraction glossiness will have an effect. Zero opacity will completely ignore diffuse, reflection and refraction.

2014-08-09, 18:42:38
Reply #141

maru

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You can't put maps in VolumeMtl - it is different. ;)
Marcin Miodek | chaos-corona.com
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2014-08-09, 18:57:09
Reply #142

Bigguns

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ha ok thank's for the infos!

But, you know, how I made this one is with a Vray blend  ( since corona don'T have for now a  Corona blend like Vray..) and I bleded it at 10 % with a corona Mtl to get the reflection.

Not sure if you should remove it, when you will have a corona blend maybe it will be cool to have it as a separate shader instead of the whole corona Mtl, maybe it will be faster since less parameters to check? I don't know you the boss ^^.

I really van't wait you to do the skin shader and hair shader.. I feel it's going to be a killer :)  Are you planning to do a volumetric skin shader like in Lagoa render or a more conventionnal one like arnold or Vray ? Or a better approach then all :)


We need a first refractive layer so we see the fur going through the skin, etc O a;ready tell you, and no one has this for now :) That's why I was thinking maybe making the first 2 layers sss volumetric, but probably there is a better approach to this hehe.

Is it planned that we can use the volume Mtl with textures?


2014-08-09, 19:05:04
Reply #143

Ondra

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interesting tidbit: CoronaMtl, CoronaLightMtl, CoronaVolumeMtl, CoronaShadowCatcherMtl, and CoronaVolumeMtl are all translated into the same material internally... so no, there is no speed bonus for using volume mtl ;). Material parsing is instant process, and the runtime overhead is designed to be minimal when advanced features are disabled.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-08-09, 19:18:47
Reply #144

Bigguns

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ha ok thank's for the info.

I still think you should find a way so we can use a diffuse texture with the volumetric sss, it's really cool and I can see a lot of applications where it can be used, other then  just clouds etc. Again I don't know if it's possible ^^

Here's a link to the volumetric skin shader of Lagoa render : https://www.behance.net/gallery/9661407/Character-Visualization-via-Lagoa
I never tried it but look's cool! It has a different feel from Vray and Arnold etc.

and they have the best hair shader I've seen so far.


2014-08-10, 01:31:47
Reply #145

romullus

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Finally i found time to play with SSS. At first my reaction was... wtf, how this thing suppose to work?! But after some spent time, things became a little bit clearer.

Here's my first attempt. I wonder, how to simulate bones without putting actual mesh inside skin? I tried to put some cylinders into fingers and results were really good, but i'd like to do it via material, if possible.

Model and textures are from: JokerMartini
« Last Edit: 2014-08-10, 02:04:22 by romullus »
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2014-08-10, 12:00:49
Reply #146

jjaz82

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thank you headoff :)
i try to simulate a smoke effect

« Last Edit: 2014-08-10, 12:11:15 by jjaz82 »

2014-08-10, 21:12:55
Reply #147

Stan_But

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2014-08-11, 09:52:32
Reply #148

AmSon

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Oh, and some one could be a hero and finally do that god damn orange juice! :D

Testing, it looks a lot better now :D

CAN U SHARE THE SETTINGS AND MATERIAL ?THNX

2014-08-11, 17:11:54
Reply #149

romullus

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More photorealistic attempt. After several hours of playing with parameters and textures, i get half a decent result... in a shaded lighting scenario. But as soon as i introduce direct light, whole skin illusion start falling appart. Somehow shadows from direct light sources looks very wrong.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-11, 20:45:39
Reply #150

maru

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My awesome, completely noise- and flicker-free smoke. :)
Marcin Miodek | chaos-corona.com
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2014-08-13, 10:00:41
Reply #151

Javadevil

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My awesome, completely noise- and flicker-free smoke. :)


LOoks like a great start,
whats the big white flickering noise ?
I thought it was the background showing through here and there but not sure.

cheers

2014-08-13, 10:32:14
Reply #152

maru

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There are holes in geometry and/or overlapping faces because blobmesh with displacement is involved ( :D ).
Marcin Miodek | chaos-corona.com
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2014-08-13, 13:20:13
Reply #153

juang3d

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If final implementation will allow us to render volumes like fumefx or maya fluids (exported as advected particles or inside the maya plugin) this will be awesome!

:D Cheers.

2014-08-15, 01:24:39
Reply #154

Siahpoosh

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here is an fumefx and corona test :)

2014-08-15, 01:48:07
Reply #155

rafpug

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My awesome, completely noise- and flicker-free smoke. :)

here is an fumefx and corona test :)


Cool

2014-08-15, 08:33:40
Reply #156

Ludvik Koutny

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2014-08-15, 08:44:47
Reply #157

romullus

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Doesn't look like fumefx, more like regular pflow ;]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-08-15, 11:40:55
Reply #158

Siahpoosh

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you can convert your fume to mesh with frost and krakatoa . and if you have a mesh then you can assign a volume mtl to that .

2014-08-28, 14:20:37
Reply #159

pokoy

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Finally could test SSS today - works great!
Though it's tough to get through all the possible combinations and how settings relate, but the possibilities are endless.

Great job, once again!

2014-09-06, 22:01:58
Reply #160

vkiuru

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test with volumemtl...how can i do to add a map for simulate smoke noise?

Any pointers how you achieved such strong volumetrics? I guess it comes down to your environment being pretty dark?

EDIT: Can one make sunset-type of settings with this? I'm trying to wrap my head around the whole concept and it's proving a little difficult :)
« Last Edit: 2014-09-06, 22:10:18 by vkiuru »

2014-09-07, 10:15:49
Reply #161

maru

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Looks like the SSS effects don't work in newest (02.09.2014) build, am I right?
Marcin Miodek | chaos-corona.com
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2014-09-07, 13:42:06
Reply #162

Stan_But

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Looks like the SSS effects don't work in newest (02.09.2014) build, am I right?

It's not a build for public - just automatically saving of the test versions in these folders like _2013, _2014, _2015 (;

2014-09-17, 08:09:06
Reply #163

ecximer

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Chakib :)

sorry for my english

2014-09-17, 19:16:27
Reply #164

paxev

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How does CoronaVolumeMtl works? Assigning it to a box with equivalent size to my interior scene doesn't do anything, everything gets black.

2014-09-17, 22:45:44
Reply #165

maru

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It won't work if you have your camera inside it. Use "global volume mtl" in "environment" section in Corona settings instead.
Marcin Miodek | chaos-corona.com
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2014-09-18, 11:26:18
Reply #166

paxev

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I still get something like fog, but no volume lights.

2014-09-18, 12:09:14
Reply #167

Ludvik Koutny

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Volumetric scattering is available only in daily builds, not in A7.1 public release.

2014-09-18, 18:37:35
Reply #168

Bigguns

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here's a new try at creating skin with the new sss , it's getting dark in the wrinkles..



2014-09-18, 20:05:09
Reply #169

maru

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such renders always seemed scary to me :)
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2014-09-19, 17:28:52
Reply #170

Bigguns

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Updated the  sss volumetric shader with a blend with other mtl.

 I added the teeths, I will do a more proper shader for the eyebrows (and the eyes of courses...) and I will add the hairs tonight to see how it can look .



« Last Edit: 2014-09-19, 17:34:52 by Bigguns »

2014-09-19, 20:14:13
Reply #171

juang3d

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The subtle hair in the face is geometry?

Cheers.

2014-09-19, 20:30:19
Reply #172

Bigguns

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yes all the fur are geometry.

2014-09-19, 21:58:09
Reply #173

steyin

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Well that eye render is...frightening. Great texturing, but frightening.

2014-09-20, 21:09:30
Reply #174

Ondra

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I am hoping you will be able to finish this project soon... we would LOVE to use it as the promo image for the first Corona commercial release!
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-09-20, 23:35:03
Reply #175

Siahpoosh

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Great job Bigguns

2014-09-21, 09:39:38
Reply #176

Bigguns

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Hey thank's guy's.

Keymaster : Sure you can use it once finished, but you know, if you do a skin shader ,I will be able to do much MUCH  better image then that , just to say :)  if it can  motivate you :)  ( I don't know how long it take to program the skin shader, if it take's 2 week's , I think it really worth it to make it now, but if it's taking more like 2 or 3 months I may understand you want to postpone it..)

I will work on it tomorrow and post some more images.


2014-09-21, 10:47:17
Reply #177

Ondra

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I don't see how it could look any better ;) (well maybe ears...)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-09-21, 13:47:24
Reply #178

andre62

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hello, how can i try volumetric render in corona?  i think great feature may be support openvdb in corona.

2014-09-21, 22:56:52
Reply #179

Bigguns

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Keymaster :  Actually, it can look a  lot better with a true skin shader, believe me :) I'm the artist, you  the programmor haha :)
There is also some bugs, like everywhere there is wrinkles, it's getting dark in those wrinkles... look odd. ( it seems to be the bump the problems, I'm doing test on it now..i'm not 100 % sure it's that but look like it is)
second thing, the front scattering  would be much better with a true skin shader, we will feel more the deepness of the skin instead of more plastic like now.
Third: there is no prepass ID like in vray skin shader so I cannot make things blend perfectly togheter.
fourth: it's really slow to render compared to a skin shader since it's volumetric thing.
fifth: It's hard to set up to mimic skin since it's not done for that purpose.
six: Backscattering ( in fact all scattering ) would be a lot better with a true skin shader .
seventh: the light do not affect the object like it should be(because it's volumetric thing and not solid I guess..), I had to play with the values to get something closer to normal.

EDIT : also it lack a scatter radius fonction, etc.

I'm doing these tests mostly for you, trying to show you something else then arch and to motivate you to do the skin shader ( even if it don't have a hair shader for the first release , just saying to peoples it will come soon so peoples know it :) ) and do the skin shader, but as  I said, I have no idea the time it take's to implement it.

Edit *  :  delete my quote please lol

I will post some new images tonight :)



« Last Edit: 2014-09-22, 05:35:15 by Bigguns »

2014-09-21, 23:22:58
Reply #180

romullus

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[..]I'm doing these tests mostly for you, trying to show you something else then arch and to motivate you to do the skin shader [..]
Be careful not to do it too well, or you may reach exact opposite effect :]
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2014-09-21, 23:29:58
Reply #181

Bigguns

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hahaha yeah, but I'm keeping telling to Keymaster that it would look  a LOT better with a true skin shader... so he should be curious and anxious to see how good it could look with that damned skin shader :) haha

2014-09-22, 01:20:11
Reply #182

Bigguns

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here's a bug that is bothering me, check the dark line in the wrinkles...
 EDIT : well.. corona forum compress so much the image we cnnaot see those dark lines...


2014-09-22, 07:14:50
Reply #183

Bigguns

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Here's some mroe render...

We really need a skin shader ( and for the hairs a hair shader, there is no way around ^^) by the way there seems to have  problem when using the opacity with the sss, it give me unpredictable behavior..

and also a render with Vray to compare ^^ ( the last one and for that render it had no facial hairs.. )


2014-09-22, 11:03:21
Reply #184

lacilaci

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Really nice work with hair.. Do you mind sharing workflow with making those?

I don't like the expression on her face but the last picture turned out pretty good :)

2014-09-22, 11:09:06
Reply #185

maru

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This thread makes me want to learn modelling humans...
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2014-09-22, 11:24:32
Reply #186

Ludvik Koutny

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Dark lines are due to the corona note being able to correctly handle bump with SSS. As for the opacity, opacity does not work with SSS. Media are excluded from opacity, so even  if you have opacity of your material set to 0, you will still have SSS component visible. That's wrong, but for now it's this way.

2014-09-22, 15:36:44
Reply #187

Bigguns

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Rawalanche :  Ha ok ! good to know! I will stop trying to understand WTF was going on lol.

Lacilaci: thanks man. Hairs are donein hairfarm in 3dsmax using extrusion method.

Maru : Hehe you should it's a lot of fun :)

Keymaster : If you want to use it for promotion, wich would be really cool, as you can see with a true skin shader (and in this case a hair shader ) it can look a lot better (and it would render faster I'm sure..) hope it motivate you to find some time to do it haha :)

2014-09-24, 03:01:07
Reply #188

Bigguns

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Keymaster, Arnold had to come Back to ask you something, he want to be rendered with a true skin shader he say's otherwise he will need you'r cloths, your boot's and your motorcycle! :)
Also he say's GGX reflection are really cool :)
With some post done in P.S.
« Last Edit: 2014-09-24, 03:25:17 by Bigguns »

2014-09-25, 17:49:56
Reply #189

iliyang

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Bigguns, could you share this model? I really want to give it a shot too.

2014-10-15, 19:28:53
Reply #190

Muadib

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love the examples here and looking forward to seeing more.

somebody mentioned openvdb.

@keymaster: is there any possibility corona could support it?

i do have a hard on for volumetric stuff i have to admit.

2014-10-16, 15:53:49
Reply #191

yolao

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Hi

I wanted to ask if the SSS shown on this thread is the "SSSR – Sub Surface Scattering Revolution" listed in the upcoming features of version 1?

Thanks

2014-10-17, 08:39:54
Reply #192

Bigguns

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Hi Keymaster, I wondering the same thing as him..  SSSR ? :)

2014-10-17, 10:18:02
Reply #193

Ondra

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It is SSS that is fast, easy to set up, works with interactive, and is high quality (there is no faking or precomputation involved)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-10-17, 15:02:15
Reply #194

Muadib

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so i gather volumetrics wont make it into the 1.0?

2014-10-17, 15:15:51
Reply #195

pokoy

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so i gather volumetrics wont make it into the 1.0?

From what I know SSS is rendered through a volumetrics approach, so volumetrics are included. Both are really nice ;)

2014-10-17, 16:54:17
Reply #196

Ondra

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yes, volumetrics and SSS are the same thing in Corona
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-10-17, 18:41:08
Reply #197

Bigguns

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Keymaster, ok, where I can try that ? :)  I can make you a nice character image so you can use it  for promotion   :) .  A character without hairs, or with a hat haha. And if it's not good enought for doing realistic skin (since it's probably not a skin shader) I will start next week a Teenage Mutant Ninja Turtle project on the concept of one of my friend, it will look great! I think I could use that sssr shader effieciently on a turtle skin I'm quite sure :)

You don't want Corona to fall into, an other arch viz renderer I'm sure, so having at least one nice character for the lunch of Corona would be very good and would tell  to peoples look , it's going to be a full production renderer :) 

And I will test it in and out that sssr and push it to the limit :)  I loveeee SSS lol.


2015-01-01, 19:15:37
Reply #198

Stan_But

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2015-01-01, 19:31:44
Reply #199

pokoy

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Looks like there'a problem with volumetric material within other volumetrics. Hope that's not a general limitation and can be resolved.
I don't know if it's the same issue but raytracers have similar limitations.

2015-01-03, 16:44:17
Reply #200

Stan_But

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test sss&fog
looks like fog linked with AA

2015-01-06, 16:27:57
Reply #201

lmikkelb

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Mixed scattering, depth and diffuse with tiny noise. 

2015-01-07, 14:09:23
Reply #202

Ondra

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We would like to put one SSS render on our new site... Does anyone have any finished render (with eyes) we could use?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-01-07, 15:52:57
Reply #203

borisquezadaa

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I think bigguns has been requested that from a time now... maybe he could help.
New site?... ready yet?
What i do with Corona My Corona post of random stuff rendering
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2015-01-08, 00:18:16
Reply #204

Bigguns

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Yes Keymaster, give me that SSSR so I can make you a nice render :) I have many  character I can use it on , let me know .

2015-01-08, 11:02:27
Reply #205

Ondra

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do you have daily builds?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-01-08, 12:43:43
Reply #206

Bigguns

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Yes I have the daily builds I guess I'm on the beta testing team. But now with the new license I cannot make it to work.. it's telling me my pc is missing a program or somethin, maybe I can email you the error...


Tell me : Is theSSSR the same as Volumetric SSS or it's an other shader?

2015-01-08, 13:21:27
Reply #207

Ondra

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yes, it is already implemented, there wont be anything new until 1.0. A skin shader will be added later.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-01-09, 04:19:28
Reply #208

Bigguns

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ok so it's the volumetric SSS nothing new? Can't get something really cool with that for character, bump is not working properly on it ,etc . I think it's better to wait and have a proper skin shader and do some nice render to show it when it will be available then having some average skin render right now.

I'm getting this error while trying to install the latest daily build any idea ? missing  MSVCP120.dll


2015-01-09, 06:06:32
Reply #209

Bigguns

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Ok.. I figured out the problem, it's installed but now it ask for wich type of license, what I do as a beta tester?
« Last Edit: 2015-01-09, 06:48:00 by Bigguns »

2015-01-09, 10:02:25
Reply #210

Ondra

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Ok.. I figured out the problem, it's installed but now it ask for wich type of license, what I do as a beta tester?
https://coronarenderer.freshdesk.com/solution/articles/5000529816-using-pre-1-0-daily-builds
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-01-18, 06:52:15
Reply #211

borisquezadaa

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Playing with fire using volumetric mtl.

What i do with Corona My Corona post of random stuff rendering
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2015-02-27, 20:28:29
Reply #212

bakz

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Just a bunch of random renders using the new volumetric rendering ;)

Please tell me what is this cloud model? I really need it! Where it is possible to buy or purchase a lesson on the creation of such clouds? Thank you very much!

2015-02-27, 20:34:52
Reply #213

maru

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2015-02-28, 19:41:21
Reply #214

bakz

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https://coronarenderer.freshdesk.com/support/solutions/articles/5000534910
:)

Thank you very much! It really helped :)
This lesson was very useful to me!

I am sorry for offtopic and my terrible English!
I got to do physically faithful and like a cloud of material. But I could not reach the same realistic forms. I am an artist and I use to check the Corona render realistic light and shadow in my paintings.
I tried for a long time on the advice of Keymaster customize the noise and displace, but nothing like this picture I did not succeed.


Please help if you can get a scene which was rendering this picture, I would like to get it for the analysis settings. This would fall rewarding experience for me! In the paintings of light in the clouds and their form is a very important parameter in achieving photorealism.

If it is a commercial stage, I am ready to buy it.

Here are my results:



I use these skills for drawing pictures like this, but more realistic.
« Last Edit: 2015-02-28, 22:43:42 by bakz »

2015-03-01, 18:52:02
Reply #215

nehale

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is there a way currently to control global fog height?
I had a girlfriend once.....her name was Vray

2015-03-01, 19:26:07
Reply #216

Ondra

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no (unless you model it ;)) - we currently have only homogenous media implemented. Heterogenous one, such as layered fog or smoke, are planned
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-02, 18:19:05
Reply #217

borisquezadaa

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Here is my try to model a cloud. I have a very "unortodox" way of modelling this stuff. XD.
A small scene using cloud material from link above.
Hope it helps.
Another image just scattering the first cloud and changing some colors.
« Last Edit: 2015-03-02, 20:13:49 by borisquezadaa »
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2015-03-05, 13:55:45
Reply #218

Bigguns

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Hi guy's, an other test at skin rendering, this head is not from me it's a model from Pierre-Marie Albert.


2015-03-05, 15:41:24
Reply #219

borisquezadaa

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Nice... it is possible with corona to create 2 renders one like that and one as subdermal and screen compose? It seriously lacks subdermal to be awesome.
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2015-03-06, 16:08:24
Reply #220

mike_kennedy

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Bigguns, is that head available for purchase from Pierre-Marie Albert?

2015-03-14, 22:19:39
Reply #221

melviso

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Nice work, romullus. Care to share a screengrab of ur material settings? I can't get anything decent looking.

2015-03-14, 22:25:08
Reply #222

romullus

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?! You must be confusing something :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2015-06-02, 16:28:32
Reply #223

danielmn

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here is some work, I have done from the digital human project and emily v2
I am using the shader pipeline they have set out but hitting a snagg as they are using blending shader models blinns, phongs, lambert, normal SSS to finish their results. I would call this 50% there.  The big thing is I need to 2 different ior and gloss values for my spec to be split out and then added together.

the eyes are one proxy geo and texture no correct at all.
Daniel M. Najera
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danielmn81@gmail.com
https://www.facebook.com/daniel.m.najera1

2015-06-04, 06:03:28
Reply #224

danielmn

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another update
Daniel M. Najera
3D Enviroment Artist
danielmn81@gmail.com
https://www.facebook.com/daniel.m.najera1

2015-06-18, 13:23:13
Reply #225

bograt

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Has anyone else had problems like this?
some Metals also seem to also have a wierd dark edge but presumably for different reasons. I cant seem to get rid of it unless I make the attenuation colour very dark.
Thanks

Jules

2015-06-18, 13:28:11
Reply #226

maru

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Could you be more specific? What "problem" do you mean? The dark edges? Can you show material setup? Did you use some kind of smoothing for the geometry or is it just a standard newly created Box?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-06-18, 14:39:41
Reply #227

bograt

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Sorry. Yes I mean the dark outer edges. In all of my tests I have not been able to get rid of this.
This material has 2mm attenuation, 128 gray attenuation color and 128 gray scattering color. The box is just a newly generated box, the other geometry was re-smoothed using 'auto-smooth'
This effect remains even when the corners have been chamfered, it seems like the problem is consistent with sharp corners in general

2015-06-18, 14:50:58
Reply #228

maru

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I am getting completely different results. Is this 3ds or C4D? Can you show material setup screenshot or post your scene in max15 or older format?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-06-18, 15:48:08
Reply #229

Alessandro

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I am getting completely different results. Is this 3ds or C4D? Can you show material setup screenshot or post your scene in max15 or older format?

+1, max 2015 corona 1.01, it runs correctly
My Ducati or a render with Corona.....mmm, hard question!

2015-06-18, 16:14:48
Reply #230

bograt

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All render settings default, Corona version: 1.01.00 3dsMax 2015

« Last Edit: 2015-06-18, 16:25:08 by bograt »

2015-06-18, 16:32:25
Reply #231

maru

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Pff, easy. :) Internal reflections. Either set reflectivity to 1 or refraction glossiness to 1 to get rid of this. You can see this even when scattering/absorption is disabled.

btw, either this is not Corona 1.1 or this scene was made with an older version - 1.1 does not have the "legacy A7" checkbox. Check your version in system > about Corona.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-06-18, 16:32:36
Reply #232

bograt

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One more:
Render settings default, standard cube 40x40x40mm, white scene environment, same material as before.
I cant help but feeling it is down to the fact that there is no coefficient parameter. when I remove the scattering effect the cube renders pure black because of the very shallow attenuation.

2015-06-18, 16:43:33
Reply #233

bograt

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With receptivity as one it is much better I must admit:
When I posted material snip I was using version 1.00.02.
I have always used Maxwell render for sss so these artifacts are new to me. Thanks for the help!

2015-06-18, 16:44:42
Reply #234

maru

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Depending on what "real life" material you are trying to mimic, you could also use translucency for this.
Marcin Miodek | chaos-corona.com
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