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Messages - TomG

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3976
It's overlapping objects / surfaces I believe - e.g. OpenVDB overlapping did not render correctly before, but does now (see the New Features video). For refraction this applies too, the updated version is more accurate, although this just results in refraction "looking different", most likely your eye won't say that one is right and one is wrong (though the new version is more correct). It can be seen with, say, a teapot where surfaces meet and overlap such as where spout joins the body, or handle joins the body. While you won't say the old version "looks wrong", the new version is in fact more accurate.

3977
Plan for what? For the Gallery on the forum, we have no plan, that is purely user submissions and up to the users what materials they are using.

For the Material Library updates, we are still in the hiring process. Any actual plan can only come about once we have hired someone and we can begin moving forward.

3978
[C4D] I need help! / Re: Camera Animation interiors
« on: 2019-04-02, 15:11:18 »
Hi! There isn't really anything to do or change from the Corona side, other than check Animation (flicker-free) for the UHD Cache, if you are using it. Everything else would be C4D animation techniques.

You can check info on caching the UHD Cache in this tutorial (it's 3ds Max, but that's just a slight UI change, the information remains the same) - https://coronarenderer.freshdesk.com/support/solutions/articles/5000515648-how-to-use-uhd-cache-for-animations-and-stills-

Cheers!

3979
Probably not possible due to Corona's physically realistic implementation (it isn't possible in Max either, it's part of the Corona core that things work this way).

3980
News / Corona Renderer 3 for Cinema 4D (Hotfix 2) released!
« on: 2019-03-29, 17:07:08 »
Corona Renderer 3 for Cinema 4D (Hotfix 2) released!

This release fixes an issue with the new light solver which could occasionally result in black pixels (NaNs) appearing in renders.

Download from https://corona-renderer.com/download

3981
[Max] Feature Requests / Re: Grad Filter
« on: 2019-03-29, 16:52:09 »
"it's having multiple cameras in one scene for different stills,"

I think that was the suggestion - connect the plane and camera, and don't have multiple cameras, simply animate that camera / plane group so that frame 1 is camera position 1, frame 2 is camera postition 2. Then you don't have multiple cameras, just one camera moving to different places (rather like a photographer moving from place to place to take the different shots).

EDIT and then rather than choose the camera to render from, you simply choose the frame. Also makes it easy to render all of the shots at once, just render it as an animation.

3982
[Max] General Discussion / Re: power of the memory of nodes.
« on: 2019-03-29, 16:49:51 »
Yes, it's definitely possible that a render on a node will need less memory than on the main machine, and that can't be figured out in advance. That's why matching memory isn't necessary, you could well only have scenes that fit ok on the 32 Gb. However, if you have 64 Gb on the nodes as well, you can be sure if it renders on the main machine, it will render on the node (otherwise, it could still be that the scene on the node will take more than the 32 Gb it has).

3983
Gallery / Re: Patio_Verde
« on: 2019-03-29, 13:46:28 »
They did reply on Facebook, to confirm it is all 3D :)

3984
The link to the scene has disappeared - if it might be a bug, and Frood suggests it might be from when he tested it so it may not be a "I Need Help" issue any more, best thing is to open a ticket and upload the scene via our private uploader: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max

3985
[Max] I need help! / Re: How to process reflection
« on: 2019-03-29, 13:42:03 »
Linear Add in post for reflections (to overlay them onto a layer without reflections). For the Shadows pass, it contains the energy subtracted from that point to make the shadow, so a Linear Add will "cancel out" the shadows (then adjusting the opacity of the layer will let you lighten the shadows rather than just cancel them out altogether). I guess the biggest question is what effect you are trying to achieve?

3986
[Max] General Discussion / Re: power of the memory of nodes.
« on: 2019-03-29, 13:10:43 »
Well, that depends on what you plan to render on them - if the scene requires the full 64 GB of your master machine, then each node will need 64 Gb too. So you don't need the memory amounts to match, but if your scene needs more than 32 Gb to render, then the nodes will have the "low / out of RAM" issue.

3987
[Max] I need help! / Re: one Render multiple map
« on: 2019-03-28, 20:52:20 »
No, sorry. You'd have to render twice - you'd could however use "render selected" second time around to speed up the second rendering (be sure to include any objects where the changed object is reflected or refracted in / through), then overlay in post.

(edit depending just how different the material is - if it's a color change only, you could use ObjectID mask to mask out the object and use Photoshop and other tools to adjust hue, saturation, tint, etc).

3988
[C4D] General Discussion / Re: Hidden objects are rendering
« on: 2019-03-28, 17:04:55 »
May need the actual scene - I tested with a cube nested inside three layers of null, like shown in your image, and it worked as expected. You can use the private uploader at https://corona-renderer.com/upload

PS - I was using the latest daily build.

3989
News / Corona Renderer 3 for 3ds Max (Hotfix 2) released!
« on: 2019-03-28, 15:23:54 »
Corona Renderer 3 for 3ds Max (Hotfix 2) released!

This release is specifically to add support for 3ds Max 2020; there are no other changes.
Download from https://corona-renderer.com/download

3990
[C4D] General Discussion / Re: Corona Compositing
« on: 2019-03-28, 13:28:15 »
With Corona's emphasis on being physically realistic, there is no option to turn off receiving shadows. The only way I can think of doing it would be in post, by rendering a Shadows and an ID multipass. The Shadows pass in Corona actually removes shadows if you add it over the beauty in post, so you could use the ID pass as a mask when overlaying the Shadows pass, which should then give you the object with no shadows (never tried it, but as far as I can think of, that would work).

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