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Topics - pokoy

Pages: 1 ... 4 5 [6] 7
76
When you need using the Global Mtl Override feature, the 'add selected ' option in the right-click menu option is great, it would be also great to have a 'remove selected' option as well to make it really comfortable. It gets super tedious to select manually from a list of 200 objects.

77
[Max] Resolved Bugs / Motion Blur problem
« on: 2015-02-02, 19:56:23 »
I am using motion blur on a propeller and I've come across artifacts. The problem is that using higher transform segments actually make the artifacts worse, here's a gif showing the problem (with transform samples value):



I thought that increasing transform samples should actually make the rendering 'smoother', but it it doesn't really help. Most of the time, random 'single frame strobo-like artifacts are introduced and it's quite a guess work to determine a value that renders a smooth motion blur.

Like I said, the problem is probably caused due to fast rotation (2400 rpm = 40 rps) but it's a realistic value so I'd like to stick to it.
I could also make them rotate slower but decrease shutter speed to compensate the artifacts. However, the artifacts reappear when the shutter speed gets too slow.

This happened every time so far I've used motion blur on fast transforming objects (moving, rotating, both show this) and I wonder if there's a fundamental limitation to motion blur in general. Is this a bug or expected behavior?

78
Similar to the new preserve displacement switch, only for bump.

79
Would it be possible to have the same underlying algorithm that is used for the Rounded Corners effect in CoronaMtl as a map that produces a b/w gradient with user defined width and weighting? Similar to AO it could have a map slot to either perturb or modify its output (for example width). That would be great!

80
Corona has a Front/Back map but it doesn't have its own Front/Back Mtl nor support for the built in Double Sided Mtl.
For some things, the Front/Back map isn't just enough so having the same on a material level would be fantastic.

81
[Max] Resolved Bugs / Material Editor performance issues
« on: 2015-01-19, 11:03:56 »
Build 2015-01-19, max 2014, win7

I have made some benchmarks on a scene with 25 mills polys and around 250 unique materials. Note: the numbers represent what I am experiencing since around September/October, the sluggish material editor rendering reported for the same build iin the Daily Builds thread are probably a different issue (maybe max version).

Times for opening the material editor with 24 samples:

- MatEd preview quality 1 - 65 seconds
- MatEd preview quality 3 - 68 seconds
- MatEd preview quality 5 - 71 seconds

So preview quality has only a really minimal time penalty, the material editor in general is just slow. Since this used to be way better with build before September, I think something went wrong along the way.

Some more testing:

On a clean scene, it renders very fast (unlike the other reports mentioned above).
Once a large model is imported that carries a lot of materials (20+ mills polys, approx. 200 materials), material editor rendering crawls. A simple color change on an unused and material (bare CoronaMtl, no maps used) takes 4 seconds for the update in the material editor (!). Let's face it, it is unworkable.
If I delete all materials from the model - so there are no materials in the scene but the geometry remains the same - material editor rendering goes back to almost normal, it seems to be only a tad slower.

From this behavior it's quite clear that the number of materials in the scene affects material editor rendering. I'd like to hear how it behaves for other with fairly large scenes and a large number of materials.

82
Gallery / Office / Light Moods
« on: 2014-10-08, 10:07:20 »
I haven't posted here anything since the projects I'm using Corona on aren't public yet, so I thought I'd take some time to convert an older scene. The scene needs more props and details and although I never had the time to add them it still is a nice test bed for lighting scenarios.


83
[Max] Resolved Bugs / Missing geometry when rendering
« on: 2014-08-01, 19:28:35 »
I have seen this happen sometimes, with several Alpha releases, now with one of the daily builds (max 2012, Build timestamp: Jul 23 2014 21:25:48).

Basically, it seems sometimes geometry is not being parsed/translated. This happened occasionally when isolating selection, the isolated object would not render at all, the passes are being calculated very quickly as if there's nothing to be rendered (like pass 500 after 10 seconds).
I just had a lengthy max session where nothing would render anymore. After restarting max and loading the same scene the problem persisted, switching between user/view and then to perspective and rendering in between seemed to solve it.

It is NOT reproducible easily, it just happens at some point, really can't give any steps for a repro. It's not a huge problem but it indicates that when you render a final frame geometry might be missing which is rather nasty.

I wonder if anyone has seen this as well?

84
As the title says. It would be very useful to have a separate control for the sun's intensity in reflections and refractions. Either as a multiplier (factor of direct intensity) or as an absolute value.

85
It would be good to have checkboxes next to the materials used in the RaySwitchMtl for quickly enabling/disabling materials. Right now you have to copy a material to another slot, clear it in the RaySwitchMtl and paste it back when all you want is just to disable it. It's a bit tedious atm, a checkbox would save us some clicks.

Same goes for both bitmap slots in the ShadowCatcherMtl (didn't want to create a separate thread for that).

86
I'm getting a reproducible crash whenever I try to use Camera Map Per Pixel as a map in a CoronaMtl (or anywhere in general).

I remember it was working in earlier versions, but I'm not sure.

87
Finally had some time to have a look at A7 and love the new Nitrous support - great!

However, there are some issues with the way lights behave, it seems they're not physically plausible (using that term here because it really makes sense when working with lights):

- Light illumination is increasing when you increase light's size, I think this is wrong. Instead, the illumination should decrease when you increase its size because the same power is emitted from a larger area, meaning that less light will illuminate the same area. The current behavior is the exact opposite of real world behavior. Sorry if illumination is not the correct term, I hope you understand what I mean.

- When switching between W/lm/cd/lx the intensity should be converted to display the same power. Right now, when I create a light with 50W and switch to show Candela instead, it'll use a value of 50 cd when rendering, resulting in a way darker render. I'd expect the light to keep the same visual intensity and the intensity value to be converted accordingly.

- Viewport display won't respect switching units. Same example as above: create a light with 50W, switch to lm. Render will be darker (correct when it's going from 50W to 50lm), viewport display will keep the intensity of 50W. If the value was converted to display the same intensity in another unit, viewport AND render result would both be correct, right now they are different.

Hope this makes sense.

88
Not sure if this has been requested.

I often have to integrate CG content into an existing photo and while the VFB postprocessing stuff is great, it would be even better if you could exclude background and/or objects from post processing.
Once there's a shadow catcher material available, the workflow will probably be to render against a screen mapped ground plane, so having the option to exclude that object would be necessary to be able to judge if the CG content is matching the backplate.

89
Not a big deal but may be an issue especially with spherical rendering.

The topmost row of the image (only one pixel wide) is brighter than the rest of the image. Not sure when and why it happens but I see it in every render here.

90
I guess this might be complicated, but it's a very nice option to have the ability to exclude/include objects from/for reflections and refractions in the material. It's  possible in Brazil for example (fRender too...?) and is something I'm missing every time I mess around with Vray.

Hope it is possible to implement!

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