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Topics - cecofuli

Pages: 1 ... 13 14 [15] 16
211
Hi,

as you can see, in the ceiling and windows I don't have noise.
but look at on the glass table (glass wit absorption).
You can see clear a lot of noise. Why?
DOF with Corona. Corona settings are default.


212
Hi,

as we know, in VRay, we must to use "None" in the opacity map filtering for shaders like foliage.
Is it the same for Corona? There is some "performance boost" by using "None" as Filtering?

213
[Max] General Discussion / Contrast paraneter: useful?? :/
« on: 2013-05-16, 19:47:22 »
Hi,
I don't know if you have my same experience. But, for interior scene, contrast parameter isn't useful.
I prefer to play in PS and create "S" curve to improve the contrast.
In my test, contrast is too strong. Black colors become too dark, and the white doesn't change too much.
Maybe it will be useful if "contrast" in Corona will work like "S" curve in PS.
And, add a new parameter: "Black level" and "White level" as "Level" parameter in PS.
What do you think?


214
[Max] Resolved Bugs / Emitter - BUG with CoronaSun
« on: 2013-05-15, 17:27:37 »
I found a bug with emitter and VRaySun when the geometry is small. See the image and the .max file in attachment.
When the geometry is small, Corona creates a lot of noise if used with VRaySun.

(*) A4 with default parameters.
(*) You can reduce the geometry size by using XForm modifier


215
[Max] Resolved Feature Requests / REQ: Transparent shadows
« on: 2013-05-14, 19:18:53 »
Hi, as we know, we need a transparent shadows with progressive (PT + HD) mode.
Thanks!


216
Hi,

as in the title, I'm finding difficult, near to impossible, to obtain the standard shader for a Starck - Ghost chair.
Especially contrast between the dark edge and the internal color.
In attachment the 3ds max model and the photo reference. Do you have some suggestion?

217
Work in Progress/Tests / Corner: just a test
« on: 2013-05-07, 10:15:20 »
Just a little test...



218
Hi,
as many users wrote, there is something strange in the Blur parameter in the texture rollout. I don't understand why I have to change this value from 1 to 0.1 or.. 0.01!
I have found that the higher the resolution of the texture is, the lower must be the blur parameter.
Now I'm working with a wood texture 10.000x10.000px  and I've to use blur value as 0.01! This for every channel!
Otherwise, the shader is too blurry and smooth.
I want this: with blur 1.0 my textures (1k, 2K or 10K) must to be correct.
It's so waste time try to check the correct value for every blur parameters.

What's the solution?

219
[Max] Resolved Feature Requests / Show VFB as a Macro
« on: 2013-05-01, 23:52:48 »
Hi,
is it possible to add a Macro for this button to add as a shortcut? Like in Max and in VRay. It's very, very useful and can speed up our workflow.
Thanks. =)

220
Hi all,
I know, there is a lot of work to do before this, but I'm here to ask you if, someone, can write a simple script to :

(*) Clean all 24 mat and and replace the Standard MTL with CoronaMtl
(*) Create on the selected slot a Multi sub/mtl with 10 Corona Mtl

This is very useful for every project and can speedup our workflow.

Just a suggestion...

Thanks :)

221
[Max] Resolved Bugs / Corona forgets IES path
« on: 2013-04-30, 18:39:17 »
Hi
Usually I've a directory with inside all my best IES files.
if I want to change a IES file in Corona light (inside there is already a file ies),  then I click th e"open" button, Corona forgets the previous IES path.
So I have to search again every time... Annoying bug.
Better is the possibility to have inside corona light a full list of my favorite IES file.
In this way, I don't to open every time a browser windows.

222
[Max] General Discussion / Reltime PT engine for videogame
« on: 2013-04-09, 01:00:22 »
I don't know if this place is correct for this thread, I think you know well this guy
, but I'm very impressed by this last video!


I ask you. where is the secret? Does he use some "fake"? Because I don't understand how can be possible to have "near realtime" with PT+PT.
When all engines (VRay, Octane, Corona, MR etc...) need minutes/hours to render an images!

EDIT: he wrote:  "that kernel I was talking about is unbiased path tracing without any filtering.
It has a specific optimization which costs about 10-15% in performance but can drastically reduce the noise in
interiors compared to using multiple importance sampling alone."

"the beauty of Brigade is that you don't need to do tesselation, we can do 60 billion polygons at 30 fps :)
We'll be showing that very soon at the GTC. Also, yesterday we tested a ZBrush model with 28 million unique polygons on Octane
(over 4 GB of mesh and texture data) and we were able to get 40 fps on 1 GTX Titan with path tracing enabled.
Just to say that extremely detailed meshes are not a problem any longer :) We also have some ideas to animate these meshes in real-time."

223
Hi,
I would like to know the usage of this shader.
Thanks =)

224
Gallery / Baby room
« on: 2013-04-03, 23:25:54 »
Hi,
my first project done with Corona.
Sorry, the room is not so "cool" ^__^ . But it was just a test to understand how Corona works.
It was an old scene modeled and textured  from my friend with VRay.
I just convert from VRay to Corona, change the bed, the pillows and add the blu carpet.








225
[Max] Resolved Feature Requests / Animatable f-stop?
« on: 2013-04-03, 11:41:34 »
I don't know if it's possible, or if we have to wait the Corona Camera. But...
Is it possible to make animable (possibility to add animation keys)  the f-stop spinner?

Thanks

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