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Messages - mathos

Pages: 1 [2]
16
[Max] General Discussion / Re: Water caustics question
« on: 2019-06-25, 14:17:49 »
Ok, got an answer to first part of the problem - the spots - that comes from the environment - once unchecked its fine....

17
[Max] General Discussion / Water caustics question
« on: 2019-06-25, 13:52:58 »
First of all thanks for the new caustics solver to Ondra and the team! In most cases (metal, glass etc) it works awesome! Now since we were really keen on trying proper water pool caustics that would work both under water as refractive caustics and on the ceiling as reflective caustics I had to jump into it but there something I can't get my head around. The refractive works well - as seen on the picture, but at the same time it produces these hotspots on the ceiling. As soon as the caustics checkbox is disabled in the material it goes away. What are these dots and is there a way to get rid off them?

Second part of the question - is anyone able - or is it even possible to produce the reflective caustics with the same water material? We are able to get something reasonably nice reflecting on the ceiling if the water gets really reflective (metal level of fresnel) which makes the water surface look unnatural - or with another "fake" water plane with rayswitch material that has basically mirror material plugged into the GI slot.

Thank you in advance!

18
[Max] I need help! / Re: CShading_Shadows in post-production
« on: 2018-12-06, 13:19:28 »
You would use "subtract" blend option in Photoshop to amplify shadows. I would suggest working in 32-bit to get the most accurate response.

Thank you, I found out how to do it with your help!

Hi - how did  you solve this problem?

19
sorry for necro post, but I just run into the same problem (this is especially visible on a window to which we are almost paralell with - so in case someone needs to sort it out, the only way to do this is to set IOR to 1.0

20
[Max] Resolved Feature Requests / Re: Cubemap VR format
« on: 2016-09-15, 14:43:41 »
May I have a possibly stupid question? According to this: https://coronarenderer.freshdesk.com/support/solutions/articles/12000012853-cubemap-camera-is-designed-for-images-with-aspect-ratio-6x1-12x1-in-case-of-vr-camera-different-as
 the cubemaps are in deed implemented - but I cant find a way how to enable this feature in corona - is it only in the daily build?

21
Great tutorial thanks - very helpful. I have a question though - not entirely about corona but I was wondering if any of you guys have experience with virtual tour software? Is there anything better than krpano? Im planning to buy a license but wanted to check if there is not anything better/cheaper before I do so.

Also what is the usual resolution you render for a decent quality pano ? I tried 14000x7000 px but the ram went up to 64gb and some of dr blades started to fail - going down to 12k helped but still the memmory consuption is close to 60gb - is that normal? On 5000px the scene takes around 20gb ram.

Thanks

22
[Max] Resolved Bugs / Re: 1.2 Corona Sun crashes Max
« on: 2015-10-08, 12:56:30 »
Oh that is great tip thanks! And my bad - we are currently using 1.2.1 so the unstability is still there. Anyways thanks and looking forward to 1.3!

23
[Max] Resolved Bugs / 1.2 Corona Sun crashes Max
« on: 2015-10-06, 15:21:44 »
Hi, I'm having some trouble with the new target based sun - when I'm moving it with the gizmo and with interactive render ON it crashes my Max after few moves - sometimes I want to add a bit of extra highlights by combining and HDRI with a sun - and thats when I need to match the sun to the HDRI's sun position as close as possible. With the previous sun system it was much easier, at least when it came to setting the rotation, then the angle/height was not such a problem since it was numerically adjusted. I really appreaciate the new free target sun, but was it really neccessary to remove the previous angle/rotation system altogether? Couldnt there be a switch between these two?

Thanks

Matej
 

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