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Messages - Nejc Kilar

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1066
the flickering or goin crazy is not actually a but.. this is caused by turning ob bloom/glare during rendering and the flickering is just the update frequenzy on your VFB when adding new pixles+adding the effect..

simple solution would be to turn it off while rendering inside the VFB or before by unchecking the box in the rendersettings and adding it after the render is complete (or stopped) and already denoised. since the VFB letz you change a lot of setting after the render is complete - hell, you can even change the entire lighting via lightmix after you are done ..

hope this helps :)

Thank you both (hog0 and 4b4) for responding!

It is currently not working as it should because even after stopping the render the bloom & glare is randomly on and off. In 3ds max for example, the bloom and glare is constant even when rendering.

@nikolat, now I am pretty much getting the issue of a slow VFB constantly. It also freezes c4d at moments. Odd behaviour and really hard to reproduce.

1067
[C4D] General Discussion / Re: HDR Lighting workflow in C4D
« on: 2017-01-08, 22:17:03 »
Hey Ben,

As far as I know you need to keep your LWF settings in C4D set to ON.

In V-Ray's case (the 3.4 version) you ought to put everything into V-Ray Adv bitmaps anyway and from my understanding the C4D + V-Ray LWF settings (which need to be set to ON) will determine whether you are importing a regular sRGB image or a linear one. If you'd like to set it on your own you can always override it in the bitmap settings.

So for example, in V-Ray, you'd put your HDRI in your dome and put adv bitmap on top and just leave everything else at default. LWF in C4D and LWF in V-Ray will take care of the rest.

For Corona, as far as my understanding goes, you should keep the LWF button checked and just import textures as you would normally. In that case and HDR will be loaded as its supposed to and the same goes for your regular bitmaps.

1068
denoising in VfB is not working ?

Should be working ;) Make sure you enabled it under render settings first :)

1069
Gallery / Re: Taipei Residence - Kitchen
« on: 2017-01-06, 22:56:19 »
Ha! It seems quite blurry (at least to me) but it works really well! Thumbs up anyhow :D

1070
[C4D] Resolved Bugs / Render region in Corona VFB issue
« on: 2017-01-06, 18:33:44 »
Hello peeps,

I don't think this was reported yet, if it was I am sorry but in the latest Alpha 6 the region render does not always work in the Corona VFB. The region rectangles show up but the whole image is still being rendered.

The problem appears to be random as I can't pinpoint it down.

If it was already reported then I apologize :)

Software: Cinema 4D R18.028, Alpha 6

1071
Gallery / Re: Taipei Residence - Kitchen
« on: 2017-01-06, 16:49:56 »
It almost feels like you cranked up the denoise amount to something close to 1 and, to me at least, it adds a little extra realism. Good work! :)

1072
General CG Discussion / Recreating CG in with rl photography
« on: 2017-01-03, 09:53:11 »
Just found this cool article on CGPress - http://skrekkogle.com/still-file/ . Turns out you can recreate 3D renders in real life, including the teapot :)

To me it is super surprising to see how closely they resemble some of the renders from a few years back. Fun stuff! :)

1073
@nikolat,

That would actually be on Windows, 8.1 to be precise.

I haven't quite nailed it down as to when it happens and I'll report back once I have more concrete info.

On a side note, and it might be connected to the first issue too, the VFB is going a little bit crazy with bloom & glare - crazy as in it sometimes flickers. It isn't reliable as sometimes it doesn't even show up for 10 seconds while if you turn it on or off it takes 1 second to initialize.

1074
Is anyone experiencing odd behavior when rendering high res (4k+)? Using Corona and rendering pretty much anything of higher resolution the VFB gets quite laggy and there are some weird freezes going on every couple of seconds.

Anyone else getting the same thing? :)

1075
To be honest I am sticking with MoGraph for now. It is a pain when you try to scatter 500k instances because the viewport kinda goes crazy (disabling MoGraph in the viewport is a must) but the preparation times are low.

From my experience SurfaceSpread is pretty amazing but not if you try to scatter a lot of stuff. Preparation times are long but the viewport is rocking.

CarbonScatter on the other hand, I heard its buggy but it can scatter a ton of stuff. Haven't tried it.

Hope someone can chime in here as well :)

1076
[Max] I need help! / LWF and highlight compression
« on: 2016-11-19, 00:47:44 »
Hey guys,

I've been hitting my head with a hammer trying to understand PROPER linear workflow (ending up with a 32 bit file ready for compositing) and the difference in light distribution that it potentially brings. I am not inexperienced per say but to say I understand the real difference in LFW would be far fetched apparently.

So, my question is, if I send out a png image that is already tone mapped in the VFB  (highlight and exposure corrections) what would be the difference in the way light propagates in comparison to the same render exported as an OpenEXR with all the VFB settings at default (exposure and highlights) edited in PS / Nuke to match the png image?

Is there even a difference? My tests are inconclusive, especially so because LUTs work differently in 32bit compared to 8 bit, of course :) LFW to me was always about having extra breathing room in post and thats pretty much it.

I stumbled on the fact I don't have a clue about this while studying the difference between tone mapping options of V-Ray, Corona, F-Storm and Octane. Go figure right?

Answers greatly appreciated! Thanks!

1077
I don't have experience with it and if you, by any chance, need to fix this ASAP I remember the gorilla talking about it. So here are a few links that will hopefully be helpful.

If not, just ignore this post and lets wait for the smart guys to take over :P

http://greyscalegorilla.com/tutorials/add-depth-of-field-to-your-cinema-4d-composite-using-cineware-and-after-effects/
http://greyscalegorilla.com/tutorials/your-depth-pass-is-wrong/

PS: Yes, the main tool is C4D but post-production is in AE with Frischluft Lenscare.

1078
General CG Discussion / Re: Have you seen Fstorm render?
« on: 2016-08-09, 15:52:27 »
An interesting link about asset making in SWB ;)

http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/

1079
General CG Discussion / Re: Have you seen Fstorm render?
« on: 2016-08-09, 15:09:06 »
In all honesty, and as stupid as this may sound, I am holding off investing into anything OTOY related because of crap like this. Voting with my wallet because my livelihood doesn't depend on it.

To be perfectly frank, the C4D Octane integration seems exemplary, really really good but since I can afford to stay on the CPU I will wait for the dust to settle and see how things progress. I do need to reiterate here, Octane C4D seems superbly well done!

Other than that, I think GPUs have a good future ahead of them, the generational leaps we are making so far are, as always, impressive!

1080
Greatly appreciated guys! I can't stress how useful this is even if it is just a hint of what the plan is :) Awesome!

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