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Messages - romullus

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[C4D] General Discussion / Re: Scan Laser
« on: Today at 14:53:46 »
I think Corona distance would be better soultion over AO in this case, unless it's not implemented in C4D version yet.

[Max] I need help! / Re: massive issur with masks
« on: Today at 09:36:24 »

Take a look at this topic and find solution to your issue:

[Max] I need help! / Re: Color correction techniques
« on: 2021-06-17, 23:08:29 »
I guess that also means that Corona team didn't do good enough job in presenting and explaining new features...

FStorm. Specifically in the bump mapping/parallax bump department. Natural anisotropy can be achieved simply with micro fine bump mapping - and it doesn't change depending on the level of zoom/render resolution.

But does it work with any arbitrary image, or just with Fstorm's native noise? I saw this feature praised many times, but it seems i can't get an answer to my question.

Curious to know wich renderer(-s) do you find works much better in this regard?

Hardware / Re: pc problem
« on: 2021-06-16, 15:15:36 »
You should ask the technician what he did, so the next time you will need to restart bios, you wouldn't need to call him again ;]

I think that's happening because when you're increasing value intensity, pixels that didn't reach value of 1 yet, are treated by the different set of rules than pixels that are over 1 already. In other words, while pixel's value is increasing in 0-1 range, its represented IOR is decreasing and approaching 1,0, but as soon as that pixel's intensity goes beyond 1, its represented IOR starts increasing and approaching max value, i.e. IOR 999 I always though that this behaviour is global and uniform per map, but it looks that it's being calculated per pixel. I know it sounds complicated and i might be completely wrong, so it would be nice to get confirmation (or denial) from the team.

[Max] I need help! / Re: UVWR - Additional Bump
« on: 2021-06-16, 10:22:32 »
I don't get it. What do you expect from UVW randomizer? That it magically would make tiling and seams completely invisible? Substance has much more sophisticated tiling tools, but even them struggles with most textures. Corona's UVWR offers only basic blending, so you need to find the balance between blurring and obvious seams. It's not magic bullet.

No, the moment you assign a map to IOR, its spinner value gets ignored and the map values are read depending on its dynamic range, like it's described in maru's message above. So in your example (asuming that we're talking about low dynamic range image), white pixels would represent IOR 1,0 and black pixels woul go for IOR 999

really???? wow. that's is strange behavior. really not expecting it.
personally, I always used EXR for it so not expected it to behave like that for 8 bits.

IOR generated from something like substance painter for corona would really look strange with this current behavior. I would expect this to be in the tooltip so if someone generated a map from substance ecosystem or other texturing applications to at least know about this and only generate 16 or 32-bit exr to use in corona.
I think at least more than half of those who use substance painter and corona use this incorrectly with the wrong exporting format.

Substance generates IOR maps that are 1/x IOR, so it should work in Corona out of the box. If you have evidence that it's not the case, then please share it with community.

[Max] General Discussion / MOVED: pc problem
« on: 2021-06-14, 20:34:46 »

[Max] I need help! / Re: Render Selected Object
« on: 2021-06-14, 20:24:13 »
Unfortunately it isn't, but AFAIK it only happens with certain image filters, so you'd need to find which ones are safe and switch to them when using render selected.

[Max] I need help! / Re: Materials not loading?
« on: 2021-06-14, 14:46:27 »
In the material editor the materials are half red half blue, and the connected Corona Bitmaps are half red half green.

Half red half blue/green title bar shows that certain material or texture is displayed in the viewport. This is normal.

[Max] I need help! / Re: Render Selected Object
« on: 2021-06-13, 12:01:31 »
You need to uncheck clear VFB between renders option in render setup>system tab.

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