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Topics - Juraj

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31
Off-Topic / Tutorials parody :- )
« on: 2016-02-11, 01:48:35 »

So good :- )

I am always happy when someone does tutorial, even if it's crappy. But it also reminded me of all those "fake" tutorials that were so popular one and two years ago,
where people were posting all those "Making of" which consisted of 90perc. space being occupied about floorgen.

1)I did some poly modelling...let's skip this...
2)Ah yeah, floor gen, let's talk about it for 60 minutes.
3)Here is my image ! Nice, plz follow my studio.

People sharing all the common stuff everyone knew, but never what made the projects or their work special. Basically, only to look like sharing "good guys" , but still being greedy....why even't bother then ?

32
I can't find much about progress on this and I bump into this issue in every single project.

The current workaround doesn't suffice because (outside of being inconvenient) there are too many instances where neither applies, like:

-Big lightbulb type of lamps, which show a heavy a refraction. Can't use thin because I need refraction. Can't use RaySwitch because these lamps still reflect each other (one usually uses few lamps next to each other in room, rarely singular).

:- (

Edit:

Talking about this:

Quote
Reflections of light seen through solid glass may appear dark - solution is to switch glass type to thin or use rayswitch material to make the glass invisible in reflections:

Quote
https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations

33
Off-Topic / IBM Watson written text personality analysis
« on: 2016-01-18, 14:50:56 »
Brother forwarded me this link and it's pretty fun. I also believe it kind of works well, we both got diverse, but very fitting descriptions and percentil comparisons.

It's definitely not one of those "well, this could fit anyone" ambiguous descriptions you're used to.

Also, don't be shy to share your desc :- )

https://watson-pi-demo.mybluemix.net/

34
[Max] I need help! / round edges samples
« on: 2016-01-17, 22:28:26 »
For a renderer that doesn't have any 'bulgarian constants', what do these samples affect ? What do they do visually and performance wise ?

Should it be left default or upped if used dominantly ?

Also, to be straight: To get the same effect as when it was in tab formerly, should the bump value be set to default '1' ? Will that yield identical result to previous settings ?

35
[Max] Resolved Feature Requests / CoronaLight as Projector
« on: 2016-01-08, 01:52:34 »
I thought the IES slot can be alternatively used as texture but seems it only takes IES profile.

I would like to map regular texture (caustic bitmap in this case) into CoronaLight just like VrayLight can do. Is there any other solution currently outside of mapping light material to geometry or using 3dsMax standard spotlight ? Not fan of either..

36
Gallery / Travelling Essentials
« on: 2015-12-14, 14:13:22 »
I am posting this work on behalf of my girlfriend Veronika. I did very little help in lighting this piece but this is her spare time project done over few hours for past days.
With exception of Zenit camera (courtesy of 3dSky) she did all the designer objects herself. This started when client asked as to model the boots for current commercial project. She added few more :- )

The work is also on Behance : https://www.behance.net/gallery/32084935/Travelling-essential

To watch Veronika's latest artworks but also her fitness booty, if that's the kind of thing you are into :- ) Watch her instg:
https://www.instagram.com/vero_ni__/

(This is 2560px downscaled from 6000px original. Yes, there are some mistakes that surfaced after render but maybe in future, note: Always add scratches to models you haven't done yourself, never enough turbosmooth, go crazy)



37
Anyone checking on this ? I am absolutely impressed.

http://forums.chaosgroup.com/showthread.php?84980-Altus-denoiser/page6

1 min render (need two of them)



1 minute Altus pass and voila




LeLe's test. 30 second render, 18 second Altus pass:





Another Vlado's scene:











38
Saw this @polycount and surely fits this domain too :- ) Pretty cool.

Not only will this be really useful in texture creation ( I know tons of cross-polarized, scanned and other high end sources are coming up, but in every day work, we often have to make miracle out of googled/calculator-photographed shit), but also to form reference.
Simply imagine stripping lighting information from your favourite photography to roughly get idea how it's lit. And so many other things.

Nice Adobe, please go on..


39
[Max] I need help! / Internal resolution question
« on: 2015-10-20, 00:02:58 »
Does internal resolution smooth the image even if highlight compression is set to 1= linear ?

I have some mental echo it downsampled from tone-mapped result, but maybe I confused that with something else ?

40
[Max] Tutorials & Guides / Vegetation shader
« on: 2015-10-14, 16:09:36 »
I posted this in my wip thread, but might as repost it here if it's ok, more people may come across it here. This is quick start into how I do my vegetation, but most of it is bit old (it desperately needs vertex colors and instance variation),
so I might learn and update it during this project and then do a full video on it.





41
This pertains to 1.1, since I will only update in the upcoming week once I finish current project, but I still just want to ask if someone encountered this issue.

Every time I open saved scene, water level, which I don't use and was unchecked, get's checked in. Repeatedly, upon each opening of the scene again at my side.
Though interestingly, the scene that gets sent to Rebus renders correctly and Rebus has to open it as well so...might be something on my side perhaps.

42
As topic, when set render to Region, it will terminate during(or right before) Secondary GI (Set to UHD default state).

"4/10/2015 8:33:49 AM;  CORONA: Computing secondary GI
4/10/2015 8:33:51 AM;  An unexpected exception has occurred in the network renderer and it is terminating.
4/10/2015 8:33:51 AM;  Error rendering frame 0: An unexpected exception has occurred in the network renderer and it is terminating."


43
[Max] Resolved Bugs / HD success rate percentage
« on: 2015-03-21, 23:25:18 »
Maybe I don't understand how this now works, but if I rise the precision amount the rendering gets far slower, and reported percentage is shown in extremely low numbers, 1-2 perc as opposed to 60-80 I get when using default 1.0.

The new precision is former maximal error thus ? And precomputation is automatic now ? Just wish to clarify as I set that to 99 like i had precomputation before but that's obviously wrong.

The hint on this parameter suggests it only trades off precomputation time. But since rising this parameter slows down the rendering as well, that doesn't seem to be the only case.

44
I had this issue some time ago, but it seems to reappear on random basis. Any material, any angle. Sometimes it goes away automatically..

Anyone had similar encounter ? It's not because of specular maps, the bug appears (although in smaller fashion) even if only diffuse is used. Third screenshot shows it on completely matte surface.


45
Not sure if this is bug or feature, but if it's feature, I don't find it very consistent. Or maybe this is just something that I am making up, because I am not 100perc. sure.

So all maps are now on scale from 0 to 100, perhaps to keep consistency with Vray or to avoid decimals for comfort of use. Except for bump ?

The bump still seem to work the same, 1 seems like 100perc. and 100....like..I don't know.

Anyone any input on this ?

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