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Messages - juang3d

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Chaos Corona for Blender / Re: Is Corona for blender dead?
« on: 2021-06-11, 02:18:58 »
Search for Corona when you started this magnificent render engine was 0.

Search for Blender can be even ranked 1000, in general Blender users know that Corona don’t support Blender so don’t expect any higher rank in search or any other metrics.

Blender is not an stablished market in ArchViz, it is a growing market, you CAN create such a market instead of just relying on the existing market or waiting until others create such a market.

Chaos Corona for Blender / Re: Blender Exporter v3 released
« on: 2021-05-20, 18:02:45 »
There is no such problem with the GPL, and there is proof out there, like Octane or RedShift, that explanation is not reasonable and besides Chaos has enough Legal power behind it's back to be sure there is not a single problem, way more power than RedShift.

Chaos Corona for Blender / Re: Is Corona for blender dead?
« on: 2021-05-20, 18:00:05 »
It's been a long time since I logged in in this forum, and it's sad because it was awesome to participate and collaborate with the Corona team.

We migrated from max to Blender several years ago and we never looked back, we are happier with Blender than what we was with Max, but it seems there is no interest in the whole ChaosGroup family into doing a serious development of their engines for Blender, so I leave this message here so others that come with hope have things crystal clear, unless someone from the official team says the contrary.

Corona Render will NOT be integrated into Blender, there is no interest on it, saying that they will collaborate with someone that wants to do an integration for free is not serious, so in my opinion, with all due respect, ChaosGroup and Render Legion don't take Blender users as serious users, it's a pity.

I hope the team can change their mind, I know many people that wants to make the shift to Blender, but they would also like to maintain Corona as render engine, they will shift sooner than later because they don't want to maintain adesk licenses, but it would be pity for them to have to change their render engine.

We use Cycles and LuxCore, but we would also love to be able to use Corona for serious work.

A pity.

P.S.: the fear to GPL is not a serious reason, there is enough legal power behind Chaos to ensure that there won't be a single problem with that, and both Octane and Redshift did the integration and so far... not a single problem with the GPL, BTW RedShift is add-on based, not custom build based, there is no need for a custom build, there are many many solutions.

[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-08-14, 18:16:56 »
it will take at least a month from now

Ok, thanks :)

[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-08-14, 14:55:53 »
Ondra, when is planned (approx) the release of 1.5? during August? (next week? XD)

Is because I tried it and the improvement in speed is very noticeable (I'm not sure if it's me but I get more or less clean 1080p scenes in 10 minutes with a 0.5 denoiser againts 25/35 min with 1.4... I don't know if I'm dreaming but... astonishing... and hte post process effects... simply WOW! For a fast job they are awesome!


[Max] General Discussion / Re: REBUS RenderFarm
« on: 2016-08-14, 02:50:43 »
Does Rebus accept daily build 1.5?

Hey Maru.

I did everything but nothing seems to work, the lag in max is astonishin, it's impossible to work!

I'm desperate, right now I'm upgrading to Windows 10 annyversary update to see if this helps, but I'm in a tight deadline and this is breaking all my deadlines, I have 1.4 hotfix 1 :P


[Max] Daily Builds / Re: Daily Builds
« on: 2016-04-13, 09:45:00 »

WOW New custom bucket mode!!!!

Cool solution indeed :)


[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-29, 17:05:31 »
What comp software did you use?

It seems you have to multiply the velocity pass, try with a value of 10 and see the result, I found that situation in the past when I extracted velocity passes from mental ray, with Corona I just use motion blur and that's it hehe


[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-28, 11:55:54 »
Interesting, why did you decided to make it not temporal? So it could work better with single frame renders?
Could it be better for animation if it was temporal?


General CG Discussion / Re: VR or realtime type software
« on: 2016-03-26, 18:18:12 »
The best way to do this IMHO is Unity, but this is to do a full custom app of course, and you can even offer them multiplatform if they want this in phones and tablets.
We did several apps, the counterpart is that it's not a cheap thing to do, not because the software but because you need a lot of time to make sure the app works correctly and to implement every feature you want, so to prototype an app like that is fast, to make a fully working app of good quality high level is costly, but as anything well done :)


[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-22, 09:45:46 »
Maybe is what rawalanche says, a not optimal air flow may be provoking this, all depending on how do you have your refrigeration configured.

Do you see the same temperatures if you render with iRay for example? In that case you would be in the same situation using CPU+GPU, so if the GPU is the problem you should see the same temps you see now in the denoising phase I think.


Hardware / Re: A new PC for Corona
« on: 2016-03-21, 17:18:01 »
IMHO with this budget you can get a pretty good 5820k with 32Gb of RAM, a ver good render node for a low budget, I don't have time to give you a full config, but basically an Asus motherboard, a closed liquid cooling system and a low cost GPU :)

I'm sure others here can be more precise :)


Yeah... Some like that hehehe

Disagree, I think it's just a missunderstanding of how noise works and what causes noise, that's why he wants to stop direct calculation, but it's not because he wants direct/indirect, he is just thinking on how the render and the clean up proccess can be faster, and he is giving an idea, the thing is that this idea is based on a wrong paradigm about noise.

And regarding the "always"... you are right, not always, but it's the feeling you get the first times you work with this kind of render engines, and it's the idea you get when you prepare a simple scene, so this drives unexperienced people with this engines to think that direct light is always clean meanwhile indirect is the reason of noise.
Of course it's not, but it's something people find difficult to understand, that is why there is a need to explain the "where the noise com from" matter, so people understand that it's not just light entering from the window, but there may be many other reasons.

So, of course not always, but if you simplify it is what people in general thinks until they understand how this work. (at least is my feeling about how newbies understand this).

So I still think he is referring to adaptivity without knowing it BUT the only person who knows this for sure is Tiago, so please Tiago clarify this (just out of curiosity hahaha)


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