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Messages - Bormax

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61
Hi again!
Corona7 DB 2021-04-21. IR is still working very laggy with Forest Pack 7. With ForestPackPro711 it works a bit better than with ForestPackPro706, but it is still makes IR not usable in scenes with grass and trees scattered with FP. With FP6 in the same scenes IR works fine and smooth.

Here is simplified example - piece of ground surface with boxes scattered the same way as I scatter grass patches. With FP 7 any change such as Sun position or panning in rendered window makes Max to hang for 7-20 seconds before IR's picture is getting updated. With FP6 - no any such kind of hanging, picture is updating immediately.

Max 2021.3, Corona7 DB 2021-04-21

Hi
I've tried to use FP7 with the Corona7 RC1,2 and have to say that IR works better with it now. Testing scene which I attached earlier (https://forum.corona-renderer.com/index.php?topic=30877.300) works pretty smooth, but the real working scenes with a lot of FR objects work still a bit  laggy, much smoother than it was in April, but worse than with FP6

62
Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.

Thanks Maru.

But the difference in areas marked by you on pictures unfortunately is matter of texture conversion too. Here is the same Vray scene picture and the only difference here is RGB level parameter of trunk diffuse map - it's raised to 4. As you can see shadows look about the same because they are just more noticeable now.
Next question is about Converter - why converted scene looks so different? (I know, the original Vray picture looks not really nice, but it's not about the beauty of this image :))

63

I have some notes regarding your comparisons:
- they actually look similar (but if it could be even better - we are definitely interested in improving)
- you are comparing two scenes with completely different lighting - there are strong reflections visible on the leaves in the Corona version, but also the overall lighting is different - for example you can see the effect of sunlight on the branches too in the Corona version, but in the V-Ray version there is uniform illumination coming only from the sky - the branches are much darker)
- V-Ray 3.7 is a very old version, I am not sure if we can do proper conversion from it

If you can send this problematic scene to us, that would be perfect.

Hello
Actually scenes are the same, lighting in both scenes are Corona/Vray Sun + Sky in the same position with intensity set to 1.
New pictures are the original Vray scene and the same scene converted by Corona 7 RC2
I've uploaded Vray scene 1624024326_converter7-vray-comparison.zip, so you can try it

64
Done
1622111539_converter6-7-comparison.zip

Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.

Hi
Thanks for your affords, material tree looks better now. But I've got pretty different visual results comparing pictures with original materials rendered by Vray3.7 and converted ones rendered by Corona Renderer V7 RC1.

65
[Max] I need help! / Re: Color correction techniques
« on: 2021-06-17, 19:53:32 »
I'm a bit puzzled why it seems that everyone is trying to ignore aaouviz's advice and instead are looking for more inconvenient ways to solve an issue, which already has perfect solution? An option to use master Corona colour correct node to modify multiple CCC nodes at once has been introduced long time ago and it is much easier to use than to set-up controllers tree or use third party scripts.

Thank you Romulus for this information! I didn't know that it's so simple and now feel that I was blind not to notice "Use settings from map" option :)
Thanks, it will save much time!

66
[Max] I need help! / Re: Color correction techniques
« on: 2021-06-09, 14:35:40 »
Hi
I don't have global solution for your request, but in cases when I need to control the same kind of parameters of different materials (such as diffuse/transc. maps of leaves) I use Bezier Float controllers. Each of them can control some parameter of CoronaColorCorrect map (Saturation, Hue, etc.). So, for example, I Can change Saturation of group of Defuse maps connected to different materials at once. You can see example of this kind of solution on attached picture. In this case SATURATION controller can change saturation parameter of two CoronaColorCorrect maps connected to different materials. HUE controller will affect Hue parameter of those CoronaColorCorrect maps. With this you can group some materials and control them all by changing parameters of connected controllers at any stage of the project.
Workflow:
- create controllers according to the amount of parameters you need to control,
- create CoronaColorCorrect map and connect all controllers to the corresponding inputs
- copy CoronaColorCorrect map as many times as many maps you need to control
- make the maps you need to control go through the created CoronaColorCorrect maps which have the same created in the beginning controllers
- enjoy

67
[Max] I need help! / Re: 3DS max lagging
« on: 2021-06-08, 15:04:59 »
Another ones that came to my mind:
- Space Navigator mice are known to cause problems in multiple max versions, if you're using one you might have to use a different driver
- The 'delete ENU folder' voodoo trick. No one knows why but it actually helps for some people

My problem was connected with the mouse as well. I had another model of it, but it caused the problem. In my case changing polling rate from 1000hz to 125hz solved this problem with Max and Autocad where I faced the same issue with viewport performance too.

68
[Max] I need help! / Re: 3DS max lagging
« on: 2021-06-07, 00:13:22 »
Hi
I have had a problem with lagging different versions of Max. Check this out, maybe you have the same kind of problem as I had
https://forum.corona-renderer.com/index.php?topic=32757.msg183221#msg183221

69
[Max] I need help! / Re: Archicad to 3DS max units problem
« on: 2021-06-02, 22:42:49 »
Unfortunately this way you get "dead" model which can't be updated as reference.
Archicad units set to millimeters, Max units set to centimeters.
Forget to mention that with these options model comes to Max with default UVW scale 100x100cm for each surface

70
[Max] I need help! / Re: Archicad to 3DS max units problem
« on: 2021-06-02, 20:43:22 »
Hi
I use 3ds format to use Archicad's models in 3DS Max. For me this set of options for export from Archicad to 3DS is most convenient (see attached picture).
After that I use archicad_wiz script to import 3ds-model  to Max. This script welds vertexes and makes model better to use in Max

71
Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.

DB 2021-05-20

Hello Bormax, please could you provide us the scene in question, so we could make sure it works as expected even for this particular case?

Done
1622111539_converter6-7-comparison.zip

72

I managed to create some really nice renders with the fuzz by detaching every single material id and creating a forest pack for each one but that is not the way to go for us.


Hi
Didn't solve it using single FP object, but realized that you can keep your geometry not exploded by mat IDs by using Surf.Mat.ID field in Areas rollout. In this case you can create multiple FP objects for each mat ID, multiple fuzz objects with corresponding materials and use single mesh to scatter them on like on attached picture

73
Thanks for the feedback! We are aware of this issue, and one of the upcoming daily builds will include an updated converter which greatly lowers the number of nodes created in the conversion.

Good news, thank you!

74
Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.

DB 2021-05-20

75
Hi again!
Corona7 DB 2021-04-21. IR is still working very laggy with Forest Pack 7. With ForestPackPro711 it works a bit better than with ForestPackPro706, but it is still makes IR not usable in scenes with grass and trees scattered with FP. With FP6 in the same scenes IR works fine and smooth.

Here is simplified example - piece of ground surface with boxes scattered the same way as I scatter grass patches. With FP 7 any change such as Sun position or panning in rendered window makes Max to hang for 7-20 seconds before IR's picture is getting updated. With FP6 - no any such kind of hanging, picture is updating immediately.

Max 2021.3, Corona7 DB 2021-04-21

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