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Messages - Alessandro

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Gallery / Re: Growing_House
« on: 2015-10-15, 11:43:11 »
That's a lot of fine looking houses! Can you tell us more about this project? Any problems encountered? Any interesting tricks used? What location is this?

And, btw, well done!

[Max] General Discussion / Re: Which render farm do you use?
« on: 2015-10-09, 11:48:06 »
I've worked with Render4you, I find they have a good service at a good price, and a very good support. We calculated some animations, each frame a cup of minutes, actually I don't know how they works with large still. Some years ago we decide to buy a little renderfarm for distribute render for our large still, and to use web renderfarm just for animations, because the price for large still is very high. I think the best way is to contact directly the guy in Render4you, I remember they were working on a solution for large still, maybe they can help you.

all the best!

Gallery / Re: Kitchen Details
« on: 2015-10-08, 11:05:52 »
Bello! ;)
Well done to be a demo scene, well detailed, of course DOF helps a lot, but the result look fine.
I agree with Belly, you can work better to some materials, for example about wood plane I like the texture but there is something "plastic" in material result.
Keep in touch!

Gallery / Re: CRYSTALS
« on: 2015-10-08, 11:00:11 »
I do ;)

[Max] Resolved Bugs / Re: Anisotropy
« on: 2015-10-08, 10:58:25 »
Romullus, as you can check in the scene, no maps and no anisotropy rotation.
Maru, as you've seen, is a new created very simple scene. There's actually something wrong in anisotropy shader.

[Max] Resolved Bugs / Re: Anisotropy
« on: 2015-10-07, 18:38:16 »
Same results, I attach the render and the scene, if someone want to have some test.

[Max] Resolved Bugs / Re: Anisotropy
« on: 2015-10-07, 18:14:03 »
Sept 24, as you can see in the frame buffer, on max 2016

I download the last build and retry immediately.

[Max] Resolved Bugs / Anisotropy
« on: 2015-10-07, 16:05:14 »
I'm preparing a satin metal, I find this tread:,3527.0.html
on resolved bug.

Using about the same material showed in that tread (with or without a map for anisotropy), I still have bad results.
In the captured video image, you can see a quick set with some primitive and a modeled sink.
In the primitive geometry, you can see a problem on the top of the chamfered box. Just on the top and bottom faces. If I remove any smooth group from top faces (the box is divided 3x3x3) the problem disappears.
The material seems to work ok on the other primitive.
Same story in the sink, all around the borders it create a "false edge". I've tried to change the geometry, to simplify or to increase subdivision, to change smoothing group, to add a a smooth modifier, to remove all smoothing group, but none has changed. I mean, the problem still remains.
I attach also the sink without anisotropy, the geometry works fine. And the box with top faces removed from smooth group.
Is it me? Any suggest?

Gallery / Re: some of my tv commercials with corona
« on: 2015-10-05, 11:08:51 »
Hi vrMan, very well done jobs, they rock, very scenic!
You are the developer of the VC plugin? That's cool!

[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-10-01, 16:17:27 »
Hmm usually shaders are much much more responsible for a slow scene, not the poly (triangle) count (If you consider 1h/frame to be very long). Glad to see you could calm him down btw.

They've got a large number of frame, you can't have 1hour for frame in a video production if you aren't prepare the new episode of Star Wars!! ;) There were a lot of unoptimized surface, unoptimized material and so on, I think in a video production you must concentrate your work on the camera and object movement and the light. Than a very good post. Becouse of the resolution itself of the video (low considering the normal production resolution of a still) and the time you can spend on a single particular, you can of course optimize everything.

Btw, the real reson of my starting post is that I love Corona renderer, and I want it to be perfect, not just the best ;)

[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-10-01, 12:38:05 »
Yes Maru, and actually this is not the first time I'm writing about this.
Again, actually it doesn't create so hungry problems during normal work.
But, as my experience in Max beta testing tell me, sometime we have to talk again about the same old problems, otherwise the developer team forget them ;)

And, if it has to be fixed some day, it means that it's a bug ;)

[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-10-01, 11:23:59 »
Frood, just to talk with you, to define the number of polygons needed to well render a surface I always consider the border, I mean the silhouette of the surface, when it seems to be continuous it's ok. The shader has to do the rest. I also have to consider the total amount of poly in the scene, to have a "usable" scene.
We can talk one live about the meaning of high poly, and of course if I'm rendering a single object of course I can exaggerate with polygons, but in a regular set, with a lot of objects, I have to consider everything. Just yesterday I was talk with a friend, his "render boys" have create an exterior scene to be animated, with so much polygons, and it takes about 1 hour per frame!!!! He was killing them....I've stopped him just in time! ;)
Btw, someone has moved this tread in Resolved bug, but sorry, IMHO it remains a bug.
Take care, and thanks for your support.

PS: I'm curious, how many poly has got the highpoly teapot in ??...

[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-09-30, 20:01:50 »
Yes. But I can't consider this as a low poly object. In real world (I mean when we are working, not having fun with a demo of our capability, no time limit...) we have to optimize out mesh, as you can see near the teapot there is the same object with a Lattice modifier, I repeat, this is not a low poly. This is a problem.

[Max] Resolved Bugs / Wrong smooth on round surface
« on: 2015-09-30, 18:44:36 »
Hi, I notice this, in max 2015 and 2016 x64, last corona build, there is a problem with smoothing.
Very basic scene, a teapot (and an edited cylinder) on a plane, corona material (or simply a color for 2015 rel.) and a corona sun light in 2016, a corona light (sphere) in 2015. You can see the result.
Is it me?

Gallery / Re: Kitchen detail test
« on: 2015-06-19, 09:53:10 »
Amazing, plants are amazing!

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