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Messages - Bjoershol

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31
[Scatter] Feature Requests / Re: Chaos Scatter Playground!
« on: 2021-12-10, 12:31:29 »
+1

I can get by using the free version of Railclone for basic stuff like tiles and cladding, but having to manually draw splines for each wall is a huge time sink. Most of the time geometry from CAD programs is a complete mess, so being able to scatter on unclean / broken geometry would be extremely nice.

32
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-04, 20:19:49 »
Thank you, appreciate it. :)

33
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-03, 14:08:50 »
I've learned *A LOT* from Dubcat, so no offense, but I feel like my encounter with his Photographic LUTs early on while learning Corona Renderer, really led me astray. The 5D Mark 1 and 5DS LUTs produce a much more natural look, which is probably a better starting point when pursuing an un-edited photographic look.

Yep, it's the 5DS one I've been testing actually not the Mark 1.  If you're albedos stay within the stricter ranges, it produces a really nice starting point.

Can these LUTs be found anywhere for download? Would love to test them out. :)

34
[Max] Bug Reporting / Re: endless parsing scene
« on: 2021-12-01, 12:30:32 »
I'm also experiencing the same issue.
Pulze Scene Manager here as well.

35
Great work, guys! Looking forward to it. :)

36
[C4D] I need help! / Re: Grass out of the sidewalk
« on: 2021-07-08, 14:10:09 »
I'm not familiar with C4D, but in max I would use a distance map and assign it to scale, so that the grass becomes smaller near the sidewalk mesh.

37
Convert by class in corona converter v1.45 does not convert 3Ds Max Physical Material (compile error: Unexpected end-of-script).

I am still on Corona 6 hotfix 2 in 3Ds Max 2022, has this already been fixed, or is this a known bug?

38
[Max] I need help! / Re: Black splotch/ patch
« on: 2021-06-21, 15:16:50 »
Hi,

Try to uncheck "occlude other lights" under visibility.

39
General CG Discussion / Re: Corona Resources
« on: 2021-05-04, 09:54:49 »
-

40
No problem! Since you are new to rendering, maybe consider posting to Gallery / Learner's Corner for general feedback - or maybe one of the mods can move this topic there. :)

41
Resolution kind of depends on where the image is going to be displayed, but there is nothing wrong with the resolution you are using in the example you posted. It's pretty close to the standard "4K" resolution.

I agree that the problem probably isn't sharpness in the image, but rather that you should focus on working with your materials and lighting.

From what I can see in the image, it looks like there is a problem with the displacement on the roof and brick materials. Like already mentioned, you could go to Render setup -> displacement -> screen size = 1. But the default size of 2 should be fine unless you are doing a high quality final render.

Remember that if you are moving the camera during interactive rendering, you need to restart the render for displacement to update - it only calculates what is visible in the viewport when you first start the render.

Also, try modeling the wood slats instead of displacing the material - try something like the Floor Generator plugin, it's perfect for stuff like this if you tweak the size / spacing / extrusion.

https://cg-source.com/FloorGenerator


42
Gallery / Re: Porsche 718 Spyder
« on: 2021-03-26, 09:34:59 »
I think these look really great, good job with the lighting.

Those short clips would be nice as a looping GIF or something, just a thought. :)

43
The glass object has no thickness, no. See attachments, this is a simple glass plane with no thickness.

Not seeing any difference when bypassing the layered material, either. Strange, could be related to your Max version, but surely someone else must have experienced the same issue?

44
Could there be something else going on with your material? I tried creating a quick CoronaLayeredMaterial with glass as base, and there is no problem with reflections when "thin" is checked.

Edit - Max 2020.3.2, Corona 6/hotfix 1

45
Thanks Maru, I was unsure if I could send the model - but I realized what the problem is.
I was displacing a 576.000.000 m2 terrain at rendertime, at 1 px subdivision quality.

So... that might be why. :)

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