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Messages - Alessandro

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1
Corona 1.5 Daily Jun 12 2016, same problem on Max 2017, no difficult with Max 2016.
Please find a solution asap, is impossible to work with this problem

Edit: on Windows 7 pro sp1

2
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-04, 11:03:01 »
Ondra, is it possible to make denoising as a button, not a checkbox. I mean could it work this way: render image <no denoise is applied> then set radius and press denoise button <denoise is recalculated and reapplied>, if needed adjust radius and press denoise again <denoise is calculated and applied>, repeat till satisfied. That would be killer feature!

In this case, in your opinion it should be better if the second denoise pass would be done over the previous pass or starting from the raw image? In mine, it should be more pratical to restart from the raw image, bat maybe some tests should be a great help to better understand the better way.

3
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-02, 12:55:56 »
Is denoising (or going to be) a switchable on/off effect in framebuffer ? Or how does it work currently ? Hopefully you don't need to render twice if you want both versions.

It seems to be a full post production. If it is like this, it should be great to have it as a separated channel, or if it is possible, as a post production tool.

4
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-02, 10:24:20 »
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?

Romullus, a few days ago I had the same problem working for a business partner. He start to work with downloaded Corona 1.3 as a demo, we have prepared some scenes, and a few days ago he has bought a licence, so I upgrade his system with the last daily build, and then the scenes (with the same texture I use in mine) show the same problem I've got with mine.

Hey Alessandro, could you recap in one post what's exactly the problem is, i'm kinda lost here. So, you're saying that you (or you friend) prepared scene in 1.3 which looks good and install daily and bump looks weird? Too strong, too weak, or what?

Let me have a few minutes, I'll open a post on Bugs and I'll link it here. Thx

5
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-02, 08:45:56 »
denoising/adaptivity daily is out!

I'm testing the new daily in a job. I find the noise filter amazing!! It should be so useful also in low quality preview, it create a visible aliasing but good for a preview, very fast and good result. I'll try better for final images.
About adaptive, how do the scale works? In the last months I've used also Vray for a business partner (and I've converted them to Corona ;) ) and I find su useful in Vray adaptive a render mode that show you using red dots the area where vray is working on, this help you a lot to set the limit value for adaptive. Is there a similar way to do that with Corona? Any ideas?

Edit: maybe show in frame buffer stats a value indicating the noise limit Corona has arrived to in real time...

6
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-02, 08:21:24 »
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?

Romullus, a few days ago I had the same problem working for a business partner. He start to work with downloaded Corona 1.3 as a demo, we have prepared some scenes, and a few days ago he has bought a licence, so I upgrade his system with the last daily build, and then the scenes (with the same texture I use in mine) show the same problem I've got with mine.

7
[Max] Bug Reporting / Corona bitmap scale changes on merge
« on: 2016-02-25, 16:44:27 »
Merging a geometry with a corona bitmap diffuse map with world scale (I suppose it's the same with other maps) from a scene with a different system unit (ex. from inch to cm) Corona scale map size. It works fine with Max standard bitmaps.
In the picture you can see the imported box, the right one with max bitmap, the other with corona bitmap, the last one size has been divided per 2,54


8
General CG Discussion / Re: VRscans
« on: 2016-02-24, 14:01:05 »
Good results with skin and fabric. Curious to see how they work on a little bit complex texture, like wood, stones, textured fabrics and so on.

9
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-22, 19:10:12 »
There's also bump amount parameter in output rollout of bitmap, and corona respects that value. It's basically multiplier for bump, so if the bump amount value in bitmap is set to something crazy, then even setting bump to 0.01 could be way too much.
Yes, but not in this case.

Btw, thx a lot to everyone, this is a very active forum!!!

10
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-22, 19:08:46 »
Could it be that the legacy switch plays a role here? I don't know if it affected bump strength at all but maybe it's a difference between materials rather than build versions?
No, not in this case.

11
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-22, 19:08:11 »
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?
Not sure, sorry, maybe 19/12/2016 but I'm really not sure :(

12
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-20, 09:32:51 »
I agree with Romullus too, to change the scale now should be a disaster. But, I can't understand why I found this problem only now. I have to do some test with other old scene, maybe the question is limited to this single material. Or maybe the daily build I was using before should has a problem I didn't see before.

best,
Alessandro

13
Gallery / Re: Sydney Studio
« on: 2016-02-20, 09:04:54 »
Beautiful images!
Maybe floor bump has to to inverted? There are some point that seems to come out from the floor.

14
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-19, 10:04:08 »
So what is the problem? Bump map amount mostly make sense in 0-1 range. And as i see from your latest examples it works as excpected. Do you expect shader would rise canyons and dig valeys if you set bump amount to 99? :]
Ahah, rise canyons and dig valeys, ahaha, really really comics! Really!
No, of course no, I mean that usable range is from 0.01 to 5, so I suppose that to make it more usable it should be scaled by 10 at last.

...a canyon, ahah! ;D

15
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-19, 09:03:21 »
These are two test, bump amout 1 and 0,02

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