Author Topic: [ARCHIVE] Pre-1.0 Daily builds  (Read 160090 times)

2014-10-14, 09:51:52
Reply #225

cecofuli

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Thanks Ondra.  A question:

(*) stability of noise pattern (with PT+PT)

Does it mean in animation? (I think you remember my thread on noise pattern)

Thanks!

2014-10-14, 10:01:17
Reply #226

Polymax

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Heavy scenes my parsing test... speed up  - from 100 sec to 10 sec. But old scene requires a reset. Excellent result!
Corona - the best rendering solution!

2014-10-14, 10:05:05
Reply #227

racoonart

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changed IOR texmap handling.. meaning what? Again black to white is mapping 1 to 100 ?
Any sufficiently advanced bug is indistinguishable from a feature.

2014-10-14, 10:21:22
Reply #228

Alessandro

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While I was having some tests with last daily build, I found this, the kind of occlusion around the teapot is generated by rounded corner shader. The scene is just some teapots on a box, default corona material with just a rounded corner value. Also the teapot unsmoothed surface is because of rounded corner shader.
My Ducati or a render with Corona.....mmm, hard question!

2014-10-14, 10:56:00
Reply #229

romullus

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I like new IOR handling - very straightforward to use and predictable results!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-10-14, 10:58:34
Reply #230

Ludvik Koutny

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changed IOR texmap handling.. meaning what? Again black to white is mapping 1 to 100 ?

Nope, same thing that MR and Vray do now. Basically, if you take output map with output amount of 1.6, you will get IOR 1.6 when plugged into fresnel IOR slot. If you plug just regular bitmap there, then as long as bitmap output stays at 1, material will have no reflection, because fresnel IOR will be in range from 0 to 1. Vray and MR can do some sort of inverse fresnel (values under 1) so, plugging map there will give you some weird sort of reflection, but nothing usable.

General workflow is this: If you have say checker texture, where black squares should mean IOR 1.5, and white squares IOR 5.2, then you connect your checker texture as a mix amount of mix texture, and in white slot of the mix texture goes output map with 1.5 output amount, and in the black slot of mix texture goes output map with 5.2 output amount :)

And again, it is consistent with other renderers, so when it comes to something like say.... material converter (*wink*) then there is no need for any conversion at all, except rerouting map from original material's IOR slot to Corona's Fresnel IOR or IOR slot :)

2014-10-14, 11:33:29
Reply #231

racoonart

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I see, thanks for the explanation. I've just been trying it out and didn't get anything else than no-reflections-at-all which in my opinion is a bit counter intuitive (if you don't know how it works) - but, well, if all the other kids do it... ;)
Any sufficiently advanced bug is indistinguishable from a feature.

2014-10-14, 11:50:48
Reply #232

Ludvik Koutny

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Previous model would not show black when map was plugged in, but it was near to impossible to map exact IOR numbers you need, which was IMHO a lot more severe problem :)

2014-10-14, 11:58:01
Reply #233

pokoy

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Scene parsing - the speed up is fantastic.

Unfortunately, interactive doesn't start at all for more complicated scenes, max just hangs with 0% CPU usage. Tested with 2 scenes that both worked with the previous build. Using it on a very simple scene works, but I'm also seeing some temporary hangs for 10+ seconds.

2014-10-14, 12:13:18
Reply #234

Chakib

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2014-10-14, 12:37:39
Reply #235

Ludvik Koutny

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I cant even get new build to work. So there's indeed something wrong.

2014-10-14, 12:49:30
Reply #236

pokoy

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There's an issue with 'Global Volume Material' slot in the Environment rollout not updating when unchecked, assigning a different map there is reacting occasionally only. I think this didn't worked reliably before as well, but not really sure.

2014-10-14, 12:52:17
Reply #237

ecximer

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In interactive mode Multiscatter(1.3.2.3) not updated automatically.
sorry for my english

2014-10-14, 13:14:50
Reply #238

Javadevil

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I can get scenes to render, but doing anything in the material editor crashes the file.

2014-10-14, 13:41:49
Reply #239

pokoy

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I can get scenes to render, but doing anything in the material editor crashes the file.

Just tested, can't even open the material editor (classic) on the scenes that don't render.