Author Topic: Daily Builds 1.0 - 1.4  (Read 244983 times)

2015-06-18, 15:55:22
Reply #150

Alessandro

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Btw, Corona bitmap is the left half.

Ahah, I was almost sure about this ;D but, did you use standard default values for both? Can we see the map you use? ;)

Btw, here we use to call this kinda research "pippe mentali" that means more or less mental masturbation, but actually in some particular scene, as Polimax one, it can give quite different results...

Edit:
also, I've just open your scene, you are using the map (lost ;) ) as diffuse, have you tested it  as bump?
« Last Edit: 2015-06-18, 16:03:33 by Alessandro »
My Ducati or a render with Corona.....mmm, hard question!

2015-06-18, 16:39:48
Reply #151

maru

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Oh come on...

Can we see the map you use? ;)
You can put your own.

Quote
also, I've just open your scene, you are using the map (lost ;) ) as diffuse, have you tested it  as bump?
I showed examples with bump. Also this:
Quote
Used different variations of filtering blur, colored and greyscale images, bump and diffuse
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-06-19, 14:22:54
Reply #152

pokoy

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Is there a problem with region rendering with IR in 1.01? I remember crop wasn't working but region did, but I can't get it to work, it'll always render a full frame.

2015-06-19, 15:03:26
Reply #153

romullus

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Working fine here. max 2014 sp5
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-06-19, 17:22:17
Reply #154

arqrenderz

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I have the same issue that pokoy max design 2015 sp3

2015-06-20, 15:12:31
Reply #155

Bormax

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I use 2014 sp5 ana IR never rendered region, always full frame

2015-06-20, 15:15:29
Reply #156

romullus

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Ups sorry pokoy, didn't notice that you're talking about interactive rendering. No, region isn't working with IR and never did, AFAIR.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-06-21, 11:53:59
Reply #157

romullus

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Actually, i start to liking how CoronaBitmap handles bump mapping. I'm working on one model which contains very fine and subtle details in bump maps. With max bitmap i have to constantly change bump map filtering and/or strenght if i want to render close ups or general views. With CoronaBitmap it's much easier, once you find good filtering and strength values, you practically don't have to touch it again. That's awesome!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-06-21, 12:26:17
Reply #158

pokoy

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Ups sorry pokoy, didn't notice that you're talking about interactive rendering. No, region isn't working with IR and never did, AFAIR.

Strange, I seem to remember it did. Nevermind then!

2015-06-25, 17:04:11
Reply #159

pokoy

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I just remembered this from the latest blog entry about 1.1:

Quote
Glossy reflections are no longer darker on object outlines.

I have a wall with a glossy value of 0.1 and there's clearly still a problem with this. Is this really fixed and I'm seeing something else here or is it fixed but still visible under special conditions?

2015-06-25, 17:19:26
Reply #160

Ludvik Koutny

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I just remembered this from the latest blog entry about 1.1:

Quote
Glossy reflections are no longer darker on object outlines.

I have a wall with a glossy value of 0.1 and there's clearly still a problem with this. Is this really fixed and I'm seeing something else here or is it fixed but still visible under special conditions?

It's just fixed, and works. Maybe your scene has some other specific problem, or you just mistake correct behavior for a bug. Posting image would help a lot.

2015-06-25, 17:28:57
Reply #161

pokoy

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Found the cause - it was an older scene done months ago and 'Legacy Mode' was still checked in every older material, unchecking it helped. Seems I'll have to go through all my scenes and uncheck that silly checkbox on all materials. Fun!

The render looks much better now ;)

2015-06-25, 17:51:50
Reply #162

Ludvik Koutny

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Corona Material Converter from DeadClown should have option for that ;)

2015-06-25, 18:24:17
Reply #163

pokoy

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Will try, thanks!

An interesting side effect is that the noise resolves faster, it seems I can get away with 70% of the passes it needed before to get the same noise level. Nice!

2015-06-25, 18:41:54
Reply #164

Ludvik Koutny

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I do not think GGX was supposed to be any faster :X But if it is, then it's awesome :) Perhaps in some scenes, especially with materials with very low glossiness, it could.