Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Phasma

Pages: [1] 2 3 ... 8
1
thanks

2
General CG Discussion / Importing NeRF data in Corona Render
« on: 2023-05-20, 18:40:18 »
Hi

I did some little experiments in the last days using NeRF's and I wondered, If it would be easy to implement them into Corona? My little workaround batch-importing the rgba slices from Instant NGP was successful, but is low on performance and obviously not taking the Radiance Fields into account. So a *.ingp support for the Corona Volume Grid would be super nice to have as we could easily scan a lot of things with NeRF tech...


3
[Max] I need help! / Re: Remove a license from a Computer
« on: 2023-03-27, 11:32:38 »
Thanks a lot. Will do :-)

4
[Max] I need help! / Re: Remove a license from a Computer
« on: 2023-03-22, 17:58:49 »
nobody?

5
[Max] I need help! / Re: Remove a license from a Computer
« on: 2023-03-16, 17:18:24 »
I actually had to purchase another license now just to cope for the lost one used up by a renderblade. It would be very good to have a solution to this.

6
[Max] I need help! / Re: Remove a license from a Computer
« on: 2023-03-16, 13:33:46 »
Thanks

I know. it should not use a normal license. We have two Renderblades here. both with the same setup. Only one uses a full corona license as well as a Rendernode license. Both controlled via Deadline. both in slave mode - without UI. Now one of my collegues has no license. I need to kick the Renderblade! (and make suree it does not use up a full license in the future)

7
[Max] I need help! / Remove a license from a Computer
« on: 2023-03-15, 11:43:30 »
Hi.

I could not find any info about this. A renderblade uses a full Corona license and prevents me to use it in production. I want to kick this Computer now so the license is free. How do I do that?

8
[Max] General Discussion / Re: washed out cosmos assets
« on: 2022-10-10, 18:27:30 »
Just to add my two cents here:

this is the reason we are trying to set a lighting standard. There are technical standards like PBR for materials, but for lighting there is none although it is the most important thing in a 3D scene. I saw a lot of people eyeballing the lighting settings until it looked good while also tweaking materials all the time. You'll get there eventually but it takes a lot of time always. In the next scene those precious adjusted assets start to break again.

I've seen hundreds of artists doing this kind of work all the time and it is frustrating of course. And common lighting assets - HDRI's for example do not make it better. they are not as bright, contrast is off, they lack dynamic range etc.  This stuff continues with 3D candles that are sa bright as little suns and way too cool in terms of color. So how on earth should people approch this issue? The average artist just wants to pick an environment and some real lights like indoor ceiling lamps and set up the camera like a photographer or like someone with a smartphone.

I will not really talk about our upcoming product here - If you are interested - just hop on stableworks.tech and find out for yourself. What I want to adress here is, that All these assets - even the ones made with the best efforts will look crap in a lot of scenes because the scenes lighting is just off. people use the same camera settings for day and night shots and play around with the lighting based on what they see in real life with there eyes - of course the assets break. If we would all follow a common realistic lighting standard - AND the assets would have been made for it also - things would look completely different.

How do I know? Because I developed this system for the last 7 years and some companies are currently adapting it and they are successful with it. It has other benefits as well but one of the good things is, that this whole asset issue is gone!

9
We will look into this. Something is definitely wrong.

nice! thank you very much

10
As i showed in the examples above, this happens with small holes of any shape - the holes have been round in my example scene, still the projected light was square. this only happens with hdri's, not with the corona sun, I also showed examples above regarding that.

to compare it with something photographic... background bokeh also always has the shape of the lens entrance pupil. It has nothing to do with the shape of the light. in case of the hdri sampling in corona it seems that the sun is only somehow sampled by one -square- pixel... even if hdri resolution is high and sun shape is actually round. I also showed that in my examples.

by the way, it works as expected when the hdri is mapped on a sphere.... takes ages to render though... . It is also independent from the birmap filtering and bitmap blur settings. So there is clearly something wrong with the light sampling of hdri's - something that is not visible when then hdri is directly seen in the background.

11
exactly these kind of results are really showing how often this is a problem. thanks for sharing and pushing the topic dj_buckley

12
Thanks :-)

14
Still no reaction from the devs? I kinda think it is sad, that such an everyday thing like area shadows do not work properly in Corona....

15
Works in fStorm...


Pages: [1] 2 3 ... 8