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Messages - I3ordo

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1
yes, this was purely a practical suggestion (merely selecting the object or group and without waiting for any menus to reload and solving the isssue on the spot) as the complexity of scene are getting out of hand and whatever practical solutions i get is more than welcome, that is why my suggestion. From the reply , i can see that i should not get my hopes up due to density of the to-do-list of corona,

Thanks for the consideration, or at least the response of acknowledgement,

2
 Hi,
Instead of excluding a specific mesh, from a slicer applied mesh, by diving in to the slicer's material's exclude list, can be there an alternative like a "Corona Slicer Exclude" modifier (much like an extrude modifier).

benefits that i can imagine right now is mainly "Practical usage": as one would just have select the objects to be excluded and add the modifier, toggleable on/off, also as the exclude list creates a dependency when merging to other scenes and ties the excluded objects to the new scene mostly unnecessarily.

3
so overall,  despite me misinterpreting the problem, not reading very carefully the responses, i got the solution i needed , I LOVE CORONA and thank you for creating and supporting it.

4
Can you provide a simple test scene? Not heard of this before - also, are you sure it is occluded, that is, it no longer casts light into the scene? Not just that it renders black (if so, is "prevent black appearance checked"? and if so, is this when viewed directly or when in refractions/reflections?)
after reading your invaluable reply,  i tried "prevent black appearance" which was already checked and as it did not fix the black appearance, i went ahead and prepared the scene, but later that night  tried enabling back the "occlude other lights" option(which was a no-go for me as i always had to fake the position of the lights away from the ceiling and that option was causing shadows on the ceiling due to being away from the ceiling ) anyways,, they were not black anymore.

So overall i think your answer was the simplest solution to this problem.

5
I am sorry but i have misinterpreted the problem , it was not the light rays that were blocked, it was the visibility of the "disk light" affected instead.

in the scene i have shared, The disk light is set to be "directly visible" and camera is 90 degrees perpendicular to the ground.

directionality= 0.45

and disk is clearly visible, no problem.

increase the directionality to 0.46 and the disk is still visible but a semi transparent and faded.

increase it more and the disk is semi transparent more
at directionality 0.5, and it s now black.

but if you modify the camera upwards towards the disk, it becomes visible and white again unless the directionality is below 0.50, it gets black no matter what angle you look at it if dir. is >0.50

So Both standard camera and corona camera has this behavior.

Maybe i should post this as a bug fix but i am not sure if this was physically more correct somehow...

6
 Hi,
When using corona disk light with directionality above 0.45, the disk light despite being below the ceiling mesh and supposed to be clearly visible and not occluded by the ceiling mesh, gets occluded. So i always have to move the disk light 4-5cm away/below the ceiling so it does not get occluded by the ceiling mesh, but this results in floating lights.

It seems, as directionality  increased on the disk light, the disk light's ray origin point is moved on the opposite direction of rays casted and this results in the rays get blocked by the mesh despite the light's placeholder free from the occluding mesh.

I am asking for a corona light option that will prevent this behavior so that i can place light directly beneath the ceiling mesh and not care about floating spot lights or a suddenly darker scene with occluded spotlights.

That would be very practical , you know...

thanks for the consideration.

7
I have the same CPU and i can watch YT videos without problems while rendering (all cores enabled). The problem must be somewhere else. What typical resolution videos you are watching in YT. What version of 3ds Max and Corona you are using? Also what's your browser? Is it up to date? Maybe some plugins are causing video playback choppiness? If you try to play local video file with some media player, does it play choppy as well?

I am on a triple FHD displays plugged in to a single GTX 970 3.5/4GB GPU, i know the GPU is very much dated however, it just bugs me that the issue only occurs when rendering. I will try other browser, also do VLC video playback and come back soon

8
 Hi!
I know i sound amateur but yeah i do watch youtube videos while rendering stills and i wish i was able to do it without video becoming choppy... My CPu is an 5950x with 64gb ram and i am having the Core count on -2 (it should be 4 threads free since core=2 thread).

ı check my gpu Video memory and it s  on limit but the thing is, choppiness occur only when rendering , so wondering if there is a way i can have proper video playback while rendering? I disabled bloom+sharpenning+denoising in the VFB but still the choppiness persist while rendering.

Any suggestions other than watching the videos somewhere else or not at all,
thnx

9
 Normally, i would not ask this feature in a "render" plugin's forum but over the years, corona introduced such niche features that i said why not!, this would save loads of time with many much like the UV Randomizer, Multimap, round edges  and so on....

The shader i want to see corona team bring to life is a texture orientation shader, which would automatically rotate/orient  the uv of a texture so that the longer edges of a polygon would define the orientation. This would be very useful as it would as it would be automatically useable on use it on roads , woodwork of the furniture, Ivy leaves etc...  A polygon's UV would be automatically aligned along the longer edges

10
 Hi,
 i wish we could scatter on "scattered objects", without converting the scatter  objects to mesh.

For example, for covering  large walls with ivy, i wish we could  just scatter the ivy branches, and set the scattered branches as scatter-on targets but again, currently the only way to do that is to convert those scattered branches to mesh and set them as scatter-on targets.

A better implementation would allow us to use the poly IDs as areas so that, we could scatter the trees, and if to add fruits/special leaves to those trees, set the scattered trees (while still as CScatter  widget) as scatter-on targets and  just target a specific poly ID so that the fruits or leaves would appear on just the leaves but the trunk or leaves.

11
Agree with the request - for me, decals would prove much more useful if support for other mapping/projection modes would be added.
My idea would be that UV coords could be defined in a UV modifier or Unwrap mod on the mapped object and the Decal would get a 'use existing mapping channel' option along with a map channel ID (similar to how the legacy Displacement modifier works where you can optionally use an already existing mapping channel).
Let's see if it's doable.

Those are nice suggestions, but as an initial upgrade, i am just content with a very simple FFFx2 modifier, i believe it it would be the simplest improvement if possible at all...

12
wonder why this was ignored....

13
[Max] Feature Requests / Decal object receive ffd modfiers
« on: 2022-09-18, 06:12:59 »
 Hi!
I am enjoying the new decals feature however i see that the decal box's shape quite restrictive, it has to be a perfect square or rectangle; no ffdx2,no taper, no skew...

 Here in this example, i wish i could add a ffd  modifier to it so that it matched the road's  angles


I was using a crosswalk texture for a gate area and the road and cross walked can not aligned properly due to road's shape not a proper one. Some can say "why not fix that awful road instead?" but that s not my point.

If decals could be compatible with atleast FFDx2 modifier, that d be very neat and a lot practical, dontcha think?


14
 Hello all,
my current machine's corona 1.3 benchmark is: duration:4:40, ray/sec: 1.735.030
so even my gaming machine 4790k from 2012 is
I think i should buy an 3950x with 32gb ddr4 ram and a 120mm AIO cooler.

Do you have any other recommendations? I am expecting a 4 fold increase in rendering time reduction. The benchmarks from other users suggest it would be even more than 4x increased performance. Hearing your  hands-on experience would be nice...

Do you have any warning or recommendations?

Which ram clocks speed would you recommend or does it matter for corona rendering?

for cooling the 3950x at stock speeds would require a 120mm raditor.

THat's it for now, thank you




15
if you people can solve that wrong "metal" outcomes, that convert from v-ray, i might stop using the 1.42 that i had find mid-production.

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