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Topics - I3ordo

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1
 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.

2
 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.

3
 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

4
 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

5
 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.

6
[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?


7
 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




8
 Greetings,
Why does the environmental HDRI's intensity adjustments in lightmix; affect the direct visiblity/ref/refr overrides?
Ideally, i would like to adjust the light coming from the HDRI, while using the same hdri as a background.

, adjust the incoming light from the HDRI while retain the overridden background image. I can do this already but when it comes to light mixing, the HDRI channel boosts the luminance of the overrides..., that is somehow until i bake the changes to the scene, after baking the scene, the changes revert.

Is this a limitation of how light mix works? can it be remedied with updates?



I put a 8-16k spherical HDRI to Corona's scene environment
Color correct the HDRI via gamma adjustment = The hdri looks washed out or something not pleasant eventually
Override the ref/refrdirect visibility with the same HDRI but without the gamma adjustment so the

9
i just use u channel 2 on the uv map modifier with real world scaling, and it can randomize the multitexture applied to it just fine with IR helping me align the lines , so in which part the bercone tile not working i wonder...

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