Recent Posts

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11
[Max] I need help! / Re: Corona Sun doesn't work properly
« Last post by lightwriter on Today at 13:32:19 »
The only things that can play a part are:
Tone map settings, you didn't show us those, the exposure could be way down
Something is blocking the sun, this could be a partially transparent object, or a volume such as fog. In fact, we know the curtains are blocking the sun, so are they set up to allow enough light through? Are the interior lights working normally, what happens if you hide the curtains, that would be how to test if the curtain material is to blame.
The Sun size was changed from the default

Hope this helps!

Thanks for your help!

Here are the tone map settings; the exposure is at 0,0.
I searched for something blocking the sun...I've found nothing.
I've hidden the curtains - you can see the strange result with only the sun. The glass is working properly, since the environment lighting works as it should.
12
[Max] I need help! / Re: Corona Sun doesn't work properly
« Last post by TomG on Today at 13:06:02 »
The only things that can play a part are:
Tone map settings, you didn't show us those, the exposure could be way down
Something is blocking the sun, this could be a partially transparent object, or a volume such as fog. In fact, we know the curtains are blocking the sun, so are they set up to allow enough light through? Are the interior lights working normally, what happens if you hide the curtains, that would be how to test if the curtain material is to blame.
The Sun size was changed from the default

Hope this helps!
13
Gallery / Elounda Hills
« Last post by AngeloFerretti on Today at 11:15:53 »
Hello everyone! I wanted to share our latest 3d images. I hope you like it!

With these visualizations we want to take you to the enchanting hills of Elounda, a small town on the northern coast of the island of Crete, where Studio D73 designed a group of charming villas overlooking the beautiful sea of Greece. Everything is modeled from scratch using Cinema 4D and proudly rendered with Corona. We also used: Photoshop, Marvelous Designer, Substance Designer, Substance Sampler, Speedtree, Forester. AI finishing in Magnific AI and Krea AI.

Project name: Elounda Hills - Perched on a scenic hill slope, Elounda Villas in Crete promise stunning panoramic vistas, with the new marina and promenade nearby. Ranging from 330 to 440 sqm, the villas epitomize Italian luxury and design, showcasing the finest craftsmanship and meticulous attention to detail.

Location: Elounda (Ελούντα) - a small town on the northern coast of the island of Crete, Greece.

Client: Studio D73 - Headquartered in Italy, Studio D73 extends its reach through international offices, crafting remarkable projects in Cyprus, the Emirates, Georgia, Eastern Europe, and beyond. Since its establishment in 2007, D73 has been the driving force behind unique projects, including hotels, spas, villas, luxurious residences, and sports centers. https://www.d73.it/

Visualizations: Lucydreams 3d visualization & digital art - Find out more about us here: https://www.lucydreams.it/



























14
[Max] I need help! / Corona Sun doesn't work properly
« Last post by lightwriter on Today at 11:15:30 »
Hi there!

I added a Corona Sun to my scene; however, this time is not working as it should.
At 1,0 intensity (both in sun settings as in LightMix), the light is barely noticeable. If I increase the LightMix intensity to 100, the light is clearly visible, but it doesn't look like sun light; it resembles more ambient light.

What's going on?
15
Hey guys!

I would like to use the "render select" option with some specific objects inside a cloner. Unluckily this thing is not working. I tried with both "include list" and "object ID" but doesn't work.
I know I could make the cloner editable but it is animated and more complex than the you one you are looking at in the attachments, animation won't work anymore (unless I make a super heavy alembic).

Any workaround for this thing?
Thanks!
16
[Max] I need help! / Re: Scene constantly crashing under interactive
« Last post by Avi on Today at 08:51:40 »
Ticket #242674
17
very true mate thankyou - it does help but a more indepth one would be beneficial (ie showing what is causing bottlenecks)

sounds exciting....

@devs - can i ask something, one thing that has bothered me for years and i dont know the mechanics of what goes on behind the scenes in terms of code.  But the heavier a scene gets, the more longer it takes for parsing/IR to work.  Sometimes, on repeated IR activation's, it takes over 20 seconds or so on heavier scenes.  Now, i assume its taking longer obviously due to geometry/poly count + the increase in textures etc.... if this is the case, wouldnt it be possible to pre-load these (cache) them in so that it starts quicker?  & any NEW geometry/texture additions should be calculated from scratch and loaded into cache? again, i have no idea about code and its way out of my depth but i was just wondering if it was at all possible.

Because the thing is this.  I moved to Corona many moons ago due to its ease of use.  It got rid of the technical aspect that vray had in terms of scene setup/settings.  It just works.  However, with heavier scenes, i feel as though there is a bottleneck in terms of optimisation.  Scenes get heavy and slow, IR works poorly and we are left to our own devices to figure out how to optimise.  Scenes tend to feel 'dirty' if that at all makes any sense.  Apart from what i mentioned above and ive said this before, it would be awesome to also, in the short term, provide a dignostic tool to help us understand where teh bottle necks are.  WHY the IR is taking long - is it a 320MB TIF file?  is it loading multiple proxies or a 300,000,0000 polygon item that has turbosmooth set to show only during render (which has a iteration of 5) - a diagnostic tool is somehting that i feel can be achieved relatively easy as its jsut data, data that is currently understood by Corona - we just need it transposed to meaningful and clear text to us, the users....

anyway, hope this all makes sense.

Just lots of stuff needing doing before a daily comes out, big blocks of code that can't be released in stages; and then in combination with the last week or so being full of statutory holidays meaning things move to next week or so. On the plus side, should then mean a lot in that next update, including the first appearance of "export to Vantage" functionality.

The new Pulze SM has an update that does a diagnostic like this. It's nothing special, but for you it might be a good start...
18
sounds exciting....

@devs - can i ask something, one thing that has bothered me for years and i dont know the mechanics of what goes on behind the scenes in terms of code.  But the heavier a scene gets, the more longer it takes for parsing/IR to work.  Sometimes, on repeated IR activation's, it takes over 20 seconds or so on heavier scenes.  Now, i assume its taking longer obviously due to geometry/poly count + the increase in textures etc.... if this is the case, wouldnt it be possible to pre-load these (cache) them in so that it starts quicker?  & any NEW geometry/texture additions should be calculated from scratch and loaded into cache? again, i have no idea about code and its way out of my depth but i was just wondering if it was at all possible.

Because the thing is this.  I moved to Corona many moons ago due to its ease of use.  It got rid of the technical aspect that vray had in terms of scene setup/settings.  It just works.  However, with heavier scenes, i feel as though there is a bottleneck in terms of optimisation.  Scenes get heavy and slow, IR works poorly and we are left to our own devices to figure out how to optimise.  Scenes tend to feel 'dirty' if that at all makes any sense.  Apart from what i mentioned above and ive said this before, it would be awesome to also, in the short term, provide a dignostic tool to help us understand where teh bottle necks are.  WHY the IR is taking long - is it a 320MB TIF file?  is it loading multiple proxies or a 300,000,0000 polygon item that has turbosmooth set to show only during render (which has a iteration of 5) - a diagnostic tool is somehting that i feel can be achieved relatively easy as its jsut data, data that is currently understood by Corona - we just need it transposed to meaningful and clear text to us, the users....

anyway, hope this all makes sense.

Just lots of stuff needing doing before a daily comes out, big blocks of code that can't be released in stages; and then in combination with the last week or so being full of statutory holidays meaning things move to next week or so. On the plus side, should then mean a lot in that next update, including the first appearance of "export to Vantage" functionality.

The new Pulze SM has an update that does a diagnostic like this. It's nothing special, but for you it might be a good start...
19
[Max] I need help! / Re: Glass imperfections / Super Slow Render!
« Last post by Tom on Today at 02:13:58 »
Hi,

It reminds me of people who reported extraordinary long rendering times (I was one of them) when using Triplanar map with a particular version of Corona (10 I guess). Maybe that's the cause of your issue? Did you try rendering it without Triplanar map, just to check if you get normal rendering times?
20
sounds exciting....

@devs - can i ask something, one thing that has bothered me for years and i dont know the mechanics of what goes on behind the scenes in terms of code.  But the heavier a scene gets, the more longer it takes for parsing/IR to work.  Sometimes, on repeated IR activation's, it takes over 20 seconds or so on heavier scenes.  Now, i assume its taking longer obviously due to geometry/poly count + the increase in textures etc.... if this is the case, wouldnt it be possible to pre-load these (cache) them in so that it starts quicker?  & any NEW geometry/texture additions should be calculated from scratch and loaded into cache? again, i have no idea about code and its way out of my depth but i was just wondering if it was at all possible.

Because the thing is this.  I moved to Corona many moons ago due to its ease of use.  It got rid of the technical aspect that vray had in terms of scene setup/settings.  It just works.  However, with heavier scenes, i feel as though there is a bottleneck in terms of optimisation.  Scenes get heavy and slow, IR works poorly and we are left to our own devices to figure out how to optimise.  Scenes tend to feel 'dirty' if that at all makes any sense.  Apart from what i mentioned above and ive said this before, it would be awesome to also, in the short term, provide a dignostic tool to help us understand where teh bottle necks are.  WHY the IR is taking long - is it a 320MB TIF file?  is it loading multiple proxies or a 300,000,0000 polygon item that has turbosmooth set to show only during render (which has a iteration of 5) - a diagnostic tool is somehting that i feel can be achieved relatively easy as its jsut data, data that is currently understood by Corona - we just need it transposed to meaningful and clear text to us, the users....

anyway, hope this all makes sense.

Just lots of stuff needing doing before a daily comes out, big blocks of code that can't be released in stages; and then in combination with the last week or so being full of statutory holidays meaning things move to next week or so. On the plus side, should then mean a lot in that next update, including the first appearance of "export to Vantage" functionality.
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