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Messages - Yuriy Bochkaryov

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Despite being a non-developer, I am breaking the silence! :)

Please check this video, I hope it clearly explains the behavior we are observing here:
Thanks for the info.
Now it looks very strange, but you can get used to it.
The main thing is that the developers do not change anything in the future, which will lead to the breakdown of our materials made now on the new physical shader.

The development team is silent and we cannot understand whether this is normal or is it a bug.

we still have an open question - why increasing texture brightness starts to work as an invert for IOR
texture through color correction with RGB 500 - works correctly
texture through color correction with RGB 700 - starts to work as inverted. why?
Why does increasing the brightness of the bitmap change the reflection value of the IOR to inverted?

PhysicalMaterial: IOR 1.52 translates as Specular 0.5 (this is industry standard formular, Corona didn't make it up, look Unreal or Substance documentation)
if this is really a new industry standard, then you have to get used to it, this is not a problem. It just looks strange to me and I am worried that it may turn out to be a mistake, I will do a lot of work on my library, and then the development team will recognize it as a mistake and change the algorithm and it will break my whole library, it will be a very unpleasant surprise )

Do you know of some commonly used software that can generate IOR textures
we do not need a program to generate IOR textures, it should work with any texture, with any image, based on the gradation of dark and light, where dark adds IOR and light removes IOR - or vice versa, it doesn't matter, the algorithm subtracts from light to dark, this allows us to define areas with and without reflection on one object through the texture.
For example - a leaf of a tree, the leaf has veins that have no reflection, and another zone of the leaf has a reflection, this makes our picture realistic.
It is impossible for the entire sheet to have the same IOR value, this is not correct.
I’m not saying that your theory is not correct, I’m saying that we probably have an error somewhere in the work of IOR with textures
Please note that when switching IOR mode to Specular mode, the texture starts to work. If everything is correct, then there should be no changes in the reflection when switching different modes to IOR.
I tried a texture with 16 bit depth and the problem persisted.
I also observed problems - when I tried to adjust the IOR through the texture in the color-correction and it did not work, RGB level 0 and level 1000 always gave reflection, but the texture at RGB 1000 was absolutely white, and at RGB 0 it was absolutely black. The reflection was of different strengths, but it was a reflection. Although, within the maximum range of 0 and 1000, I should have had maximum reflection at one value, and complete lack of reflection at the other.
The working range for the color corestore was approximately 120-180 in the RGB, all other values ​​of the RGB multiplier simply did not work, there was no texture on the reflection, it was just a mirror with different reflection strength
Also, if you check the Invert checkbox on the texture, then the card starts working - this also indicates that the work is incorrect, because the invert should swap the reflection and its absence, and not turn the texture on and off.
You need to make tests with a simple texture, with 3d max procedural maps everything works fine, the problem is in raster textures
Another oddity - texture in IOR through color correction with RGB 500 - has the correct reflection pattern, if you make RGB 700, then the texture is perceived as inverted for reflection, but the texture itself remains the same, but the texture itself has become brighter, but not inverted, why is it in IOR perceived as inverted?
I think we have obvious problems with the perception of the range of brightness of the texture, somewhere there is an error in converting the brightness of pixels to IOR values


New physical material does not work correctly with the map in IOR
I think you need to check and fix it.
Adding a texture to the IOR slot does not draw on reflections.
For the texture to start working, you need to increase its RGB multiplier Level - this is not correct, because the texture has a normal contrast and should already work
Also, if you switch from IOR mode to Specular mode, then the texture starts working.
Please check.

P / S "black - increase, white - decrease" - a bit unusual and probably not logical, but perhaps it was done for convenience using Roughness

this should be the correct result.
Right, I see now :)... since it has its own bump it should really be flat over when used & set in such way.
Sure then, a value (slider) to influence it and/or mix with bump under, could be another good feature to have.

Maybe just a padlock on the Bump parameter of the Clearcoat layer would be enough to choose whether the two should have the same behavior as in the first image (Reply #104) or should be independent as in the second (Reply #108).
I think it is a good idea

Those are CGI trees or not :- ) ? Pretty good that I can't tell in particular.
yes CG

Year: 2020
𝗖𝗚 𝗔𝗿𝘁𝗶𝘀𝘁: Yuriy Bochkaryov
𝗦𝗼𝗳𝘁: 3DS MAX / CoronaRender / ForestPack / RailClone /
Skype: Hunter-3D

Already reported. This makes sense, so if it is possible, it will be added at some point as one of the caustics solver improvements (as suggested here or maybe in a different form?).

(Internal ID=534806516)

I'll wait, this is a very useful feature.

We have the option to exclude objects when illuminated by corona light or the sun, then the light will ignore those excluded objects. I think we need the same function for calculating the caustic.
Corona light, sun or HDRI can illuminate absolutely the entire scene, but we will turn on caustics only on those objects - where we need it, this will save time, direct the CPU power only to the object where we really need caustics!
Now if I need caustics, then I have to wait until it is counted in the whole scene, on all objects where there are reflections and refractions, but now we are using the PBR model of shaders, which means there are more or less reflections, but on all objects in the scene that makes rendering caustics very difficult for any CPU.
I think it is not correct to count caustics throughout the scene, if, for example, I only need it from glass in a window or in water in a pool. Therefore, we need a function to exclude an object for rendering caustics from any light source - corona light / sun / HDRI
This will allow us to make our pictures even more beautiful and realistic in the future. Now we can render only glass teapots with caustics in an empty scene, in real projects this is not possible, or we must consider caustics as a separate layer hiding all elements from the scene and then apply the result in Photoshop - this is not convenient and incorrect.

Gallery / Club house Сvet32
« on: 2020-12-22, 18:48:55 »
Club house Сvet32.
Commercial project in minimalism styles.
Premium class apartments located on Tsvetnoy Boulevard, in the center of Moscow. 
Location: RUSSIA / MOSCOW 
Year: 2020

Gallery / Re: Born in the USA - Full CGI | Ford Mustang GT
« on: 2020-11-09, 17:24:40 »

[Max] Feature Requests / Re: The most wanted feature?
« on: 2020-09-27, 09:40:37 »
Why can't I see parallax on the voting list?
don't you think it matters?
I saw the result in FStorm it looks great, the detail through parallax is just excellent

[Max] Feature Requests / Re: The most wanted feature?
« on: 2020-09-27, 09:37:28 »
It baffles me that we keep voting up speed improvements every single time instead of new features that make our jobs easier or more efficient. If you have a decent workstation its impressively fast already!

Ummm ..speak for yourself :)  Aannd... what is this "impressively fast" thing that you speak of ? I don't know what it means but it has a very nice ring to it.

there is no way to greatly speed up the rendering by optimizing the render engine, over the years it has already been optimized almost to the maximum
render engine is a set of formulas and algorithms by which the calculation is performed on the CPU, you cannot change the formula to make it work faster, otherwise it will not be correct.
The only way to increase the speed is to buy good new CPUs, AMD now offers good solutions for its money.
To put it simply, you cannot greatly speed up rendering through programming, only by increasing the power of the CPU.
There is also an option to make a hybrid with a GPU, and it will definitely be in the future, since this solution greatly speeds up rendering and this is the future, but it is very difficult and it is a very long process
so if you want more speed here and now - buy new powerful CPUs
so it makes no sense to spend a lot of development time to get a maximum of 5-10% of the real increase in speed, it is better to do something more useful during this time - a new PBR. Parallax, new tone mapping, etc.

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