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Messages - EmNem

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1
ok, so far it looks like we might drop just 2011 for 1.5 release

Thanks, Ondra!

2
Please, don't drop support for 3ds 2012...
It's very important for people who have legal software and don't need to upgrade...
If they don't pirate 3ds just to have newer version, they will be also paying for Corona.

Itoo Soft is supporting 3ds 2012 and even earlier versions...
VIZPARK is supporting 3ds 2012...

It seems that not I'm the only one who said no to AD after Max 2012.:)))

3
Please Ondra keep a working and available (buyable, rentable, etc.) version for 2012, even it is not developed anymore; it should/could be compatible with newer versions and gives value for those who got off from AD train a few years ago, but still use Max on daily basis.

4
News / Re: 3ds Max 2015 released
« on: 2014-04-23, 10:57:42 »
Well, as I saw not I am the only one, who had serious problems with Autodesk upgrades and they 'moneymaker' policy. I was notified by our former reseller from upgrade changes... After being a user for almost 20 years I decided  not to go with Autodesk anymore. Of course I keep my existing license, but no upgrades until a fair and ethical business policy. There are so much things are changing in the industry in these times; as Corona is obviously (for me at least) the biggest challenger for VRay, then something could change in the market of the main 3d packages, too.

5
Corona Standalone / Re: Standalone requests
« on: 2014-04-19, 11:04:52 »
Thanks for both of you for offering Corona for us.

6
Corona Standalone / Re: Standalone requests
« on: 2014-04-17, 09:56:16 »
Thanks, Ondra.

It would be great to have a platform-independent Corona material format with the ability to create custom libraries...

7
Corona Standalone / Re: Standalone requests
« on: 2014-04-15, 09:46:48 »
Does anyone read these suggestions? ;)

8
Corona Standalone / Re: Standalone requests
« on: 2014-04-11, 10:49:41 »
Generic exportable  Corona material format with the option to create reusable material libraries on different platforms (as an example the opportunity to use Corona for Max materials in Corona for Blender and so an.

9
Corona Standalone / Re: Standalone requests
« on: 2014-04-09, 10:49:05 »
A simple checkbox for a function for eliminating fireflies (overbrightened white pixels) like it works in VRay in the Color Mapping section. It is very important; on stills the white spots could be retouched, but for animation it is a real pain.

10
Corona Standalone / Re: Standalone requests
« on: 2014-04-08, 11:08:35 »
- 'Classic' bump mapping support (not Normal mapping)
- PSD support (multilayer)
- TGA support with alpha

THX

11
Chaos Corona for Blender / Re: Blender To Corona bugs
« on: 2014-03-16, 15:46:07 »
Hello Joel, cool. Instead of automatic skipping may I suggest a pop-up with the error, a checkbox (do not display it again in this workflow) and a 'Continue rendering' button? Big THX.

12
Chaos Corona for Blender / Re: Blender To Corona bugs
« on: 2014-03-11, 09:25:27 »
Hello!

Smoohing problem:

The same mesh renders in BI with correct smoothing and in Corona without any smoothing. I will try to reproduce.

Error messages:

What brokes rendering (which mesh, which material/texture, lack of RAM, etc.). Now it is a slow process to find the source of the problem.

Bump maps:

- I see, then we wait.

Memory management:

Yes, but not just when it launches; it uses all my memory during the render and sometimes gives me error windows (not enough memory). In VRay it could be set how much memory the renderer could access (I think the default is about half gig) and operates well.

THX

13
Corona Standalone / Re: Standalone requests
« on: 2014-03-06, 09:23:14 »
- Rendering area around the mouse pointer (location) in bucket mode just like it works in VRay. It speeds up workflow like hell.:)
- Irradiance map + HD cache mode together for fast, noiseless, but quality results.

THX.

14
Chaos Corona for Blender / Re: Blender To Corona bugs
« on: 2014-03-06, 09:15:23 »
Hello Joel!

I found some:

- Smoothing doesn't apply at all (1.7.6)
- Bump strength is not identical to Blender Internal bump strength (maybe with dedicated normal maps it works properly, I haven't tried it yet, because I think it should work with 'classic' bump mapping)
- Error messages are not too informative. They should tell what the problems is exactly (the name of the mesh/texture, etc.). Several times I just see that render is halted; I check the console, but it doesn't really help. Sometimes I have to realize that something has changed, but I have no idea what. So I have to start over.
- Memory management: with 8 GB of RAM I have to feel that it is not enough, while I rendered 50-60 times bigger scenes with the 4 GB of it using Vray (no flame, just information).
Sometimes I have the feeling that restarting Blender speeds up rendering and helps in memory usage.

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