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Messages - Dionysios.TS

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586
Do we need another random UI layout? Absolutely!! It's been only a few months since it was changed!
Do we need environment overrides moved to a place a random mind finds more reasonable? By all means, yes! I completely agree they're not hidden enough!
Do we need more thoughts on how to simplify controls? You bet! - we constantly need to hide stuff away so we have to click way more in the long run to find the controls we need!
Do we really need to learn things the hard way and to educate ourselves in order to master what we do for a living? Hell, no! That's what tooltips and tutorials are for - right?! RIGHT?!?!

:D :D :D

587
Hi Romullus.

First of all thank you very much.  I missed it in search.

2nd. It's look like faking PBR, cause I don't understand this IOR map games. May be it works, but for sure it's not physically correct. So PBR still the dream :(
I wonder why they use IOR map and not some LUT for reflection map. As I know IOR is function of material and must be constant for same material. Anyway thank you. I'll learn it in deep.

3rd. I still think that the way, which I got the answer is wrong. It must be a help document. I may miss a search, you may miss the thread.

Once more thank you.

2 Dionysios.TS
It's OK. I don't understand my english by myself.
And I never call me an artist. I respect every artist and every programmer. MBut I'm not. My keyword is efficiency. In Vray workflow I never do tests, cause I know result before render. May be it's not the best result, but my clients like it. Today I left vray and working in corona only.  I really look for PBR. And my goal is the same. I make hundreds test today for not to do them tomorrow at all. It's a secret of 40 projects per month. And suddenly, that I can get more, but can't manage more ;)

Where are you from???

Your workflow is incredible!!! O.o
If you found a solution for your workflow the way you do, well, I am extremely happy for you! I am at the other side of the river. For me every scene is different and some materials they never have the same effect when used here and there. I always have to tweak and make tests everytime... Did you found the PBR useful? Me a lot, it simplified extremely a lot of things here.

588
2 denisgo22

Yes. It's the main problems of all libraries. Their bitmaps just not correct. Diffuse is oversaturated usually, Reflect map is overbright usually. Glossy - is the same as reflect, just brighter. Why? They don't need to correspond at all.
Of course you may to color correct maps every time but why?
Megascans gives us corrected textures (as they say). I just want to check.

2 Dionysios.TS

You missed the point. I don't ask simplicity from engine or less options. I ask for help file, where I may find all answers by myself. If option was announced - add this to help, how to use it. In simple not-programmer not-guru language. That's all.

I gave an example with Megascans using. May be I'm a bad artist, may be I need to learn concept, but, put attention, nobody (and you) answer me. So we have a great engine which we can't use for it's 100% possibilities. Why? Because we don't know how.

Once more. Without help documentation. How to use specularity map from Megascans in reflection slot? We apologize that Megascans gives physically correct textures. Regards.

I got your point of view now but excuse me, from your very first post it seems you were looking for other things here.

I agree for the Megascans questions and worries you have and didn't got an answer from me cause I never used them yet. On this matter you're right. Is a bit confusing all this stuff but remember, Corona is the engine and Megascans are libraries where the engine itself has nothing to do. The marvelous PBR option was created in Corona not for the Megascans compatibility (it wasn't the main reason) but to bring the glossiness values and effect to a more correct result if compared to other engines and the team did a great job on this. I don't know if Corona has the obligation to include officially the workflow of how to use the Megascans library as it is a very specific thing. Romullus post a link a while ago which is all the stuff we collected here for this.

I would like to close the previous subject peacefully, I didn't said you're a bad artist; you're an artist as all of us here and is correct to ask help as all we did and we do continuously. I misunderstood the reason of your fist post. I am sorry.

Dionysios -

589
2 Rawalanche My problem that I know more then one basic rendering concept. Sorry if I didn't explain good the issue.

I take some textures of Megascans after your announcement. My goal was to get physically correct material (they talk that textures are correct)
They have albedo, specularity and glossy for our workflow.
Albedo in sRGB and glossy linear it's ok (I hope their glossy and corona glossy are the same.)
How to manage specularity map? It looks to dark. I used standart map because it has specularity slots, to check where it goes after conversion. I check that specularity map ignored by convertor, but specularity level goes to reflection. I think so by myself but always good to check. It's only reason for standart material using.

When I put it in reflection slot in sRGB I got reflectivity about 4%. Even in linear mode I get only 20% for simplest material (water). Other materials as mud, rocks, sand much less. But they ask to use specularity in sRGB mode. So only 4%.
So question was how to get right reflection and if their specularity is really our reflection. I didn't get the answer at this forum, didn't find believable answer in internet. Some internet guru talk a lot of stupid things. And all this including a hundreds of tests took 2 days from me. It's bad.

I thank that if Corona team announced PBR and Megascans, it's possible to get PB material.
Some times ago Juraj talk about his problem with stucco from Megascans. But by myself I tested it only now.

After this I wrote in future requests about help file. I still sure it may help alot to users which try to work and not to teach....



2 Dionysios.TS . You are absolutely right. Here we may close this dispute. I have 7 people in two offices and 5 freelancers, but all finishes I make by myself. And once more, we are small 7 Mln. people country. May be something wrong in your quality-time-price chain? But it's your business. I am going to learn 3D kitchen. Great soft. Regards.

Personally I have no intention to hurt anybody but from what I read today by your post you're asking to simplify an already simple engine for your needs. I can't immagine how some things can be more simplified, the risk we could get is to make a small render engine toy instead of an easy use professional one.

I worked for 16 years with my brand and I chose from the very beginning the road of high quality and high price level and this was and is my business and my choice. From the other hand, even if you're 7 + freelancers is obvious that you prefer more quantity than quality and of course this is your business and I am not judging this.

What is strange to me is your request to make this engine much simpler than it is with the high risk to cut off all the PRO options it has.

590
2 Rawalanche

Last thing which I have in mind is to make here holly war.

I really never opened Mental. They made it a part of 3d max some years ago. I didn't need it.
sRGB wasn't 3d max standart always. 12 years ago nobody listen about gamma 2.2. Today it's hard to believe, I know. :)

And yes, I don't know what Corona standard and where is Max responsibility.

For programmer may be it's a shame, for user - no. Even if I know what is translucency ;)

This dialog is best example of misunderstanding between user and programmer.

My goal - to have more clients, your goal to have more users I think. I am not a guru 3d artist and I am OK with it. But I have about 40 projects per month, it's not bad for our small country. So some things I do right, I think.

Only thing which I want to say you: If you want more users, don't believe in intuitivite UI, feelings and googling... Believe in documentation. With good help file it's not matter where you put the settings. We'll find them.

Without help file you'll find a lot of confused users, and it's not what I wish you.

PS. As I see you don't believe that I have some experience... It's sad...  I am 3dcenter.ru user from 2002 ...  There are links to render which I made in about 1997 without gamma 2.2, without GI and without windows at all. It was DOS. It was comp 486, with 8 MB of RAM.
http://as90.com/gallery/com_hotel/her_2a.jpg
http://as90.com/com_hotel.html
So don't tell me about Mental standarts. As user I don't need this information...

40 projects per month?!? O.o

I am doing visualization since 1994 and from my experience, more talented you're less projects you are able to get. High quality renders take a very long time to prepare and to tweak so is hard to keep up with a lot of work in the same time. One month has 20 working days, I am impressed you can get 40 projects in the same time... That means quality is not your target, hi budget is not your target, "complicated" render engines are not your target. Now I understand why you want to simplify Corona, settings, ecc...

591
lets not turn this thread into a "corona is simple and great and hurr and durr" circlejerk.

Is corona fairly simple for most users? Yes

Is corona too complicated for others? Yes

How to make corona simpler while retaining the power? What controls are "bad"? I have some ideas, but I would love to hear yours!

Do you really guys think Corona has some difficult controls over there? I mean, yes, some things can get better but why simpler? Is making it simpler than it is, going to kill productivity for us 3D artists?

592
sorry, with everything else going on, this is on pretty low priority right now

No worries, is important at least to know is in your To Do list... :)

593
Dear friends. It will be long read on bad english...
Everything IMHO.

I have a lot of conversation with 3D users which begin from "sorry for stupid question". By the way I have a lot of stupid questions by myself.

The best answer to question "Why Corona and not VRay?" was "Because Corona is much more simpler. Just pick render button".
But it was before... Let's remember that your main client is not 3d Guru, but 20 years old boy with 5 month of experience, which works in arch. office and must to give quick result.
Let's remember that the best vray version was 1.09. It was simple, fast engine which gave great "milky" renders. Now vray much more programmers geek and not user friendly program.

I tried to understand your RGB - sRGB connections (picker, CoronaMix texture, CoronaColor, etc.). We need a really solid base to understand this.

I sure 90% of users don't understand which color space to use and why, and when.... And more... 80% of users don't know about existence of different color spaces. Just pick color in photoshop and go on..
I understand that this is only way to get right color in max, but most of users didn't know about this problem. And you don't explain it

I think it's a time to give to community a simple user guide in terms of brighter-darker (even not reflectivity, glossiness, LUT and so on). Something like "for getting same color as in photoshop pick color in photoshop - check sRGB button - put numbers into" and so on. For users it's not interesting why, it's interesting what to do... 

All of you speak same Corona language. But we are not. To begin to google the answers is a good reason for suicide. Everyone names same things in his own way. A lot of charts, a lot of physics...
Damn, I don't need to know why I need to separate color channels in output for metals. Just tell me how to separate and I'll do it.

My feature request - to make things simpler. As Corona Converter. Even simpler.  I think the best way is to take a girl with pink bows to write this user guide. Only thing- she must not to be a programmer, or 3d artist or so on.. And with pictures of pink pony in different light conditions. ;)

PS. You have a lot of blending modes (there is not Color :( blending mode) in ColorMix Material. You have more modes then Photoshop has. Why? Because you can. Did you check if somebody somewhere sometimes used vivid light or pin light?

PPS. I'm in 3D business 22 years (from second version of 3D Studio for DOS). I made about 8000 arch. projects.  Do you know that 90% of clients sure that glass in building must be blue and don't interesting in IOR, fresnel etc.?

PPPS. I want to back to the times with pony pictures in this forum.

Sorry for longread...

Personally Corona is one of the simplest render engines out there. Out of the box, just hit render and you can go with it.

As for some more technical functions inside the engine, these are elements which a PRO 3D artist should have learned in the past and should know already! This is your profession and job and as all the jobs and professions around the globe, if you want to be called a PRO then study and learn all the tricks & tips and physically based workflows. Learn to use the types of maps and their combinations, light setups, color rules, photography, ecc. This is why you would like to call yourself a PRO and ask to your clients a good amount of money for what you're able to produce. Cause if you manage to work with all the above, then you'll make the difference...

If not, just set up your scene as you know and hit render.

Corona is a perfect combination of simple setup or who wants a PRO setup and all the technical things we're talking in this forum I think are not only Corona related but can be applied to all the rendering engines in general. So Corona must not get simpler than it is, cause if it does, I personally won't use it...

 

594
Good morning all, excuse me for turning back on this but I am curious to know if the dev team is working on the IES mess so they can put some order on this. :)

Thanks!

Dionysios -

595
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-10-26, 22:36:47 »
the LUT loading bug was fixed in dailies... stay tuned for next one

Great job Ondra, thank you guys!

Have a nice evening.

Dionysios -

596
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-10-26, 19:38:11 »
Yes. Basically: if you use HDRI that produces shadows (soft or sharp), rendering will get significantly faster

Fantastic!!!

597
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-10-26, 19:32:10 »
Next daily will have significantly improved HDRI environment sampling - attaching some examples

So we'll get less noise for the same amount of passes? :)

598
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-10-26, 15:28:15 »
Say hi to Pavel :)

599
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-10-26, 14:52:18 »
what 3dsmax version and what system locale are you using?

Ondra, did you reproduced the LUT issue?

thanks,

Dionysios -

600
[Max] I need help! / Re: picker RGB / sRGB
« on: 2016-10-26, 13:36:28 »
With the Colrona shader you miss the influence of all the root values: Reflection, refraction, self illumination ecc.
The Iray Material for example when it gives Reflectance and Transmittance values takes in count all of the values in the material and I think this is very useful and great!

In any case here is how it works (very simple):

To be physically corrected your Reflectance value must never go over 80% / 85%. A white paper, which is the most white element we have in the real world, after the snow, should use 80% of Avg. value. A white paint wall is around 65% / 70% and so on...

What is the Reflectance value? Very simple: A paper (Avg. 80%) receives 100% of luminosity and reflects 80% of it in the space.

The Avg. value represents the average value of your bitmap while the Max value reads the most bright pixel of it. This is very useful as you may have a 65% Avg. value while some pixels are positioned to a 90% Max. and this is not ok. In this case you should go in Photoshop and lower the bright levels of it till you read a lower Max. value.

It's a shame we can't use this tool in Corona as it can help a lot to avoid easily albedo problems.

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