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Messages - sebastian___

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136
[Max] General Discussion / Re: Realism - Caustics
« on: 2016-11-24, 16:46:06 »
I would certainly love to have caustics in corona compute by default, and not slow things down too much...

If you'll implement caustics I hope they will be able to be turned off, and the renderer be able to maintain a speed similar to .. for example corona 1.3 - 1.5
From my point of view, I'm expecting to never having the need to use caustics, or almost never.
I'm more interested in rendering very fast, static or animated objects, or half scenes, in sequences for film work and compositing the renders with real footage.

137
And my client ask for reflection from catalog. For example they want compare stucco which reflect 55% of light with stucco which reflect 47%. So I just looking for a way. It's not for battles.

PS. My clients doesn't interesting in true lighting model, in mood and emotions. He want only to sell his property. And if he wants blue windows and oversaturated sky (very common case) - I'll give him.

But corona doesn't prevent you to achieve that. You can achieve anything with corona. Just like with the default old school material. I don't even use corona, and I still know how to get stuff from the new shading model, just by watching a few youtube videos.
 You can of course control the reflection level, and in fact the new model is more intuitive and similar somewhat to how the materials act in reality.
Why is sometimes a surface more reflective while some other times is matte ?
Why are some surfaces more glossy while some have a mirror finish ?
Hint : all of these are related.

138
I think Corona user interface elements are simple enough. I know there is a help article explaining with pics what LSM and GI vs AA is, but is there a video tutorial too with some practical examples and maybe rare cases when you would want to increase/decrease LSM ?
Perhaps for faster preview purposes, when you don't care about AA, but care for the overall picture quality.

Or you could just make the interface like this :

Perhaps with a little mario like character or mr clippy, running and slapping the mouse cursor if you touch something you shouldn't.


139
[Max] I need help! / Re: 1.5 Animation flicker-free?
« on: 2016-10-26, 20:43:17 »
From the low quality gif it seems the problems are from aa. You either need a much higher resolution, or better anti aliasing.
Or render with a much higher res without using bloom and glare, downsize to your required res, and add bloom after resize.

140
Gallery / Re: BMW
« on: 2016-09-08, 22:11:51 »
in the first image, why does it has aliasing in some parts ? like in front, and upper par of the lights

141
I was actually quite surprised how easy it is to make decent render in Corona

Say... this Corona thing, it's quite good. Don't you think ?
:)

142
Gallery / Re: Lizard
« on: 2016-08-24, 15:30:35 »
The reason why it looks saturated is because it either lacks some more reflection, or - it lacks surrounding things or colors to reflect. The reflection always dull the intensity of colors, that's why real life surfaces don't have that much saturation

143
Gallery / Re: Portfolio Renders
« on: 2016-08-24, 15:29:44 »
I use Corona 1.4.


Lol, always funny when that happens.

144
Gallery / Re: Boeing 777 aircract interior
« on: 2016-08-21, 08:36:50 »
The renderings are quite nice. Better than the real thing :) which is something maybe you don't want if you need the pictures to look 100 % real.
 And the fact that the planes interiors have so many details - makes for a nice scene to render / or photograph.

https://forum.corona-renderer.com/index.php?action=dlattach;topic=12855.0;attach=51116;image
here on the pillow shadow maybe you have the "famous" shadow terminator bug. But that is something minor.

Beautiful depiction of our future.

What future ? Isn't this how the current plane interior looks ?

145
General CG Discussion / Re: Have you seen Fstorm render?
« on: 2016-08-08, 15:05:55 »
Or maybe calculating post processing in parallel with the CPU ? so you don't have to wait a few more seconds for post processing after the render is finished.

I don't think this is doable. To be able to calculate the post processing effects, you already need to have the whole rendered image.

I meant in parallel like octane calculates glare and other things during rendering and not at the end.
I just tested FStorm to compare glare and to see if it has the lens distortion capability of Octane and it looks like Octane is much better in this regard. It seems that at least these parts were not programmed by the FStorm developer in Octane.

Compared to I think every other renderer, glare speed and looks in octane is amazing. I don't know how they did it. While changing the glare settings during rendering it's so fast it seems like adjusting a layer in photoshop. An already rendered layer. While in FStorm is much slower.

I remember talks in the past on Adobe forum and how some would say GPU's are for gaming and there's no mixing that with a 2d editor, and then Adobe added GPU support to Premiere, and it made such a huge difference. Not only many effects like color correction and blurs become real-time, but you were able to playback in real-time (24 fps) not just one layer of full hd movie, but several. And with added gaussian blur and color correction on top, without needing to render first.
  I used to think that the reason a program like Premiere can't playback high res movies in realtime because a spinning hdd was not fast enough for that, to move all that data. Seems not.

146
General CG Discussion / Re: Have you seen Fstorm render?
« on: 2016-08-06, 09:16:20 »
But to be serious, I think it would be better for everyone to combine the best of both worlds. Use CPU for more complex tasks and then use GPU for stuff like postprocessing, where you apply a relatively simple operation to lots of data.

Does Corona use gpu's at all ?
I think it's such a waste to have powerful gpu's in computer and to not use them at all.
But I understand the argument that you lose the flexibility with GPU and CPU is best used for calculating light transport and complex shaders and all.
But GPU not even used for post processing and denoising ? Sure a gpu can be used efficiently to calculate glare, blurs and post process ? And maybe denoising. Either alone or in combination with the CPU for an even faster speed. Or maybe calculating post processing in parallel with the CPU ? so you don't have to wait a few more seconds for post processing after the render is finished.

147
General CG Discussion / Re: Have you seen Fstorm render?
« on: 2016-08-03, 17:03:47 »
For all I know, there could still be fishy things with Octane guys or FStorm developer, but right now the case seems tilted in the Fstorm favor.

148
General CG Discussion / Re: Have you seen Fstorm render?
« on: 2016-08-03, 16:12:40 »
This changes the problem. And yes, I thought it was odd the lower part of the screenshot encircled with the presets, view and render button. I mean that's default from 3ds max. And also the look of the screenshots, like what ? Did it meant to make it more "realistic" ? Like cut from a newspaper ? :)
  "Look, this is serious, we present you these worn documents with 3ds max, recovered from a secret file, from the second world war"

149
A potential solution would be to add glow/bloom. Since a strong light source or a very white surface should have bloom anyway.
On a black background maybe it looks too strong, but in the second pic I added you can see that on a normal background the bloom would not be as noticeable (in case you don't like bloom).

150
Cool, so you want it for the same reason I don't want it; to save time.  Makes sense.

Maybe it was not the best example. I was trying to say that I think we are heading for a completely automatic workflow. At some point in the future. The sooner the better. I think Juraj mentioned something similar somewhere here.

Post effects can have a strong impact on images (and I'm not talking about a la JJ Abrams lens flare overload).
Sure you can add them in post and maybe with a better control and quality. But look around on various forums, most of the images posted are without post effects.
  And maybe for some people, taking the trip to photoshop and applying the default lensflare is not a good idea also. The ideal renderer would apply post effects calculating the best and most realistic values related to the scene and the amount of light and so on.

I think it's a little funny that most people here are talking about unreal, but I will go against the flow and talk about cryengine since that's what I know. So I will ramble a bit about that.

In 2007 when I installed the cryengine editor I was stunned. It was similar to 3ds max, it had the "create" panel where I would drag objects in the viewport. But when I dragged a person, a soldier, perhaps in a similar way you create a biped in 3ds max, the soldier had motion. It would blink, maybe hum a song. From time to time would bend down to tie his shoes, would look around, breathe.
 The entire viewport was "alive", insects would fly around, the sea was animated with reflection and some kind of fake refraction. I dragged a shark under the water and it was fairly high poly with pretty good default swimming motion and with some kind of fake but good looking animated caustics on its skin. Under water volumetric effects and rays.

  To get to the point, the post effects were pretty good also, except from time to time when a bright light would leave the screen, a sudden flare or glare, looking like a vertical line coming from above would appear. I thought it must be a defect, something expected from a realtime editor. I thought it's odd that the ray would come with increased intensity when the light source would not be visible anymore.
 And also sometimes the same effect would manifest in some kind of flickering light coming from above and interrupted by the upper edge of the screen. Difficult to explain in words.
  And to my surprise I started to see the same effect in lots of movies. Filmed with real cameras. So it was not a defect.
  Even though I have some experience, I would never have thought to manually go and add an effect like that.

A quick google and I found this pic, not even sure if it's the same effect, but it's something similar (it was not so strong though)
http://www.collativelearning.com/PICS%20FOR%20WEBSITE/stills%202/screen%20shine%202.jpg

  I'm sure the cryengine programmers didn't programmed that particular effect to appear.
  But I think if you program post effects (and everything else) with a good set of behaviors without too many fakes you will start seeing more and more realistic secondary effects in all kinds of situations, some you didn't know existed or should be there at all.

I think the future programs would have these effects and behaviors entirely automatic, correct looking and enabled all the time. With the options to override them for artistic reasons.
 Off topic here, as it's not rendering related but I think animation creation, simulation, world creation, characters control and many more would get a lot less technical and more automated. Almost like playing and creating a real world, where everything would behave automatic and correct.

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