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Messages - romullus

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I don't know if it was changed in daily builds, but in alpha, body objects renders significantly different than in mental ray or scanline. In corona, one have to crank rendering aproximation settings much higher to match MR output. And MR somehow adjust triangulation depending on render size (the higher render output size one chooses, the more faces, body object will have on render), whereas corona always produce constant number of primitives depending on rendering aproximation settings in body object.
I understand that such things is very low on priority list, but hopefully in distant future it will be fixed...

[Max] Resolved Feature Requests / Re: targeted corona lights
« on: 2014-01-05, 13:11:23 »
Glad to hear it :]

[Max] Resolved Feature Requests / targeted corona lights
« on: 2014-01-05, 11:49:45 »
Targeted corona lights would be very appreciated.

[Max] Resolved Bugs / Re: Black hole in coronasky map?
« on: 2014-01-05, 11:42:13 »
I'm sorry, i didn't noticed your request. Anyway, today i tried hard to reproduce this "bug", but i failed - everything was fine. It must have been something wrong wit my scene. Maybe some camera clipping hapenned or something similar.

[Max] General Discussion / Re: hd cache problems
« on: 2014-01-04, 23:50:47 »
Rising position sensitivity helped great deal and it didn't add to render time. I wonder what is drawback of that solution?

Gallery / Re: Bug´s Life
« on: 2014-01-04, 00:01:34 »
maru, if these bugs are lifelike size, then no camera in the world would be able to capture such deep Depth Of Field.

I gathered this small list from various sources, so there may be few duplicates or even contradictions. But i think it's nice to have such list handy. Feel free to contribute to this list.


New asphalt, 0.04 - 0.05
Black acrylic paint, 0.05
Aged asphalt, 0.1 - 0.12
Conifer Forest, 0.08 - 0.15
Bare soil, 0.17
Deciduous trees, 0.15 - 0.18
"White" asphalt shingle, 0.2
Green grass, 0.25
Aged concrete, 0.2 - 0.3
Desert sand, 0.4
New concrete (traditional), 0.4 - 0.55
Ocean ice, 0.5 - 0.7
New concrete with white portland cement, 0.7 - 0.8
White acrylic paint, 0.8
Fresh snow, 0.8 - 0.9
Water, 0.03 - 1.0

Old/melting snow  0.40 - 0.80
Tundra 0.2

Soil (Dark/Wet) 0.05
Soil (Light/Grey) 0.4
Sand 0.15 - 0.45
Ice (Sea) 0.3 - 0.45
Ice (Glacier) 0.2 - 0.4

white asphalt shingle - 0.2
galvanized steel - 0.24
terra cota tile - 0.28
tar & gravel - 0.33

magnesium oxide - 0.96 [D]
alabaster - 0.92 [D]
polished silver - 0.88-0.93 (S)
white gypsum - 0.85 [D]
fresh snow - 0.75-0.78 [M]
mirror - 0.72-0.85 (S)
matte silver - 0.7 [D-S]
polished aluminum - 0.65-0.75 (S)
polished chrome - 0.6-0.7 (S)
matte aluminum - 0.55-0.6 [D-S]
white paper sheet - 0.6-0.7 [D-S]
melting snow (clean) - 0.6-0.62 [M]
matte chrome - 0.5 [D-S]
plaster - 0.4-0.45 [D]
natural silk fabric - 0.35-0.55 [M]
batten (fresh wood) - 0.35-0.42 [D-S]
face skin - 0.25-0.35 [M]
white dry sand - 0.24-0.32 [D]
yellow clay - 0.16 [D]
batten (old, weathered) 0.12-0.16 [D-S]
white wet sand - 0,11-0.2 [D]
dry asphalt - 0.1-0.18 [M]
black soil (dry) - 0.07-0.08 [D]
wet asphalt - 0.06-0.08 [D-S]
summer foliage - 0.09-0.12 [D-S]
conifer - 0.08-0.12 [D & D-S]
autumn foliage - 0.15-0.3 [D-S]
black soil (wet) - 0.02-0.05 [D-S]
black velvet - 0.01-0.03 [D]

D - diffuse
S - specular
M - mixed

Gallery / Re: Bug´s Life
« on: 2014-01-03, 00:21:24 »
Wow! First image is superb! But in second, there is way to big dof and it hurts realism badly.

Gallery / Re: Happy New Year!
« on: 2014-01-01, 21:57:16 »
My new desktop background. Imho, this picture perfectly combines photoreal and non photoreal characteristics in it.

[Max] General Discussion / Re: hd cache problems
« on: 2013-12-31, 10:52:13 »
Polymax>> i'll try your suggestion as well, thanks!
maru>> i'm sure it affects render in some way, but i like FE effect so much, i can't help myself :] I hope Keymaster will implement spherical projection camera someday.

Gallery / Re: Promenade viewing platform
« on: 2013-12-31, 10:47:16 »
CA stands for chromatic aberrations.
Also i noticed very prominent jaggies in your images. I wonder why corona suffers so badly from it?

Gallery / Re: Promenade viewing platform
« on: 2013-12-30, 21:35:30 »
Beatiful work. But... did you upscaled your renders? They seems to lack of clarity. And i don't like it how you overdid CA in first image.

[Max] General Discussion / Re: hd cache problems
« on: 2013-12-30, 21:10:24 »
Thanks to Keymaster problem solved. Actually both suggestions worked well, but i didn't liked how low msi killed those secondary reflections. So i'll stick to higher hd cache pt samples. And hd success rate now is a lot better - over 70. Where i could find a little bit info about hd success rate? I tried forum search, but no luck.

maru, it's a little trick, that i learned while worked with mental ray. Its a sphere in scene with super mirror material with unchecked cast shadow, visible to reflection, etc. And camera is pointed to that sphere. That way you get perfect fisheye lens :]

[Max] General Discussion / Re: hd cache problems
« on: 2013-12-30, 20:28:08 »
Hi Keymaster, thank you for your help. I already tried to tweak your suggested values with little success, but i'll give it another try for sure.
One thought, could it be because of my unusual setup for lighting fixture? Maybe  i should try geometry with emmiter material instead?

edit: i should mention that scene was initially created for mental ray. I converted material with converter (thanks DeadClown for this wonderfull tool!). But afterward i tweaked every material by one o be sure that there's no exessive albedo.

[Max] General Discussion / hd cache problems
« on: 2013-12-30, 19:40:14 »
While working on some personal project, i encounter strange behaviour of hd cache, which i cannot resolve on my own. Its strange blobs of light. Each time it appears in different places and it doesn't goes awway with bigger amount of passes.  I tried many things with little success. The only thing that helps somehow is lowering precomp steps of hd cache to 0,1 but whole image becomes grainy.
Ofcourse, i could render image with pt+pt and forget it, but i'd like to understand what causes such behaviour. Btw, i don't know if it's related to this problem, but hd success rate is unusually low in this scene - 50-60.
Attached gifs is not animation, its one frame rendered 10 times in a row.

edit: animated gifs seems not working here. Where i could upload them?

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