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Messages - Zorian

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16
Gallery / Re: My daily renders
« on: 2019-10-02, 22:18:19 »
The second render which was made yesterday is Pleats House designed by the The Ranch Mine and photogroph was taken by Roehner + Ryan. This case I've used textures mostly from Poliigon.com. Small vegatation by Megascans and the trees were made by myself. Motion blur renderd in Corona.

17
Gallery / My daily renders
« on: 2019-10-02, 09:52:11 »
Hi guys, because currently i do not have payed project I decided to spend the whole week by doing dailys. The task is simple - i am doing one render based on the photograph or redner made by someone. As the first render i would like to show my cgi recreation of the Ryan House by Arthouse Architects and photograph taken by Sarah Rowlands Photography.

As the main aplication I'm using Blender, textures mostly from poliigon and Megascans.

Take care:)

18
Chaos Corona for Blender / Re: Corona Proxy
« on: 2019-05-01, 14:41:49 »
Wow, even linked groups with added proxy works without any problem :D

19
Chaos Corona for Blender / Re: Corona Proxy
« on: 2019-05-01, 14:20:34 »
Today I had some time to check how the proxies work, and so far they work even better than linking groups from Blender files which I have to used in my workflow. Using proxies saves a lot of time and avoids of missing textures. But I wonder how they will work with the new version of Standalone etc? I used many versions of Corona beginning from 1.5 to 3.0 and every change of Standalone required to do export from start, even if i had  "Overwite geometry" to "only modified" checked.

20
Chaos Corona for Blender / Re: missing texture
« on: 2019-04-18, 11:50:49 »
Already saw it :) Yes it works great, even with the linked objects and materials:)

Thanks a lot!

21
Chaos Corona for Blender / missing texture
« on: 2019-04-18, 08:25:31 »
Is it possible to write some line to exporter, that missing texture will be rendered as a pink missing texture like the cycles do? Or should that be made by the developers of Corona by them inside the standalone? It's really annoying that if  some texture is missing Corona stops without saying anything what went wrong.

22
Gallery / An autumn house
« on: 2019-01-10, 12:57:22 »
Hi guys I would like to show you my latest noncommercial project made in Blender and rendered using Corona Standalone 3.0

First of all I createt this project to check how my photoscanned trees are working in such of scene.

I need to mention creators of free models that I've used in this project:

Cytnhia (photoscaned model by Godrobot) - https://sketchfab.com/models/34e66acba3344731a2772311797429d6
Sitting girl (created by Nikitos & 3130) https://sketchfab.com/models/08b3796300c442aeb3c7a1bc38ab9f22
Rugby ball by 3dhdscan https://sketchfab.com/models/196caf120c9a49159ad1b877c8d595cd
White pigeon by darwinmuseum.ru https://sketchfab.com/models/cc36e7c5445a4270b301f7ef938e671a

You are also very welcome on my behance site:

https://www.behance.net/gallery/74685553/An-Autumn-house

23
Chaos Corona for Blender / Re: Blender To Corona bugs
« on: 2019-01-08, 11:03:27 »
Hi guys!
Did anyone had this issue before?


REPORT: unchanged: 0, Prim: 393, Inst: 0, Mtl: 0, Env: 1
Core::renderFrame before onFrame
Parsing scene took 29.272 seconds
Calculating displacement
Preparing geometry took 0 seconds
Preparing geometry
rtcCommit: 586ms
EMBREE: Created 3 elements, memory usage: 250 M bytes.
Core::renderFrame after onFrame
CoronaCore::renderFrame before unique materials enum
CoronaCore::renderFrame after unique materials enum
CoronaCore::renderFrame after unique materials update
Preparing geometry took 1.027 seconds
Preparing lights
CoronaCore:RenderFrame: after directLight
Preparing lights took 0.002 seconds
Computing sec. GI

After this message the render stops sudenly.
Can anyoane help me with this?

from my point of view some of the textures is missing. Eventualy linked material shares the same texture as normal material.

Current status: we tried rewriting the parser so it is much more memory friendly. It did not end well (it worked but the code was too complex and unmaintainable). We will try different approach, which will include some changes to the format (making it at least partially backwards incompatible). Basically we need to simplify the format to make it easier to parse in our code. There is also big rewrite of the standalone application, to get some interactivity features. It will take lot of time, but the result will be worth it ;).

Great to read this, but as long there will be no demo version of Standalone for Blender users there will be not people who would like to try it for themselfs. I think that for example Charles from Imeshh makes a great work to popularize Corona for Blender users. Does any other application uses Corona Standalone for rendering? I'm dreaming about Corona RT for Blender.

24
Work in Progress/Tests / Re: House in the forest
« on: 2018-12-21, 15:33:44 »
Yes, for Blender I've used the Grove 3d.

I know that Speed tree is great, but it takes some time to be good in creating trees. In this case I bought a tree and I wanted to blend it with my photoscanned assets. I didnt work very well, speccialy with this model. Another models where much better, but i didnt liked conection between Speed tree and Belnder. It creates huge ammmount of polygons and it still didnt look right.

For the grove I don't like how the 1 level of branches is blending with the trunk. But with Speed tree I had the same problem. Overall license for speed tree isnt cheap, and I think that Grove 3d trees are good enough for this kind of scene, where I would like to have a huge amount of trees.

I know that I can create my own branches from megascans assets how I did in Blender, but that's create meshes with polycounts and I Think that using instances for the branches can save me some time with rendering.

25
Work in Progress/Tests / Re: House in the forest
« on: 2018-12-21, 13:15:27 »
Thanks again:)

Today I decided to recreate the trees. I wasnt really happy with the results from speed tree, so I used the Blender addon to make it from scratch. As twigs I used Megascans - to avoid dense of polygons.

Imo the images speak for themselfs.


26
Work in Progress/Tests / Re: House in the forest
« on: 2018-12-20, 16:03:15 »
I;ve changed some settings in car paint material and now it looks like that:

27
Work in Progress/Tests / Re: House in the forest
« on: 2018-12-20, 15:24:09 »
Oh Sorry. I didn't mentioned that I'm not using 3dsmax. Only Blender and Corona Standalone. Everything what you see on the renders are 3d models. I'm using something similiar to proxys, in my aplication it's called linking, but the main rule is the same. There is a problem with car - I've made almost 4 or 5 layers and I think that there is a problem with linking it - some masks are not working as they should work. I think that I need to start from the beginningwith this scene, because the first tests came much better than this renders. or not?

28
Work in Progress/Tests / House in the forest
« on: 2018-12-20, 14:59:56 »
Hi guys, I need some help with my non-commercial project. I'm a little bit tired of trying to achieve photorealistics results. Tried eveything and nothing can satisfied me . I'm not sure how people can achieve so amazed results.

About the project. It is using photoscanned assets (my own) blended with Speedtree. Painted dirt maps on car or bike. As a main application I use Blender ( modelling, texturing, painting, sculpting, scattering etc).

For example one tree has got something about 2mln polygons (photoscanned part ~40k after retopology) One render take something about 16h (i7-6800k, 64GB ram) to render, and in my opinion it is not worth it.

Maybe somone can help me and tell what makes it unphotorealistic?

Two first renders was rendered using Sky+sun
Third was rendered using PG sky

29
Chaos Corona for Blender / Re: Corona for Blender
« on: 2018-10-07, 10:42:17 »
You need to use standalone, there is two way how to get it- first with demo license for 3dsmax, and second with C4d beta version.

30
If launching from blender what setting for VFB Update Rate do you use?

Default - 1000

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