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Messages - burnin

Pages: 1 ... 68 69 [70] 71 72 ... 103
1036
Gallery / Re: Osebergskipet
« on: 2017-12-11, 22:54:17 »
... yet now you made me sure it's a fable, spectacular illusion...
"with wars come kings, with kings come wars"
so many tools, so much effort... any breakdown?

great work

ps
agree on too many 'shots', didn't look at them all (for galleries, am more of an up to 5 at most)

i'll be back ;)

1037
General CG Discussion / Re: Why is Redshift so popular?
« on: 2017-12-11, 22:47:34 »
i see... it's mainly because of maya :p

1038
Gallery / Re: Beautiful house in the middle of the forest.
« on: 2017-12-11, 22:46:18 »
oh... a prison... khmm :p

keep it ;) up

1039
[C4D] General Discussion / Re: Physical Metals
« on: 2017-12-10, 22:00:25 »
true, my bad

edit:
But is not interactively driven?
meaning, the tag generating gradient doesn't drive the shader... it has to be done manually, correct?

edit2:
It also doesn't feel like real Physical Metal.
Need to make some comparative studies.

1040
[C4D] General Discussion / Re: Physical Metals
« on: 2017-12-10, 21:53:02 »
disregard

1041
General CG Discussion / Re: Why is Redshift so popular?
« on: 2017-12-08, 23:11:48 »
yes, it can be used progressively

1042
[C4D] General Discussion / Re: Texture on a corona light
« on: 2017-12-08, 22:59:19 »
:) hmmm... yes, you can use 32bpc EXR/HDR for image based lighting even if it's just a mesh with a texture ;)

e.g. Polygon has Corona Light Material applied to it, sample hdr used is from https://www.pingo.nu/vfxtools


& couple of other nice light packs:
- http://www.alsens.net/34234
- Lightsmith Collection from http://www.hdrlabs.com/sibl/archive.html (below, in the middle)
- it's also very easy to make your own, out of any light source ;)

although IBL is most commonly done using an equirectangular hdr image mapped on an environmental sphere (or cube...) - but lacks maneuverability with animations & interiors... so here are some extra tools for more control:
- https://www.lightmap.co.uk/
- https://blendermarket.com/products/light--hdri-studio-editor

1043
General CG Discussion / A bit about the Nvidia's AI denoiser
« on: 2017-12-08, 15:47:04 »
- VRay is getting it with v4... see it @ Vlado's YT channel

- Clarisse also (which is same as Corona, CPU engine)


- On Iray, denoiser uses ~800MB VRAM alone. (source)
Quote
The way the denoiser is implemented is, that it uses a soft-limit of 800 MB of video memory for denoising. I am saying soft-limit because in certain cases the memory consumption may go beyond that limit, but in general it is pretty solid.
Up to 800 MB might seem like a lot, on the other hand you get a big quality increase for that.

Best Regards,
RĂ¼diger

Yes, CUDA tech only. Working in unison with CPU. Throw cryptomatte into the equation & you get to play as Vlado does above - almost Real time ;) ... am already missing moments when i had real time to contemplate, think & make decisions on the work, it's design... but it's fine. Now more invested in conceptualization & the environment is quieter, more stable (less can go wrong in couple of minutes then in couple of hours) :D

1044
Chaos Corona for Blender / Re: Normal map weirdness
« on: 2017-12-07, 17:41:20 »
:) no problem
Just post your scene & material settings (be sure to use correct scale & so on)
Best would be if you provide the test scene, to have facts at hand.

i.e.
Here's 8k normal map on a sphere (r=1m): Grass Cut from megascans
(from left to right) Bump Strength: 1 m, 5 cm, 10 m 

1045
Hmm, likely a bug then... IDK, but i remember there was similar issue on windows in the past. Now is fine (r18/r19).
I assume that AR/Phy/RPR or other engines work fine... ?

1046
Nothing gets lost, just misplaced ;) Evidently... :D

Vodka went down the throat and some kind of smoke was rising... or was it steam, fog... hu, hu... hmm, can't remember anymore.
And it's getting freezing cold out here. Soon everything will be made of solid ice.

1047
:)

"What about PS example?!? How does it look? Which format do you use? Color profile?..."

First, to be on the safe side, in PS use 16bit tiff (profiled). You also need to be aware that alpha channel is strictly linear.
Disclaimer: for my taste & needs PS is too finicky, confused & limiting and so on - remnants of ancient tech ;)

Now, on to the color science - down The Rabbit Hole* you go...
 
* The Rabbit Hole - Questions and discussions about scene referred, display referred, color management, pipelines, and rendering.
It all begins here: "Render with a wider dynamic range in cycles to produce photorealistic looking images"


Have fun :)

1048
Yup.
What? What was that? That's no ordinary glass. I guess... Could it be smoke?! Pass on?

Mind has tricked us again.

btw - i like Mikhail better
;) 

1049
Lately I worked with animated material parameters and layered materials and found lot's of anomalys in the matrix. Do you have a bug report system, or should we just post every bug in this thread? I'm just asking beforehand.
Mantis - Corona Bug Tracker > "Corona - C4D" section

1050
Chaos Corona for Blender / Re: Normal map weirdness
« on: 2017-12-04, 15:21:25 »
:D rinse - repeat - think, consider UNITS!
(as mentioned in PS posted above & explained again by blanchg)

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