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Topics - Njen

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31
Using a layered material, I am blending a material with a darker coloured noise over a lighter coloured noise using a checkered material and am getting unexpected results.

I suspect this is related to the fact that the layered material is broken in a number of ways which I have previously documented in these two posts:
https://forum.corona-renderer.com/index.php?topic=16983
https://forum.corona-renderer.com/index.php?topic=17206

When is the layered material going to be fixed? Because it is getting very annoying trying to deal with this broken material in many different ways.

32
[Max] General Discussion / Large env maps...
« on: 2017-12-31, 05:58:55 »
I just wanted to confirm if there should be a direct correlation to an increase of render time depending on the size of the env map used for lighting/reflections/etc. I have done tests where I used a 1k map vs a 16k map, and on average, the 1k map is about 9% faster.

Does this seem about right?

33
[Max] Resolved Bugs / Bounce light on matte objects?
« on: 2017-11-04, 21:05:25 »
I want to make an object matte (black in RGBA channels), and I can't figure out how to do it.

The closest I've come to it is to put a shadow catcher material into a rayswitch, but I still see bounce light affecting the shadow catcher object.

Is there really no way in Corona to make an object matte? Or am I doing it wrong?

34
[Max] Bug Reporting / Refraction glossiness noise issue...
« on: 2017-10-20, 13:28:31 »
It seems to me that the adaptive sampler is having trouble assigning samples to areas of partial refraction glossiness. In the image example, there is a great deal of noise in the alpha and beauty passes, and the samplingFocus pass shows only a slight increase of sampling in those areas. I've tried lowering the GI vs. AA balance value, but it doesn't make much difference. Am I missing something here?

35
[Max] Resolved Bugs / VFB Colour Info Box unreadable text...
« on: 2017-09-24, 13:08:46 »
I've been meaning to post this one for a while: the VFB colour infor box that appears when I right click on the VFB appears to me as a blank grey box. Could this have something to do with the custom colour scheme I apply to Windows (see the example of what I see in Windows Explorer in the top right corner of the attached image)? If so, the text should probably be hard coded to use a specific colour, instead of the system colour.

36
[Max] I need help! / Hair mtl not looking as expected...
« on: 2017-09-24, 12:59:55 »
I just started to use the hair material from the RC-1 daily build, and when I apply the material to a simple Ornatrix hair ball, I don't see something that I would expect to see. Do I need to change any of the default settings on the material to get it looking good?


37
[Max] Resolved Bugs / Unable to load Material Library...
« on: 2017-09-24, 12:28:35 »
I've completely uninstalled, then reinstalled the latest RC-1 build, and I find I'm missing some things:
* I can't find a 'Corona' menu that I've read elsewhere in the forum is supposed to exist on the main menu bar.
* When I attempt to launch the Corona Material Library, I get the following error: "Corona Matlib has failed to load. Material file is missing." I can load the matlib file manually and I see all of the materials, but anything with a bitmap map is failing to load.

I'm running Max 2017.

38
When using the skin material, in all of the source colour AOV's, the only information I see is a faint fresnel effect in refract, is that right? There is nothing in the diffuse, translucency and reflect source colour AOV's, which doesn't seem right to me, as in the 'CESSENTIAL_Translucency' AOV, I see plenty of colour information.

39
When a bump map is used in the base material of a Layered Material, the first layer of the Layered Material produces incorrect results in the Diffuse AOV.

In the example below, I would expect to only see green and pink checkered squares, no black on the box.

Is this related to my previous bug about the Layered Material (https://forum.corona-renderer.com/index.php?topic=16983.0)?

40
Gallery / Cyan Eyed - final character asset look dev...
« on: 2017-08-16, 10:11:44 »
It's about time that I showed some more work for the steampunk themed animated short film that I am currently making, Cyan Eyed.

Here are is the final approved look dev for two of the main characters of the film, Grunt and Rocket. Textures created in Substance, HDRI rendered from Terragen, no post processing on the render.

95% of animation has been finaled for the film, as well as most look dev for assets. A few more characters will have their look dev finaled soon, then it's onto lighting, rendering and comping about 150 shots...

41
I have two boxes, one with a material ID of '1', and the other '2'.

I have a Scatter object that selects both boxes. Then using a multimap with mode set to 'Material ID' I have two different textures in each ID slot to simulate a multi UDIM tile texture setup. The multimap is being used in the 'Map' slot of the Scatter object for distribution.

But it seems that only the material ID 1 texture gets applied to both objects. If I have a character with multiple UDIM tiles, and I need to scatter objects over specific areas of specific tiles (using textures), I am currently unable to do so.

42
When used in a layered material, it seems that the opacity colour is being multiplied in the diffuse channel when viewing the diffuse AOV.

In the following example, the first image has a simple grey material with a gradient ramp in the opacity slot. When viewing the diffuse source colour, the plane object is a flat grey, which is expected.

Then when I use a layered material with the same grey material as the base, and a simple green material as the first layer, the grey material clearly has the opacity gradient ramp visible in the diffuse source colour, which seems like a bug.

43
[Max] General Discussion / MaterialX
« on: 2017-07-16, 00:16:44 »
Hey devs, do you have any thoughts on MaterialX, and would you consider a Corona implementation?

44
[Max] Feature Requests / Native UDIM support...
« on: 2017-04-08, 00:55:34 »
Similar to how VRay and Arnold work, please implement the ability to insert a UDIM tag in the file name of a bitmap to automatically read multiple UDIM tiles with a single CoronaBitmap map.

For example: myTexture.<UDIM>.exr

Thanks!

45
General CG Discussion / Do you have any spare CPU cycles?
« on: 2017-02-11, 14:58:40 »
Hey all, as some of you may know, I'm making an exciting, action packed, steampunk themed animated short film titled Cyan Eyed (www.cyan-eyed.com). As the film's production slowly moves to completion, the bandwidth to render frames is now starting to increase as well.

While I do have plans to use an online renderfarm to help get frames out (shout out to GarageFarm.net!), I really need some more help. If any of you have some spare time on your computers that you want to put to good use, I was wondering if you would like to get involved in this really cool project by helping out to render some frames. The only minimum requirement your computer(s) must have is at least 64gb of RAM. Depending on the shot, there will most likely be an initial download of 2gb to 6gb of scene files, cache files and textures, then if rendering more than one shot, subsequent scene files can be as small as 75mb to 200mb.

As a guide, I am currently rendering on a 2.2gHz, 40 thread machine, and half resolution (960 x 402) test frames with near finaled look dev takes anywhere between 4 to 25 minutes, depending on how much metal is in the frame.

In return for use of your computer, you will receive credits in the film and on the website, my eternal gratification, and possibly some other small reward/compensation that I am deciding upon.

At this stage of production, each shot is getting its animation task finaled, and then a half resolution version of the shot gets rendered with the latest look dev currently approved for each of the assets. Once this stage is finished (should be another month or so), then final resolution frames will then need to render.

If you are interesting in joining the production along with more than 30 other awesome team members, please email me with ryan@cyan-eyed.com, or send me a PM.

Every little bit of help would be greatly appreciated, Thanks!
Ryan

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