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Topics - Njen

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61
Maybe this is an obvious question: I've found that using a layered shader that has a mask that isn't pure black or white increases render time.  Would it be a fair assumption that each material on a layered shader increases the render time because of more calls to calculate the final surface are required?

I've seen render times decrease when I use the mask on all of the individual component maps the go into a single CoronaMtl. I know this probably won't be a 100% perfect match to a layered shader, but I'm getting results that are pretty damn close. And if that means that I have to deal with a bit more of a messy shader network that produces a result that is a 95% visual match for an average saving of about 30% render time (sometimes much more!), then I'm happy with that.

62
Are there plans to implement a bitmap format that is Corona specific? Other renders see speed advantages with custom bitmap formats in areas such as mipmapping and in what order of bits an image is read from disk and how it is accessed.

63
With the recent release of Substance Painter 2.1, I was wondering how relevant all of the previous information on how to use Substance Painter with Corona still is?

For example, is the information in the Polygon forum post still valid even though this was written for Corona 1.2 in July of last year:
http://polycount.com/discussion/155524/pbr-basecolor-metallic-to-vray-3-2-corona-redshift-arnold-converter

Should we still be converting all roughness maps to glossiness maps using a process such as this:
https://forum.corona-renderer.com/index.php/topic,9489.0.html

Or does the Corona export feature in Substance Painter take care of these now?

Do certain textures output from Substance still need to have their gamma overridden?

Substance Painter outputs a height and a normal map, are both of these needed?

Is there any other information that users can share?

Thanks!

64
Jobs / Corona look dev artist needed for short film [paid]
« on: 2015-07-02, 03:10:08 »
Hello everyone,

I'm looking for a Corona based look development artist to work on a photorealistic, fully animated short film. Cyan Eyed is a high flying steampunk adventure short which will focus on stunning imagery and awesome action. We have a great team already working on the film which is currently in the asset build stage with a previs completed. Check out some of the great concept art currently on the website (http://www.cyan-eyed.com/) to get a feel for the film.

Requirements:

* As a look development artist, you will be responsible for the 'look' of all of the materials in the film, working with the asset builders, texturers and lighters to produce photoreal surfaces.

* Have an in depth knowledge of Corona and 3DS Max

* Optimise and efficiently create materials that render as fast as possible.

* This job can be done from any remote location, so a high amount of self motivation to stay to the schedule as much as possible is required.

* You will stay in regular contact and maintain communication during the length of your tasks.

* You will regularly post work-in-progress updates to the film's Shotgun server (asset management and tracking system).

* You will maintain a friendly and professional attitude and act as a supportive member of the crew with everyone else.

About me (Ryan Grobins): I am a lead lighter with 19 years experience in the VFX and animation industry working on films such as The Wolverine, The Hunger Games and Happy Feet. Of particular note, I lead the lighting of the Quicksilver Pentagon kitchen sequence in the recent X-Men: Days of Future Past. I have also made two shot films previously: Sneeze Me Away (2010) screened in over 30 festivals and won a number of awards, and The Rose of Turaida (2013) screened in over 70 festivals including at Siggraph's Electronic Theatre and won a number of awards also.

This film is fully self funded, and while I won't be able to pay industry rates, the work will be paid, with prices being negotiable. The time frame for this position is to begin very soon, and go through till roughly December. This is not full time work, you would be free to manage the tasks that can roughly follow the project timeline as long as it is agreed upon by myself and the producer

I look forward to hearing from you all, and please feel free to pm me or post replies here if you have any questions.
Thanks!

65
[Max] General Discussion / OpenSubdiv and Corona...
« on: 2015-03-23, 12:45:02 »
Hello,

I am not sure if this is a real question or not, but does Corona render OpenSubdiv surfaces?

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