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Messages - Njen

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(Lot's of questions from me today as I ramp up in the lighting/lookdev portion of my animated short film -

I am experiencing aliasing issues when I produce a render that has a Corona light in it (or a material with a bright Corona Light material). If I expose the image down so that the light has a value of less than 1, I see nice looking anti-aliasing, but at an EV of 0, I get the telltale 'jaggies'. It almost seems to me when doing my own tests that the current order of math is to sample the light colour then multipliy by the alpha of the light, then multiply the result by the intensity of the light. Or am I making completely wrong assumptions?

[Max] General Discussion / Re: PBR kinda materials
« on: 2016-08-02, 08:15:23 »
Excuse me, could somebody tell me whether Corona new Mtl in 1.5 will have "metalness/metalic" or not?

My question is probably the same, but just asking a different way for clarification: dielectric and metallic materials generally work with different lighting models. I am going to assume that the CoronaMtl is a dielectric material due to the attributes I see that are on it, and because it is probably more common. Are we going to see a true metallic lighting model option in the CoronaMtl any time soon?

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.

The colour and exposure changes that a light experiences when raising its temperature is something that happens naturally IRL. In my opinion, Corona should not change this relationship. If you want bright lights of a certain colour choosing one of the other modes is the answer.

Rightio, I now am confident in what to do! Thank you so much for being clear with your responses, sometimes it takes a bit for things to soak into my head -_-

Ahh, right, so any changes in compression would really only affect the read/write speed from disk then I assume.

Hey dubcat,

I am currently using the latest daily build 'Corona_2016_07_26', and I am not getting the beautiful looking metal similar to when using 1.4 with your curve fixes. For example, I'm trying to get a simple copper, and as I understand, this is what I am currently doing:
Diffuse Level - 0
Reflection Level - 1
Reflection Colour - 0.573, 0.238, 0.12
Fresnel IOR - 1.1 (value taken from the internet)
Glossiness - 0.861

This material is looking really dull. But if I plug in your 99999 IOR Fix into into the Fresnel IOR, then I get a good looking result. What are your thoughts on this?

In a vaguely related question to my original post to the devs: what are the best performing file attributes when using exrs with Corona?

As antanas mentioned, I didn't mean a map type, I meant a format loader type. Reading mipmapped textures are necessary when you have huge amounts of textures to read and want to save on memory. For example, on my current short film I am making, I am at around the 250gb mark so far for textures, and I have more to make.

Not being in front of my computer at home (I'm at work atm), does Corona read mipmapped exr's? what about tx files?

[Edit:] I don't want to turn this thread into a discussion about using smaller textures, I obviously know that's an option to use if necessary. Modern renderers should be able to handle using large amounts of textures. I work in a VFX studio, and some shots I work on sometimes have up to 2tb of textures to read from disk.

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.

A good point well taken. I'm sure you realise that I am looking at Corona from a high end VFX point of view, which is probably different to what the reality is no doubt.

Regardless, I hope that my small voice in this issue helps adjust the direction Corona will take in the future.

I know of the feature request poll you have mentioned, and yes one has to recognise the will of the current users in regards to what users what. Though one also has to consider the prospective future users looking to buy a great new renderer but have not yet done so because of a lack of certain features.

The following statement is not based on facts, just anecdotal evidence from asking various colleagues in the industry: few would not want to buy a license because of a lack of lens effects such as glare, but I believe more people would not want to buy a license because of a lack of a good skin shader.

If I was trying to convince my employer at my day job to switch to Corona (I work for a VFX studio), they would see a lack or a good skin shader to be a deal breaker, while a lack of lens effects is barely a blip on the radar.

I feel that I need to add that I think Corona is fantastic, and the giddy feeling I get from using it is similar to how I felt when I first started using Brazil more than 10 years ago. I just feel that Corona has the potential to have a wider adoption at studios if some development time was refocused on other features first.

I get where you are coming from, believe me.

But to look at this another way: I can rattle off in 10 seconds a number of different software solutions to add lens effects to an image, but I can't see a single physical skin shader that can be used with Corona.

What I'm trying to say is that I think resources should be diverted to areas that are unique to Corona first, then once all of the holes have been filled, go ahead and implement features that are many other software packages already do. Do we really need yet another method to add bloom to an image right now, or can we get support for far more necessary features that we currently do not have support for like skin, dispersion, reflection/refraction includes/excludes.

[Edit:] Oh, and thanks for the kind words about Cyan Eyed ;)

To put my comment into a more practical perspective (which also gives me a chance to shamelessly self promote my current project), I'm currently making an 8 minute steampunk themed, action based, animated short film all rendered in Corona (, and I have zero interest in post effects. As even on this, being my own personal project, I want the greatest level of control in comp, and the last thing I would want to deal with is element merging or colour correction on images that have glare and bloom already rendered in them. I don't see myself using any of the post effects at all.

Just to throw in my perspective here, as someone who has worked in the CG industry for over 20 years that I'd rather a renderer focus on rendering and all post happen in software designed specifically for post. In my humble opinion, any renderer that tries to do post effects will not be able to provide the quality or level of control as other software that has been explicitly designed to do those tasks well. Granted, other people are seeking an 'all-in-one" solution, but features like post effects in a renderer is almost useless on mid to large studios that already have tried and true methods to get better results.

From what I've read there has been someone hired to specifically work on the post effects, but I'd have rather seen those resources go into development of more renderer orientated features like skin, fur, volumes, etc. No post effect development time is more important that a decent skin shader, for example.

But again, I realise that different people have different needs.

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