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Messages - romullus

Pages: 1 ... 476 477 [478] 479 480 ... 588
7156
[Max] Daily Builds / Re: Daily Builds
« on: 2015-09-08, 19:24:30 »
CoronaScatter's avoid collision improvement is awesome! One thing though, i noticed that altering distribute objects pivot, misplaces scattered instances. Is there a way to overcome this, other than reseting transformations?

7157
Gallery / Re: Simple bedroom
« on: 2015-09-08, 15:43:04 »
I think it needs more sharpen, but i don't know how to make a better quality image. Sugestions? Thanks

I don't think so. Second picture already is oversharpened.
You can work more on composition, materials, details. At the moment everything looks very basic.

7159
[Max] Daily Builds / Re: Daily Builds
« on: 2015-09-07, 17:06:59 »
Now that looks very cool! I hope it won't affect performance too drastically.

7160
[Max] Resolved Bugs / Re: scene bounding box is too large?
« on: 2015-09-07, 11:59:17 »
can you upload just the box, and everything else deleted, if it still produces the problem? There should be no warning until you input 100 000 000 as the value.
ok i'll try
I've just uploaded the real scene in https://corona-renderer.com/upload/ but ended with error page. i'll upload the boxes only.
but I don't understand what do you mean about 100 000 000 value input.. where do I have to input it?

I think Ondra wanted to say that Corona should give you no warning message until your scene's bounding box won't exceed 100 000 000 system units.

7161
[Max] Resolved Bugs / Re: scene bounding box is too large?
« on: 2015-09-07, 08:40:42 »
Scene bounding box shows how far scene objects extends from world origin point to each side. Your scene maybe just 20 m wide but if it's located some kilometers from origin point, bounding box will be huge. Also it depends on sistem units you're working with. If system units are set to millimeters, 20 m will result in 20000 system units.

OTOH there is possibility that you discovered bug of Corona's new error messaging system :]

7162
[Max] I need help! / Re: Material not showing in view port
« on: 2015-09-06, 17:20:16 »
CoronaMtl does not support show in viewport per material. It needs to be done per map.

7163
[Max] I need help! / Re: Contour lines in render ?
« on: 2015-09-06, 16:56:25 »
There was similar discussion recently. Take a look, maybe you'll find somethink useful: https://forum.corona-renderer.com/index.php/topic,9032.0.html

7164
[Max] I need help! / Re: Corona bitmap HDRI inverse gamma
« on: 2015-09-04, 20:32:07 »
You can reload map with overriden gamma, would be the same i think, just a less convenient.

7165
[Max] I need help! / Re: Reflection question
« on: 2015-09-04, 12:22:20 »
Yes, converting to editable poly breaks normals immediately. That's no-go of course. Checked your file and it looks that MR treats those normals a lot better than Corona. Curious how Vray would stand?

7166
There's at least three ways to start interactive rendering in Corona:
  • click & hold Render button in Corona VFB until flyout Start IR will show up
  • in render settings>scene>general settings press Start Interactive
  • in top left corner of viewport of your choise click text with name of that viewport, a menu will show. From there extended viewports>Corona interactive

Alternatively tou can write simple macroscript that will launch interactive rendering and place it on toolbar or a quad menu.

Code: [Select]
macroScript StartInteractiveRendering
category:"Corona Renderer"
tooltip:"Corona - start Interactive Rendering"
(
CoronaRenderer.CoronaFp.startInteractive()
)

7167
[Max] I need help! / Re: Reflection question
« on: 2015-09-04, 09:00:20 »
Can you share this model? Just a mesh without textures.

7168
In my experience more often than not Corona behaves very nicely under low priority. Sometimes i even don't notice that rendering is going on. But there is times when it's really CPU hungry and makes working with pc nearly impossible. Not sure what causes this, maybe constant build change?

7169
[Max] I need help! / Re: Reflection question
« on: 2015-09-03, 23:01:56 »
I would rather not compare it to scanline but to real raytracer, like Mental Ray or Vray.
In my experience low poly mesh really can cause various problems with reflections / refractions despite the fact that diffuse shading looks butter smooth. I can show you model that has much denser topology than your example and yet it breaks reflections quite noticeably and it is rendered in Mental Ray.

My suggestion: render it with MR under similar conditions and see if results will differ much.

7170
[Max] Daily Builds / Re: Daily Builds
« on: 2015-09-03, 22:36:57 »
You can hide unused map slots in SME (default shortcut H) and make editor window much more clean and manageable. I always use it since i discovered it.

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