Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - build

Pages: [1] 2 3
1
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-23, 17:55:55 »
this check box not for casting shadows,it for casting light on shadowcatcher object, shadow catcher is catching the shadows but this checkbox gives you option to catch the light on shadowcatcher for  example you need to light photo background with pasted corona light in scene(not only shadows from it). Your scene not need this.

Thanks for this. It gives me indeed a better understanding. But still, I have the problem with the transparency of the shadowcatcher material. It would like to know how your image behaves if you would save it with a transparent background. I am sure you will still have a lot of noise from the shadow around the table. And this is what I am trying to avoid but it seems there is no way to do so in corona. For me, this is a bug in the software...

2
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-22, 12:33:23 »
You mean the lights on the right and on the left? Those are not supposed to cast any shadows. That's why they are just illuminators. When I disable the illuminator function the shadows they cast will extend the shadows to image borders which will give me a visible edge which I don't want. Also, they will create a "shadow noise" which I mentioned before.

3
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-22, 11:50:33 »
Found them. Thank you.

4
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-22, 10:04:54 »
Sure. Here you are.
http://ge.tt/1SaUNCx2

5
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-22, 08:49:15 »
This is how it looks from the distance.

We have the solid white object, the table, in the center, including the small shadows from the top light. And then we have another white solid ring around. But where is this coming from? There is no geometry here. And no light source which can cast such a shadow onto the shadowcatcher material!


6
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-20, 14:56:11 »
Here are the settings I used for the render. I already used a background override.

The background has a solid black color. In the scene layout, there is no background here. Just a large plane with a shadowcatcher material. It looks a bit like a horizon. But where is this coming from?

Regarding your example rendering, I want to give a little comment.
If you place your picture on a solid background that is slightly larger than the rendering, you can see that there is an edge around it. With the Shadowcatcher material there are a lot of scattered shadows that fill the whole image. This makes it quite difficult to create object visualizations with a transparent background where only the pure object-related shadows are visible.
The lights that cast shadows need to be calibrated exactly so that the shadow only appears up to a certain area. It would be helpful if you could specify something like a threshold value to hide these very weak (and perhaps not really existing) shadows.
It looks more like a problem with transparency in Shadowcatcher material to me.

7
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-19, 20:34:16 »
I tested the settings. It looks much better now. Thank you!

Here are the recommendations we followed. Maybe somebody else will need them:
1) Go to your shadowcatcher material and make its backplate color darker - this will reduce global illumination in your scene and in turn will reduce overall noise.
2) Go to your shadowcatcher material and increase "shadow amount" value - I can see in your scene it is set to 0,1 and this additionally increases the brightness of GI. I suggest using value of 1 or more.
3) Do all lights in your scene need to have "shadowcatcher illuminator" option enabled? If this option is enabled in a light, not only shadows are included in the alpha channel generated by the shadowcatcher, but also the direct lighting coming from that light. This is useful, for example, if you are rendering a car in a garage, where the garage is a 2D backplate, and you want its headlights to cast light on the 2D backplate garage. But I am not 100% sure if this is needed in your case.
4) Go to Render Setup > Performance and increase GIvsAA balance value from the default 16 to 32 (but no any higher!) - this should make the noise resolve a bit faster at the cost of anti-aliasing quality.

We changed the background and added just a horizontal plane which covers the whole viewport as shadow catcher. This gives us now a new strange effect in the background which I don't understand...
Here a preview with the new introduces "black belt"

8
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-19, 15:44:32 »
I reported this to the Corona support team now. Let's see what they can figure out.

9
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-19, 10:06:26 »
We have a studio setup with 4 light sources. But only the one from the top is casting shadows. All others are shadowcatcher illuminator. We only have a shadowcatcher material for the surface the table stands on. The shadow around the table ends not smooth but rather pixelated. And this is the problem. It should fade.

10
[Max] I need help! / Re: Shadowcatcher artefacts
« on: 2019-07-19, 08:26:37 »
Noise level is below 1 and full denoising enabled.

11
[Max] I need help! / Shadowcatcher artefacts
« on: 2019-07-18, 20:06:50 »
Hi.

We are working on a set of furniture objects which need shadow and a transparent background. We now have the problem that the shadow is not very smooth. Instead of a flowing transition, the shadow stops rather pixelated. Has anybody an idea why it is like this? and how to solve this?



Thank you.

12
You were right. Just tested it and it works fine. Thank you for your help!

13
Quote
You can submit a job to BB with activated Coroan DR nodes, works fine.

That's what I do. But still, backburner only sends a job to one node. It is not rendered on more than one node at a time. Or am I wrong?

14
I am looking for a solution to set up a render farm for my office. I have several nodes and workstations. I want to submit the renderings to the nodes only so the workstations can still be used without RAM problems. As far as I know, this is still not possible with Corona DR Server. And backburner doesn't support to render a frame on more than one machine. So what is the solution? Which software does support this feature? Any help is highly appreciated.

15
News / Re: Corona Renderer 1.7 for 3ds Max Daily Build
« on: 2017-10-19, 14:32:57 »
Hi.

I think there is a bug in corona camera. I am using 1.7 RC8 with max 18.3

In the corona camera I use the "Automatic Vertical Tilt" option. It works fine. But when I hide cameras using "Hide by Category" in max the tilt function is enabled but not working in the display port or while rendering.

Tim

Pages: [1] 2 3