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Messages - maru

Pages: [1] 2 3 ... 851
1
Gallery / Re: Santal
« on: Today at 11:43:52 »
This is super nice in terms of image quality per frame! I was only able to spot some tiny flickering bits, for example on the knitted pillow, that was probably caused by displacement in "screen" rather than "world" mode.
Were the caustics rendered with Corona's caustics solver or was some kind of trick involved? They look very clear and I couldn't see any flickering.

2
[Max] I need help! / Re: Strange background pattern
« on: Today at 11:37:04 »
Hi, is this visible in the VFB while rendering or only after saving the file to some format like jpg?
Are you using some denoiser here?

3
[Max] I need help! / Re: Caustics flickering in animation
« on: 2024-05-06, 09:41:17 »
@anyone with the flickering caustics problem - could you please try this kind of setup? (see screenshot)

What it does: the water material is just a regular water material with caustics enabled. No need to change anything in its settings. Then a Corona Rayswitch map is connected to its opacity slot (Rayswitch map, not material). The Rayswitch map has pure white color in all its slots, but a slightly darker color in the Global Illumination slot. This means that the water material is fully opaque for reflections, refractions, and when seen directly, but it is semi-transparent to GI. This way the caustics generated by the water material will be slightly weaker (less contrasty) but it can also help with flickering. The color used in the GI slot should be determined by trial and error. Set it to bright gray and render a few frames. If there is still flickering, make it slightly darker and try again.

Unfortunately, Corona caustics do not have "temporal consistency" so they will have a different pattern on each frame and this may cause flickering:
"The new caustics use a Markov Chain Monte Carlo algorithm, which means each frame in an animation (or even rendering the same frame twice) will have a different pattern in the noise. To avoid flickering in animations, you will have to render a significant number of passes to ensure the solution has converged. "
Source: https://support.chaos.com/hc/en-us/articles/4954589213457

4
Yes, we would like to move the material library into Cosmos as soon as possible.

5
[Max] Feature Requests / Re: AI Post processing
« on: 2024-05-03, 10:49:27 »
Hi, this may be possible at some point. :)
https://www.chaos.com/next

6
If the bug only appears when using a Corona Legacy Material, then it means that it is already fixed in the Corona Physical Material.

7
Hardware / Re: Threadripper issues
« on: 2024-05-02, 09:28:03 »
@maru Do you have 3990x and 3970x machine on latest build Win 11 and latest bios/chipset drivers etc..to test these files?

Yes, we have machines with both CPU models. We would have to make sure that the BIOS and drivers are fully updated, but we can test on those machines.

8
[Max] I need help! / Re: Stone roof
« on: 2024-04-30, 17:39:03 »
ok, it could work, but I noticed that on the edges of the roof it would leave a void in the pattern...also I can't rotate, move, scale or overlap the tiles. 
Instead another system to have more control and be able to place more types of stones (being very random even if similar) and above all to be able to cut without leaving holes on the edges?

You can get rid of any seams and tearing and you can apply transformations to your tiles by adjusting the base object's UVW mapping. For example you can add a UVW Map modifier or UVW Xform modifier:


By the way, there are some premade patterns in Cosmos, like the one in my video. You will find them under 3D Models > Enmesh-Pattern

9
It seems to be working if you switch mapping to "explicit map channel".

10
I also have this issue a lot. It's a big problem if I want to submit my file to network rendering (Backburner), since I cannot fix it before it renders (because the targets is always detached when the file is opened.)

Hi, please check my message above yours. :)

11
Hardware / Re: Threadripper issues
« on: 2024-04-30, 14:43:16 »
Hey guys, can you please share some test scenes with us? We could take measurements on our hardware.
You can submit a new support ticket and upload huge scenes here: https://support.chaos.com/hc/en-us/requests/new

We will be sure to share our findings once we know anything.

12
You can render your scene with a mask (render element) where the ceiling will be a single color (for example pure white or pure red). Then you can just select that mask in Photoshop and fill it with a color.
If that's not what you are looking for, maybe you could explain what exactly you would like to achieve. Then others may be able to help you with a specific workflow.

13
General CG Discussion / Re: set up for print
« on: 2024-04-30, 14:33:44 »
I don't think this is something that can be covered with a single forum post, or even ten. :)
Maybe you could explain what exact print this is going to be (what print method, size, etc). And maybe you have some specific questions or you are running into specific issues? It would probably be easier for anyone to reply to a specific issue or question than to just share all their knowledge on this topic.

14
[Max] I need help! / Re: Stone roof
« on: 2024-04-30, 14:00:37 »
There are multiple ways to do it, but it looks like a perfect task for the Corona Pattern Modifier: https://docs.chaos.com/display/CRMAX/Corona+Pattern+Modifier
Model a single tileable segment of the roof tiles (it can be very detailed), then populate the roof area with that segment.

15
Hi, it is not yet available in the daily builds. Tom shared some insights here: https://forum.corona-renderer.com/index.php?topic=42118.msg222299#msg222299
Basically, the initial support will be most likely limited (no live link). I am not sure about specific limitations like materials or modifiers. Perhaps Tom can shed some more light on this. :)

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