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Messages - romullus

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[Max] Resolved Feature Requests / Re: Multi Texture
« on: 2014-02-12, 22:33:30 »
You must have access to daily builds for it to work, i guess.

News / Re: Improved light sampling
« on: 2014-02-12, 21:35:16 »
It will be available in Alpha v6, which will be out shortly.

I've registered at forum two months ago, and that statment was one of the first things i've read. Waiting is almost unbearable now :]

Jokes aside, improvements looks impressive, but i'm curious to see how it'll prove itself in really complex scenario.

[Max] General Discussion / Re: Corona Alpha4 Benchmark scene
« on: 2014-02-12, 21:21:52 »
I Think is a good time! but i want the configurations of this scene to check in my scenes! :D

You can easily do that. Just open "export.conf" file in notepad and write down settings.

Work in Progress/Tests / Re: romullus's wips
« on: 2014-02-12, 15:52:24 »
... actually I could do pretty much everything I wanted quite quickly with berconmaps earlier releases, but new versions are pretty useless, they just makes some cloudy magma or stars..

Funny, i felt the same. Like something changed in bercon noise since i used it last time (many many years ago), and changed not to the better.
Anyway i get back to cellular and after a while i managed to get pretty decent results by combining couple of layers of it, like you suggested. I feel pretty happy with it, so, case closed, i think :]

Thank you once again, for your valuable input, Utroll!

Work in Progress/Tests / Re: romullus's wips
« on: 2014-02-12, 13:23:58 »
Wow, that is some incredible useful resource. I remember, i saw it ages ago, but i forgoten it completely since. Thank you very much, Utroll! It's a real pity that "solid" feature was removed from bercon maps v3 and i cannot replicate those results :[
Meanwhile, i'm continuing with my galvanized material. This time i used texture instead of procedural map. It's a little better than previous attempts, in my opinion, but not good enough. Besides, i'd really like to get a good material with procedurals only.

Off-Topic / Re: Funny maxwell forum thread
« on: 2014-02-11, 16:36:24 »
But will it help? Haters do not want to know facts, they just need something to hate for their own failures. I'd say - keep calm and carry on ;]

Work in Progress/Tests / Re: romullus's wips
« on: 2014-02-11, 16:28:25 »
nice bucket rendering :D

+1 :]

Second attempt. This time with the help of bercon maps. To be honest, i hoped to achieve better results with these awesome procedurals, but beeing long time mental ray user, i have no experience with bercons whatsoever :[
Next step will be bitmaps, i guess.

[Max] General Discussion / Re: Version 5 Documentation
« on: 2014-02-11, 12:02:13 »
For f*** sake, stop fooling peoples. Nobody uses v7 anymore, v9 for the win!

Work in Progress/Tests / Re: romullus's wips
« on: 2014-02-11, 00:48:01 »
Testing procedural galvanized steel material. I might eventualy replace procedural map with bitmap, if manage to find decent quality one.
Very early wip.

Gallery / Re: oxnatun's gallery
« on: 2014-02-11, 00:40:28 »
That bimmer must be braking all speed records, shame that wheels aren't spinning, though :]

[Max] Resolved Feature Requests / render selected
« on: 2014-02-10, 16:34:23 »
I was pretty sure that this useful feature already requested, but i cannot find it via search. I woul like to know if it's possible to implement render selected feature in corona?

[Max] I need help! / Re: sence is red
« on: 2014-02-06, 19:53:08 »
Sorry, but if you don't know how to apply materials on objects, you shouldn't touch advanced renders like corona, yet. You must learn basics of 3ds max first, by reading tutorials. I cannot help you here, i'm affraid.

[Max] I need help! / Re: sence is red
« on: 2014-02-06, 19:07:08 »
Because there is unsupported materials in scene. Vray, i presume?

Work in Progress/Tests / Re: Some Work in progress...
« on: 2014-02-06, 17:18:29 »
About the noise question i could say that after 16hr the render was almost done (not at that quality, but acceptable!), but the dof was still noisy, so i decide to let i calculate during the night time!

In that case you should lower PT and LSM a bit. Very often default values works pretty well.

Sure i can share the curtain material! right now i don't have this image on this pc, but i'm pretty sure it is a default coronaMTL with translucency enable with a value of 0.28/0.35, a map in the bump slot with a very low value, wich is barely visible due to the dof (i could avoid it :) )...i don't remeber if i change the reflection value, but i don't think so!

As long as you didn't touch refraction, rest of parametters shouldn't cause any problems.

Regarding the MSI value today i tested some value and, yes the value that you suggest it works very well!! i never rise up above 40 but now i will try 100! thank you very much!
I realized that if i change this parameter some very bright withe point in the render, will disappear, and the image still render in the same time, is this only a lucky case, or this is how it should work normally?
The higher MSI is set, the higher is risk of getting very bright dots (fireflies) in rendering. Lower values are safer, higher values gives better GI.

Work in Progress/Tests / Re: Some Work in progress...
« on: 2014-02-06, 15:56:10 »
Having in mind huge resolution of your image, rendertime is not so insanely high. If you'd render fullHD resolution, rendertime would be ~ 3 hours. It's not that bad.
You could've leave hd cache max records at default - it's very rarely needs to be changed. As far as i know, it adds nothing to quality nor to render time (in most cases). Since you raised PT and light samples, you leaved less sampes to antaliasing. Maybe it's dof that has most of noise at the end of rendering? Also, did you put portal in window's opening? Curtain seems to block a lot of light from outside, maybe it have not ideal materia settings? Can you show it?
Btw, i don't see a reason in your scene, why should you lowered MSI from default. If anything, i'd leave it at default or even try to rise it to 40-100, although it doesn't affect rendertime.

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