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 - Pixelatedvertex

Pages: [1] 2 3
1
Hi! Just wanted to voice my support! Thanks for your hard work!
Ivan

2
Chaos Corona for Blender / Re: render passes
« on: 2017-07-15, 00:27:32 »
That was the original intention of this thread. Do the devs frequent these parts of the forum?

3
Chaos Corona for Blender / Re: render passes
« on: 2017-07-14, 16:14:35 »
Hi, Burnin, thanks for the reply. I think you already showed me the GI passes in another post and they do work indeed, but the ID passes shown here don't seem useful for compositing. What I'm used to from Modo, and I've seen videos of Corona for Max doing the same, is that you set an ID for either an object, or a material tag and you get a Black and White mask, like an alpha for your ID tag. Also, the mask is antialiased the same way the main rendering is, so you don't get those ugly fringes, when you use the mask in post-pro.
The problem with the ID instance you showed here is, that you can never get a perfect mask from that output. If you use the magic wand in photoshop, or some kind of color range selection, you always get fringes around the borders, unless you have a B&W (or greyscale, to be more exact) output, that you can directly use as a mask, or unless you have at the most 3 masks per image, each one confined to either the R, G or the B channel (like vray does it). Those can then be extracted and used nicely for precise masking in post.

Now I've tried a workflow, where I would do the beauty render in Corona and render the masks in Cycles or Blender Internal, but those, while they provide options to render those masks, do not antialias them, which makes them pretty useless from my point of view.

Corona definitely has the feature already in other versions of the product, just not the standalone one, from what I understand.

4
Chaos Corona for Blender / Re: render passes
« on: 2017-07-11, 18:27:56 »
I'll just try bumping this post up, since the absence of ID Masks is pretty much all that keeps corona for Blender from becoming pretty close to if not completely production ready in my opinion.
Is a new standalone with ID Masking planned and could we get at least a very rough time frame, if it is?

*keeping my fingers crossed*

5
Yeah, I mostly have 3 zeros between the comma and the number for bump, would be cool, if it took scene units into account. I like to use mm as scene units, so these small numbers make little sense compared to the rest of the scene.

6
Chaos Corona for Blender / Re: rounded edge + bump map
« on: 2017-06-12, 09:58:29 »
Thanks for your time either way, Jadefox. Multiply might lessen the effect of round edges, bud add might work, thanks. I'm going to do some testing when I have some more time, just didn't want to be rediscovering America, in case there was a workflow for this in place already.

7
Chaos Corona for Blender / Re: rounded edge + bump map
« on: 2017-06-11, 09:50:18 »
Thanks for your reply. Could you post a screenshot of the node correct setup, I'm still unsure about where to plug-in the next bump map, or blending mode the mix-shader should be set to if that's the way to go.

8
Chaos Corona for Blender / Re: wireframe render
« on: 2017-06-11, 09:47:22 »
oh, that's a pity

9
Chaos Corona for Blender / wireframe render
« on: 2017-06-09, 16:55:40 »
is it possible to render a quad wireframe in corona? Whatever I do, I always seem to get a triangulated wireframe.

10
Chaos Corona for Blender / rounded edge + bump map
« on: 2017-06-09, 16:36:00 »
Hi, if I understand it correctly, the rounded edge shader goes into the bump slot of the material node. What's the correct way to go about rounding off edges of a material, that also has to have a bump map. How does one combine these maps properly?
Thanks in advance.

11
oh, cool, thanks, how i didn't find this remains a mystery

12
Chaos Corona for Blender / revert to older exporter version
« on: 2017-06-09, 10:16:40 »
Hi, while I now know it was a stupid move, I deleted all traces of the older exporter version before running the newest version for the first time, but this update has broken a few things for me. Is there a way to get hold of an older version of the exporter?
Thanks in advance.

13
Chaos Corona for Blender / Re: Antialising
« on: 2017-05-11, 16:59:53 »
yeah, It's not so visible on the image here. I'm pretty new to corona myself, but the antialiasing issues you might be experiencing there are most definitely due to overbright pixels. You could try and clamp max intensity... there was a setting for that. Also, letting it render for a longer time should add more AA samples.
If all else fails, you could try to mask the jagged edges by adding bloom to you render, that's available either corona render settings, or you could do it during post-process.

14
Chaos Corona for Blender / Re: Antialising
« on: 2017-05-11, 12:36:24 »
hi, could you post a picture of what seems to be wrong?

15
this was particles from an emitter object, I'm trying out hair now (does the same thing), instances don't seem much faster from what I tried right now, they also clutter up my scene. With a large lawn with more layers of plants, I could end up with millions of objects in my scene and I also lose a lot of procedural control when freezing the hair sim.
If it isn't possible to speed up the export process for hair and particle emitters, would it be possible to somehow keep the data that hasn't changed between renders, so it only has to be exported once?
With multiple layers of greenery as separate particle systems, this would make sense for doing test renders.

Pages: [1] 2 3