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Topics - lolec

Pages: [1] 2
1
General CG Discussion / Object library ?
« on: 2021-08-03, 04:39:19 »
I'm looking for a large high-quality 3d asset library.

We already use Megascans, Poliigon and Dimensiva (plus random assets from turbosquid etc).

I'm more interested in the type of 3d assets that Megascans has. Is there another large library of 3d assets like that?

Thanks.

2
[Max] General Discussion / How Can I Help ???
« on: 2021-06-11, 22:07:27 »
Corona Renderer is a cornerstone of my work. Although I don't work in a render-heavy industry like ArchViZ or Animation, Corona allowed me and my team to do things we couldn't do before. I cannot share the exact work we do, but suffice is to say that Corona has provided the greatest ROI of any tool I can think of. By several orders of magnitude.

When I started my company 5 years ago, I was able to start selling my work before it existed because the images looked like actual photos. I didn't have the money to build the actual products, so this changed the course of my life dramatically.

It's not like I started from scratch, I had been using Maxwell renderer and Vray for years. But Corona resonated with my brain and I suddenly was able to do much more.

Anyway, my work involves a lot of product development and I go through releases 4 - 8 times a year. I've seen the Corona team go through a lot of what I go through and sometimes I feel their frustration as if it was my own. The recent discussion about V7 and V8 has made me realize how much Corona has done for me and I just want to give back a little bit.

Other than the standard ways in which us users can help (testing builds, helping new users etc...) I would like to know if there is anything else I (we) can do to help! I bet there is a lot of other people here that would like to help in some ways too.  I post this publicly in case other people want to offer their help too, but the best ways to help are probably private. And in any case, thanks for building Corona!


3
I'm trying to visualize the path that light takes after hitting a reflective surface.

I'm trying to use a volume material to see how light travels through space.

Volume material seems to work with refractive caustics, but not reflective.

Caustics is enabled, I can't figure out what I'm doing wrong.

Thanks.

ps. Alternatively, If someone knows a good workflow for visualizing light paths... The work I'm doing is similar to what a car light designer would do, so there must be a good solution for it, preferably inside MAX.


4
Off-Topic / Selling Quadro RTX 5000
« on: 2020-08-24, 22:56:26 »
I'm guessing is ok to sell stuff in the off-topic? if it is not, please delete :)

Quadro RTX 5000. Never overclocked. I take good care of my hardware.

I could probably flip it in eBay but I'd rather deal with a trusted party.

Jurag?

I'm willing to sell at a fair price, accepting offers. Shipping from Mexico using preferred shipping method.

5
Off-Topic / Coronavirus Impact
« on: 2020-07-31, 17:51:42 »
I'm very curious about what effect - if any- did the CORONA named virus had on corona render sales/traffic/search term/support tickets etc?

Not talking about the economic ecosystem having an impact on sales, but if you saw a clear and interesting effect related to the shared name?






6
[Max] I need help! / Square Artifacts
« on: 2020-07-27, 00:00:36 »
I'm getting strange square artifacts in some images. (caustics enabled in render rollout and on every material) DOF enabled.



I suspected Nvidia denoising but it happens when it's on or off.

Probably unrelated but just in case it helps, the previews for Quixel Bridge starter looking like this a couple of days ago.




I remember seeing something similar in the forum, couldn't find it.

Thanks.

7
[Max] Feature Requests / CoronaSun Improvements.
« on: 2020-07-03, 19:53:15 »
Now that the CoronaSun and Bloom and glare where revamped, I find myself using them more and more. Here are a couple of things that I believe would be a good additions

1. A real position visualization in the viewport on where the sun will be at infinite distance.
The sun helper is nice and practical, but a helper in the viewport will make precise positioning even easier.
Something like this.


2. Real sun size (maybe this is the case already)

The current sun scale seems a little subjective (1, 2, 3...)  1 seems a little small compared to the real sun size in my opinion, but not sure if 1 corresponds to the real-world sun.  In case it doesn't a "real-world size" checkbox would be nice.


8
[Max] General Discussion / Quixel bridge workflow for Corona
« on: 2020-06-27, 19:58:29 »
Hello, I'm new to megascans - bridge and I'm struggling to define a correct workflow to export. Found this thread by Mr Dubcat https://forum.corona-renderer.com/index.php?topic=12945.0
But it seems to be obsolete now.

Specifically talking about surfaces (Although the same happens to objects and their materials) , when I export to max I get strange settings that don't make a lot of sense.

The setup I get is:

Corona displacement modifier applied to the object ( I would rather control the displacement in the material node and not the corona displacement mod, but while the settings in the modifier seem correct, the settings in the material are not the same)
Displacement usually too big ( my Max Unit setup is Meters and Unit is CM, not sure what is the best to ensure bridges sets it up properly)
Bump map at 0
Tiling mode instead of real world: It would be nice to bring textures in with "real wolrd" scale activated at the right size so I don't have to guess every time.

I'm also worried, based on dubcat's thread that some material properties are not being imported properly.

My questions:

1. What is the right setting to use in max regarding Units etc so Bridge works as seamless as possible?
2. Is there an optimized or tweaked version of the brdige exporter that works better?

Thanks

9
After installing the latest TyFlow beta, I started getting this error every time I open Max.

Is there a known way to fix this?

Thanks.

10
[Max] General Discussion / AI super-resolution speedup
« on: 2019-04-12, 23:18:38 »
Nvidia denoiser has made a huge impact in our workflow, allowing us to vizualize a close aproximation of the final render much faster.

With the latest set of supersampling algorithms, I think there is another oportunity to bring even more speed into the process.

My idea is to have a checkbox called SuperSampling that would essentially devide the render size by half and use AI to upscale to the expected resolution.

I'm not sure, but I believe supersampling is much faster than actually rendering 4x the pixels.

This won't be intended for final renders. But it could be awesome to speed up work.

I've done a few tests with https://topazlabs.com/gigapixel-ai/ , but having it integrated in corona would be amazing. What do you think ?

 

11
General CG Discussion / Photogrametry with few images
« on: 2018-12-06, 19:42:26 »
Hi,

I have an odd problem and maybe some expert here can help me get un-stuck.

I need to do the best possible 3d reconstruction of a human body based only in 5 pictures taken at 90, 45, 0 -45 and -90 degrees.  Before you ask, no, I can't take more pictures, unfortunately, as I'm using an existing dataset :(

Of course, I know the reconstruction won't be great or maybe even good, based on the extremely limited data set.

Some requirements:

-There are 200 human sets, so doing a manual 3d model for each one is not feasible, but doing some manual work is reasonable (like manual alignment, manual point matching etc)
- The 3d model should be textured too.
- The pictures have plenty of details and texture
- The pictures where captured with a filter that removes all reflections so the texture detail is pretty solid and there are no specular occlusion
- the 90 and 45 degree images are not precisely at 90 and 45, but close
- I only need to build the front of the body
- The camera FOV is known

I've done research using many photogrammetry software and could not find one that has a special "low number of images" mode. Maybe a human-assisted mode?

Hope someone here can help.

Thanks :)

12
[Max] General Discussion / Overblown light
« on: 2018-10-30, 05:28:25 »
Hello,

I know the answer to this question is already in the forum, probably in dubcat's hideout or something... but the subject is far too technical for me.

So I was watching this video
and wanted to try in corona. I immediately recognized the issue as something I've glanced on the forums but have never been willing to fully understand.

But I imagine, there must be others like me, that just would like to know a simple way (if it exists) to avoid or overcome this issue.

I tested with Fstorm and it seems to handle it better.

I know this is related to Linear workflow, ACES, sRGB etc... I'm not looking for the complicated answer. I just want the best possible render with the least possible tweaking, preferably straight out of the render.

Thanks :)

 

13
I have a scene and I want to animate exposure (or light intensity) but I don't want to render each frame, as render one frame should be enough.

What's the workflow for saving hundreds of frames of the same scene, if only the exposure is changing.

Saving a few frames and interpolating does not give the desired result.

Thanks

14
[Max] I need help! / 1:1 Corona color RGB to Render.
« on: 2018-05-02, 18:49:35 »
I'm using Corona MutiMap together with Corona Color to assign specific RGB values to hundreds of objects, I need to find a way for the render to represent the exact Corona Color RGB value in the output.

What material will render as the exact RGB value I assign to it ? I tried light, but of course not. Maybe something like a toon?

What I need:

Assign some kind of material to an object, use corona color to control the RGB value, let's say RGB 30,30,30, in the final render, the whole object should be RGB 30,30,30.


Hope this is possible! Thanks!

15
Off-Topic / Most expressive Heatmap
« on: 2018-03-25, 05:16:39 »
Completely off-topic, but I know some forum users are experts in color...

I'm designing a medical software and it needs to display some temperature measurements in 2d. The doctor needs to see small variations in temperature in order to detect problems.

So my task is to design a heatmap that gives the maximum amount of detail and resolution to a human... This is crucial. It is not about a mathematically rich heatmap for a computer(I could use a 32 bit grayscale for this).

So I have 2 points for lower and higher temperatures, I'm going to assign a color to each one.... but then, the interpolation between the two needs to be very rich.

Of course I'm also implementing some filters and tools for the doctor to better discriminate data. But I'm still wondirng...

What is the best approach for a human readable heatmap ? change HUE? HUE + Brightness? some other color space ?

Thanks!

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