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Topics - Tweekazoid

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[Max] General Discussion / noise IBL vs Corona lights
« on: 2014-06-05, 17:13:54 »
can anyone tell my why there is this big difference in performance between IBL and Corona lights?

When using same number of passes, the IBL approach is noticably more noisy.

2
I don't think this is a bug, but still should be noted as a potencial one.
 
displacement using render reslotion is calculated only by "visible by camera". And that's mostly fine, but in some special cases like pic. below not.

if I could suggest something. It would be overhead control on displacement.  ie. when using screen size, having the ability to control how much more will be tessellated by render camera in degrees

so rendering with camera set to 40°, overhead 15°   = final tessallation 70° from direction of rendering camera (view)

using world space tessalation works, but for a price of tessalating all the geometry in the scene

3
[Max] Resolved Bugs / pixel aspect ratio not working
« on: 2014-05-16, 18:07:07 »
pixel aspect ratio in rendering rollout does not work

work around is half sphere with clean refraction scaled on axis based on desired aspect ratio. and changing fov on camera (aspect ratio 2 -> 1/2 of fov)

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[Max] Resolved Feature Requests / PIXEL ASPECT RATIO
« on: 2014-05-16, 17:58:44 »
PIXEL ASPECT RATIO
just that, nothing to add here, maybe just maybe being able to set it up on each camera separately

5
every time i submited scene to render farm, few frames were rendered incorectly.

after wasting lot of time and money, I come to a conclusion that in scenes that are big (exterior visualisations) there can not be polygons that are too big or render node will somehow skip them.
every time 5 frames and each node was rendering by 5 frames. so it could be just some other problem
could be caused possibly also by fallof map with camera distance and huge numbers

another thing is inconsistent lighting

I got different results using my pc as oppose to render farm... few textures were brighter



could be caused possibly also by fallof map with camera distance



6
[Max] Resolved Feature Requests / Sphere Fade
« on: 2013-06-26, 18:32:05 »
I am not sure if it is even possible with this type of render to implement such thing,
but some alternative to vray's sphere fade (atmospherics) would cut down on render times.
(at least in theory it does)

in combination with render to texture it would drastically cut down on render times for animations.

imagine this:

big scene with mainly static objects and only few dynamic objects (transparent, moving etc).

render to texture would take care of diffuse, shadows...

sphere gizmo with spehere fade would take care of dynamic objects

and some simple aproach to get speculars and reflections


7
Hi just small script that will create viewport sliders for Corona sun and auto wire them

script is using default name: CoronaSun001  (sun is hardly ever renamed)

but feel free to rewrite it

this works as a button:
- go to customize user interface
-toolbar
-category: Tweekazoid

and place button where ever you want


just small note ... sun has to be already created :D

8
Work in Progress/Tests / just rendering - nothing special
« on: 2013-06-23, 01:32:12 »
I'm reworking older models for turbosquid, so I've decided to make renders in Corona also.

no post, just color profile conversion from output to wscRGB to sRGB

9
I would like to see multiple shapes for material previewing .
cube, cylinder, ... possibly custom shape

sphere is good but far from beeing perfect on it's own

10
Gallery / Mailbox
« on: 2013-06-13, 18:28:24 »
pretty much just testing... but it looks promising for further pieces

alpha4 ren.time: 2h:40


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