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Messages - fobus

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376
ray tracing ( reference image )
comparation " only HD cache " version original with modification HD cache - reduction noise

I acted only on HD Cache
Should arrange the materials in the reflection (glossiness)

Sorry, but I didn't clearly understood what do You changed in HD cache. And I can be wrong but I see a bit of flickering in animation.

377
100k for the max. records is recommended value now ;)

And what problems may it brings if I set it to 9999?

378
In case you would have reflective surfaces, HDcache set up to take care of glossy reflections (reflection threshold at default) , and you had some flickering that positional sensitivity would not resolve.

Unfortunately I can't really understood what this settings do (Positional/directional sensivity). In online interactive help they described as is. But as I've tested Positional sensivity set to 100 resovled flickering in this case. May be some flickering was left, but I can't see it in animation so I think it's no matter.

You need to check the values ​​of Level and glossiness both for reflection and for the refraction (1 to 0.89/0.98)

HD Chace
Position sensitivity 100 does not help anything!
Max Record 99999 - vanishes (default is ok or values ​​between 300 and 2500 - always depends on the circumstances )

A touch of Ray Tracing 28/32

I took an example from your slot material "Corona Glass win"
the yellow arrow indicates that the material you produce more or less noise (from personal experience)

Sorry, but I didn't undersrtood what do You mean A touch of Ray Tracing 28/32 .

Glossiness from 1 to 0.89/0.98 is a good idea and I'll try to check this in near future.
Position sensivity 100 is not Holy Grail of course, but it really helps me to produce flicker free render with lower rendertimes in this case.
Max Record 9999 is recommended setting by online documentation. Why and what this means - I don't know :(

Final animation is rendering and after some post I'll share it in gallery. I've chacked it in progress and it seems that the flickering is gone.

379
Positional sensivity rised to 100 was really right solution in my situation. So why we need to rise directional sensivity too?

380
Hello fobus

You can show the setting of all the values ​​of this material in your scene? .. screenshot 
HDRI in environment - Portal - number light (values) .. etc etc !!?

In this curved surface was applied Normal modifiers?

Of course I can. More of that: I'll share this test scene.
All scene surfasec is real geometry without any normal modifiers. Simple CoronaSky in background. No portals. Just look in attach.

BTW
As I tested this flickering was only presented with blurry reflections materials on surfaces. With standart materials without reflections I hasn't catched it. So my first try to reduce this flickering was to get "Refl glossiness threshold" as low as possible to archive acceptable render times. But this way  was wrong. It reduces the flickering but increases rendertimes for clean image.

381
If it will work than it will be the best solution. But it seems to be much more complicated to implement.

382
I would try reverting HDcache settings back to their defaults, and then increasing position sensitivity to 100, and see if that helps.

Wow! It seems that it works for this scenario. It doubles rendertimes, but 40 sec of 57 sec of render was the preparation of Secondary GI (HD cache ia mean), so I hope with final render it will be almost no cost (if it will not scales with final quality).

Update:
For the final quality (720p) HD cache was computed in 2:30 min. Super. I'll post final quality report a bit later and full clip in gallery as it will be done.

383
It will be great if it will be possible to definу a different number of samples to different objects or even materials. Sometimes we're waiting for removal of noise from only one object with noise and we need to increase samplews to whole image instead of just this object or material.

384
Thank You for possible solution. I'll try to check it and reply soon.

385
The current best solution is to save and reuse the cache (save/load secondary GI option)

Yea. This seem to work with  fly-through animation without moving elements, but with our animation full of moving subjects and turning lights on and off it is unusable as I see. I've tryed to save HD cache for first frame and reuse it in animation but it feels like all the lights bounces has gone for secondary GI.

In attachment you can see frame with saved HD cache (on left) and with computed during render (on right).

386
Hi guys.

I'm very interested in new to me Corona renderer. I'm doing a little clip of future interior with animated things like robots and furniture. Usually we're using V-Ray for our works but for this clip with lots of animation (usually we're have only people and cars moving in exterior scenes or just people in interiors). I found that Corona is great for animation and started to do animation with it.

During the previsualization I found a little strange thing with flickering the secondary GI named "HD cache" (it's not about the noise, but flickering of whole lighting of secondary GI). As you can see in attached file default settings (top video) of Corona flickering is quite pronounced. Of course I'm started to find the problem. And it was the parameter "Refl glossiness threshold". In default settings it has a value of 0.9. With this value it produces a cleaner image in blurry reflections, but in expense of flickering as I found. I don't know if it's right, but in my tests it is. Then I set "Refl glossiness threshold" to value 0.08 and render animation preview with it. As you can see at bottom video the flickering is much less pronounced in movie then with "Refl glossiness threshold" 0.9, but still there.

May be I'm doing something wrong and you know the way to turn this flickering down?

387
[Max] General Discussion / Re: Render Elements
« on: 2013-11-14, 13:43:25 »
Unfortunately I can't access daily builds. Missed passes is really Light select and (may be I'm didn't understood) GlobalIllumination and other default elements needed to compose original picture in post.

Here are frames from our animation rendered by Corona:

388
[Max] General Discussion / Render Elements
« on: 2013-11-14, 13:05:19 »
I'm new to Corona renderer, but exited it from first renders. Currently we working on animation and our beloved Vray unfortunately can't do what we need in acceptable rendertimes. We started to use corona renderer in this animation and was pleased by it. But we're faced with very strange render elements system in Corona. We need to have a Reflect and Refract render elements, but in Corona we're only had a ReflectGI element that does a different job as I'm see. Am I doing somthing wrong or it is really not the same Element as Reflection pass in other render engines? And with other elements the same story. I can't see many of standart elements, but it is a huge amount of unique elements to Corona.

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