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Messages - TomG

Pages: [1] 2 3 ... 365
1
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: Today at 14:42:09 »
My apologies too, to Juraj :O

I started with ComfyUI, and picked it as I like node based editing vs. how Automatic1111 works; also there were "just download and run this and everything installs" for ComfyUI vs. "Go to github, download this, run some weird command, now go back to github to download this other thing, also be sure to install Python..." which I did not want to mess with ;) Plus then the Manager you can install into ComfyUI that makes it easy to install loads of other things, including automatically finding and installing missing nodes or functions used in a workflow (the "drag and drop the PNG output from ComfyUI into ComfyUI and it recreates all the nodes and prompts right there" is something else I also really like - no need to save that separately, it is all embedded in the image, and of course this makes it easy to get someone else's ComfyUI set up, just drop their image in there when they provide it for that purpose).

2
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: Today at 12:32:56 »
In the workflow I tested, I was using upscaling inside ComfyUI (so, Stable Diffusion run locally). I did indeed crop the whole person (and some surrounding area as it was a crude rectangle mask, which I would mask out when overlaying into the image, so I drew the more detailed mask at the end as it happens :) ), as I wanted to improve the skin and clothing overall as well as the all-important face. Hope this helps!

3
Nope, I haven't revisited the Trello board just yet, shouldn't be any major changes there though (but will give it a checkover soon).

4
There will indeed be limitations, same as there are limitations from V-Ray to Vantage, e.g. see here : https://docs.chaos.com/display/LAV/3ds+Max

As a general guide, if it doesn't work for V-Ray, we can expect it not to work for Corona too, and given this is an initial implementation, there may be extra restrictions or limitations for Corona.

And as noted, yes, no live link in Corona 12, this will be revisited after the release of 12 to see what is possible.

5
[C4D] Daily Builds / Re: Last daily download issues
« on: 2024-04-25, 12:59:00 »
Working fine here - can you explain more about what happens for you?

https://forum.corona-renderer.com/index.php?topic=41877.msg224093#msg224093

6
News or findings will show up in a daily build as a "we hope this fixes...." ;) Or if something comes up where we'd appreciate a test "if you disable this in the BIOS..." or similar. So that is when it all becomes relevant for folks to test things - up until then while we are testing internally, there won't be any news.

7
[Max] Bug Reporting / Re: Re: CoronaMultiMap seed spinner
« on: 2024-04-24, 14:32:08 »
Definitely a case where a new thread would be better ;)

8
(there was too much of a chance of people breaking color management by thinking it was needed when it wasn't based on the brief period of time where it was needed, which is why it doesn't just hang around in its previous form until something new can be considered)

9
Pretty sure there was a reply in another thread about this where it was answered, but just in case not - the Gamma operator in its previous form was added purely to overcome a technical issue with color management in Max, which is no longer relevant so it has been removed. In terms of having it as an artistic parameter, we'll look into how that might fit in with tone mapping in a way that makes sense there, e.g. similar to how you find adjustments in Photoshop, which may be something different than the parameter that was there before (stuff like Offset etc. too). So we'll look into re-adding it, at the same time we look into other VFB 2 things that we may be changing (which may not be 12, as the work there will focus first on the recode and reskin and then we'll see how far we get otherwise).

10
[C4D] Bug Reporting / Re: LegacyVRayShader
« on: 2024-04-19, 18:55:00 »
Where do these "Corona objects" come from?

11
[C4D] General Discussion / Re: Team Renderer With Corona
« on: 2024-04-18, 21:27:31 »
You are welcome!

12
[C4D] General Discussion / Re: Team Renderer With Corona
« on: 2024-04-18, 19:38:41 »
Howdy!

If you head to the Buy Now page at https://corona-renderer.com/pricing then you will find at the bottom of the page the "Add more render power." section with a link - you'll end up at the Render Node purchase page at https://corona-renderer.com/prices-licensing/render-nodes

Depending on the size of your in-house render farm, the pricing can actually be even less than I mentioned on a per-node amount, as the Nodes can be purchased in bundles. "The more you buy, the more you save...." hmm I have heard that somewhere before (for those who have watched the NVIDIA keynote this year lol).

Hope this helps!

13
[C4D] General Discussion / Re: Team Renderer With Corona
« on: 2024-04-16, 20:07:48 »
If it is purely for rendering and not for working in the DCC, the yearly render node is the best option as it is the cheapest one at $172 per year. So if you will need that rendering more than 3 months out of the year, it gives a much better pricing than paying for random months one at a time.

14
No new book - it takes a huge amount of time and work to put a book together, and then Corona is always changing, which is why we have never done a printed manual for Corona. We did attempt something similar for the old old version of the Corona Academy when it took place in person where we had a printed book to go along with it, but it proved impossible to keep it updated; I imagine the same issue would apply here.

15
[C4D] General Discussion / Re: C4D 2024.4 Particles
« on: 2024-04-16, 14:32:36 »
Not sure on sprites but at a guess you can simulate this by using geometry - like "billboard" trees and the like in older games, you would have a plane, set to always face the camera, and then have a texture on it for what the particle would look like. If using self-illumination or light material with emit light off, this should render very fast indeed, as you are basically just adding 2D sprites into the scene.

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