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Messages - joonior1985

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1
I just wanted to mark as an addition that it hasn't to be physically correct (i.e. for dynamic GI color bleedings, etc.). Just a shortcut for some scenarios. But on the other hand LightMix somehow buffers GI pretty good so... well Ya know ;)

2
Hi there,

it would be groundbreaking feature to develop feature that allows to swap texture after image was rendered. There is Colimo (Motiva) software but somehow abandoned. I saw few requests years ago but nothing happened in that area.
Imagine that CG artist is able to swap textures and make tens or hundreds variations in no-time just to show his customer many options for him to choose from between. Or better yet - a packshot of a single furniture with hundreds of combinations (body, legs, cushions, etc.). Something tells me that its achievable just with render elements.

Cheers!

3
[Max] Feature Requests / Polygonal region
« on: 2021-04-22, 13:22:35 »
Hello there,

is it possilbe to implement something like "polygonal region" in CFB? Some scenarios would save some rendering times and for sure prevent from clunky region box stacking (see example).

Cheers!

4
Hi there,
any progress or clues there? I started a new topic some time ago with the same issue: https://forum.corona-renderer.com/index.php?topic=30872.0
Funny thing is my friend called me today and asked me if I did encountered black framebuffer when sending jobs via backburner.

Cheers!

5

From my testing, esp. Sheen doesn't seem to act much differently than Fallof, although it automatizes the setup with simpler setup ("Roughness"). I didn't test it too extensively but doesn't seem like it reacts to light or anything of that sort.

The best velvet setup is still mystery to me :- ).

Apparently it really does work differently. Regular Falloff doesn't take light source directional vector into account but sheen does. Check out my previews :)
P.S. I figured out (partially) a relatively good velvet shader but still it's not the general solution that works in every scenario :D

I downloaded this into Photoshop but I am still not sure what I am looking at :- ) The light spread the sheen "specular" lobes? The lobes react do directionality/size of light?

I prepared more obvious sample that explains how it works :) The Sheen somehow reacts with count of the light sources and their direction creating this radial gradient instead of linear (when using regular falloff). I still got no clue if there is any groundbreaking advantage over well customized falloff but I'll do some more testing anyway. It may works with satin materials but velvet from my adventures with that particular material is (as said in previous post) more complex. Velvet must take into account few variables (third is most important):
1. Falloff/Sheen (done)
2. Specular with anisotropy (done)
3. Handling a 3D map/bitmap that allows to recognize what particular direction and angle the surface is to the light and camera. The real physical velvet piece (lets say a square 50x50 cm) looks different for every angle. It is caused by tiny hairs that leans always to a particular direction (in world coordinates) and once they lean towards You but if You rotate this piece of fabric they don't change their direction according to surface but they do so for the viewer/camera. Thats the basic principle that (from my knowledge) nobody handled yet :D

6

From my testing, esp. Sheen doesn't seem to act much differently than Fallof, although it automatizes the setup with simpler setup ("Roughness"). I didn't test it too extensively but doesn't seem like it reacts to light or anything of that sort.

The best velvet setup is still mystery to me :- ).

Apparently it really does work differently. Regular Fallof doesn't take light source directional vector into account but sheen does. Check out my previews :)
P.S. I figured out (partially) a relatively good velvet shader but still it's not the general solution that works in every scenario :D

7
Hey there,
is there a difference between sheen parameter and regular falloff mask? Same question could be applied to a potential difference between using new clearcoat option and regular CoronaLayeredMtl where clearcoat is a regular glossy material masked with base layer using fresnel. I'm just curious because for instance velvet material is a pain in the ass as it's way more complex than just falloff and/or "sheen" :)

8
Gallery / Workplace with no particular title
« on: 2020-11-25, 09:13:36 »
Hello there all,
this is my personal project led by need for making something nice. The main objective was to create cosy workplace with design icons like Finn Juhl, Menu, String, Gubi, etc.
Hope You'll enjoy.

9
Hi there,

Once I switched to a brand new release of corona I encountered strange behavior. When I deploy a job via backburner on external computer and wants to see how is it rendering the 3DS max (2017 - I know, old and rusty) default buffer appears to be black (on this remot computer of course). However it does finish the job as expected saving the image correctly once the rendering is done but still the black frame buffer on slave computer is pretty annoying. It happens to every scene I create and tried different settings. I'm out of ideas :) Any suggestions?

Cheers!

10
[Max] Feature Requests / Re: Custom frame buffer bitmap?
« on: 2020-07-01, 16:09:58 »
Hi,

sorry for late reply but was busy recently. In the attached images is an explanation. Once merged in Photoshop fringing appears. That's obviously because of black background is sampled when rendering via "viewport selection" or "Object Gbuffer ID". VRay solved that with easy VFB background swap option. Small and rarely used feature but how convinient in scenarios like mine.

Cheeeers!

11
[Max] Feature Requests / Custom frame buffer bitmap?
« on: 2020-06-16, 09:46:32 »
Hi there,

sometimes it comes to render an element of the scene separately (via "viewport selection" or by Gbuffer ID) and combine it with pre-rendered image. The  problem is that when doing such thing renderer samples the boarders of particular scene object on a black CFB background which gives an annoing black fringe around it. In some cases "defringe" option in Photoshop doesnt work properly (glossy or refractive surfaces, not mentioning hair, grass or any object with high frequency of it's detail). Is it possible anyhow to swap black CFB background to a custom bitmap so it could sample fringes with it?

Cheers!

12
[Max] I need help! / Corona error Messages restore
« on: 2019-10-26, 20:51:24 »
Hi,

I accidentialy pressed "Ignore Similar errors/messages". Is there a way to restore Corona Error Messages setting anyway?

Cheers!

13
[Max] Resolved Bugs / Re: Caustic yet again
« on: 2018-12-03, 13:04:51 »
I mean none-one, not non-zero :)  (0,00 - 0,99). My mistake, sorry.

14
[Max] Resolved Bugs / Caustic yet again
« on: 2018-12-03, 13:01:53 »
Hi, I know it's been reported as a limitation long time ago but nevertheless I'm curious is there any progress about that. I'm not talking about caustic effect itself but a strange behavior of light transport algorithm. Reflective surface with non-zero reflection glossiness doesnt project refraction from objects unless I tick "Caustic" fot those refractive shaders. Im having a project with a lot of glass bricks so turning on caustic for all of these bricks will kill my computers. A graphic explanation in the attached images.
Cheers!

15
[Max] Feature Requests / Panoramic frame buffer
« on: 2018-06-19, 18:58:54 »
Hi,

is it possible to implement IR/Rendering instant preview for panoramic camera? It's sometimes annoying that I have to render preview, export it, upload it to some service or even through some java script to realise that actually I have to move camera a bit left for example. Live panoramic feedback would be just cool.

All best, Chris.

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