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Messages - martinsik

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16
"CMasking_ID / CMasking_WireColor" should NOT be affected by any of the vfb settings.
I have tried this in 1.7 RC7 and it works as expected.

Is this bug reproducable on your side? Perhaps you could upload some simple scene, where this occurs (https://corona-renderer.com/upload)
It would help us a lot.

17
If you set the sss amount for the skin material to 1, most of the material will be governed by the subsurface scattering. The subsurface scattering is a result of volumetric scattering inside the material and does not really fall in neither of these categories: reflect, refract, diffuse, translucency.
For some of the elements (like 'CESSENTIAL_Translucency), the subsurface is however treated as translucency (the reason for this is rather technical).
Anyway this is quite inconsistent behavior and we will discuss in our team, how to deal with this.
Thank you for pointing this out.

18
I send you the scene file by the dropbox link.
Thanks, we will investigate this.

19
Unfortunately I notice much more flicking in my animation scene than the older version (with the same scene and the same parameters : 100 pass limit and full denoise :0,7  the 1.6 version present no flicking at all)

Could you please provide the scene (simplified if possible) where this problem occurs? It would help us a lot.
You can upload the scene via https://corona-renderer.com/upload

20
I was finally able to reproduce the freeze with slightly different steps (clicking on "Set keys" seems to be vital)
The freeze is fixed and the fix should appear in any next RC.

21
Since I am still not able to reproduce this problem, it would help me a lot if you could send me a scene, where you get this freeze.
I know the setup seems to be very simple, but sometimes even the slightest detail can matter a lot.
Thanks.

22
Yes, SP4 should be the latest version.
Which version of Corona did you use (to create the last minidump)?

23
I have checked both the minidumps and it seems you are using older version of 3ds max 2016. You need to update to the newest version of max 2016. It is highly likely it will solve your problems (I don't experience any freezes in the newest max 2016).

24
I was not able to reproduce this bug. I have tried it with both the latest daily build and Corona 1.6.1 in 3ds Max 2016.
Are you sure there were no other steps involved in producing this bug?
It would help us a lot if you could send us some simple scene where this occurs.

25
Update from dev team side: We have tested the uploaded 8 bit texture in different renderers in bump slot and it gives the same "stair case" look, no lumps are visible.
The lumps may be the result of the additional nodes that are used on top of the texture.

26
Ok about the white dots: if, in the H&F I use a standard CoronaMtl with glossy, no problem at all.
The problem appear when I use CoronaHairMtl. Try to play with Glints Strenght value, with your hairs are big like a small tubes.
The dots are inteded irregularities introduced by the glint parameter. If you want to remove these irregularities set glint strength to 0.
Anyway, the hair shader is mostly intended for hair fibers that are much smaller in the image :)

27
Maybe will we have some improvement about IR and H&F speed in the next release?
Or is it impossible, because 3ds max?
Unfortunately this is a limitation of Hair&Fur itself :(

28
Ok, CoronaHairMtl now works with H&F.
But, is it normal, when I change some CoronaHairMtl (Diffuse Color, for example) I need to wait 10 second for the IR update?
It looks like Corona needs to rebuilt the hairs geometry structure, every time. 
It's very difficult to "play" with CoronaHairMtl in IR, because every shading change is so slow.
In order to render Hair&Fur, all the hairs are first dump from 3ds max to a file and then loaded by Corona, that can take a pretty long time.

And, if I change the CoromaHairMtl opacity value (from 1 to 0.9, for example) I have ridiculous Rays/s speed (from 2 million to 100.000)
Yes, we are aware of this issue and will work on it. For now I recommend using opacity equal to 1 (it is also more physically correct).

29
looks like a fun material to play with, is highlight shift the same as anisotropy reflections?
Highlight shift can be though of as some sort of uniform bump mapping. In other words the normal is shifted by several degrees. This effect is here to simulate real hair fiber scales as seen on the image

30
I have added a new poll that concerns how you control hair highlights size in CoronaHairMtl, please vote if this is important to you :)

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