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Topics - elindell

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Hello, was working on a scene and noticed I was not able to change the color of a max standard light (I use them for gobo/projection lights since corona doesn't really support that yet). When I tried to change the color it would look like it change but the render would be the default value and when I select again its back to default. I was using corona color picker doing this, when I revert back to the max color picker it would allow me to make color changes. So having corona color picker prevents you from selecting standard light colors, it seemed to only be affecting the standard max lights (photometric seemed fine)

its pretty easy to replicate, would like to confirm its a bug. Open a blank max scene, make sure you have corona color picker enabled, create a standard target spot and try to change the color.

using corona 1.6.2 and was happening in max 2017 and 2018, thanks

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[Max] General Discussion / corona forever
« on: 2017-06-16, 01:45:22 »
First off, I just want to say I really love corona renderer.

I want to broach a topic that may be prickly. That topic is the ownership of corona, not a license, I'm talking about the Corona renderer as a piece of IP itself. I really respect Ondra as a developer, my fear is that an offer could be made for Ondra and company's work that would be difficult to turn down. This is my request: if a deal like that ever occurs, give us, the community, a chance to match it via crowdsourcing.

Just a thought.

Thanks.

3
Love the new vfb history feature, would it be possible so that you could add your own custom notes ?  Would be nice to distinguish what the difference is between frames in case it's not obvious. Also, how much time elapsed for each frame in addition to the passes would be useful. Thanks! love 1.4 so far :)

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[Max] Resolved Bugs / 1.2 -> 1.3 proxy rendering discrepency
« on: 2015-11-03, 18:52:27 »
Hello, just downloaded and installed 1.3 this morning. My first test is to go back to a render I just worked on and see if I noticed anything odd or, more hopefully, faster noise free render. Unfortunately I found couple issues with 1.3 this morning.

1st issue is that when I opened a scene and hit render I get black frame buffer, its like nothing is in the scene. After a bit of mucking about looking to see if there were any new settings I need to check I just opened a blank file and merged everything. Rendered fine, so something is fishy about rendering old scenes unfortunately I didn't have time to isolated this down to easy to reproduce steps but maybe I can in the future.

2nd issue is that when I merged my old scene and hit render I am able to compare it to a render I did a few days ago with 1.2 and immediately noticed that the reflections were way off on certain objects. In my scene I have several thousand chairs so naturally I have to use cproxy, I was noticing that the reflection on these objects were behaving differently. I converted the proxy's to a mesh and after rendering again they appear like they did in 1.2. Looks like a issue with proxies so I remade the chairs into proxies again and this is where I noticed you guys changed the extension format for your proxies, again. So I had a .cmesh type proxy, which I guess wasn't even up to date with 1.2, oops. I converted the old proxies to new .cgeo and it solved my issues with reflection.

So not sure if this is a bug but it looks like something is wrong with the old .cmesh files, just an FYI for the developers but also anyone else who comes across weird issues with proxies make sure you are up to date with those.

I included the cmesh and cgeo proxy files in a zip file

direct mesh render (correct)


cmesh proxy render (incorrect)

5
Was trying to render out a scene with concert like beam and wash lighting and I noticed that it produced a terrible amount of fireflies, much more than I've noticed before when using corona. I made a simple scene to test with a disk area light and a simple single bounce volume material for the global volume. I used 1.2.1, then re-installed 1.1.1.

1.1.1 version comes out much cleaner, take a look.  I only did about a minute render for the renders below, but the 1.2.1 just gets more and more fireflies as time goes on when I tried to let it clean up, its unusable.

1.2.1 version


1.1.1 version


thanks

6
Hi, I updated to 1.1 today and converted an old scene to test the new corona bitmap speed increase. Immediately I noticed a lot of my textures were blurry, basically unusable. I'm pretty sure it has to do with the ratio of width/height of the texture (square size texture render fine but anything more elongated gets very blurry the more elongated)

I created an exaggerated example for you to test and I think they clearly show something is odd. I'm using corona 1.1.1
I do not mess with the blur setting at all as I never have need to before. Included testing file is saved max 2015 file.


-in the attached jpg the first bar is a texture 2000x50 pixels using standard max bitmap

-the second bar is the same texture using new corona bitmap

-the third bar is another elongated sample using corona bitmap, below it are two square planes the one on the left is is using a 50x50 pixel map as you can see its much less blurry (showing square texture render fine), the one to the right of that is using a 2000x50 pixel map with an adjusted uvw modifier just to test to see if the scale of an object is affecting everything, still blurry.

Maybe I am missing a setting that will fix this, otherwise I hope this is realized as a bug and can be fixed (I hope no one comes in chiming I shouldn't be using non-square textures, I do a lot of arch vis for trade show booths and so stuff like banners and video walls use non square ratios for graphics and it would be a big pain to resize them into square formats.

Thank you

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[Max] I need help! / a7 corrupted my scene
« on: 2014-07-15, 18:50:36 »
is there a way to uninstall a7? I reported a bug with corona lights and targets but said bug also made it impossible to open my file, was hoping to go back to a6 but not sure how to clean out a7.

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[Max] Resolved Bugs / corona light target bug
« on: 2014-07-08, 02:06:49 »
Having trouble with using corona light targets in a7. I encountered this at work and thought it might be my max installation but I'm still getting the problem on another machine. Basically if you try to make more than 1 copy (not instance) of a corona light that has target enabled it crashes the program. Please verify, thanks.

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[Max] Resolved Feature Requests / viewport lighting request
« on: 2014-07-07, 16:14:13 »
So one of the design decisions I love about corona is how layers effect lighting.  Unlike mental ray If I put a few lights in a layer and then hide that layer, corona will not render them, which is great to me. It allows me to manage lighting in my scenes so much easier than going through the light lister.

Now with the addition of viewport lighting I was wondering if were possible to do the same? Right now if I turn on viewport lighting all lights show up, even ones in a hidden layer. I don't if this is possible with max but it would be nice option, thanks.

10
I wrote a script that outputs a blender scene to something the corona standalone can render, right now its rather constrained to how a scene can be setup but I hope to ease that in the future. It mainly uses a node group I created in blender that I tried to match with how the 3dsmax corona material works. I haven't added textures yet so that will be the next hurdle for me but I don't imagine that being hard. ohsnapitsjoel sounds like he's also working on a export addon so maybe we can work together to get a fully implemented addon.

In the blend file is a Readme in the text editor that explains how to use it. Here a sample scene rendered in cycles and how the script exported it into corona (5 min on 480gtx for cycles, 5 min on i7 950 for corona, neither render optimized for speed just using default settings).

About the standalone, are displacement, motion blur and proxies available or will be added at some point? Thanks.

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[Max] Resolved Feature Requests / override material crash
« on: 2013-02-02, 00:03:19 »
Was working on a scene and seemed to find a bug with the override material exclude,  I'm using max2013.

Here are the steps to reproduce this crash.

1. add and object to the override material exclude list
2. delete the object from the scene (without removing it from the list first)
3. when I click on the override exclude list max crashes

obviously I should just remove the object from the list before deleting it to avoid this crash but thought you would like to know. Thanks.

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[Max] Resolved Feature Requests / Light projector mapping
« on: 2013-01-10, 00:19:24 »
Was wondering if this was a feature planning to be added or if this idea falls into ies lights? Basically I need to place a graphic into a light so that it looks like its projecting that image. I do visualization based on concert venues and trade shows so a lot of times I will use a projector map to simulate a gobo.

If not is there a good workaround yet? I tried placing a plane, with a black and white map in the opacity slot, in front of a directed plane light, but not getting any good results.

BTW thank you for this renderer, so fast and the settings are easy to manage, love it please continue to develop it :)  thanks.

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