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Messages - Mac3DX

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1
[Scatter] I need help! / Re: Scatter with Vertex Map?
« on: 2023-01-24, 00:04:58 »
Wow, really bad! When are we going to get this feature? Man, listen to this, vertex maps for scattering, masking, whatever it is. Should be working since the first version. It saves you tons of time. I think Corona leaves a lot to be desired in terms of integration. That's essential!

2
Start with this one, I'd love to have a 4k image in 20 min to be reasonable.

https://forum.corona-renderer.com/index.php?topic=38612.msg206820#msg206820

3
Not sure what you would like in place of silence? Two options: We're aware of it and we are doing our best to have it as soon as possible or there is no plan for that in the future due out of interest from users. (Which I think it is not likely)
You know what impresses me the most? No one bothers about it. In my opinion, that was supposed to be in the plans. Please look at available technologies. RS and Cycles have adopted the Radom Walk and it looks really good and fast to me. What we have today is very slow in terms of rendering time making the animation work unfeasible.
I believe that the perfect solution is far from happening, but I also think that a slight improvement should not be something so complex. One step at a time.


4
I love this silence, that is, nothing will be done due to a better performance with these types of materials.

5
On Redshift it should take 5 min.

Yeah right* - I doubt it if you want the same image quality. Whenever I've tried GPU engines, they're fast when they're cutting corners, but once you crank up the samples etc to get an equivalent image quality (esp on glass etc) then the render times get a LOT longer. 5k sounds like a still image - just send it to a farm for the final.

*Not saying it wouldnt be quicker tho'

I'm not going to make comparisons here because I find it unpleasant. But GPU handles it in seconds, the only downside I see is still the accuracy in calculating shadows, but for those who don't work with architecture it doesn't make the slightest difference. What I love most about Corona is its usability, a team that strives to develop something that makes the user's life easier. This you make sure no other renderer has.

6
Perhaps this may help?


I don't get it, rendering tiles would make it faster?

7
You can try enabling "Single bounce" in volumetric materials to see if there are any improvements.
I would advise enabling a denoiser as well and checking if it does a good job with a noisy render, to cut render times down.

Hi Aram,
I'm rendering a milk splash, pretty simple image.
 "Single bounce" speeds up for sure, but it screws all of your colors, maybe we should have a field to input a few more bounces? Any tip in order to preserve the colors?
Corona goes very well with all other material parameters, but we have to be honest, this volumetrics feature needs to be improved and a lot in terms of render time. This rules out the possibility of rendering an animation for example.
I always try to keep denoiser around 4%, otherwise no chance to get your image done in time.

8
I'm rendering a 5K image and the render estimate is 4h 30m on an i9 12900K. This is impractical. I don't know what I do, it wouldn't be my choice but I think I'll have to go to another renderer. On Redshift it should take 5 min.

9
[C4D] General Discussion / Re: Two materials mix
« on: 2023-01-11, 21:48:15 »

Same principle for C4D. You can use whatever you want for masking. textures, Vertex maps, falloff, etc.

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[C4D] General Discussion / Re: Two materials mix
« on: 2023-01-11, 20:44:03 »
You have to use the Layered Material with a mask for that. Search on YT for it, there are quite a few clips showing this method. Pretty straightforward.

11
[C4D] General Discussion / Re: displace
« on: 2023-01-11, 20:27:44 »
Sounds like low bit depth.

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[C4D] General Discussion / Re: Two materials mix
« on: 2023-01-11, 20:24:28 »
There is, but the feature is buggy, and I don't know if it's been fixed yet. Cannot use refraction which results in problems. It complicated my life, honestly it's the kind of failure that can't happen. This feature is crucial! It saves a lot of time in post-production.

13
[C4D] General Discussion / Re: Realistic sand/powder
« on: 2023-01-11, 20:17:52 »
It will depend a lot on how closely you will see this texture. Look for PBR textures, to see from afar it's perfect. If you are going to take a close-up, replicate some grains with the Corona Scatter over the sand texture.

14
Hi guys, quick tip for those who loves QuickLook.

QuickLook doesn't respect your monitor profile by default. To enable it have a look here: https://github.com/QL-Win/QuickLook/wiki/Advanced-configurations#enabledisable-monitor-color-profile-conversion-since-v317-6

15
Sorry wrong attachments. Now the right ones.

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