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Messages - petoboso

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1
[Max] Feature Requests / Re: ocio color management
« on: 2020-05-04, 21:29:22 »
OCIO would be really great ! Mainly because of possibility to have ACES workflow. 
Actually, i don't think it's too much work to implement that. However, important feature beside OCIO would be 2d map node to convert textures between srgb/linear to ACES.
Frankly, i need only two color functions in Frame buffer: Exposure and OCIO, everything else is unnecessary.

2
Hi, I would like to exclude objects in lights also for shadow casting.

3
[Max] I need help! / Re: Radial anisotropy, weird result.
« on: 2014-05-28, 22:27:17 »
thanks for reaction, yes it will be needed, mention to him again :)

4
[Max] I need help! / Radial anisotropy, weird result.
« on: 2014-05-28, 21:53:25 »
Hi, im trying create radial anisotropy like i usualy do http://i.imgur.com/man06.jpg
but corona give me weird results.
First render is only with bump texture without anisotropy (like in reality, and what i need achieve)
second is anisotropy with rotation texture. i was trying many combination of values.



material setup:


Is it bug or i am doing something wrong?
Thanks

5
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-08, 21:38:51 »
MSI-10
glossines=0.999
big difference, who would predict that, unfortunatelly kill too much light, maybe MSI15 would be fine.
now it could  be only litle less blured-  0.99999? :D

6
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-07, 10:22:42 »
This scene is attached in my first post:  corona_simpe scene.max

7
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-07, 09:46:15 »
Rawalanche: internal reflections was enabled in vray version.
Yes you are right i dont say it exactly. I didnt want very degrease MSI beacuse before i tried MSI in other scene and i realized that MSI has more influence on GI/reflected GI  than sharp reflections, so
Look on this comparison: with MSI 10 vs 1
GI/AA=3
Tent width = 2
Reflections are very slightly changed and also noise is the same. what is different is wall behind light (GI influence)


I dont want talk against corona or vray. I would like use corona in future so thats why i want to resolve it. (critical feedbeck is needed for achieve maximum quality of product)

This scene i attached in my first post

8
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-06, 19:18:23 »
vray without subpix is disaster. (that camera shake is some bug in max2014)

 
this is with subpix enabled- many reflection is missing, but nearly without noise


if i compare without Subpix then is Corona clearly better than vray but because of rendertime i have to use vray +subpix
i will try with lower maxsample intensity today

9
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-05, 22:05:39 »
minimal 12-16 is necessary
only way is decrease max sample intensity, but then i lose lot of reflections

10
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-05, 16:33:33 »
So finally:
Default setting:


after some setting:

its better but still not clear, im testing this scenario because i did few animation inside dishwasher with vray and i would like use corona in future but im afraid of rendertime in this type of scenes.


11
[Max] Resolved Bugs / Re: Flickering
« on: 2014-04-04, 11:55:18 »
Thanks, now  im testing it by your suggestions, today i will put here something.
to Rawalanche: i know, subpixel mapping is "non realistic" feature and sometimes ruin quality of details,  but without it a have to hugely increase AA, what mean very long rendertime.

12
[Max] Resolved Bugs / Flickering
« on: 2014-04-03, 10:51:04 »
Hi, I think corona needs something like vrays "subpixell mapping".
In scenes with small lights and many sharp reflections is imposible remove noise in reasonaible time.
I have tested simple scene with1 light and some glass. rendertime is more than enough for that simple scene and i didn't find the way to resolve it.


scene is in the attachment

13
News / Re: Vertex connection and merging added!
« on: 2012-11-30, 09:32:48 »
i think since version 2 there are some optimalisation, user can change shading quality on each object, default is low. i guess it is therefore.

14
News / Re: Vertex connection and merging added!
« on: 2012-11-29, 21:44:48 »
I tried reproduce scene and render it in maxwell, here is result, rendertime 50s :
In summary is noise litle bit more reduce in maxwell but in reflections (most critical areas)  is very  similar. if you use unbiase setup of course.
Good job 
I would like to try more complex scene

Edit: now i notice that in maxwell version is coplete missing  some reflection ...weird

15
News / Re: Vertex connection and merging added!
« on: 2012-11-29, 12:06:13 »
it look very helpfull, i have often problem with noise in reflections like this in vray.

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