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Messages - Rhodesy

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46
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-27, 18:02:16 »
Thanks Maru. Is it possible to add a request for multiple node geometries? For example the ability to have a few different grass patches rather than only the one?
Maybe in that case you rather want scatter?

Thanks Mike. I was wondering if corona pattern is more efficient in terms of generation speed and RAM, so it has potential to cover some of the heavy lifting from the likes of scatter. Do they work on different tech when it comes to efficiency and speed? TBH we are quite entrenched in forestpack but scatter is becoming tempting. IS scatter more efficient and faster than forestpack in corona?

47
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-27, 17:46:03 »
Thanks Maru. Is it possible to add a request for multiple node geometries? For example the ability to have a few different grass patches rather than only the one?

48
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-27, 16:21:05 »
Probably because the Pattern geometry only exists at render time (which is how it has such great memory savings etc. afaik), meaning there is nothing in the scene for the Decal to project onto as it doesn't exist until render is pressed. Whether that can be cunningly solved by amazing coding, I don't know, but it sounds like it would fall into the "very hard" category - devs can say otherwise of course!

Yes I thought as much. They are wizards though! The other requests re additional node geo and rotations/scale are more important / hopefully easier.

49
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-27, 15:33:12 »
Yes, as far as I can tell from testing if you have corona pattern on a surface - like a planked floor, you can't put a decal on the generated planks. If you switch off the pattern mod the decal will project fine on the base object but when the pattern is on the decal wont project on the pattern geometry. Does that make sense? I suppose it might be the sequencing so that the pattern should generate first and then the decal projected on after but I'm not even sure if its possible?

50
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-27, 12:15:49 »
Another one for the pile....

Being able to stack more than one pattern mod on the base object so you can use different nodes and parameters. Sure you can duplicate the base object but that has the drawback of needing to re-clone for every change to the base geo. Its a nice to have, not critical though as the same end result can be achieved. This feature is really distracting!

Think this might have been mentioned already but if there was a way for real world units to be respected from the node geo that would be a big time saver.

Thanks

51
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-26, 15:03:59 »
+1 for all the above.

Also if therfe is anyway for them to support decals that would be great. No doubt very tricky!

52
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-25, 22:55:40 »
Such an awesome feature, been having lots of random fun with this. How much more control are you able to eek out of it?

For example a randomise rotation function, ditto for scale, or being able to use more than one pattern node? Its really close to being a good option for grass and so quick and efficient. Those additional features would really help tip the balance.

Also an auto capping feature?

Odd doodles attached.

53
[Max] Bug Reporting / IPR only using 50% CPU Corona 8
« on: 2022-04-27, 10:25:35 »
Im working on project with the final Corona 8 release and my IPR maxes out at approx 50% of my Threadripper 3070X. Full render is 100% CPU and new simple test scenes are also 100%, also sometimes a fresh restart will trigger this scene in to 100% IPR usage but it will soon drop back to 50%. Tbh it feels even slower than 50% in use. There are no overrides on threads in the system options they are the default -1. I've not had this before and only noticed it in this first scene I've used with the final v8 version. Anyone else with this?

Plenty of spare RAM and its been happening since there were only a handful of mats in the scene so its not overlaidened.

54
[Max] Feature Requests / Re: Saving exposure bracketing
« on: 2022-04-21, 10:59:33 »
Thanks Jpjapers.
I'll be honest I'm not much of a scripter! I was hoping it could be added as a multipass option within corona to save going through CXR. Essentially just an exposure box option asking for a different exposure setting for either the beauty pass or lightmix pass specified by a tick box.

55
[Max] Feature Requests / Saving exposure bracketing
« on: 2022-04-15, 23:12:25 »
Would it be possible to add saving exposure bracketing like a camera as passes? Sure we have the option for light mix but it could be really useful to set a standard image as we do currently then an over and under exposed image with a tone mapping setting for each to avoid too much blow out. I know we can always save in corona format and adjust with the standalone or save as 32 bit but both those options have their drawbacks.

Cheers

56
[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: 2022-04-12, 13:31:11 »
.. While you're here Maru. Can the curvature shader be used with displacement for displacing edges? I can't seem to get it to work..

I don't think so. It's a render-time effect, like AO.
You can do this for example with Corona Distance, because it is evaluated before rendering. But some other effects aren't.
Other than that, even if we would somehow make it work, then how would you apply a curvature map to a displaced surface? :)




Thanks Maru. that's a shame, I was hoping that it wasnt a post effect like AO and could be used as a mask in a layered mat with a displaced material only effecting the edges where a curviture shader is making a mask. Never mind. maybe v9 might find a way! Cheers

57
[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: 2022-04-12, 11:44:27 »
.. While you're here Maru. Can the curvature shader be used with displacement for displacing edges? I can't seem to get it to work..

58
[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: 2022-03-24, 10:37:30 »
Is it possible to use displacement with the curvature shader? I'm after a chipped edge look. I know this wasnt possible with AO but I wondered if curviture worked on different principles. I've tried plugging the curvature shader directly in to the displacement channel and also using it as a mask in a layer shader but nither actually displace the geometry they just create a bit of a fuzzy mess around the edges.

EDIT: on closer inspection of the normal pass the edges are showing the texture but only as a bump. The mesh isnt displaced.

59
@Niljut thanks so much for making the ignore legacy mats version. Not sure why thats not in the official version.

The old coverter used to be pretty reliable for a quick Vray conversion more often than not but now I find the new one tries to make too many things a metal or high IOR. I think this has been mentioned earlier in the thread. Could there be a way to select convert to legacy material for vray materials? Less to go wrong / fix with that option I reckon.
Cheers

60
News / Re: Corona + V-Ray + Enscape = awesome!
« on: 2022-02-21, 11:52:30 »
Interesting. Yeah hardware is a big variable. Definitely a marked difference between architecture and viz in terms of investment and performance there in my experience.

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