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Messages - TomG

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5911
[Max] General Discussion / Re: Corona 1.3 for 3dsMax 2017
« on: 2016-09-15, 18:53:33 »
It (wait for it).... kicked the bucket.

5912
If you have an active  FairSaaS (monthly or yearly) or Box with Subscription license, then all the info to download is in this thread:
https://forum.corona-renderer.com/index.php/topic,11965.0.html

Hope that helps!

5913
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-13, 16:15:48 »
Personally, I think it should be reversed, even though there is an alternative solution - mostly because the 3ds Max documentation about it says "Lights hidden by category continue to shine. Views through cameras and targeted lights are still active." (https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-17B0FB7F-543B-4727-A16B-EAAF80922666-htm.html)

So my concern is that it will leave people confused if the function works differently only in Corona :)

5914
General CG Discussion / Re: Contests
« on: 2016-09-13, 13:59:45 »
The Humster3D Car Render Challenge is out for 2016! This one we are sponsoring (and on the judging panel for), and there's even a Corona Team Choice category too.

https://hum3d.com/car-challenge-2016/

5915
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-13, 13:43:36 »
Aha, then working as planned in that case! With that in mind, I'll take to stopping light objects obstructing things in a solid mode view port while working on a scene by hiding the light object and enabling the Render hidden lights option unless anyone has a more elegant solution - and will remember to check for this in older scenes when I wonder what has happened to the lighting :) (which was where I stumbled across it as you might guess!)

5916
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-13, 01:41:12 »
Using Max 2017 and DB from the 8th - simple scene, one box , camera looking at it, default Corona light behind the camera. if I check Lights under Hide by Category, then the light no longer works (I get a black scene, see attached). If I uncheck Lights, it renders as expected.

Using Max 2017 and Corona 1.4, this doesn't happen - Hide by Category has no effect on whether the light shows up in the render, which would be correct. Hide by Category should just be hiding things in the viewport, not in the render.

NOTE - the grab has the history open, was comparing a more involved scene where I stumbled across this sorry about that, but it is a black scene in the Post area too :)

5917
No problem! Hope the video proves useful, let me know if there are any questions!

5918
Thanks for sharing the images!

Yep, on the GearVR with an S7, there is a noticeable difference in clarity between 4K and 8K with both SairesArt's and cecofuli's images.

For example, in SairesArt's images, the radiator is a good example - the grille on top is sharp and clear in the 8K, but loses detail in the 4K. This can be seen in the 4K image, crop attached - the more distant part of the radiator loses the distinction between the grille elements, and of course that is what you see in VR too. Could be the extra detail in the 8K is lost in Cardboard and ends up just as blurry, depending on the phone and viewer, so that the 8K doesn't look any sharper even though the source image has extra detail; but it is noticeable in CoronaVR on the equipment noted.

That extra sharpness really does add to the experience!

5919
The video tutorial for rendering for VR is at:

Default values do indeed work perfectly, only exception I've found in testing would be a very closed space, such as a car interior. The solution there is to reduce the Eye Separation from 63 (mm) effectively making the viewer three times smaller, or the scene three times larger, and avoiding the split image / cross-eyed effect for objects that get as close as 0.5m.

Eye Front Offset I have never found a use for, and just leave it at default :) It basically moves the eyes from the location of the camera either forward or backward. So in the example image, the offset of 20 would move the eye position that rendering takes place from to where the plane is in the scene. As noted in the tooltip, never needs to be adjusted (AFAIK, moving the camera itself would have the same effect).

Converge Eyes however should be taken from the distance of the farthest object in the scene rather than anything about your viewing device - at Converge Eyes set to infinity, the split image effect begins for objects at around 0.5m away; as you lower it, the split image effect will reduce for those close objects, but begin to occur for more distant objects now instead. Generally, though, it does not need adjusting - even if objects are close, like the car interior scenario, changing the Eye Separation gives better results and means that things like HDRI backgrounds or distant objects seen outside do not begin to have a split image effect.

Hope this helps!

5920
Does depend on your target audience. For general public consumption, I think 4K would be fine. For anything professional, I would recommend 8K - I can see the difference, and when every drop of quality and professionalism counts, 8K would be the way to go.

So, doing something for fun, 4K is more than enough. For impressing an architectural firm, or a manufacturer, or their clients, I'd say 8K is the way to go. While 4K won't make anyone go "Oh this isn't very good", when compared there is a visible win for the 8K, and you do want that when it comes to some work. Does take longer to render, but does make a visible difference (at least, on things like the GearVR) and gives that extra sharpness and polish! At least, that is my opinion based on my testing so far.

Hope the info helps!

5921
I did have a look at the 8K, not quite comparing apples-to-apples since one is textured and one is not, but I would say the 8K was sharper. That said, there wasn't anything in the 4K that looked bad in any way.

I like these images just because we don't see too many VR images yet, plus I like the scale of the place, great to see such a huge space done in VR. Then the sunlight was also really good, I take it that was volumetrics? Never thought on trying those in VR, will have to give it a go sometime just for the fun of it! It looked awesome in this scene, however it was created :)

5922
Bloom and Glare is new in Corona 1.5, so it is only available in the daily builds at the moment (daily builds are available to all with a current FairSaaS or Box with Subscription license). Here's a grab of where you will find it, in the Post section, if you install and run a daily build.

You can read about daily builds here https://forum.corona-renderer.com/index.php/topic,11965.0.html

Hope this helps!

5923
BTW on the questions in your previous post - my testing done on a Galaxy S7 with the GearVR. Looks great there as mentioned! The 3D effect is very distinct and strong. For comparing 4K and 8K, I didn't see two different versions, but happy to take a look if those are available, usually the higher resolution does make a difference to image sharpness in the VR app, with 4K being a recommended minimum.

5924
Looks really nice in CoronaVR! I pasted the two images into one over/under stacked format and loaded it in. I really like the volumetrics in 3D from the sun, that looks awesome! And I love the sense of height and space.

I did find it slightly disconcerting to see I was hovering in space above a very long drop - I wanted to get back onto the safety of the platform behind me :)

5925
Gallery / Re: Hamster!
« on: 2016-09-07, 19:36:04 »
He looks great rendered! A good sense of character. The viewport modeling shot, well, he looks a bit creepy there ;) Hopefully you will be able to share the animation / ad itself once done! I am certainly looking forward to seeing more.

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