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[Max] I need help! / Re: Corona Proxy internal pivot point
« on: 2024-03-14, 12:13:16 »
ok, that worked! Bit of a pain but it does work.
Thanks.
Thanks.
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Maybe you are just not aware of the fact that you need to restart interactive rendering when changing object properties to see the result. Because your example just works here :)
OSL named attributeOk, I stand corrected, it does work! I think it was the same issue, I wasn't refreshing the interactive render.
CoronaMutimap
'OSL also allows the generic getattribute() function to get a named attribute from the scene. It is up to the renderer executing the OSL code to populate these named attributes, which means it is outside the control of the OSL Map itself to guarantee whether these attributes are defined.'
reverse the transform: srgb display to linsrgb, expose with multiplying linear data, go back to acesot (aces' srgb display odt). fnord had ocio plugin for ps. or make some luts for -1EV, +0.5EV etc. or maybe even curves presets.
The car isn't reflecting in the floor.
If displacement fits into your RAM
Hi, I am sure there is a way to render both flicker-free, but first we will need to understand more about the scene itself:
Glasses:
1) Are you using path tracing only, or path tracing + uhd cache? (performance tab) I would suggest using path tracing only in this case.
2) Are you using denoising here? I would suggest switching it off, as it can produce different results for different frames, especially with not enough passes.
3) How many passes per frame is this?
4) What kind of lighting are you using? Corona's Sun+Sky? HDRI? The idea is to understand what is this bright highlight in the glass material.
Wall:
This is definitely displacement being re-calculated for each frame. For animations with moving cameras, the solution is to:
1) Use bump maps for fine details, and displacement only to define the overall structure of the material (e.g. bricks)
2) Switch from screen-space to world-space displacement in the performance tab (this will prevent flickering, but displacement will be calculated for the whole object, even if its outside of the camera frustum, so more RAM may be required.
3) Adjust the displacement size in the performance tab to find good balance between quality and RAM usage (lower values mean higher quality displacement, but more RAM usage)
In case of the glasses, you can try the following advice:
https://forum.corona-renderer.com/index.php?topic=19065.msg119271#msg119271
https://forum.corona-renderer.com/index.php?topic=14429.msg101324#msg101324
https://forum.corona-renderer.com/index.php/topic,16522.msg104046.html#msg104046
https://forum.corona-renderer.com/index.php?topic=19628.msg122645#msg122645