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Messages - danio1011

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286
[Max] I need help! / Re: VR fine-tuning questions
« on: 2018-06-06, 22:36:56 »
I think Oculus fixed that cubemap problem (a general cubemap problem rather than Corona specific) - I believe, from what I heard from other users, that should have been fixed 3 or 4 months back.

Thanks Tom!  Appreciate the feedback.

As for cubemaps, I tried multiple times but no luck.  Maybe I’ll try with a 6:1 mono and see if it reads that... it just wasn’t seeing my 12:1 stereo jpeg.

I tried 8k x 8k spherica and it’s really, really nice :)

287
[Max] I need help! / VR fine-tuning questions
« on: 2018-06-06, 18:21:39 »
Hello all,

I'm working on a set of 360s for a client.  I usually do stills for them, but this time around they've asked for panos for their Oculus Go.

I recently got a headset myself to test before sending, and so far the results have been decent. I'm just looking to improve things as I head towards the final renderings.  I have of course watched the very helpful Corona VR tutorial video and browsed around online quite a bit.

In no particular order I'm wondering:

-Spherical vs Cube (both stereo) preferences?
-If I go Cube I'm assuming I disable image filtering?  Would I also disable de-noising and bloom and glare?  Or no?  Disable sharpening\blurring in VFB?
-Recommended max rendering size for each...I'm guessing about 18k x 1.5k for stereo cube and....8k x 8k for stereo spherical? Or are those still too low?

Anyway, any thoughts or feedback on the above would be appreciated.  I'm going to give stereo cube a shot today, see if I like it any better than stereo spherical.

Thanks all!
Daniel

EDIT:  Oh, I'm also getting kind of a 'sparkle' effect on some materials that might be a little noisy.  I almost think it's the difference between left eye and right eye noise.  I'm trying to optimize my scene but wondering if that's something avoidable?

EDIT 2:  I'm discovering that the latest 360s app doesn't like the way that Corona\VRay exports cubemaps....https://forums.oculusvr.com/community/discussion/51935/new-version-oculus-360-photos-doesnt-support-cubemap-and-subfolders-anymore


288
Hardware / Re: VR headsets
« on: 2018-05-30, 04:01:22 »
Just for posterity wanted to update this thread.  YVR response was that they don’t support outputting to Vive or Oculus, they said ideally that would be done by the specific renderer.  Bummer but so be it!

289
Hardware / Re: VR headsets
« on: 2018-05-28, 19:03:53 »
I pinged them via Helpdesk...I'll let you know!

290
Hardware / Re: VR headsets
« on: 2018-05-28, 18:23:25 »
Thanks for the info Tom!

I understand about the single point, my question was a little muddled in retrospect.  I was basically wondering if there's a way to export VFB to a headset while it's running.  It looks like yVR essentially does that (while also providing a sweet interactive 'VFB')...although I'm not sure enough about various headsets and how they connect to know which might work with yVR in realtime.  It looks like he's got his tablet plugged in with a USB...?  I wonder if Oculus Go could do it over a Wifi connection?

If anyone knows the answer that'd be great.  Otherwise I'll keep digging and post anything I discover here later...

Thanks!
Daniel

291
Hardware / VR headsets
« on: 2018-05-28, 07:17:49 »
Hello,

I was contacted by a longtime client asking whether we could produce some stereo panoramas.  We’ve toyed with this a bit but have yet to commit to VR hardware.

I was wondering if anyone had any advice?  The Oculus Go seems appealing, but there’s no way to directly connect it to the PC for streaming?  Is this even an advantage?  With higher end headsets can you view IR real-time so as to adjust settings and camera location?  I could imagine the process of adjusting, rendering, and uploading being quite slow...

Thanks for any input!
Daniel

292
[Max] General Discussion / Re: VRAY NEXT AND CORONA
« on: 2018-05-26, 01:23:03 »
and from us there were three other things, Jaroslav's presentation on research into 3D printing and how it uses rendering technology to get good looking 3D prints (and how this relates to nuclear reactors), Ondra's review of architectural rendering and what is the same and what has changed over the years, and Marcin's Masterclass teaching some parts from the Corona Academy.
Is it possible to watch those talks somwhere?

+1, I looked around and couldn't find anything other than the Keynote...?

293
[Max] Daily Builds / Re: Daily builds version 2
« on: 2018-05-15, 23:33:48 »
Just out of curiosity, has anything changed about the denoiser in the daily builds?  I just jumped to a recent daily from 1.7 HF2 and it almost seems that the denoiser is a little different in its behavior.  If I had to describe it it'd be a little more blurry\blotchy at high levels (above .650).  Like so many things, could be user error or my imagination...or scene dependent, this is a tough one.

294
General CG Discussion / Re: 3dsmax importing Reset Xform
« on: 2018-05-10, 07:26:29 »
I don’t have a solution for you, I just wanted to comment that when bringing in an FBX from Revit you face similar scaling issues.  A reset xForm (along with its weird behavior) solves it in Max 2016.  It is interesting that it’s not working for you with archicad in 2019...perhaps a units issue combined with the reset xform?  Does resetting xform have ANY effect?

295
[Max] General Discussion / Re: Exterior windows OSL shader
« on: 2018-04-19, 19:45:13 »
That looks amazing and would be a huge help...

296
How did you find your way to the Corona team and then as R&D lead?  What new feature are you most excited about?

297
Hardware / Re: New build, Dual Xeon or single Threadripper?
« on: 2018-04-09, 04:13:00 »
Yes but it just took off a fee seconds...I think I hit 1:03 or something.  So not as huge but still there.

298
Hardware / Re: New Workstation Help
« on: 2018-04-04, 18:06:04 »
I found that my Corona benchmark results varied quite a bit depending on Ram speed and whether it was operating in dual\single\etc channel.  That's with a 1950x and 64gb of Ram.  So if you go Ryzeen I'd recommend making sure you run in quad channel and that you're near 3ghz for Ram speed.  I saw HUGE differences between quad channel and single channel, for example. 

Maybe just my experience but hope that helps!

299
General CG Discussion / Re: Nvidia Denoiser - Optix 5.0,
« on: 2018-04-04, 17:29:49 »
I had a job that required me to do a section perspective, so I switched over to VRay Next beta for it (vraycilpper).  I have to say, the Optix denoiser was sweet for IR :)  Although when I tried to use it as a final render denoiser it ran out of vram on a 5k image.  Using a GTX 1080 Ti, they said they're hoping to improve this a lot once nVidia releases an update.

300
General CG Discussion / Re: Pay when Paid?
« on: 2018-04-03, 23:45:11 »
Thanks all for the helpful feedback.  We actually do have a Net30 clause in our contract, so technically we could enforce it, but then you burn a bridge and these people have paid us before.  I am sure we will get our funds eventually, since the client is an educational institution rather than a dodgy developer, etc.  It becomes a question of cash flow and also principle, which goes to Juraj's point regarding retainers.

Interestingly I actually used to work at this same office as an architect :)  So I've been on the other side, although the PMs I always worked under would pay our consultants regardless of whether we were paid.  It's a large enough office that each PM has a different attitude and advocates for their consultants to varying extents.  The umbrella policy for the whole office, though, is 'we pay you when we get paid.'

I think the lesson we're learning is...get a retainer.

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