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Messages - marchik

Pages: 1 ... 12 13 [14] 15 16 ... 18
196
[Max] I need help! / Re: Help creating straw material
« on: 2020-10-02, 23:03:15 »
You can use separate B&W opacity map for creating "holes" where white color is for "not transparent" and black color for "transparent"

197
[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-09-18, 02:38:27 »
This thread is sadly empty, while the Corona Scatter improvements are really awesome! Here is the V5 vs V6 video from our release blog post:

basically this happens because people did not complain about the speed) only about the lack of functionality, but the improvements are amazing!

198
[Max] General Discussion / Re: Corona Scatter
« on: 2020-09-09, 23:06:55 »
I'm just waiting for solving this) https://forum.corona-renderer.com/index.php?topic=26898

199
I hope that over time we will be able to use the GPU, at least to speed up the calculation of caustics just because sooner o later the "proudly cpu based" approach will start losing competitiveness to hybrid solutions

200
[Max] Feature Requests / Re: The most wanted feature?
« on: 2020-08-27, 20:32:45 »
Decals.
omg, i completely forgot about decals and parallax bump, +++
by the way, the 3ds max roadmap states the implementation of decals, it would be great if it worked with Corona immediately after the release :D

We are monitoring the posts and adding suitable suggestions into the poll manually. I just added the dedicated fabrics shader. Although we will definitely wait until PBR material is done, to see if that is still needed, or if fabrics is easy enough just with PBR

And maybe  it is possible to just implement support of this plugin i have mentioned before?

201
[Max] Feature Requests / Re: The most wanted feature?
« on: 2020-08-27, 05:24:30 »
Since Corona is mainly used for interior renderings, and there are fabrics in each of them, I would like to suggest considering the introduction of a separate shader for fabrics.
I work quite closely with fabric in all its variations and came to the conclusion that corona render cannot currently provide an effective tool for rendering it realistically, and introducing sheen and velvet attributes in coronamtl will not fix the problem. Geopattern can partially solve the issue but we dont have it.

In 2017 viscorbel created a thread https://forum.corona-renderer.com/index.php?topic=16327.msg102846#msg102846 but did not receive any comments from the development team.
There he mentioned the ThunderLoom plugin that uses the Irawan shading model (introduced in 2012) with pattern determination with WIF files to correctly recreate the reflectivity of individual fabric strands, with the correct anisotropy without using falloff fake approach.
Now i can create any texture in substance designer but cannot use it properly to explain my render engine what i want from him))
Basically, we need something like CoronaHairMtl but with the ability to apply it to regular surfaces, imitating the thread pattern by using texture maps or wif files (moreover, the basic set of patterns can be included in the Corona material library), with separate fuzzines setting, ability to use bump and normal maps for initial mesh, not for individual hair strand only, both for adding wrinkles and for imitating thread volume.

Since I have tried a huge variety of approaches to creating fabric, I have a large pool of ideas, especially concerning UI of this feature. I hope the developers will pay attention to this issue and in the future when someone sees a beautiful fabric on the renders he will say "oh, probably it was rendered with Corona"




i

202
as i remember you need to use 32-bit format and "screen" blending mode for the correct result

203
For the 1st pic I suggest to use some hair plugins such as ornatrix, especially for close-ups (pay attention to the clump parameter in particular), for the 2nd its just a displacement, in any case, it is not such a complex material as velvet that reacts correctly to light))

204
Thanks everyone for your feedback. Especially dj_buckley for the exhaustive post. We will definitely take this forum thread into account when deciding about what to improve in our caustics solver and how to prioritize it.
I will just leave this short reply here, and will return later with some further info (or alternatively someone else from the team). It seems that there is a difference between the developer and user point of view here, and also our marketing/support materials do need some clarification.
 

(Internal ID=529569515)

this is exactly what we wanted to hear from you guys, thanks to Maru and the entire development team, corona is an excellent render engine, otherwise we would not write here) I hope you will surpass yourself again and we will get the best tool on the market to achieve the maximum photorealism, as always.

PS
if possible, I would like to learn from you about the possibility of introducing a calculation of caustics in volumes, how realistic is it in the foreseeable future, or is it better to forget about it)

205
Gallery / Re: Short film - Road to Buzludzha
« on: 2020-06-24, 00:26:13 »
awesome work) I really liked everything except for the shot with the 2106 approaching at 0:17, I think it would not hurt to add dust and gravel flying out from under the tires and the sound of riding on asphalt crumbs and maybe the brake pads creak when braking
(simply because they always creak on this car and for my brain it would be +100500 to realism) and of course all this can be added at the stage of compositing, from all the other frames I just thrilled. Bravo!

206
@dj_buckley
Let me hug you, bro :) exactly my thoughts, except that I dont have 3990x and I am the one who tries to kill all my time, achieving maximum realism

207
[Max] General Discussion / Re: Parallax Mapping ? :)
« on: 2020-06-21, 15:35:38 »
if 7 years ago there was a single example of paralllax with self-shadowing, so it's not fair to blame Ondra on his statement.
I apologize if I seemed rude, I did not want to blame Ondra for anything) maybe it seems because of my bad English. I just wanted to say that this is an important and necessary feature and we would be very happy to get it in our arsenal)
I already wrote in another topic about the connection of decals and parallax, we can not use decals with a negative height without using parallax bump and self-shadowing , and most decals are such, I mean cracks, holes, potholes.
Please relax Romullus, a discussion of these things and a direct connection with the developers - this is why this forum exists)
all the best to you  and Ondra)
 

208
[Max] General Discussion / Re: Parallax Mapping ? :)
« on: 2020-06-21, 04:51:34 »
@romullus
Sorry if you thought this was an offtopic, but in his post Charly mentions the use of parallax bump in conjunction with projection mapping for decals. Because decals are not really usable without a parallax bump and parallax bump can be replaced by displacement if we do not use decals. So I think this is directly related to the issue.

209
[Max] General Discussion / Re: Parallax Mapping ? :)
« on: 2020-06-20, 17:38:05 »
This is too big fake suitable for games, but not for realistic renderer. I won't implement it, use displacement instead ;).

Mr. Krivulya is definitely right, Ondra, please pay attention to this. 7 years have passed, and we still don't have the opportunity to take full advantage of the opportunities that decals provide for CG artists

210
Throwing caustics into a random interior scene will *most probably* never work. There is always some manual optimization needed. I am pretty sure it's the same with all other render engines which feature caustics.

GOTCHA! ;D



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