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Messages - marchik

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211
[Max] Daily Builds / Re: New bloom and glare playground!
« on: 2020-06-14, 18:04:36 »
I think we should get a unified aperture setting that affects both bokeh and bloom & glare, now it looks a little bit strange when you can set a 6-angle aperture in VFB and circular in aperture shape settings

212
I find that high turbidity settings gives less pronounced shadows + a more "bluish" tone. But we are talking 8 and higher. I often set this to 8,5 or 9,5 giving a more overcast feeling.

And yes it's correct that this can't be done with the new improved sky ATM.

I use the same method, turbidity between 6 and 10 to vary different levels of overcastyness. Sometimes at 10 with no direct sun for those scandinavian AF looks.
yes, this is exactly my approach, I hope this can be reached in V6 somehow)

213
please clarify the following thing for me, as I understand the turbidity setting is not available only at the moment and will be added later? and at the moment, if you want to make the sky more cloudy, then you need to use the Hosek & Wilkie model?

214
[Max] Resolved Feature Requests / Re: Decals like Unreal
« on: 2020-05-30, 23:39:31 »
yes, I have been waiting for a while for projection mapping and the parallax bump to be added to roadmap), this has been suggested several times on the forum

215
[Max] Feature Requests / Background material
« on: 2020-05-30, 23:36:22 »
Today I came across an interior scene in which I needed to use a Jpeg background stretched onto a plane and at the same time a visual display of corona sun outside the window with bloom and glare, and using the standard background approach described in corona's helpdesk with rayswitch cannot help me. If I had a full panorama, I would use direct visibility override in the scene settings but I don’t have it and translating this jpeg into a spherical projection and trying to catch it in the window is too time-consuming.
So I got an idea - what if we have a standalone shader for the background with all the necessary overrides, settings, and maybe additional features directly in it, it would be very useful for newcomers as well.
In about 3/4 of all interior scenes, I add the background directly to 3ds max and not on postprod, and in half of these cases I use regular jpeg. Maybe I just don’t have enough knowledge or experience and I don’t understand something, but how, for example, can I solve this problem with displaying the sun through the background?
I think that if you think over and develop the idea, it will be very Corona-style, we will get a quick and easy-to-use tool for the tasks that visualizers constantly face in their daily work, especially considering that corona is mainly used in exterior and interior visualization

216
By the way did you try Ox Render Settings modifier? Do the width parameters in it affect the render?

217
Gallery / Re: The Feast
« on: 2020-05-24, 12:40:15 »
^ That issue is because the new caustics solver is not used in volumetric media. They use regular path tracing for caustics, so it will be either dark, or will take ages (literally) to resolve to a similar result.
Any plans to fix this, by the way? how much is this time-consuming and can we expect this in the form of hot fix to v6 or should we be patient before v7?)

218
[Max] I need help! / Re: Reeded/Currogated Glass Material
« on: 2020-05-14, 18:42:52 »
all you need to do is to create proper geometry or bump map/normal bump map to imitate this geometry and play with refraction glossiness parameter

219
[Max] Daily Builds / Re: Caustics playground!
« on: 2020-05-10, 03:28:24 »
and again, do you guys know the reason of that? 300 passes for the third time, i'm pretty tired

220
[Max] I need help! / Re: Water caustics issue
« on: 2020-05-08, 10:39:16 »
What do you mean by saying that you get caustics in VFB, but no caustics in render? Do you mean when you save the picture, it comes different from what you see in VFB?

I think he meant interactive rendering instead of VFB)

221
Looks very interesting to me! Seems like a more streamlined way of working with composite materials - like in this tutorial: https://bertrand-benoit.com/blog/nakagin-photoreal-road-tutorial/

I imagine a good implementation of decal/material projection in Corona would be a really fast way of adding unique detail to base materials.

Not sure how parallax mapping factors into this, but I imagine it would be faster than using displacement - especially when developing the look of your scene and you want to move the camera around. Displacement really only works on the polygons that are visible to the camera when you first activate VFB, doesn't it?
parallax bump is essential for using decals with negative surface level such as cracks just because u need to avoid intersections with the base geometry)

222

https://magazine.substance3d.com/effortless-grunge-look-with-new-substance-source-parametric-decals/?fbclid=IwAR1sW0_SSA5Jw6eAfDv8iLGEN2EsVvyvktiiqYxtqUQ2GjeHd-s_rFNmihA

Adobe recently released Substance parametric decals and now more than ever we need support for parallax mapping  and decals projection)


223
Geometry Motion Blur does not work for geometry with changing topology (changing number of faces, vertices, or normals).

Is it working for now finally? :)

ofc not) it can be only a dream)

224
and MB for TyFlow particles)it will be really great

225
[Max] Feature Requests / Re: HDRi exclude
« on: 2020-04-01, 20:59:09 »
if I understand correctly he meant the ability to consider the hdri map as a light source, including the ability to exclude any object in the scene from lighting by this source, I would also not mind having that feature

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