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Messages - pokoy

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1516
I'd like to have control over the material, basically other properties than what you get from the materials' original reflection properties, for example a 'dust' layer with very low glossiness, other example would be a clay pass, of course.

1517
I already requested this, it was moved to resolved requests, I wanted to update my request but the forum suggested to start a new request so here it is.

In reference to my original request:
https://forum.corona-renderer.com/index.php/topic,6753.0.html

I am facing a situation where in order to get some useful passes I'd need to replace 500+ materials only to achieve a plain reflection pass with preserved bump.

Can we - please! - have this added as an option in the Mtl Override section. Since the original reply to my request stated it would clutter the UI (besides that it's not easy to implement), you could easily solve this that way:
Preserve: [] Displacement [] Bump

I know there have been requests to add an transparency/opacity switch to this section to so maybe all could be done in one go...? If this is too much for the main UI, maybe adding an override pass would be a viable solution.

Preserving bump is really common and needed in an mtl override option, please consider implementing it.

1518
Another effect of this bug is that if you flip UV coordinates it'll also change the bump direction. That's probably what causes it, it's not the flipped normals but flipped UVs from the mirror/symmetry modifier.

1519
Max 2016 and Nitrous viewports.

No, what I mean that the normal viewport will redraw, in 'shaded' mode. I guess you'll only see it when the model is heavy, anything else will be probably too fast to notice. It seems that Corona is constantly 'aware' of the viewport for some reason (or the other way around) and material changes will affect viewport for whatever reason.

It happens for me on:

- adding a map to a material (either by dragging from another mated slot or by adding through the mat/map browser)
- assigning a new material to a slot (through the mat/map browser)

This happens on both used and unused materials and maps.

1520
I am seeing viewport redraws when manipulating/assigning materials or maps in the material editor even if the material is not used on any object. This happens ONLY when Corona is assigned as material editor renderer, if Scanline is used in the MatEd there will be no redraw.

I am not really sure if it is intended or necessary, maybe it's a side effect of some IR data being active 'under the hood' all the time...? Whatever it is, it is really slowing down working with materials in general and should be avoided if IR is not active.

1521
News / Re: Medieval interior with volume rays tutorial
« on: 2015-07-10, 13:23:33 »
Fantastic - both the image and the tutorial! Thanks for sharing.

1522
Great! I took me while to figure out why bump looked great on some parts but was totally funky on others. Ideally this should be fixed very soon, I imagine this affects a lot of projects.

1523
Bump renders with inverted intensity/direction when an object has been mirrored at some point. This happens even if mesh normals face in the correct direction.
I consider it a bug since it doesn't happen with Scanline and I can't imagine a situation where you'd want this to happen.

Repro steps:
- Create a sphere
- Apply UVW modifier
- Apply a Mirror or a Symmetry modifier
- create a material and use a bump map
- render

-> The original part of the mesh will render the bump correctly, the mirrored/symmetrical part will render the bump as inverted

See attached image for a better explanation, left - original mesh with positive bump direction, right - mesh from a symmetry modifier with negative bump direction (from the same material)

1524
Fantastic, thanks!

1525
[Max] Resolved Feature Requests / Re: Improve CoronaAO UI
« on: 2015-07-06, 20:12:41 »
Quote
BTW i get that you are used to Brazil where one could control literally everything. Render settings, materials and maps had just so many options. But that may also be one of the reasons Brazil ended up the way it did ;)

Of course this had to be mentioned. You made your point perfectly clear.

1526
[Max] Resolved Feature Requests / Re: Improve CoronaAO UI
« on: 2015-07-06, 18:40:19 »
Quote
...If it would be really inefficient, then i would like to try to come up with faster and easier way to do it, and if i could not, maybe i would reconsider pushing for the mix spinners...

Well I gave up on that matter anyways, but if we talk about efficiency - what exactly is inefficient about having two values displayed at the same time visible at a glance vs. having to click several times in order to get the same information (not mentioning the time it takes to create two nested maps plus getting an overview with older files). Now repeat the same x 10 for tweaking a value and re-rendering and you may finally understand where my definition of an efficient UI comes from.

1527
[Max] Resolved Feature Requests / Re: Improve CoronaAO UI
« on: 2015-07-06, 15:33:50 »
Quote
Why was it if I can ask ?

Let me roughly cite the argument here, (and sorry for the slightly sarcastic tone, please take it with a grain of salt):

Q: Why can't we have amount values in AO map slots?

A: Because it clutters the UI and can be easily achieved in the output options of the nested maps.

Q: But that would require me to go into the map tree which is cumbersome and I can't use these maps as instances as a change in output would automatically apply to all instanced maps.

A: To keep them instanced you can nest them into an Output map then and use the controls of the Output map instead...

Q: Still way more complicated than to just set a value in the AO map directly. Also, I always need to go through the map tree only to see what their output values are.

A: Whatever, we will not implement it, it clutters the UI.

In short, it's too advanced and will confuse the user.

1528
[Max] General Discussion / Re: Color in Corona
« on: 2015-07-06, 12:29:41 »
this is by design

...and it's good like that.
OP, if you happen to have a studio lighting project with pure colors for objects or lights one day you'll be grateful that it works that way in Corona, everything else may end up looking very artificially. Also, you'll have a hard time to find a light or a material in real life that's composed of pure r/g/b values.

1529
I'd kill for map amount values on these. It's been rejected numerous times now but it's still something I don't want to miss.

1530
News / Re: Spring 2015: Roadmap and Project Update
« on: 2015-07-03, 19:10:45 »
For me, some of the productivity and workflow issues that need attention would be CoronaMultiMap inconsistencies fixes and a new seed parameter, a fix for glossy reflections through glass and object space anisotropy (I hoped this one would make it for 1.0). Next would be texture baking, it's simply a must. Revised displacement and faster SSS are nice, sure... but the missing stuff should be on this list somewhere, too.

Regarding the lowered costs or a new license version - both sound good to me. I'd actually pay for an additional low-end license for my home laptop without having to get a full featured version.

Looks like EUE was great this year, I really hope I can make it next time.

Edit
On second thought, it's admittedly very hard to cover all the needs within the short time from the release of 1.0 to 1.1, it's just not possible to make all of us happy, at least we have a roadmap to look at :) Keep up the good work!

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