Author Topic: romullus wips  (Read 225874 times)

2015-10-07, 15:24:18
Reply #180

Tanakov

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Decided to revisit my galvanized steel material. I managed to significantlly simplify material tree (from 8 procedural maps down to 3) yet leaving same visual appearance.

This is brand new shiny steel mat. Next will be aged/oxidized one.

Can you share the making off? My brother is going to render a lot of galvanazed stuff and this material looks dope.
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2015-10-07, 16:25:01
Reply #181

romullus

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Sorry, don't have a time for a making of right now, but i can share material if you want.
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2015-10-11, 18:48:51
Reply #182

romullus

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Just found that CoronaScatter has hidden camera culling feature :] It's not suitable for animations unfortunatelly, but works like a charm for stills. There's only few missing features left and i could kiss good bye MultiScatter forever :]
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2015-10-11, 19:40:27
Reply #183

Ondra

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what is your usual instance count before/after camera culling? We are thinking about making CScatter faster....
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-11, 19:55:53
Reply #184

romullus

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It depends on camera frustum contact area i guess. Can't test today.

We are thinking about making CScatter faster....

That is always nice to hear. Eagerly waiting for any improvements to this great little tool.
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2015-10-12, 11:21:27
Reply #185

romullus

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Here's some proof that camera culling has positive effect on performance :] There wouldn't be any advantage if collision avoidance wouldn't be on, of course.

It would be awesome to have real camera culling that would work with animation too, but for now i'm happy with what we have.

Edit: seems like forum's attachment system don't want to work with large animated gifs. Attaching it via external hosting.



Edit 2: here's how it's made: https://forum.corona-renderer.com/index.php/topic,9728.msg62865.html#msg62865
« Last Edit: 2015-10-16, 11:34:53 by romullus »
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2015-10-27, 10:46:42
Reply #186

romullus

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I've been plaing with motion blur and noticed some strange artefact (?). Curious is this just optical phenomena or some glitch/limitation of rendered MB. Propeller is spinning at mere 400 rpm and MB transform segments are set to 128, so i don't think it's Corona's fault, but maybe i should render it with MR for comparison.
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2015-10-27, 10:48:57
Reply #187

Ondra

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I can totally imagine this being the correct solution, there are discontinuities on the static model (where the spiral is occluded by the propeller)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-27, 15:52:27
Reply #188

romullus

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Ok, so initially i didn't believe you and decided to tested it with MR :] It gave exactly same result, so i sat down and tried to analyze what's happening and after a while i understood that you were right - it is correct solution indeed. However it still looks kinda strange :]
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2015-10-27, 18:40:57
Reply #189

maru

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Mindfuck, but I guess the pattern gets rotated "more" or "less" than what we would expect when it is behind the other part.
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2015-10-27, 19:04:49
Reply #190

romullus

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Actually it's very simple. Camera never can see what's behind blade (green line), no matter how fast propeller is spining. What we see it's only what's at the blade's edges, but because of MB there's an illusion that we can see though it.
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2015-11-02, 22:35:40
Reply #191

romullus

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Procedural expanded polystyrene material. Nothing fancy.
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2015-11-12, 17:10:15
Reply #192

romullus

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I finally figured out how to make bercon tiles to work as bump map. Now i can make procedural bisazza tiles inside max, yay! :]
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2015-11-12, 17:14:32
Reply #193

maru

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I omg'd :D
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2015-11-12, 18:06:20
Reply #194

Juraj

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Generating a normal map of them on the fly :- ) ? Smart. I would never have patience for anything procedural but it's quite cool.
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