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Messages - lupaz

Pages: 1 ... 54 55 [56] 57 58 ... 70
827
Ok.
Thanks.
The reason I thought of changing them came after playing with Fstorm. ( sorry for bringing this up here).
Its defaults don't seem to be physically accurate, but you start with really fast previews until you need to bump up the quality.
Just saying.

At the same time, the Fstorm style for interiors, which is very liked in general AFAIK, seems to have weaker GI, which lowers the color bleeding giving a cleaner look (in my opinion).
 

828
By setting MSI to 1 you basically kill all global illumnation in your scene.

But you still have the first bounce, no?

See attached.
In this room there are no windows and the only source of lighting is rectangle lights pointing down.

830
I couldn't notice a difference in realism to be honest.
Yes, the image gets darker, but you can play with the exposure.

For some projects, probably most, I'd choose to have agile interactivity rather than to care about a slight difference in brightness

Also I'd be interested in knowing other tips that could speed up rendering with little "repercussions".

831
Hi,

If you want to render faster, change these settings from the defaults.

In the Performance tab:
Max Sample Intensity to 1

In UHD Cache, also in performance:
Precision: 0.1

You'll be able to compare the difference better if you set IR Subsampling at 0, in Performance/Development/Interactive rendering.

Does anyone suggest anything else to speed rendering up?

Thanks.
Guido.

832
Thanks Maru, Ondra.

I like the contrast when I lower the MSI value.
But it does something strange with 1 or lower values though:
All textures in reflections are blurred to their average color.
For example if I have the camera pointing to a mirror, and I have MSI in 0.1, all textures reflected in the mirror are blurred to an average (or clamped?).
The same textures visible outside the mirror remain ok.

I read this https://coronarenderer.freshdesk.com/support/solutions/articles/5000515636-what-is-max-sample-intensity-msi-
but it doesn't seem to say anything about that; only about reflection caustics. No?


833
Gallery / Re: PARQUE MEXICO
« on: 2019-01-12, 18:22:37 »
Nice! Cam07 is my favorite.

834
Thanks, but I was hoping to control it globally by reducing the intensity of the secondary GI.
Is this possible to do?

835
Hi there,

I feel that the color bleeding is too strong in general. How can I reduce it globally and not with rayswitch?

Thanks.

836
General CG Discussion / Re: best mouse for 3ds MAX
« on: 2019-01-09, 16:25:33 »
Yes Logitech is super expensive. And it has uncanny "feature" of stopping functioning eventually, I used to replace Performance MX every six months once...

I have the same problem with Logitech M325. I need to change it every 6 months. Not acceptable.
My desk is starting to look like a mouse infestation.

837
What I'm looking for is the following (attached). I don't know how they did it. But I remember using successfully Dreamscape with Vray in 2005. It cannot be scattering I would think.
The same style as Unreal or E-on's ozone.

838
Would it be possible to have a cheap (to compute) atmosphere based on the z depth channel, available in the tonmaping area?

839
[Max] Feature Requests / Re: The most wanted feature?
« on: 2019-01-08, 23:43:47 »

All of them??
That's a bit too much.


 😂 😂 😂 😂

:)
Actually, I wasn't being sarcastic or anything.

840
[Max] Feature Requests / Re: The most wanted feature?
« on: 2019-01-08, 22:46:43 »
In fact, we want to attempt (cannot promise anything) most of the features mentioned here in v4.


Thanks for answering Ondra. Looking forward to the new release then. It would be a major thing if all those features would get implemented.

All of them??
That's a bit too much.
I'd be very happy to see the top 2 really well implemented.

Thank you Ondra for your patience and for this great product.

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