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Messages - valwizard

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31
Thanks Folks, it is really true. I have had no doubts in it. But the thing is - it LOOKS unreal. And after making an experiment with the mirror close to my eye and having the focus on background the reflections on the mirror Are blurred. So here is difference between the camera and the real human eye vision.

32
it does not matter - the eye will blur it because it will be out of focus- eye could not have in focus FG and BG at the same time. and camera as well. But thanks for lightening this. For example if you use dof in post instead - the dof will be right. Strange thing. The fake dof is more realistic than the real one.

33
Hi all. I got an issue with highly reflective objects in foreground while using physical Corona DOF. The top of the foreground objects are still in focus which in real life camera will blur them according to a focal distance. Any suggestions?

34
[Max] Resolved Bugs / Render elements path is not updated
« on: 2015-04-14, 16:33:15 »
Hi there. During the latest animation rendering I discover an inconvenience. While updating the main path save as tga sequencethe render elements path remain the same as old one, it is not automatically updating, which for the stills there are no problem at all. It is really uncomfortable every time delete and add new elements and tweek Zdepth and Ctex. Would be preferable to have this fixed.

35
[Max] I need help! / Re: License server and home PC
« on: 2015-04-14, 16:25:42 »
What if the office machines use backburner  and are rendering during the night? Will it affect the home computer work?

36
[Max] I need help! / Re: Spoecles in new corona
« on: 2015-03-12, 21:32:07 »
I am using often Arion or Eyeon fusion but the problem become Drastic in animation- all these speckles add a weird flickering even using uhd with high settings. There is no easy way ( even in Corona) Again I want to add massive compliments and regards to the developer and all the enthusiastic guys for this beautiful product

37
Hi, Thanks a lot for the skcript- is AMAZING! But instantly just stopped working - Everything is working well- It is creating the file but is not visible - only black screen with corona logo. I opened in the morning it worked fine - I stupidly renamed the file- it stopped working. I Create it again in corona and again and  is not working. Any ideas, please? corona 1,0. 

38
[Max] I need help! / Re: Spoecles in new corona
« on: 2015-03-12, 19:45:30 »
Thanks a lot, Ondra. That explanes things

39
[Max] I need help! / Spoecles in new corona
« on: 2015-03-12, 16:10:59 »
Hi everyone,

I am sure you guys know how to handle it but here we go- Specles on the glass or any reflective materials. I am using corona 1.0  FairSAS licence. The scene is rebuilt - all the lights are newly created -, materials are not cheked for the round corners. after 6hours of rendering on the very powerfull machine 32 cores on resolution 6k. 100 passes I still got this. Can anyone help with this problem? I will really appreciate any kind of help.

40
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 23:47:10 »
Thanks a lot  The Albedo pass is black and white not even pink I  used to use 8/2 150 passes 1 hour 15 min reflection are a bit better but the gi is messing the picture. 16/4 30 min 58 passes not bad but still needs playing It is always about balance but the problem is I kinda not understand the ink between settings instead of vray and how they work together - the principle behind this how corona works. In vray is simple - once you understand how DMC and AA works together there is only one problem - computer power. I am trying to understand the fundamentals of Corona. Still a way to play but I got rid of the nasty flakes - here is the last result 20/4 30 min 47 passes

41
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 20:04:51 »
I am trying to understand what I am doing and the logic behind is  that the reflection noise is more part of gi then the lighting, also is the material. I eliminate the bump and any possible noise generators from that so rising gi should help eliminating noise caused by insufficient samples for  the cornices. Or this is an " AA " noise? I will have another sample with lower samples but then I should rise LSM to kinda 8 to balance insufficient light samples, shouldn't I?

42
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 19:33:21 »
light map in the materials setups. What that means? having light map in the gold shader? I got a corona normal tex in the bump slot but on the door I only have a yellow reflection and no diffuse and no bump at all.

43
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 19:06:44 »
My settings was 36/2 10 passes 15 minutes on i7 3770k for the HD resolution   The reason behind is that I got a very fast reasonable clean pass in the lighting and GI but reflection is a nightmare. I am rising it to 20 passes and even to 50 to see the result but even from 50 passes I got  reflection noisy which cause an animation flickering. See attached. I am sorry to not post the entire shot only fragments because we are under non disclosure agreement.

44
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 17:51:38 »
All flakes remains in place still too noisy and gold become clay. Seems the rayswitch material is not an option.

45
[Max] I need help! / Re: noise in the reflection pass
« on: 2015-02-11, 16:57:15 »
Thanks for helping I will try to use rayswitch material and eliminate the possibility of caustics involved and will have a new screen attached
 

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