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Messages - Utroll

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46
Work in Progress/Tests / Re: fish tank test
« on: 2014-06-11, 11:18:29 »
I think light should be above water to avoid cooking things there :D
As it is the most common way to light a fishtank that would also bring back some realism as we are used to see them enlighted so.
About the color, if greenish exist but that's far from glamour, I think it's usually the light which gives the main color of fish tank, with blueish tint cold temperature most of time, like disco fluorescent bulbs.

It's anyway a matter of taste, and it's pretty well made till now !!

47
Work in Progress/Tests / Re: Sunset Car
« on: 2014-06-11, 11:09:20 »
second one is much more nice imho,
first one got too much of an apocalyptic HDRi for my taste (and car's angles seems a bit weird, proportion too, like it's vertically stretch/not enough large)... reflexions are also strange, is the shape so curved that building are reflecting upside down ?

48
[Max] General Discussion / Re: VrayHDRI
« on: 2014-06-11, 01:57:09 »
Ground projection is in v3, you'll quickly spot it ! http://docs.chaosgroup.com/display/VRAY3/VRayHDRI

49
[Max] General Discussion / Re: VrayHDRI
« on: 2014-06-10, 15:54:19 »
If you use VrayHDRI loader just for the environment maps, and not for example tiled EXRs for displacement, then there is absolutely nothing 3ds Max's native bitmap loader does not have compared to VrayHDRI. Only difference is that VrayHDRI has it concentrated on the one place.

Ground projection !

50
Gallery / Re: Big beach project, raw images
« on: 2014-06-10, 10:31:48 »
we are doing those thins already, furnitures on diferent layers same as palms and other vegetations, also every house is instanced an also textures, we are very carefull about those things, also someof the plants on the background doesnt have reflections, we found that blend materials take  too long for renders but sometimes those are necessary, also we use vray material converter but chancge the values because for reflection it assings crazy values.

You're totally right ahah, now I'd rather start from a one light grey material all over the scene to avoid getting lost in too much materials and forget some crazy value somewhere.

Ok then if you have a proper workflow there's may be not much to do... I'm a bit surprised because with scattering instances I could render bird view over thousand and a half millions polys on laptop with 12Gb ram up to 8000px wide. So I cannot help wondering if there's no guilty piece in your view. But may be it's just the complexity of the scene then. Best luck and my bad for noob advices.

51
[Max] General Discussion / Re: VrayHDRI
« on: 2014-06-10, 03:48:05 »
Heh, however weird that sounds, it's not a problem :- ) The tiling happens in the rectangular image, so very simple.
But what's the practical use of that, I've got no idea.

May be more HDRI of studio with a single softbox than a landscape.
To make the first thumb top left looks more like the top right : https://www.lightmapstore.co.uk/prodimages/hdr_renders_vol1.jpg

I mean, that's the only use I could figure...

52
Gallery / Re: Big beach project, raw images
« on: 2014-06-09, 22:34:43 »
oh ok then you know how to go probably, put furnitures on differents layers (from 2015 layers can be nested if I understood well) otherwise just put all furnitures in layers like furniture house1 / furnitures house 2 / etc... and switch them off when unneeded according to the location you are rendering... there's no point in calculating the light below a table 150 meters from your view, well may be corona is good enough to not taking care too much about hidden corners but if you have your main rays reflections set to 25 bounces, who knows where it get for not much at the end. By the way I would say that you can reduce that too (render settings, main settings), better for interior where light bounces means realism, outside are more straightforward in my opinion 10 bounces and that's it... but let's hear some experts advices...

Hidding un-needed objects would for sure save some ram. (all the fans etc, cannot see them after 40meters anymore)

You should try to do the same with vegetations, don't need to render grass or stones behind a wall, or far away, just use a simple texture with proper color to tint things around properly.
I know you can constraint instances to the camera angle with forest, but I don't think you can dismiss instance in the camera's angle hidden behind something else, so try to make good use of it, use the distance parameters (scale a bit instance far away and use less)
http://www.itoosoft.com/forestpack/reference/refcamera.php

If because of your animation you need everything to be visible along one sequence, just break it down in shorter pieces.

Note : about visual, I would try to harmonize color of that tall dry grass a bit too white, adding relief to the curved roof to, it looks a bit too much mapped right now (though i'm not sure it is). Have you tried to use round corner advanced material option for distant buildings ? the bump map of water is a bit to strict on some view too...

53
Just add a max camera, in its settings you have clipping plane made of 2 fields, at which distance rendered world start to exist, and which distance it end. As simple.

54
[Max] Resolved Feature Requests / Re: Particles rendering
« on: 2014-06-09, 21:45:22 »
Hey, somewhat on time : https://forum.corona-renderer.com/index.php/topic,545.msg5106.html#msg5106

How does it look like ? I haven't found any post about...

55
Work in Progress/Tests / Re: Absolute beginners
« on: 2014-06-09, 21:36:26 »
Someone nows were can I find a guide ?

By hovering your mouse over buttons and spinners in render settings.

True, although probably because of Max implementation of popup tips I have myself to hoover a little bit below, something like one pixel wide line under spinners (max2012).
I checked and actually is not doing that with a few plugins... so not sure if that's from max or if corona could just ameliorate its template.


56
News / Re: Color mapping directly in VFB
« on: 2014-06-09, 21:30:00 »
Huge congrats !
every thing mich makes life easier is a great thing !

my 2 cents for White balance :
if a click on an area in the rendered image on an area wich "should" be white could correct the WB, will be usefull ;)

4 cents now

57
Work in Progress/Tests / Re: need help with leather
« on: 2014-06-09, 21:17:09 »
Agree with CaptainObvious, you should have some overall higher glossiness but bump killing it locally to surlign its touch, like in http://www.creativecrash.com/3dsmax/tutorials/materials-and-texturing/c/leather-material where you could feel almost  like seing things in it's reflection if it wasn't bumpy.

And please shave the foot of chairs ;D

58
Gallery / Re: Big beach project, raw images
« on: 2014-06-09, 21:12:01 »
Well I hope your water material is not generating caustics, otherwise it might be rude.
They should be something(s) to optimize because it doesn't look like amazingly heavy scene to my knowledge.

59
Off-Topic / Re: thanks and comments
« on: 2014-06-09, 19:43:26 »
I wish to post this topic, because ive been in a lot of forums but its rarely seen  "thanks" post, i wish to congratulate the corona team for this renderer engine, i started in Cg  probably in the year of 2002  and my first renderer engine was maxwell (almost a look a like, sort Of) since then because of a lot of issues with the maxwell renderer, iv switched as a lot of people to vray. Im not saiyng vray is not a good engine but it as a lot of "secrets"  that are not secrets, but the product of a lot of time spend with try and error  to achieve good images.
And here whe are Corona render, beautiful images with a learning curve that is amazing,   end results with a little or none post production, just beautiful   i think you deserve  a congratulations and a sincere "keep on going" from all of us.

you all deserve it ( this is a post from myself, but i think from all the comunity)

There was no maxwell renderer in year 2002 ;]

Actually they was one but only available internally.

60
[Max] Feature Requests / Resume render extended to animation
« on: 2014-06-09, 19:23:33 »
Hello, I was wondering as most of the 'resume' work is done concerning one image, wouldn't it be possible to do same for animation aka image sequence ? I did a quick render from animation, just to see if it was good looking, 20 passes, 720p... and then I was wondering if for very little effort you could not add that feature ? As animation and lights were good, I actually would have need 20 more passes per images but not much more.

That would allow to do quick preview render, validate or not the work, and resume from that.
Sometimes rendering just few image there and there is enough for checking the aspect, but to check the animation rythm/fluidity etc it's more convenient to render it low qual. but all along the sequence.

I guess the resume as it is can just check itself if there's a sequence of exr existing in the same folder, and would just eventually need option to override target passes or target time per image. Or make use of the same existing field too.

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