Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JoeVallard

Pages: 1 ... 6 7 [8] 9
106
Jtveclipse12,

Thanks for your clear answer! Sounds great.

So the next question is - would it be able to get the same result on Google Cardboard and when?
[SEMI-Offtopic]
Currently working heavily on a Cardboard related project.
After trying many viewers, I gotta say, the cardboard experience is heavily dependent on the viewer.
All Google printouts or products based on it suck so badly.

Stuff thats a little more developed, yet equally as cheap like the knox v2 do a good job. You need have a 1080, 5,5 inch phone at least or the experience is awful.
Next thing is implementation, if you use any app outside the Android Cardboard eco system be prepared for some heavy tweaking. All the different viewers are tagged by a QR code, that saves distortion values, fov, de abboration values and so on. But they are encoded behind a proprietary library called the google protocol buffer, which require a .proto, which is on github to decode that stuff + compiling and running the encoded QR code with the .proto file through Google's proto buffer library.
So any viewer that was setup by the google calibration proces, has all the values encoded. I spoke with many cardboard related vendors in the past month. No one has any idea what their values or even what their FOV is, since all data is hidden in the QR code encoded. Thus, any app outside the cardboard ecosystem, that did not take the time to implement this decoder will suck suck suck.
Since I'm kinda coding around in the field, I will post a conversion app in about a month for other to get their Viewers values, since currently nobody did anything like that.

But other than that, the experience is really great for us archviz people. It does it's job once properly setup.
[/SEMI-Offtopic]

I have found the Gear VR more enjoyable to use use VS the iamcardboard i had. The FOV was greatly different. With the cardboard it felt as if you were looking through a tunnel.

The only issues ive ran across on the Gear VR.
1: Not being able to run Cardboard apps out of the box
2: My lenses are constantly fogging up.

Ive loaded the same photosphere in both Gear VR and Cardboard. Its a bit smoother in the Gear VR compared to cardboard.

107
Jtveclipse12,

Thanks for your clear answer! Sounds great.

So the next question is - would it be able to get the same result on Google Cardboard and when?

Maru posted the info needed for it to run on Cardboard.
https://forum.corona-renderer.com/index.php/topic,10592.msg67811.html#msg67811
The image needs to be split into a left and right, and the app mentioned is needed.


108
Dusted off an unfinished scene to give the VR camera mod a try, before starting the render I also decided to hit 2 birds with one stone and turn on the Denoise. Which works phenomenal! I stopped the render at 47 passes and the default denoise settings made the scene very clean, i actually had to tone it back some, cause I do like some noise to be present.

For those that don't know, with the Samsung Gear VR place the images in Oculus > 360Photos > My Images

Hi Jtveclipse12,

So, did you use Corona to get this image? And then you put this image into your Samsung phone into that folder?
Because, as I know Gear Vr understand VRay renderings (which are divided on more squares)...

I used Corona 1.4 RC2, its in the daily builds. Theres a setting for VR, i just used the default settings with the eye width of  6.3cm. Saved the image into the mentioned folder location above. Oculus 360 Photos app on the Samsung Gear VR recognizes its just fine.

Ive compared the VR render to a standard photosphere and there is definitely depth in the VR one, it is working. The only issue ive notice is they dont generate thumbnails in the file browser.

Here's a screenshot of it in the Oculus 360 Photo App. I'll render out some other angles later.

Also as a note, HDRIs and Backplates stand out like a sore thumb in VR.

109
Dusted off an unfinished scene to give the VR camera mod a try, before starting the render I also decided to hit 2 birds with one stone and turn on the Denoise. Which works phenomenal! I stopped the render at 47 passes and the default denoise settings made the scene very clean, i actually had to tone it back some, cause I do like some noise to be present.

For those that don't know, with the Samsung Gear VR place the images in Oculus > 360Photos > My Images

110
[Max] Tutorials & Guides / Re: Bercon Wood Map Examples
« on: 2015-08-19, 00:43:55 »
Did you download Bercon Noise from the link here on corona?

Max crashes everytime I change any of the variance settings. Would love to experiment with bercon wood.

111
[Max] I need help! / Re: Batch Render in 3d studio Max 2015
« on: 2015-07-14, 23:40:38 »
Rendering > Batch Renderer

112
I really do like this Shader Ball, it shows larger surface areas then most do.
But the uv seams on the edges, break displacements in max.

113
Could you possibly upload an .obj?

114
Gallery / Re: First commersial project with corona
« on: 2015-05-22, 22:42:17 »
Looks like the vertices need to be welded on one of the wood pieces, check the pic below. As you mentioned the materials could use some work. The chandeliers, i'm not sure if they are suppose to be glass or some type of metal? The chair fabric texture scale looks rather large.

Theres plenty of help on these forums on materials, just do a search and you likely find it. You could also head over to http://coronamaterials.com/ and download those to get a better idea on how material settings.

The white materials in your scene feel incredible bright too. What RGB values are you using for those?

115
I don't know how long your CG film is but with simple math. If you had a 3 minute scene of rendering, at 30 frames per second. And IF you were able to get render time down to just 1 minute. Your still looking at 3.75 days of rendering time. No matter what render engine you use, its gonna take a lot of time. A online render farm could get this to you in a day, but you are gonna pay a lot for it. A big render farm really seems to be the only option for speeding up completion.

As for decreasing render times, if your lighting doesn't change in the scene, i'm pretty sure there is a way to save the GI. So it doesn't have to compute every frame.

116
Is it for an animation or still render?

117
Here is a fast and simple way to get a Studio Render in Corona.

Modeling:
Create a plane below your model and add a Daylight System

 
Lighting:
Change "Position" to "Manual" and to your desired lighting.
Change "Sunlight" to "CoronaSun"
Untick "Skylight"
Change "Color" to "Direct Input" and pick whatever color you prefer. Mine was set to an RGB of 255
Optional* for softer shadows increase "Sun Size"


Materials:
Create a "CoronaShadowCatcherMtl" and apply it to your Plane.
Change the Reflections to your liking.


Insert a Color Correction map into the "Backplate" slot and turn the "Saturation" down to "-100"
Insert a "CoronaSky" into the Color Correction map slot.
Change "Sky Model" to "Raw-Fake (c)"
Set "Horizon Blur" to 1.0
Set your Ground, Zenith, and Horizon Color to your desired Studio Color. Mine was set to an RGB of 180.


Plug your "Color Correction" into your "Environment Map"



Now onto the most difficult and time consuming settings.

Render Settings
Change your "Production" render to "CoronaRenderer" and hit the "Render" button.


Adjust your Exposure settings during the render.


118
I have a Multitexture Map that doesn't seem to be working in the bump slot either. Works in all other slots also.

119
A bump map has to have some sort of filtering or blurring. Set filtering to None and try lowering the blurring down incremental, until you see the fireflies.

120
No filtering had the fast render times, and blurring didnt matter. They all rendered at the same time. The bump map with no filter i found with no filter,  needed to have atleast 0.25 blur or it produces lost of noise.  As you can see in the picture.

On quality. The images decompressed on upload. But the differences are so little. Summed area gave a little brighter on thr reflections. But it was still very little.

Pages: 1 ... 6 7 [8] 9