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Messages - Yuriy Bochkaryov

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16
[Max] Daily Builds / Re: 01.2022 compositing issues
« on: 2022-01-30, 16:42:23 »
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Hi. Can you please fix this ? This just does not look right.
Needles are opacity cards. When you render them agains bright background they just dissolve and thus the trees lack any volume. It does not matter if the background is HDRI or Corona Sky, does not matter how high you set up Hihlight compression, if you set up Highlight clamping or not.
I also wrote about this problem, but no one answered me
everyone is silent

17
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lighting does not matter, a curve is a curve. what matters is how close these two are.
it all depends on how you use the opportunities given to you
color space is not only RGB but also work with a range of brightness

18
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an example: tonemapper part of ACEScg>sRGB transform simulated with CIE. curve. it's just a curve. attached as LUT.
I'm sorry, but your example is very simple, there is no difficulty in such lighting, what difference can you see here?
If I had all the tasks like your approximate render, then I wouldn’t need anything either
but the whole difficulty is in different lighting scenarios in large outdoor scenes, when there are a lot of objects of different brightness, when you want to show a juicy bright picture, but at the same time so that the white places do not burn, and the shadows have a pleasant gradation from gray to black, and not just black
in general, for understanding - we need a more complex scene with a more complex lighting scenario

19
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Ocio support would be great also
it would be great
I'm waiting for this too )

20
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and please, indulge me: what is primitive in tone mapping in Corona? what is missing?
I wrote about the shortcomings more than a year ago and not only me
incorrect operation in Log mode - shadow areas simply disappear, shadows are covered with a black film, compression gives an unpleasant result, and so on
you can look through the forum, there are topics with discussions of tonemapping problems

21
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but what's wrong with using Camera Raw in photoshop for all the tone mapping adjustments? I don't get it.
There's no way Corona can have more features than that.
and in Corona you work blindly?
I can't work blindly, I need to adjust the tone mapping in the framebuffer - then I see what else I can improve, change the albedo in the material or the intensity of the light-shadow play
in photoshop you can't affect anything but the picture, and if you adjust the tonemapping in the framebuffer you can make changes to the scene to further fine-tune the picture and get a better result
So why do we need photoshop? I think it will be great if we get the final result already in the Corona framebuffer
I still get the final result already on the render, I don’t like to adjust the image in Photoshop, but when the tonemapping is rewritten we will get new features, is that bad?

22
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these comparisons are only spreading more misconceptions.
you want to say that we don't need ASEC, it's a completely useless thing?
But then why do absolutely all renderers strive to support it?
Why does the entire film industry render in ASEC color space? are they doing something wrong?
and I don’t understand why many people are negative about ASEC, as if it will replace something, and after its implementation in CoronaRender it will no longer be the same
It must be understood that the ASEC color space will not replace what is now, ASEC is an addition, if someone does not like it, you can always work as before, without changes
Personally, I want more features, the options that I have now are not enough for me, I have been waiting for 2 years when they finally rewrite the frame buffer with tonemapping, add color spaces, the ability to overlay and mix Lut and other other goodies that are in many other renderers, for example, in the same Vray, its framebuffer is just great, it has a huge functionality and is very flexible, although I do not like Vray as a render engine

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and there is noting primitive about Corona's tone mapping. all the tools are there.
one button is enough for someone to work, and for someone 1000 buttons are not enough
everyone's needs and desires are different

23
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In my opinion many people is seeing the new tone mapping as a game changer. I wouldn't set the hopes too high - it will not automagically change renders into photos... Just another, flexible tool.

we understand it very well
those settings that are now - they are not enough, we need a lot more, tonemapping should be developed, now it is very primitive
and no one bothers to use it as before - in order to get the results that you liked before, so I don’t think you need to worry about changes, you won’t lose anything, but only gain additional features

24
does anyone know why this happens - if the background is dark, then small elements, needles are visible
BUT if the background is light, then they partially disappear, the overall volume visually becomes smaller.
this problem has been for a long time, but before I did not pay attention to it, until I saw that my trees were left without needles and this became a problem.

25
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As soon as it is ready :) Can't project or estimate dates of features in dailies beyond that - you'll know the date, once it shows in the changelog ;)

Thanks TomG )

26
hi corona team
When will you give us another DB with a new tone mapping?
we have been waiting for this for so long, I can't wait to try it))

27




it looks amazing!
I hope all this stays with us and gets into the final version of VBF, the whole list of functions that we see now!
all functions can be added several times and mixed like layers in Photoshop? Can I use several Luts in the picture and mix them up, how does it work now in Virey?
do we really have Aces? ))

PS. can't wait to test already

28
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Hi Yuriy,
I know the Corona team meant the function from your screenshot.
What I'm saying is that these are two different things. If I disable displacement globally from the render setup window, it simply means all my shaders render without it.
Disabling displacement function from current version of Corona Converter allows me to first disable displacement on all my shaders, and then turn it on again for only some selected ones.
This is very helpful in debugging the scene and getting rid of unnecessary displacement from objects you don't want it to be on, while preserving it on the objects that should have it.
You simply cannot do the same with the render settings displacement checkbox.

ah, sorry, I misunderstood
yes it really makes sense

29
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Let me not agree with the above statement that it's much better to globally disable displacement through the render setup.
I find disabling displacement maps through Corona Converter very convenient.
Imagine the scene with large number of imported assets from 3dsky etc, as it's often the case, materials in these models are usually far from perfect, often having unnecessary displacement on.
In such case I can batch disable all disp maps through Corona Converter (without a need to go through hundreds of shaders to find the one that causes i.e excessive RAM consumption in the scene), and simply turn it on again only for specific materials that I do require it to by ON.

Why remove such a functionality? To me it starts to feel like corona converter is heading in the wrong direction.

I think the guys from the Corona team meant this function
it globally disables and enables displacement in the entire scene

30
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there will be a big update in november, we are preparing a blog post. Stay tuned.
look forward to
I hope it will be something really big and interesting )

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