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Messages - maru

Pages: 1 ... 713 714 [715] 716 717 ... 914
10711
[Max] I need help! / Re: Reflection question
« on: 2015-09-02, 13:15:23 »
Yet I was not able to recreate this. Any tips?

10712
Not to mention that it calculates displacement for around 2 minutes when there is no displacement present at the scene.
I don't think this is possible. You probably have some displacement in your scene. You can easily check that by disabling "displacement" checkbox in render setup > common > options. Displacement was heavily reworked in the recent versions, so this could be the cause of your problems.

10713
<offtopic>
Offtopic :Ahh, Thief Deadly Shadows. What a great game.
First thing I though of when looking for "night" themed images. Great game indeed. And it would hardly run on any mid-class PC available at that time when it was released. I still like the "puppet" look of characters due to very strong normal maps. :)
</offtopic>

10714
(fixed in newest daily build)

10715
I would say real dof in IR works fast enough. Haven't heard another request for this yet.

10716
[Max] I need help! / Re: When to stop the render
« on: 2015-09-02, 11:36:59 »
This is a different type of render engine, the render can last forever if you want, think about it like the shutter speed of a camera, the longer it is exposed, the most light enters in the sensor.
Actually this comparison may be misleading. The image in Corona won't get any brighter as the rendering continues. ;)

You can read some articles on this topic here:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000517898
https://coronarenderer.freshdesk.com/support/solutions/articles/5000516260


10717
I would suggest rendering this in 32-bit format or much brighter than it should eventually be, and then adding the desired look in post (for example Fusion which is free). You can also add a different map as directly visible background, and other one for lighting. Can you post an example of what look you are after? I googled for some screenshots and it looks like the "grown ups" like to add this purple hue to the image (I'm not sure if it's correct in any way, but I could look good as your render looks cartoonish).
http://www.geforce.com/sites/default/files-world/screenshots/thief-deadly-shadows/screenshot5.jpg
http://jimhillmedia.com/mb/images/upload/Monsters-Inc-Jessie-Luxo-we.jpg

10718
[Max] I need help! / Re: Reflection question
« on: 2015-09-02, 11:08:31 »
Hi,

Screens? Renders?

Which version of Corona? Max?

:)

10719
Confirmed. Indeed happens only if you save exr while the image is still rendering in the vfb. Sorry for the delay.

10720
Maybe you could try using a box around your whole scene. The bouncing light might help to soften your shadows too.
In real life there is always a room around your scene ;)
Pretty much* the same as adding a HDRI or solid bg color.

*I added that not to be insta flamed ;)

10721
Gallery / Re: Morning Spring Nook
« on: 2015-09-01, 13:31:56 »
Welcome! :)

10722
Psst, Rawa, the scene is in 1st post. ;)

select "single bounce only" in volume mtl to make everything render faster,

disk = fireflies
disk + emit on both sides = ok

rectangle = fireflies
rectangle + emit on both sides = ok

sphere = ok

cylinder = ok

switch lights>solver to other than "better object-based" = always ok (even disk and rectangle)
(or sampling mode to "lights only" but this will make things crazy in some cases)

Corona light mtl seems to be less noisy than lights.

Also, this:
(viewing angle)


10723
Unfortunately there is a "problem" with disc light in newer versions. You can take one of these workarounds:

1. Go to performance > devel/experimental and change lights>solver to any other than "better object-based"
2. Create a flat disc object and assign Corona light mtl to it

10724
good catch, I don't see a reason why this shouldn't work

10725
procedural flakes using cellular map, not perfect, but probably usable

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