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Messages - Frood

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1831
[Max] I need help! / Re: Noise - problem
« on: 2015-10-01, 15:23:09 »
What do you think?

Yes, nice!. Except those high contrast jagged edges (table in the front). I never know how to handle such areas correctly.

Good Luck!


1832
[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-10-01, 15:18:46 »
[...] with so much polygons, and it takes about 1 hour per frame!!!! He was killing them....I've stopped him just in time! ;)

Hmm usually shaders are much much more responsible for a slow scene, not the poly (triangle) count (If you consider 1h/frame to be very long). Glad to see you could calm him down btw.

but sorry, IMHO it remains a bug.


User:      BOO BUG!
Developer: System immanent behaviour which prevents me doing the nice stuff for ages.


Let´s call it flaw? ;) I had that problem once in the last dozen projects and it could be easily fixed. But of course all your points are eligible. It´s just not worth the effort at the moment I fear.

Good Luck!


1833
[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-09-30, 20:58:21 »
Yes. But I can't consider this as a low poly object.

Well - lets say it´s not highpoly ;)

This is a problem.

I don´t say it isn´t. In my opinion it really is.

Good Luck!



1835
As far as I understood your problem is that you cannot render AO pass of objects that are transparent (e. g. glass), [...]

I think the opposite is his problem: He wants no AO of/on objects with highly transparent materials which is reasonable (if refraction + glossiness are both high). So his idea is to link AO exclusion/effect to transparency - would be perfect in this situation. This problem is as old as AO shaders are. Vray has a "work with transparency" checkbox, MR has at least object ID exclusion (self and others).

A nice feature request could be to add at least material ID and/or object ID excludes to the (corona) AO shader but it would not help here since at least all transparent materials have to get some ID assigned. But if the AO shader could respect transparency/translucency besides opacity it would help in those situations generally.

Geoundici, maybe the different "glass"-materials have something in common so that another pass could be used to mask your AO pass out? This way at least occlusion _on_ those materials (but not from) could be eliminated. Depending on your scene and materials a (clamped/leveled) refraction pass or even albedo will do it.

Good Luck!

1836
[Max] I need help! / Re: Noise - problem
« on: 2015-09-28, 12:15:37 »
What does it look like when rendering to 200 passes? 128 is a bit low for interiors. You can also render a direct and indirect pass to see where the noise comes from. (https://coronarenderer.freshdesk.com/support/solutions/articles/5000516731) and change LSM depending on the result (https://coronarenderer.freshdesk.com/support/solutions/articles/5000515640).

Good Luck!

@Nekrobul:
[...] There are four planes on the windows and one on the door with a Corona Portal Material






1837
... inlcuding respect for visibility state of xref scenes and "Hide by Category" flyout please..




1838
Granted the materials aren't as 'correct', but a quick turn render is (at times) more desirable than a 'accurate' render.
Is Denoise-ing the only solution to the quick render times? w/ my existing hardware system (upgrading soon)

While I understand that it´s against both, code and philosophy of corona, the lack of options to "fake" (meaning lowering rendertimes for the sake of quality) prevents us in fact from a complete shift. I never managed to get reasonable render times for those semi-realistic or conceptual animation scenes (e.g. showing a technical factory worklow).

And I totally agree, amazing rendertimes could be achieved using that old workhorse using the right setup for scene and materials. Maybe it´s the better to get accustomed to the choice between a fraction of rendertime and the joy of working with corona :) I don´t expect any basic changes here because of the complete different technology. But I can imagine a "draft corona material" which acts simple and fast or has a few "faking options" combined? Don't know if that even makes sense.

Good Luck!



1839
Just wanted to give everyone an update.

Thanks for this and not abandoning the thread. I´m very interested in the final result.

Good Luck!

1840
The problem is, once there is "preserve opacity", someone else will need "preserve bump" and someone "preserve reflectivity", [...]

I think it´s really a difference. Why was "preserve displacement" introduced? To maintain the visual appearance of geometry to be used for various needs. For me, bump and opacitiy is therefore valid in this context while reflectivity and others are not.




1841
[Max] Resolved Bugs / Re: DR strange shifted problem
« on: 2015-09-07, 12:04:47 »
I tried everything I think, removed all camera shifts, the example is using no camera just a perspective render.

There is definitely a bug related to perspective view and DR, I only can confirm that "pixel shift". Workaround for me was using a camera. Because of the fact that almost all scenes (including mine :) use a camera it may has been undiscovered by most people. Had no time to track the bug down and report it properly, but I sumbitted a similar report which is surely related to this problem on mantis already in April(!) this year - no response or even assingment so far:

https://corona-renderer.com/bugs/view.php?id=910

Well that was Corona 1.00 and I haven´t testet it with any current version yet.

You said, you had that pixel shifts also using a camera? Can you confirm that again?

As for your VPN: My Guess is that you have a routed VPN, not a bridged one so that network broadcasts packets do not reach all nodes (I think broadcasts is what Corona uses to find render nodes). This is a common setup to minimize network traffic. In this case the local network IP differs from the remote one and broadcasts do not work, you have to manually assign the IPs as you did it.

Good Luck!


P.S.: Topic should be moved to bug reporting -> dr bugs



1842
Gallery / Re: CGDIGI Corona render sketchbook
« on: 2015-09-03, 10:22:13 »
[...] Is this 3d model or cutout person?

I guess it´s just a chromeball probe of his desk in the environment map. I would realy like to have probe projection in corona bitmap as environment mode. The only way at the moment is using V***-HDRI as far as I know. Please someone correct me if I´m wrong (I would like to be wrong in this case ;)

Good Luck


1843
It´s always cleared after rendering, canceled or not.

Similar/dupe already reported on mantis:

https://corona-renderer.com/bugs/view.php?id=1145

Good Luck!

1844
[... ] Neither reduced the appearance of the seams.

Back in dark win32 ages with 2GB limit I found a very basic line of code, extended it and wrapped all into a Maxscript GUI. This script uses rendermode #blowup + region.

I don´t know who had this idea in the first place so I will provide the full script here for you and others.

I just checked it with corona and it seems to work. Haven´t used it since Win32 times so there may be improvements to do. I can faintly remember that I always had issues with standard #crop and for this reason changed to #blowup + region (I don´t think it´s a corona problem you have. What´s the result using scanline renderer?).

Restriction of the script is obviously that number of tiles x and y are always the same. So in your case you have to render 768x510 with 9 tiles.

Good Luck!



Edit: Attaching v2.21 where UI size cap is raised to 2^16 (65536). Will maybe revisit this in 10 years to set it to 2^17 :)



1845
[Max] General Discussion / Re: VrayHDRI
« on: 2015-08-10, 20:32:52 »
Probe projection? Who use mirror ball made hdr maps anyway? :]

Me. To some degree. It´s not about HDR but it´s the projection I need:

For quick´n dirty reflections we usually take a single photo with a circular lens. Take a photo, extend the canvas in PS or whatever application so it meets a mirrorball FOV and plug it into a shader supporting mirrorball projection - ready. No conversion, no stitching, no postwork for the environment at all - just one photo. Enough for reflections when you do e.g. archviz projects where the counterpart is important and would be (and should be) visible in reflections.

Right now VRayHDRI is the only way to do that in Corona afaik, please correct me if I´m wrong. I´d love to see "Mirror ball" in the Environment mode dropdown of CoronaBitmap for this reason in the future.

Good Luck


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