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Messages - Stefan-L

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ah that's great news, long awaited - thanks a lot!

on a side note: As far i see from Maya/Houdini Chaosgroup announcements for V-Ray, V-Ray 5 added random walk some time ago in the new Subsurface scatter in in the new vray 5 material.

as vray 5/6 and corona 8/9 share a very similar material setup/features (mostly only different gui), i thought the new SSS also on Corona is random walk based?
i might be wrong of course, maybe the Corona team can answer that?
i also think random walk is nothing special fast if calculated precise. (maybe faster on gpu of course)

overall in RS p.e. some parts render fast for sure being gpu based, but other stuff and gui, like having just a few big 8k textures bring it here down to be very slow(2080ti), material previews are super slow, etc.
so i think which engine suits best very much depends what one needs, depending the type of work.
for me corona is still by far the winner for archviz at least.

what i woudl hope most is speed up of DOF, here vray is much faster yet with almost no speed hit, while in corona it seems to cost much extra time (while slower in other parts)

[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: 2023-01-17, 17:58:59 »

[C4D] General Discussion / Re: Realistic sand/powder
« on: 2023-01-15, 00:29:48 »
yes displacement, maybe even in c4d via the displacement modifier (using corona displacement for the fine sand grain).
for sand grain see to use/make a 8k texture or more

[C4D] General Discussion / Re: Realistic sand/powder
« on: 2023-01-11, 20:16:54 »
"When you propose coloured grains you mean i use actual geometry?"

no geometry, i mean a bitmap texture for color, and another bitmap for the ultra fine displacement

(dont use noise this tends not to work good with very fine details)

yes, i meant it more as feature suggestion:)

[C4D] General Discussion / Re: Realistic sand/powder
« on: 2023-01-11, 12:31:55 »
a small fine displacement and bump mapping, with coloured grains as diffuse should do this relatively easy i think

[C4D] Bug Reporting / AO max distance texture
« on: 2023-01-09, 15:07:32 »
i found some behaviour which i think might be a bug:

in corona AO shader, if you place a texture in the "max distance" texture slot, the range gets set to 1cm(1unit) not to the value that is set.
so it seems it takes the texture values only from 0-1cm, not between 0 and the set value(i have set 20cm).

to make the setting usable with textures the texture value should range from 0 to the set value, in my case 0-20cm i think.

can someone confirm this, or do i oversee something?


EDIT: it works if i use hdrii values, but this isnt the ideal workflow obviously to add some grunge/irregularities

[C4D] Feature Requests / Re: Vantage for Corona
« on: 2023-01-06, 23:47:42 »

well it is just my opinion, but this is what i think could make the image better:

1) the materials look not really good yet, several textures are not realistic, the wood of furniture and floor are in bad in scale, to big and too small on floor, the tiles look artificial and unreal,  (partly also bad textures. in my eyes textures made in substance tends to look often unreal for architectur) better use good quality bitmaps etc, built/tune the shaders in c4d -we also make mats with our inhouse tools in c4d, always from real photos/photoscanes (we us tools like q-tilepro, but you can also use psd.)

the reflections of the materials seem not good, sometimes to shiny, too strong. reduce the default ior of the new physical material for most real world materials. 1.6 is too much for most things.

the gold looks overexposed, add imperfections to break up highlights and reflections

see the mapping is made better, like the marble on the sides or the wood on the chair show issues

2) the light seems unbalanced and not so generating a nice mood. too much light is coming from the camera direction. the lights on the left seem to bright for the image and get too important. try to build up a hierarchy on the light sources to generate a nice and balanced mood. shadows and contrast are very important for an image.
try to think like a photographer

3) use tone mapping. usually no more post production is needed if the render is good. use contrast and curves, maybe the new ACIS OT or, for sure nice LUTS. we also always use the curves to fine tune the exposure and look. try to avoid or minimize post production.(maybe only some light room like tunings if at all)


yes this is the button i mean,
i found out what my error was, one needs first to activate the curve effect, only then the drop down loads and can be loaded

thx for help!
now i only hope a bigger curve window option is added, to be able to work precise with it:)

+1 yes scatter by color would be very very cool. i think 3dsmax has that already?

p.s.: i also find no way to load or save a saved curve as this was possible in corona v9? there is a button that should do this i think, but it doesnt open any open save options or dialog?

[C4D] General Discussion / Re: Material Library - tex path
« on: 2023-01-03, 12:59:45 »

i use the new assets browser and place the mats and assets we want to use on all pcs inside my own database, which is on a shared/synced drive,
all other computers, also on another synced office location sees and can use them.


i think a kind of "bias" or sensitivity setting would be helpful. so it can ignore super fine details

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