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Messages - burnin

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1141
Like this?



Can also be handy as a helper utility, tho not much in the case of physical (photo-based) approach. ;)
Considering Corona's physical camera properties be aware that DOF blurs up to infinity.
It's not the same as the fake DOF (post fx) with cinema's AR, where you can set max & min for both (front & rear) independently.
Tho you can always generate the depth pass and use that in post for more artistic control.

BTW
DOF intensity depends on:
a) Lenses:
  • Focal Length > Smaller Focal Length = Stronger DOF
  • F-stop > Wider Aperture Diameter = Stronger DOF
b) Film Format (analog) / Sensor Width (digital) > Larger the Film or Sensor size = Stronger DOF

Until IPR comes to play... enjoy Experiencing & Learning photography :D

1142
[Max] I need help! / Re: Light Listener
« on: 2017-09-07, 10:46:49 »
as soon as it doesn't work the way you expect it to (should take you to "let me google that for you") - be wary, you might have some weird stuff on your machine - clean it

1143
[Max] I need help! / Re: Light Listener
« on: 2017-09-06, 14:23:07 »
Go through texts easy... Read & you can find these:

Corona Lighlister 1.2.1 <<<direct link /// posted by cecofuli  (forum post)
Lightlister script v 3.02 <<<direct link /// by Guillermo M. Leal LLagunno  (home site)

About the workings, can't help further, not on max...

1144
[C4D] General Discussion / Re: Secondary reflection layer
« on: 2017-09-06, 13:51:38 »
IMO Layered Mtl is good for the case being, much better option for artistry than just thin film/glossy channel.
For example, layering lets you easily reproduce something alike the Danel shader (3x specularity + 1 reflection). With features proposed user could create much more complex materials/uber-shaders (as you can do now only with maps/textures using Fusion or Layer). It's closest to free material customization without nodes. If it could also support projection/mapping options in the utility then there's also no need for Mix textures via tags. Would make good workflow enhancement and foundation for further development (if maxon someday decides to accept nodes).

i love nodes

1145
[Max] I need help! / Re: Light Listener
« on: 2017-09-06, 12:50:23 »
I see the utility link, however, it brings you here.

https://search.yahoo.com/search?p=%20corona%20%20light&fr=mktg_sgr_off_adm&.tsrc=mktg_sgr_off_adm&pn=yahoo_mobile_us_web&type=pid|1504559029002200000|f63beb54-bc36-4e9f-bbbe-b8500f112fc5&AMPCLID=1504559029002200000
:D nice complication, altho it simply looked like you had more on your mind than what you were seeking for
you were so close, looksy here
"Corona Light Lister"
:)
glad you got that solved
amazing ppl here

1146
[C4D] General Discussion / Re: Secondary reflection layer
« on: 2017-09-05, 15:48:36 »
^Layered material only does a Normal Mix mode of whole materials.

Q: (for developers) Is it (or will it be) possible to have:
a) Other layering options/modes (ie. add, overlay, dodge, multiply, screen...)?
b) Include/Exclude channels (ie. to selectively mix/influence diffuse, reflections, refractions, SSS...)?

1147
[C4D] General Discussion / Re: Portal Placement
« on: 2017-09-04, 22:37:39 »
in Chaos ;)
there are researching & experimenting with some more intricate sampling stuff (Corona got the latest speedup from them ;)

just don't hold your breath yet, for my soon can be years to you
although, if it all goes well, then by the end of the year (maybe sooner) news will hopefully reveal more

merger is good for lovers
:D

1148
[Max] I need help! / Re: Light Listener
« on: 2017-09-04, 22:20:41 »
Listener or Lister???

Better you google some ;)

1149
[Max] Resolved Feature Requests / Re: Denoiser
« on: 2017-09-04, 22:15:36 »
Yes, rendering process needs to be halted for denoiser to start action. After you do the blending in VFB/CIE.

1150
[C4D] Resolved Bugs / Re: MATERIAL OVERRIDE CRASH IN C4D
« on: 2017-09-04, 19:56:49 »
Thanks burnin, exactly my words :-)

Edit: Also, what version of Corona for C4D are you on?

always on the latest, since i only do testing and writing down notes, helps me better manage stuff & be consistent (if i make any mistake is also easier to solve)

1151
[C4D] General Discussion / Re: Portal Placement
« on: 2017-09-04, 19:32:51 »
I would vote for the red one, however the best method if you want to squeeze as much performance as possible, would be to do both setups and compare render quality after the same time limit.

had done that :D
setting so many portals takes quite more time than what rendering with those saves you after
for me, session experienced & lesson learned - one large is enough

ps
openings need larger occlusion/barrier within to be worth splitting a portal into two or more (simply calculate between the area efficiency (gain VS loss) & the time to set consumed)
also, after latest development info, it looks like we are soon gonna be portal free ;)

1152
@cathor
would you mind sharing a scene file? or even better yet, create a thread with an example and everything described (so anyone after can observe & solve an issue)

@Nikola
Thank you

1153
[C4D] General Discussion / Re: Portal Placement
« on: 2017-09-03, 21:59:16 »
one is fine

1154
Chaos Corona for Blender / Re: Key Error
« on: 2017-09-02, 19:34:15 »
Can you post the scene file?

Otherwise go systematically through the scene removing and checking objects, materials, lights... one by one ;)

1155
[C4D] Resolved Bugs / Re: MATERIAL OVERRIDE CRASH IN C4D
« on: 2017-09-02, 19:06:33 »
Can you share a scene in question or describe it in detail with steps to reproduce?
Simple/basic stuff works here.

eg

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