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Messages - Matej Ovsenek

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16
same problem with max 2014 here... i hate it... a lot.... i use numerical keyboard all the time and it's frustrating when settings reset to previous values...

17
General CG Discussion / Re: Marvelous questions
« on: 2016-04-13, 20:44:54 »
Just saw that link link. Go with rommullus' tutorial suggestion.

18
General CG Discussion / Re: Marvelous questions
« on: 2016-04-13, 17:44:29 »
you should create another pillow inside the pillowcase and add pressure to both (or more) patterns. adjust as needed, depending on the fabric you use. the inside pillow should inflate and create the filling.

19
[Max] General Discussion / Re: Bucket Renderer in 1.4 ???
« on: 2016-04-12, 18:13:17 »
just saw this:


I am calm now. :)

great work :D

20
[Max] General Discussion / Re: Bucket Renderer in 1.4 ???
« on: 2016-03-29, 10:02:53 »
I totally digg ya but let me try to rephrase my point in a different way so maybe you'll understand what I am talking about.
.....

I still didn't get from your explanation the advantage of bucket mode.

Almost sounded like: If I render with progressive mode I need to wait 10 seconds until the render region clears out, but if I render with the bucket, I need to wait 10 seconds until the render region in the bucket clears out. So it's better.
Because 10 seconds are faster than 10 seconds. Or something :)

sounds almost like superstition :)
A similar case like this was some years ago on Steinberg forum. They changed the skin and UI colors for Cubase (audio multitrack app). And even though the engineers and programers themselves told the users the audio engine is the same, the users there contradicted themselves for days that the new version sounds better, others said no it sounds worse.. and so on)

Don't call something you can't understand superstition, it's just about explaining it simply enough for all to understand.

You're not thinking far enough. You're thinking 100% rendered on 100% of the region. That is the same with bucket and progressive and you are right.

But with bucket you don't need that, you sometimes need only a small fraction rendered on 100% quality, in scene, to test materials.

It takes 10 seconds to clear a region on progressive for 64passess. For the same region, it takes just 1 second to render 10% part of that region on 64passes. By then you can maybe already see, for instance, if your glossiness map is okay and stop the render.... while on progressive you still need to wait the whole 10, maybe 9 seconds to clear the noise in the glossiness for the whole 100% of the image.

This demands for more small render regions that you need to do, the more you need to wait on parsing and building acc structure, so the whole process takes a lot longer.
Bucket mode should be updated to follow mouse ponter, so the checking would be even faster, without the need to do more render regions, and in my opinion should not be discarded as it seems - the lesser option in the adaptivity war.

Because, believe it or not, for some, bucket mode was not about adaptivity at all. I usually rendered 1render pass on 64initial passess, didn't even know bucket adaptivity ever worked...

Someone mentioned IR, but I don't know what kind of hardware you guys use, but on some consumer desktop it's useless for quality control in a built scene, way too many slowdowns, only usefull on shaderballs, small scenes or extremely small regions on large scenes.

If still not clear, .... I don't know how else to explain it without doing some video or a diagram for you :)

You're all thinking "adaptivity war", and me and nkilar are thinking "workflow optimization"

Still, we'll see what 1.4 brings us in terms of everything written on this topic.

21
[Max] General Discussion / Re: Bucket Renderer in 1.4 ???
« on: 2016-03-23, 20:36:06 »
is this for real???

i've read that page and there was no answer or I just missed it.... don't remove bucket rendering please... sometimes only half a bucket is enough to check things... and now I'll we'll need to wait for progressive to grind through the region ? :/

What you'll gain through adaptive, you'll loose on workflow setbacks.

or am I wrong?

22
[Max] General Discussion / Re: Corona 1.3 Benchmark
« on: 2016-03-08, 20:05:13 »
I've run it 2 times, the second time closing all other programs and I got this result.



The first run was at 1:16. After it finished rendering it just kept going for about half a minute, but reported the results with the time it actually finished rendering.

23
Thanks guys, I really appreciate your comments, I'm glad you like it.

Here's a little update on the meadow I've been working on.
I've tested the scattering on some larger planes and made a wider shot to test the materials under a different camera angle. It's got some flaws I've discovered after rendering the whole thing, like the strong reflection on some of the leaves,but still, I thought it was a nice render to share.

After I correct the materials I'll probably place the grass into my blackhouse/Ivy scene and test further there.

24
Hey guys, I've had some time this weekend to try out some groundcover.

The initial plan was to model some trees, but that just takes a lot of tinkering in onyx and I just wasn't up for it this week. So I took it out on the grass.

First, I tried to make my own grass objects, you know: take a plane, apply some bend and twist modifiers, scatter, on a small plane, collapse to single mesh and convert to proxy.. then scatter the proxys on my ground plane. Took a lot of time with disappointing results. Soon I realized all my grass blades were all rooting vertically and then bending. Also the small patches of grass didn't quite cover the ground and I had to raise the proxy count substantially or even paint in the missing patches. It was also horrible on rough terrainn, cause the patches were a bit too big. For the type of grass I was going for (also for close up renders), that just didn't cut it. I tried adjusting that, the results were a bit better, but it still didn't look right to me.

Then, I started searching for some free grass models, that had all the properties, that I was looking for. Those were multiple angled roots, non-circular or non-square distributed models and lots and lots of variation. I found some nice free sample models from Maxtree's MTgrass pack.
The result was nice, I converted the Vray materials to Corona and adjusted them to fit the shader I was looking for. I also modeled some clovers in Cinema4D (I'm a max user for about a year now, so I model faster in Cinema:)) and scattered them using a greyscale map.

The distribution and variance looked way nicer, but mostly flat. I then downloaded two more groundcover models from Xfrog samples site, and redid the process, adding those in.

The final step was to add some rocks. I "modeled" those using the greatest debris plugin out there, DebrisMaker2. I used a single texture, spherical mapped in diffuse and adjusted the reflection and bump a bit.

The shot is very closed, because I'm just using a small ground plane for testing purposes.

The main realization with these tests, (as I initially presumed but was trying to avoid and take shortcuts) was that it's equally important to have or make good, varied grass models, lots of them, distribute them properly, and also have good shaders...
A lack of variance in any of those aspects just doesn't deliver the required results.

It was rendered in 5 hours at 50 passes using a single Intel i7 920 at 2.8Ghz @ 3000x1600px with DOF enabled. I just made some basic color correction using levels and curves.

I'll apply the tested grass to my previous Ivy scene in the near future.

As always, any comments and critique are very welcome.

25
Gallery / Re: just starting playing with corona render
« on: 2014-11-02, 21:33:59 »
I've gotten mixed results using displacement in Vray, haven't yet tried it with corona. Usually, when I subdivided the polys a bit more, the displacement subdividing and presampling took less time than with a non-subdivided surface. the render was about the same. Also, lots of good displacement requires large displacement maps, that take a lot of memory resources.

With this much memory, you can try and subdivide the object as much as needed, use Displace with the map you were using as displacement, optimize it and collapse the modifier stack. I see you have lots of repeating objects in your animation, you could then scatter them using corona proxys. That shouldn't take much ram and you should not have any problems with displacement. Should also render faster.

26
My material made with a black wood texture from cgsource

27
Gallery / Re: black wood ambient
« on: 2014-10-24, 18:21:54 »
First of all, pmcf1981 nice looking renders:) Was there a lot of cleanup to do in the DOF noise or did it handle well? Being a Corona beginner myself, I'll have to check some settings to sample DOF better.

Second: Doing DOF in a render pass is never a good way to go, so if you have time to wait, as renders usually take a bit longer with DOF, you should wait :)
The problem is, when taking pics/render with DOF, the light is "curved" around objects, or better - because of the size of your aperture (fstop) there are rays shooting out of the camera in a larger area... so it captures more information around the back. The render engine knows that, while if you do dof in post, there isn't any information in the image about the stuff behind the blurred object, so it only blurs where the frontal object would be, without the info behind it... I guess kinda like a pinhole camera, where there's basically infinite depth of field. I've explained the way I understand it... I remember reading about it somewhere but have no idea where...

28
Thanks everyone:)

I felt obligated to upload this little update with fixed leaves as per your suggestions. I also added some older leaf shader to the older branches at the bottom with adjusted translucency and diffuse compared to younger leaves and just mixed the two materials together using a blend material.
I'll probably tinker with onyx and some generic trees this weekend. Stay tuned.


29
Thanks for the comments and that tip guys!

@Juraj, lacilaci, Roland I'll definitely change the leaves first thing, you're right.

@Tom as soon as I have some spare time. The thing is, I've been meaning to model some decent grass with a fair amount of variety that I can use in my renders... maybe this'll be the time.


30
Hey guys...

I've just started testing Corona about a week ago and must say, that I'm really surprised by its simplicity and how fast you can get things done. Coming from Vray, I wanted to test the translucency on various types of foliage, since I've always had a hard time achieving the right balance with it in Vray.
Anyway, here's my first render, testing the IvyGrower on some simple model with Corona and IBL. Any comments and critique (help) are very wellcome!

More images to come, once the project progresses a bit further, such as grass, trees, bushes and maybe some overall exterior shots.

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