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Messages - Alessandro

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61
[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-18, 15:55:22 »
Btw, Corona bitmap is the left half.

Ahah, I was almost sure about this ;D but, did you use standard default values for both? Can we see the map you use? ;)

Btw, here we use to call this kinda research "pippe mentali" that means more or less mental masturbation, but actually in some particular scene, as Polimax one, it can give quite different results...

Edit:
also, I've just open your scene, you are using the map (lost ;) ) as diffuse, have you tested it  as bump?

62
I am getting completely different results. Is this 3ds or C4D? Can you show material setup screenshot or post your scene in max15 or older format?

+1, max 2015 corona 1.01, it runs correctly

63
[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-18, 15:30:15 »
Hey, I checked and I can't produce such visible differences between standard and Corona's bmp. Here are my tests. Can you guess which one is which? :) Used different variations of filtering blur, colored and greyscale images, bump and diffuse. Any advices?
Maru, really you can't see any differences between the 2 sphere in the first image? IMHO it seems you use two different picture for bump, the left one is a lot more defined than the right one, and this is probably more evidenced with a glossy material.

64
[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-17, 16:48:47 »
I find a very little difference using a jpg prepared to be used as bump (the bw map) and a large difference using the diffuse map as bump (colored map). All parameters are as default.

Btw, Corona 1.01 on max 2015.

65
[Max] Resolved Bugs / Re: Bump map and smooth surface
« on: 2015-06-09, 18:06:41 »
Currently the only solution is subdivide your mesh, AFAIK. Yes, i'm aware that's not always possible, but we have to live with it.

As for your example, such prominent effect better be done with displacement anyway.
The cylinder has 200 segments, and this not solve anything. I agree that for a so strong bump is better to use a displace.
I also agree we can live quite fine also with this ;)

66
[Max] Resolved Bugs / Re: Bump map and smooth surface
« on: 2015-06-09, 16:00:00 »
Stronger bump would always intensify this effect. I don't know what's the magic behind this. Ondra could surely explain the technical reason.

Everything with geometry normal facing away from sun will NOT get any lighting because shadow ray would be generated under the surface, travelling through the cylinder object and hitting its backface when resurfacing.
Everything with geometry normal facing towards sun can get lighting. BUT the amount of lighting is dependent solely on shading normal. If it would be dependent on geometry normal, the bump map would have no effect, because it can only modify shading normals.

So: lighting amount depends only on shading normal. Geometry normal only has on/off effect. So there is sharp jump where geometry normal cuts off all lighting. Without the bump mapping, shading and geometry normals are almost identical, so the "amount" and "on/off" effect work together as they are supposed to.

Well, that's a great technical description of who it works. It can be good to understand, but it cant be an answer to a problem. Don't be afraid for this, but one thing is to understand who the software works, one other thing is to work with the software ;)
I can be happy to have your technical description, but if it does not solve the problem I think we can't name it as a "Resolved bug".
I have had some discussion (very interesting technical discussion) with Master Zap about some Mental Ray artifacts, he always have given me amazing technical reason for this, but no practical solutions. One of the reason why I choose Corona is about it's way to solve a lot of situations in a very easy and "natural" way. So, please, with a lot of respect for you, don't give me a technical reason for a defect, give me a solution ;)

Btw, without bump it works good. With bump it works good in surface with no bump effect, but it works wrong (sharp) in bump effect, as you can easily see it on the bottom of the cylinder. If it is known limitation, I'll wait for a solution. If it's me, happy if you will correct and teach me the right way ;)

best regards,
alessandro

Edit: sorry to have this late to give this answer, I've lost your one...

67
[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-08, 09:34:06 »
"Future native support of 3ds Max Bitmap (3dsMax bitmaps will be internally converted to CoronaBitmaps on each render)"

About this, now Corona bitmap let us choose sampling method. How will we does this in future scenario? Why don't leave a Corona Bitmap if it works better than Max standard?

68
[Max] General Discussion / Re: Re: Daily Builds
« on: 2015-06-05, 17:01:52 »
OMF... i didn't know that max's bitmap behaves like that. Oh well, i withdraw my support to Alessandro :/
Too late. ;P

Btw, i know it's max way to treat tiling, I just ask to be better than max. But, considering that corona bitmap will be integrated (so we will use max bitmap and in render time corona will do the rest) there are no reasons to work differently from max.
What about to give an end to this discussion?! ;) Thx all.

69
[Max] General Discussion / Re: Re: Daily Builds
« on: 2015-06-05, 14:38:49 »
If you show me practical logical case, where it is good to have mirror tiling enabled, but not seeing that it is mirror tiling in the material editor preview, then i will admit i was wrong.

Rawalanche, my problem is not to see something special in preview. My problem is this: if I have a wood picture of a specific wood size (real world) ad I want to repeat it in a surface mirroring it during repeating in a 3d model, I must indicate double size to have the real scale. And that's all folks. I find a little absurd to use correct real size if I simply tile the map and to must multiply for two the size if I mirror tile it.
In attach a picture to explain the problem, simply selecting mirror tile in U axis the bitmap scale change. That's wrong in my mind. But maybe it's me.


70
[Max] Resolved Bugs / Re: Corona Bitmap
« on: 2015-06-05, 12:08:16 »
Yes, my test was made with default values. Same scene, without filtering, results are 6M with Max bitmap and 7M with corona one.

71
[Max] General Discussion / Re: Re: Daily Builds
« on: 2015-06-05, 11:06:44 »
Flipping map by entering negative value in scale box is as easy as clicking checkbox. It's just one step you have to do. If we improved the mirrored tiling mode in CoronaBitmap, we would make two things significantly harder:

1, Converting bitmaps to CoronaBitmaps (otherwise you would have to convert them by hand)

2, Future native support of 3ds Max Bitmap (3dsMax bitmaps will be internally converted to CoronaBitmaps on each render)

If you know how to use 3ds Max bitmap, then you already know how you flip your map easily. There is a difference between flipping and mirroring.

So to answer your question - it is better to have compatibility with 3ds Max bitmap ;)

Now it'my time for a lesson ;)
Entering a negative value in scale you obtain a mirrored image repeated in space. Tiling with mirroring you alternate mirrored and original image repeated in space. Not two way to obtain the same result, simply two different result.
But maybe there was just an understatement between you and me.

Btw, the second point you've wrote gives a good definitely answer to this question ;)

Thx for your support,
Ale

72
[Max] General Discussion / Re: Re: Daily Builds
« on: 2015-06-05, 09:42:09 »
4. using mirrored instead of repeated tiling works wrong as max bitmap: it use half size scale; can Corona work better than max in this? ;)

It should be this way to make conversion from Max Bitmap to CoronaBitmap easier, and also to make easier to support 3ds Max Bitmap directly in the future. It's not obvious but mirror is actually not bitmap transformation but rather tiling modes. There are 3 tiling modes: No Tiling, Normal Tiling and Mirrored tiling.

To simply flip map horizontally or vertically, you can simply set scale to negative value. So to flip the map horizontally, just set U scale to -1. Works for both 3ds Max Bitmap and CoronaBitmap, but in CoronaBitmap it may still be a little buggy, so give us some time to fix it :)

Dear Rawalanche, thx for the lesson, I know how to operate with bitmap ;) the question is that using mirrored tiling (and we often use it almost in one axis) it use half size scale, and it's very boring...
I can understand that Ondra choose the same way to have compatibility with max bitmap, I'm just asking if it is better to have compatibility or to have a good/logical/easy way to work with. Maybe we can leave the world better as we found ;D

PS: about your "lesson", don't be afraid for may joke ;)

73
One more, cropping. I use it often with Max bitmap.

74
[Max] Resolved Bugs / Re: Corona Bitmap
« on: 2015-06-04, 09:32:49 »
Tested Corona Bitmap with last build - 2015-06-03

1. using real world scale, scale value is wrong. You also don't see the measurement unit you're working with in textbox.
2. preview in viewport doesn't work right with real world scale. With no-real world scale, there is an offset from viewport and render.
3. changing between real world scale and not-real world scale in Corona bitmpa parameter causes an offset in mapping
4. using mirrored instead of repeated tiling works wrong as max bitmap: it use half size scale; can Corona work better than max in this? ;)

Edit:
the rest of the features seem to work properly, I've tried to use the map in all map channel, it works fine, also in env now it works ok!

Edit 2 - the return:
it's impressive how it is faster than max bitmap used in env! A quick example, rays total change from 4,6M to 6,6M with a 5K exr

75
[Max] Daily Builds / Re: Daily Builds
« on: 2015-06-03, 18:00:13 »
Please put all of these in bug reporting section or on Mantis.

Ok. Actually, I did suppose that it's a little bit early to talk of bugs, I consider Corona bitmap in an Alpha stage ;)

Btw, done:
https://forum.corona-renderer.com/index.php/topic,8292.0.html

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