Author Topic: romullus wips  (Read 228289 times)

2015-03-19, 23:42:41
Reply #150

Ondra

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Portals work best with:
+ small openings
+ small number of windows
+ simple scene
+ constant/LDR environments

Portals work bad with:
- complex scenes (many rooms with windows)
- sharp HDR maps (HDR maps with sharp illumination peaks - those that cast shadows)
- large/multiple windows

Sun is not influenced by portals.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-20, 02:27:16
Reply #151

oncire

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Portals work best with:
+ small openings
+ small number of windows
+ simple scene
+ constant/LDR environments

Portals work bad with:
- complex scenes (many rooms with windows)
- sharp HDR maps (HDR maps with sharp illumination peaks - those that cast shadows)
- large/multiple windows



Sun is not influenced by portals.

great tip ondra.. will follow this tips in my next project

2015-03-20, 09:20:04
Reply #152

romullus

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Invaluable info indeed. Thank you so much!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-03-20, 12:28:30
Reply #153

maru

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I did a small test but the difference isn't so noticeable as in your post. My scene is probably much different than yours, but maybe there is some other issue in it?
Marcin Miodek | chaos-corona.com
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2015-03-20, 12:56:47
Reply #154

romullus

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As i said, some portals were shifted. Probably this lead to additional noise. After i fixed portals position, difference in noise became similar to your examples. I guess it means that everything is fine here :] Anyway, i delted those portals after Keymatser's explanation.

And of course, thanks for helping!
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2015-03-20, 16:13:17
Reply #155

Stan_But

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I notice portals need in testing in each different scene
Sometimes even with huge windows renders looks better with portals than without them

2015-03-20, 16:17:18
Reply #156

maru

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I notice portals need in testing in each different scene
Sometimes even with huge windows renders looks better with portals than without them
I'm not sure what you mean but renders shouldn't look different with or without portals, just refine faster/slower.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-03-20, 16:38:03
Reply #157

Stan_But

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I notice portals need in testing in each different scene
Sometimes even with huge windows renders looks better with portals than without them
I'm not sure what you mean but renders shouldn't look different with or without portals, just refine faster/slower.

I mean exactly getting noise free image faster/slower
Sometimes portals looks cleaner even with huge windows. For example I faced with it in scene where windows were 50% of ceiling and one whole wall

2015-03-20, 20:39:05
Reply #158

Ondra

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I'm not sure what you mean but renders shouldn't look different with or without portals, just refine faster/slower.

this is strictly true only when rendering in unbiased mode. When MSI is used, the overall intensity could be affected, but it should not be huge difference, and should be only difference in overal brightness, no splotches/artifacts.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-23, 19:17:02
Reply #159

romullus

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Just some quick doodles with Corona volume material:
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2015-04-17, 12:07:35
Reply #160

romullus

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Decided to revisit my galvanized steel material. I managed to significantlly simplify material tree (from 8 procedural maps down to 3) yet leaving same visual appearance.

This is brand new shiny steel mat. Next will be aged/oxidized one.
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2015-04-18, 05:32:02
Reply #161

Caue Rodrigues

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amazing Romulus!

2015-04-23, 17:57:13
Reply #162

Alex Abarca

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is the sick!

2015-06-04, 21:10:25
Reply #163

romullus

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Tried to create braided steel hose material. Not satisfied with results, but i kinda stuck so i leave it as it is for now.
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2015-06-18, 09:09:32
Reply #164

Ando

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Your galvanized steel material is awesome! Can't wait to see the aged next..