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Messages - maru

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12781
Work in Progress/Tests / Re: Juraj's WIPS/Theory/Questions
« on: 2013-11-16, 23:09:54 »
By resources I meant textures/backgrounds/models. Usually the good old rule applies: expensive or shitty. :)

12782
Work in Progress/Tests / Re: Juraj's WIPS/Theory/Questions
« on: 2013-11-16, 19:33:53 »
Juraj, is there any website with free resources you would recommend?

12783
Gallery / Re: Studio oject render
« on: 2013-11-16, 09:51:32 »
I concluded this from others' comments. My bad.

12784
Gallery / Re: getting the hang of corona
« on: 2013-11-16, 09:47:26 »
Good example why you shouldn't use AO for walls. :)

12785
Gallery / Re: Studio oject render
« on: 2013-11-15, 18:53:16 »
So many years i try to force Vray to do that..

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i use vray since its first stable beta. And i know what i'm talking about.

No offence, but considering these two posts it's a bit strange you didn't know about "reflect on back side" and "refl/refr cutoff" for glass.

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A correct comparison was not my intention..

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I just wanted to show how Vray and Corona draws a glass in a normal situation.

If you want to show how Corona and Vray do the same thing, then why won't you want to use correct comparison? I want to see it because it's really interesting. Please make a comparison of EXACTLY the same scene - preferably with exactly the same lighting (use emitter geometry or area lights with physical units) and then we will talk. :)

I suspect there might be some differences in how filtering works in different rendering engines - how it treats areas smaller than one pixel.

12786
Gallery / Re: Corona Trial Run
« on: 2013-11-15, 18:40:25 »

so should i let it run for like  80-90+ passes ?
it wont be grainy then ?


There is no rule for this but in most cases you should be able to have acceptable results after about 100 passes.

12787
Gallery / Re: Studio oject render
« on: 2013-11-15, 15:11:05 »
To have realistic glass material in vray you should:
-enable "reflect on backside" in material
-set "reflection cutoff" and "refraction cutoff" to 0
-increase max ray depth in render settings
-remember about proper fresnel reflections and IOR, absorption etc depending on your material

There shouldn't be much difference in quality - it's simply raytracing...

12788
I don't think it's a good idea and I doubt Keymaster would like it. Just wait for better adaptivity - it should ignore well rendered areas and focus on noisy ones.

12789
Looks like your CPU isn't greatest for this kind of renderers.

Also read this to get maximum performance:
http://corona-renderer.com/wiki/performance_debugging

12790
drop down the modifiers list and keep pressing "c" until you see it :)

12791
[Max] I need help! / Re: Help please
« on: 2013-11-13, 22:12:25 »
Maybe environment background is wrang?

12792
Gallery / Re: First exterior test
« on: 2013-11-12, 20:44:20 »
Nice to look at. I think you could work on your textures and post-processing because shadows seem to be a little too dark. You can use camera correction modifier to straighten vertical lines.

---

Miłe dla oka rendery. Myślę że można by popracować nad teksturami i post-processingiem bo cienie wydają się trochę zbyt czarne. Możesz zastosować modyfikator camera correction żeby wyprostować linie pionowe. :)


12793
Gallery / Re: My First Corona Renderer Image
« on: 2013-11-12, 20:40:27 »
In my opinion - much better! What are those spots on the table?

12794
Gallery / Re: My First Corona Renderer Image
« on: 2013-11-11, 21:16:31 »
I don't like it. Something is completely wrong with edges of the branch (probably faked dof), flowers look like pieces of paper/plastic glued to the branch, post processing is too heavy, reflections on the table are not blurred which is inconsistent with dof.

12795
Gallery / Re: Freakaz's Gallery
« on: 2013-11-11, 13:34:02 »
Yeah, your "tests" look much better than most of images submitted to gallery section. :) There are some minor issues like chair's base intersecting with carpet and I'm not sure about the blueish glow effect on chair in the last render. But still, great renders!

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