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Messages - TomG

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5521
[Max] I need help! / Re: Velocity Pass Problem
« on: 2017-07-06, 15:12:57 »
Could this be the Offset? I don't have RSMB to test, but I remember a note from earlier "Corona outputs vector data with 0 velocity as black - so values go into positive and negative direction from there. Reelsmart expects data with a midpoint at grey (from the old days when nobody knew what floating point data is). "

You could inspect the "black" areas to see if there is data there (right click on the VFB to inspect the pixel), negative values in effect that won't show (and is not what RSMB is expecting). I can't test, but adding an offset of 0.5 in the Velocity pass settings should correct for that - anyone with RSMB able to test? Also, just to clarify as you have mentioned Fusion and RSMB, it is RSMB that you are using?


5522
Hardware / Re: Personnal render farm.
« on: 2017-06-28, 19:56:34 »
More RAM is always better where possible. All depends on what scenes you are rendering of course, and only you can be the judge of that :) My two render nodes only have 16Gb and I've not had any problems, but it does all depend on the kind of scenes you render.

5523
In the video he does add a Corona Displacement modifier after the native 3ds Max Displacement modifier, and at the moment there is no Corona Displacement modifier in Cinema 4D, however you should be able to achieve all the same effects with C4Ds native Displacer (including stacking two of them so that you have the two different displacements happening).

5524
Hardware / Re: Personnal render farm.
« on: 2017-06-28, 19:31:11 »
For rendering with Corona, and as a render node only, the graphics card will make no difference :) So no need to change it.

5525
There's no displacement in the Max volume material either :)

The displacement in the tutorial isn't done through the material, but as a modifier to the object. The equivalent in C4D is the Displacer, screen grab attached, and handy tutorial from Greyscalegorilla is here:


5526
[C4D] General Discussion / Re: Lightmix
« on: 2017-06-28, 15:09:03 »
You can add multiple lights to one LightSelect - you group them by how much control you want over them. So for example if you have three spotlights in a room, and you want to adjust their intensity and color in LightMix all at the same time, you can add them all to the same LightSelect. If you want to adjust them individually, you'd add them to separate LightSelects.

LightMix shouldn't have a significant effect on render times, but it does affect memory requirements - and if that takes you over the limit of the memory your machine has available, then it will affect render time, but not because of the LightMix itself as such but because the machine has run out of memory. (This is another reason that may play a part in how you decide to add lights to the LightSelects, as each extra LightSelect will require additional memory, so you may decide to group some lights into the same LightSelect, to give up a bit of individual control but reduce memory requirements).

I hope this helps!

5527
[C4D] General Discussion / Re: Lightmix
« on: 2017-06-28, 14:05:13 »
The video tutorial should explain it, let me know if anything is unanswered after following that!


Thanks!
  Tom

5528
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-06-22, 21:00:28 »

Q. Pluging the material into the mr parameter section of H&F mod doesn't take affect.
AFAIK, pluging a VRay mat in works (been two years so I forget). So basically my Q. is how do you use new Corona Hair Material with the hair modifier.


If I am understanding correctly, then this would be the relevant answer:

How to use Corona Hair Material on max Hair&Fur? Any tips on Corona -> Hair&Fur workflow?
This cannot be done with Hair&Fur API, I am trying to solve it with Autodesk

Also is noted on the news thread that the new Hair Material doesn't work with the inbuilt Hair&Fur at present (https://forum.corona-renderer.com/index.php/topic,16588.0.html)

5529
[Max] I need help! / Re: Velocity Pass Problem
« on: 2017-06-22, 17:49:40 »
Just to check, was this with the World or Camera mode for the Velocity pass? The Camera is the option for many packages (though different post-production motion blur packages may expect different modes) and I believe RSMB uses Camera mode.

5530
News / Corona Renderer 1.7 for 3ds Max Daily Build
« on: 2017-06-22, 17:31:03 »
Hi all!
A new Daily Build of Corona Renderer 1.7 for 3ds Max is out now, with over 40 improvements! Below you will find more information on some of the most significant new features to help you get started using them:

Full changelog available at:
https://forum.corona-renderer.com/index.php/topic,15845.msg104095.html#msg104095

How to install daily builds:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015

IMPORTANT NOTE BEFORE YOU TEST:
Due to the significant changes in 1.7, scenes saved with 1.7 are NOT backwards compatible with 1.6.1 - if you save a scene using the 1.7 daily builds, you will not be able to open it with 1.6 or 1.6.1 installed.

What's New:

Hair and fur support
Ornatrix, Hair Farm and Native Hair&Fur are supported. A new Corona Hair Material has been added though this is still very much a work-in-progress, and this material does not currently work with the native 3ds Max Hair&Fur.


Some test renders by Luc Bégin (user Bigguns) are attached, you can see more test in the original thread at:
https://forum.corona-renderer.com/index.php/topic,16581.0.html

Bump Converter
If you've ever run into some maps looking different when connected to the Bump slot of a material, (things like the Cellular and Marble maps are examples), this new Converter solves that and lets you use almost any map to generate Bump. It also has the ability to vary the strength of the bump, and to blur the map.


UVW Randomizer
Similar to the familiar MultiMap, the UVW Randomizer allows you to randomly affect UVW scale, rotation and offset based on material id, object id, per instance, etc.




MultiMap Blurring
You can now set blur amount for all maps plugged into the CoronaMultiMap at once instead of changing it for each map one by one.



UHD Cache and LUT asset tracking
This means that these files get packed when archiving a scene, they can be retargeted, and there is a warning on opening the scene if they are missing.


VFB Stats tooltips
Tooltips are now provided for each of the stats shown in the VFB Stats tab - if you're not familiar with what the stats show, these will tell you!


...and a lot of other improvements!
These include various speed improvements, fixes to the Corona Image Editor, fixed unnecessary restarts of IR when navigating in the Slate Material Editor and more - full details in the changelog.

5531
[Max] Resolved Feature Requests / Re: Create Watermarks
« on: 2017-06-21, 21:49:20 »
I wonder who will be the first to ask post to facebook button in Corona VFB? :]

That's not a good idea.

As for adding a Post to Instagram in the Corona Image Editor so you can use all its filters and effects on your photos, well that's a different story! :)

5532
Apologies, you are quite correct - decreasing and >Scene does change the light intensity, but increasing and >Scene does not, thank you for sending the test scene!

5533
Been doing some testing on various issues, using the CXR uploaded by Jtveclipse12, here are my results so far:

- Is tone mapping done in the CIE saved to the various file formats?
It is for me, tone mapping done in the CIE definitely shows in the saved images in all formats.

- Why does the EXR look different?
What are you using to load the EXR into Photoshop? In my tests I have used EXR-IO. I do see a slight increase in contrast in Photoshop compared to the CIE (if I screen grab both and overlay them). I also opened the EXR in Qt4Image, and I see that it matches PS. If I open the saved EXR in the CIE, it looks the same as the original CXR looked (that is, "less contrasty" than the EXR opened in PS or Q4T). 32 bit EXRs can be handled a bit differently by different applications. We'll keep testing - let me know what you used in PS to open it.

- Why do EXRs saved from the CIE not open in After Effects?
It opened for me. Could a sample "problem" EXR be shared with us?

- Why does the background image change in intensity?
When the CIE saved the EXR, it premultiplies the alpha. This is what the standard for EXRs says - however, my understanding is that almost no other software follows that standard.

- Saving to PNG from the CIE
I have noticed one new thing here while testing. After Denoising in the CIE, if Blend is greater than 0.0, the transparency in the PNG is 254,254,254 for solid, and not 255,255,255 (in PS, can extract this info by Layer -> Layer Mask -> From Transparency, then turn off the RGB and view just the Layer Mask in the Channels, then use the colour inspector on the "solid" parts).

This doesn't happen if no Denoising is done in the CIE (save without denoising, or load a CXR that was Denoised in the VFB), nor does it happen from the VFB. We'll investigate further. The upshot there is that darker areas in a PNG may look a little less dark in Photoshop, as it is displaying a small portion of the empty checkerboard behind it.

Counteracting for that though, the PNG from the CIE is the same as the JPG from the CIE, and both are the same as how the image looks in the CIE. So only EXRs loaded into external applications show a slight increase in contrast.

- Handy hint!
If you post comparison images, could you post them as separate images please? It allows easy overlaying of each one and then flicking layers on and off to make differences more noticeable :) Thanks!

More info as we do more research, and any feedback, tests and input welcome too! Thanks!

5534
The Beauty pass is always unaffected by LightMix, that is correct behaviour :) Only the LightMix pass is affected by LightMix.

When you bake to scene, you need to re-render again to see the changes (which now will show in the Beauty pass since the lights themselves have had their values adjusted). I did a quick test and increased a CoronaSun in LightMix to 10 from 1, used the >Scene, re-rendered, and Beauty pass correctly showed the Sun now 10 times brighter.

Can you provide more information on what you are experiencing? Are the results you describe after re-rendering? Is it only for certain light types?

5535
[C4D] General Discussion / Re: Volume glass
« on: 2017-06-20, 16:23:01 »
Absorption in the Volume part of the Corona Material. Adjusting absorption color and distance will allow you to tweak the result to your needs, depending on object scale etc! Sample image was just 2 passes, and I left reflection off to show the absorption more clearly, for glass you would of course want reflection too.


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