Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - loocas

Pages: 1 ... 3 4 [5] 6 7
61
Remove all main background settings from Corona dialogue, use 3dsmax's entirely

This!

Second problem: What should be overridable on per-material basis? Only reflections? Reflections&refractions? Direct rays (what is seen through transparent materials)? What is seen on diffuse surfaces?

finalRender can override per material all reflections, refractions and GI, but I've personally never used the GI override, to be honest. So my vote would go to only Reflect/Refract overrides per material.

And the last problem is how to implement the per-material overrides in GUI. One possibility is to add map slots for all of them. Other possibility is to create a special Corona map that will have the different slots for different overrides. This was proposed by somebody (I dont remember who) as easy way to intechange prepared "presets" of backgrounds.

See attachment.

Third problem: Implement individual overrides or "override shader" texmap? Which is more user-friendly? Do the override shader also for global overrides?

Don't mimic mental ray. :) Use direct overrides, not specific shaders. ;)

62
But seriously, ask yourself a question. Have you ever personally in your professional career needed to override environment per material? Like if you have 2 spheres in same scene, and each reflects different environment, or they both reflect same enviro but one of them refracts something different.

Yes, many times.

As explained via skype. When I setup my shot and everything looks cool, for examply my chrome reflects perfectly fine my HDRis, but my glass looks a bit flat, so, what I can do with a per-material override, is to copy the same HDRi, offset it, or even crop it a bit and apply it only to my glass materials.

Arguing against this option is pointless. It's an option to those who need and use it. Period.

63
[Max] Feature Requests / Re: The most wanted feature?
« on: 2012-09-20, 10:40:16 »
Little note: One of effects of Bidirectional PT is lot faster caustics without fireflies or sample clamping (intensity bias) ;)

Caustics are a super useless feature. :) I have never seen them being used in actual production.

They look super sexy on test and promo renders, though. But in real production... they're worthless.

64
[Max] General Discussion / Re: Renderfarm
« on: 2012-09-18, 00:32:28 »
Guys - just wondering if anyone has a renderfarm with corona up and running - ideally max 2013. May have a potential 1080 animation to run :)

I do. :) 10 machines only, though and it's getting a bit busy here now, but I might be able to squeeze a few frames from the farm for you, if you want? ;)

65
Gallery / Re: Mercedes SLS
« on: 2012-09-16, 10:39:42 »
Looks a bit blurry and lowres...  some post added?

Yes, CC and some touch ups.

Blurriness comes with the DOF, I suppose. And the compression here. :D

66
Gallery / Mercedes SLS
« on: 2012-09-16, 00:38:54 »
I converted all my finalRender materials to CoronaMtl for this quick test render to see how fast it can be rendered in Corona at full quality.

20 minutes was set for the rendering and I'm quite impressed. All the more since this is the assert version (presumably 40% slower than the real deal!)


67
[Max] Resolved Feature Requests / Re: My few feature wishes
« on: 2012-09-15, 17:39:45 »
Corona Mask RE - add a feature to select objects directly, not just GBuffer values.

Sorry, got it working. It wasn't as obvious at the first try.

68
[Max] Resolved Feature Requests / Re: My few feature wishes
« on: 2012-09-15, 17:39:08 »
Blend shader (two shaders or more, like V-Ray blend) is more than enough.

I dissagree. :) If it wasn't helpful and useful I wouldn't ask for it.

69
[Max] Resolved Bugs / Re: Bug reports by duber
« on: 2012-08-28, 22:16:31 »
as for the VFB not showing: what if you press the show VFB button in settings?

Nope, doesn't work.

70
[Max] Resolved Bugs / Re: DOF still too noisy?
« on: 2012-08-28, 22:14:18 »
Hi,
I'll look into it when I have some time, can you send me this scene in the meantime?

Sure.

71
[Max] Resolved Bugs / Re: DOF still too noisy?
« on: 2012-08-28, 15:02:36 »
GI secondary and primary set to Path Tracing, gi samples set at 4. Way too noisy for a 20 minutes render.

72
[Max] Resolved Bugs / Re: DOF still too noisy?
« on: 2012-08-28, 14:41:27 »
Both primary and secondary GI at PT and GI samples at 4?

Nope, the default: primary - PT, secondary HD Cache, samples at 16. Also, I'm using a box image filter (width 2, blurring .5)

Here's a render that took 40 minutes to render.

73
[Max] Resolved Bugs / DOF still too noisy?
« on: 2012-08-28, 13:37:52 »
Can anyone help getting rid of noise when using DOF?

I let this super simple scene rendering for 20 minutes and the noise in farther areas is still too strong.

Almost everything is set to defaults in Corona.

74
[Max] Resolved Feature Requests / Re: My few feature wishes
« on: 2012-08-28, 12:33:48 »
Another wish:

Bokeh to accept colored images as custom shapes for achieving more complex lens effects.

75
[Max] Resolved Bugs / Re: Bug reports by duber
« on: 2012-08-28, 11:48:16 »
App crash:

File: c:\Corona\src\CoronaCore/misc/multithreading/SimpleLock.h
Line: 51
Condition: !isLocked()

Pages: 1 ... 3 4 [5] 6 7