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Messages - arqpv

Pages: [1] 2 3
1
Hey Frood, thanks for your reply!

We use 3ds max 2024, corona12, and we render through Deadline as a render manager. No distributed rendering.
But either if I render locally on my computer, and select my file to save as .exr with automatically add render elements, or if I send it to the farm with the same settings, the outcome is the same.
I'm actually seeing that corona takes the time to denoise at the end of the render, but is just not saving those pases in the exr, as it does with the cxr.

I did a test rendering locally, once saving as .exr, and once saving as .cxr.
the exr file is 133mb and the cxr 872mb. Clearly there's way more layers and information in that one.

Does anybody from corona have a better workflow for what I'm doing or is it just a bug ?
if anybody has suggestions as well, they're all welcome,
thanks guys !

2
Hey guys,

I'm rendering some animations and I'm trying to skip using .cxr format and going straight to exr. It works well except that I'm not getting any denoised passes in the file.
in the render output dialog I'm setting my save file as .exr and in the setup window, I check 'automatically add/remove render elements from render dialog'. So all my render elements are in there, but there's no denoise anywhere.
In the scene tab, Denoising is set to 'corona high quality'.
If I render this as a .cxr, then rename the file to .exr, the passes are there, denoised and regular, an many others that I don't need.

Is there a way to get the denoised passes in the .exr file without having to use .cxr ?
thanks!

3
Gallery / Re: The Pit
« on: 2019-05-13, 14:46:48 »
Beautiful scene!

The concept, light, composition, the cave walls all look great but I would definitely take a little more time to keep improving the copper/metal material, for me it looks too blurry compared to the rest of the scene, maybe that was the point but there's something about the noise applied that for me doesn't look right.
it's the only thing that takes me out of the experience.

Congrats nonetheless, thanks for sharing

4
Gallery / Re: WeWork Food Labs | New York City
« on: 2019-05-11, 14:50:11 »
Wow, I love these! amazing little details hiding in the high rez files, and great interior design.
Just in some of the shots I wish the depth of field was a little larger so we could see more of the detail and not blur it out, for example in shot n5 the metal furniture is out of focus, and taking a photo of it you would've probably focused on that object.
But other than that, top notch work, and thanks for sharing!

5
Gallery / Re: Basketball Gymnasium
« on: 2019-05-07, 02:49:11 »
Well done!

Great clean design. The "new" exterior fits really well imho, gives a nice touch.

I like the mood, well lit, natural filling and interesting composition that makes it a succes.

Congrats from Spain

Thanks for your comment! that means a lot. I think I could spend hours and hours just looking for interesting compositions and trying color palette ideas on my scenes.

How did you execute your gravel? It looks great!

The gravel is just a corona scatter object consisting of 3 piles of rocks, but varying widely in scale,  from 40 to 120%

6
Gallery / Basketball Gymnasium
« on: 2019-05-05, 16:45:56 »
Hey Coronauts!
I just wanted to share this project I've been working on. It's based on an old commercial project of a school I did for an architectural firm, and now I'm getting back to it and polishing it more, with new exterior views.
The gymnasium interior design was loosely based on BCQ architect's sports hall in Olot, Spain, but on a much smaller scale.
https://www.dezeen.com/2015/12/19/bcq-arquitectura-municipal-sports-hall-polycarbonate-cladding-olot-girona-spain/

The exterior part was my contribution to the design, and for visualization purposes only.
Any comments and critiques are certainly welcome, especially about the colors! I wanna know what you think.

Cheers!













7
Gallery / Re: Millenium Falcon
« on: 2019-04-25, 02:59:08 »
Hey man, good looking set of images! I love the atmosphere you're creating here.
I'd like to know more about the post production, what softwares/effects did you use? a little walk through your workflow would be awesome!

8
Gallery / Re: A Short Film
« on: 2019-04-21, 12:23:42 »
What a backhanded slap that ‘Roman’ comment. While the aesthetic here is definitely reminiscent of his film, I also have to admit I had that ‘look’ in my head for a good few years before moving on to different stuff.

I liked this short but found it to be way too short, like a teaser trailer of something much larger. So you could expand it way more with more views of the building to appreciate the space itself, like starting with the detail shots and then moving on to the more general views.
I also like the fact that you’re giving the animation movement not only with camera movements but also changes in the light. You could also add to that with vegetation, leaves clouds and stuff, all in motion.

9
Gallery / Re: Atrium
« on: 2019-03-29, 12:35:58 »
Hey great space and interesting geometry
the top view one is for me the best.
I might want to add some wear to the materials, they all look pristine and just finished. Maybe add some wear like tiny scratches, dirt and glossiness maps to improve the realism.

Great job nonetheless

10
Gallery / Re: Valley
« on: 2019-03-09, 02:45:20 »
they're taking the hobbits to Isengard!

lol.
On a more serious note, good looking landscape! although it's true the grass is growing in patches and in a too predictable way, you can see the pattern in the distance.

11
Gallery / Re: Blue Bedroom. CG Interior Images.
« on: 2019-03-07, 11:25:30 »
Well. When the space is deep enough there’s a point where there’s no more light getting inside, and balancing natural light with artificial is always tricky. Right now the only hdri set I’m using is the one from 3dcollective.com, which is really well produced, all the skies with the correct dynamic range to naturally light environments.
In this case I used one of their hdris so the sky would look somewhat cloudy, I added a corona sun with the kelvin temperature modified to something like 6000k, bigger size, low intensity, and also cheated a bit with a rectangular light just outside the balcony adding some extra fill. It’s especially hard when the diffuse value of your materials is low, they don’t bounce a lot of light.  The rest are the artificial lights themselves, which are just spheres or cylinder lights in a warm temperature and low value.

Although I did make a rookie mistake here and did not align the hdri sun with the corona sun correctly, it’s mildly noticeable in the overhead view, the chair is casting shadows to the left while the sunlight is coming in from the top left.
When I get a chance at home I’ll take some screenshots of the lighting setup

12
Gallery / Re: Blue Bedroom. CG Interior Images.
« on: 2019-03-07, 01:04:12 »
I did try to establish a palette and exclude all other colors from the scene.
Thank you Noah for that comment.

13
Gallery / Blue Bedroom. CG Interior Images.
« on: 2019-03-05, 00:54:40 »
Hey guys, Just wanted to share this personal project I've been working on.
In this bedroom interior I'm practicing fabrics simulation, complementary colors/contrast and the use of lower budget materials as finishes, like this roofing.
Any feedback will be appreciated!

I used 3ds max, Corona, marvelous designer, photoshop and Lightroom.

This project on Behance:
https://www.behance.net/gallery/76787407/Blue-Bedroom-CG-Images

14
[Max] Resolved Bugs / Re: Alpha artifacts in PNG export
« on: 2018-05-16, 14:23:44 »
Thanks Maru.

So I tested it and here's what happened:

1.7.4:
Sharpen/Blur ON: shows the problem
Sharpen/Blur OFF: does not show the problem

May 15th 2018 Daily Build:
both sharpen/blur ON and OFF do not show the problem, so it's already been patched.

So it was definitely related to the sharpen/blur feature, and hopefully in 2.0 it does not come back.
BTW loving the toolbar in the daily build!

15
[Max] Resolved Bugs / Re: Alpha artifacts in PNG export
« on: 2018-05-11, 14:38:40 »
Hello Maru thanks for the reply.

It has happened to me in both DR and locally. This one was locally rendered. No backburner.
Bloom glare I always have enabled.

At home I have 1.7.4 but I have not tested it extensively. Will give it a try as well. Thanks for the suggestion!

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