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Messages - t4si

Pages: [1] 2
1
[Max] Daily Builds / Re: Daily builds
« on: 2015-02-24, 22:50:24 »
That IR+bitmap loading crash is still not fixed! Watch the video from mantis and replicate Slate material operations exactly as in the video.. crashes every time..

Loading bitmap during IR is not a problem, problem appears only if IR is running and you plugin noise and then unplug and load NEW bitmap from disk directly connecting it to displacement..

No crash on my machine. Did exactly the same as on the mantis video, step by step. Running Max 2014, Corona RC3, Win7

2
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-10, 21:41:24 »
For me the IR is working just fine. Only 1 crash in three different scenes since 3 days. I can live with that for now.

But there is one other ting to suggest. It would be nice to have an option to set time/passes for the IR to stop rendering if there were no changes to the scene/view.

3
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-06, 19:13:39 »
I made some tests of direct light sampling. The new builds are much cleaner in most areas of the rendering, but now there are problems in darker regions. It seem the firefly's need longer to go away. And somehow the indirect illumination is cleaner as well.

4
Assign you fog material as global volume material in enviroment settings. This should help.

Thanks.

 Didn't even check the enviro settings tab. There used to be only slots for texture maps. But of course its logical to put a new option for volume material there... I should have checked that.


5
I was wandering if there is an option to render volume fog from inside of the "fog" object.

If camera is inside of the box with volume material applied there is no volume fog inside of the box. I think I understand why. But is there an option to render volume fog if the cam is inside of the fog object. Or am I missing something??

Attached picture: cam is just outside of the box with volume mat

edit: second picture: inside of "fog" box

6
+1 for render region in corona VFB

7
Gallery / Re: bedroom
« on: 2013-09-24, 13:46:03 »
The bed has different material (wood-RC on) than the cube (floor material -RC off).

8
Gallery / Re: bedroom
« on: 2013-09-22, 23:56:11 »

Hello t4si

Too strange that the white wall presents this final edge with the attack on the floor.
Have you tried applying the wall material on the cube?

With what software program you designed your scene?

Great
Raf

It's not a problem for me of course this can be easily corrected. The image was used only for a fast preview, in fact I just left it as is.

I postet only to highlight the problem with round corners function. I really like it, but we will have to wait till its ready for use in production rendering. Corona is only in alpha phase, so I see this as a minor bug that will be dealt with in the future, but there is no hurry.

I'm using 3ds Max since ver 5, the scene was modeled in ver 16.

By the way "attack on the floor" - funny phrase.

9
Gallery / Re: bedroom
« on: 2013-09-22, 19:56:08 »
Well, at least I found one. Though, I think it's not that important at the moment.

10
Gallery / Re: bedroom
« on: 2013-09-22, 15:38:56 »
In the attached image you can clearly see that the floor material has no rounded corners applied. But there is still a rounded corner between the white material and the floor. Rawalanche, if thats true what you are saying, then this is a bug. Or the materials with round corners "on" are making round corners on all materials - objects  they are "fused" to.

11
Gallery / Re: bedroom
« on: 2013-09-22, 00:39:27 »
I use quad chamfer as well. Sometimes round edges are useful. This render was done in few hours with interior planning included. Didn't want to model the furniture I just shown the masses - left options open.

In this cases a thing like round corners does the difference.

12
Gallery / Re: bedroom
« on: 2013-09-21, 22:56:56 »
That's not what I'm talking about. I know how to fix this. And there is no round corners on the floor only on the wood for furniture and the sweep - floor beading. What about complex scenes. This options would be very useful. Anyways even for this scene my comment is on spot. When working fast I wouldn't want to move anything, just uncheck a box thats it. Or exclude an object...

13
Gallery / bedroom
« on: 2013-09-21, 14:03:47 »
2000x1250 px
progressive, PT-PT
time 1h20m - probably could be faster just left the settings on default

The round corners feature is a good one. Problem is it's making round corners on contact with other materials (see the contact of the bed and walls with the floor). A checkbox to separate from other materials and an exclude option would be great.

14
Gallery / wedding pavilion
« on: 2013-09-21, 00:56:36 »
Progressive, PT - HD cache. About 25min. 2500x1750px. DOF in post.
Waiting for volume fog...


15
Gallery / 913 Blueberries
« on: 2013-08-19, 22:19:45 »
Hello!

That's my first Corona test render. The 913 Blueberries are one object - for testing purposes - approx. 1.7M polys.

size: 2400x1500px
lightning: only HDRI background
render time: 1h20m, progressive,PT-PT
post: only added frame and vignette and WB correction

Healthy and delicious.




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