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Messages - iarvi

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Thanks for the info Keymaster.
So twosided mode won't give correct refraction and onesided won't give correct shadows unless BiDir is used?
Also... absorption doesn't work with BiDir or twosided mode? I'm using tinted refraction in twosided instead of absorption.

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[Max] General Discussion / Glass and refraction insights.
« on: 2013-04-26, 17:37:57 »
I've searched and read the forum several times now (3dcenter.ru thread anyone?) trying to figure out some things about this, and I have a few questions I hope somebody can answer and help me understand better the way glass and refractive materials work:

1. What's the difference between thin and solid option for materials? OK, thin is for one sided/single polygon surface and to get sun through windows and such, but why doesn't solid allow the sun to go through? isn't this physically incorrect? The material editor displays solid mode correctly, with light going through it. Using single polygons to represent glass isn't accurate also, so there must be something that is not physically correct in the way refractive materials get calculated, at least enclosed ones using solid mode. Am I missing some parameter or render setting?

2. Twosided mode doesn't use refraction override?

3. Maybe its a a bug (and already known): In twosided(THIN) mode: If refraction color is white 255, then using reflection level or color to dim reflection works ok. As I lower refraction color or level, there seems to be a point where you can't dim reflections anymore: say set refraction color to gray 200 or level to 0.8, and reflection level stays almost the same. Solid mode seems to work ok.

in attachments: left side is THIN mode, right is SOLID mode. don't mind the ugly model.
Didn't want to put this in bug reporting as I didn't know if it is a bug.

Thanks everyone.

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Gallery / Re: Conceptual Design Competition Entry
« on: 2012-11-30, 00:08:53 »
thanks for the comments.
I agree about post... but there wasn't much I could do about it.

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Gallery / Conceptual Design Competition Entry
« on: 2012-11-28, 16:57:43 »
Hi all.

We got a last minute invite for a conceptual design competition. The idea, design and project was done in a couple of days. Modeled in ArchiCAD to get floor plans, sections, elevations, areas and other presentation stuff.

Rendered (8 views) in Corona for an hour each in a corei7 920 16gb. The scene was about 300M polys. Cars and people are very low poly count for a realtime walkthrough show. Post work in photoshop.

While setting up renders, I wished for 2 things:
1. that lights wouldn't show behind glass. I added some interior lights and set them not to be directly visible.
2. that CoronaScatter had some simple (box) self-collision detection or that it rendered particles.

Also... one question: The interior walls had some texture showing store shelves and other things. I added emission to that material to avoid using interior lights because I didn't want them to appear; but RAM usage was HUGE when parsing the scene using that material with emission. The texture is rather large, but I don't know if using about 7-8gigs of additional ram because of this is right or a bug.

Best regards.

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Gallery / Gallery test
« on: 2012-11-14, 21:04:55 »
Hello everyone.
Just recently discovered Corona and, like everyone else... I'm amazed. Speed & quality are superb, even in this early stage of development.

I can't stop playing with it... even in the small amount of time that I have right now. It's a wonderful piece of software. Congratulations!!!

The attached are some of the tests I've saved, so mapping is off and materials are far from finished, but still give a pretty decent impression. Rendered to check rendertimes and quality. Set to render to 50 passes. Other rendering engines struggle with details in the geometry, but Corona just flies through it all.

Finally!!! A rendering engine that just works. Plain and simple.
Thanks!

*will update when I have some time

best regards.

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