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Messages - jigu

Pages: [1] 2
1
Yes, something like that but at object level. Thanks I will check that too.

2
+1 for corona clipper. Is it possible with latest version of corona?

3
Gallery / Re: Gray Whale Project
« on: 2016-08-12, 16:05:53 »
It will be shown on vertical screen in oceanaturiam.

I used corona material's absorption and scattering to create splash/foam material and for ocean too. Later I used noise reduction feature to render more faster on single machine.

4
Gallery / Gray Whale Project
« on: 2016-08-10, 15:44:12 »
Hello Guys,

Gray Whale project is released online!
My parts are at 0:58, 1:21, 1:26, 2:45, 2:51, 4:17, 4:26, 4:31, 4:54, 5:37, 5:40, 6:24, 7:15, 7:22, 8:17!

I used Thinking Particles 6.x and its awesome hydrofield node to create splash and foams.

I rendered with corona renderer both ocean and splash/foam. Along with thinkbox software's frost (for particles meshing) as well as Krakatoa in early renders.

5
I recently did whale project where I relied totally on corona renderer for foam shader. (believe me no other renderer were that good as corona)

To create foam shader, I created corona material, with diffuse amount 0.0 and reflection and refraction amount set to 1.0 with 1.33 IOR.

Turn on absorption and volume scattering, set volume scattering to whitish color and absorption color to greyish. and set absorption amount as per need.

I hope this will work for you.

6
[Max] Resolved Bugs / Re: Parsing the scene
« on: 2016-03-18, 08:08:19 »
do you have motionblur turned on and object that has motionblur is selected when put to rendering?

I have this happen with "XMesh" object selected and if motionblur is turned on in render setup dialogue. It hangs on parsing scene.

7
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-16, 06:20:59 »
thanks for denoising. Now my renders are much faster and I can get away with low passes and using denoising to clean the image.
Here is the still from video render I did for "GrayWhale" project.
Though for me 8.0 blur amount works best , lower value still shows some animated noise.


8
Work in Progress/Tests / Re: Car Dust Test
« on: 2016-01-15, 10:30:55 »
Here is another long shot ::


9
Work in Progress/Tests / Car Dust Test
« on: 2016-01-11, 14:29:48 »
Hello,

I am totally loving corona volumetric stuff.

Here is the car dust test. I simulated it using TP 6.2 and meshed with Frost and finally rendered with Corona Renderer.

Here is the link to video ::


10
[Max] I need help! / Re: Black Halo around edges
« on: 2015-12-28, 05:12:13 »
I think no material in Rayswitch GI slot and "shadowcatcher" in direct visibility slot does the trick. I tried and it seems worked but I haven't checked result in post how it looks.

11
[Max] I need help! / Re: Black Halo around edges
« on: 2015-12-24, 09:45:56 »
Any workaround to render other objects as matte object in corona? How would you do this?

12
[Max] I need help! / Re: Black Halo around edges
« on: 2015-12-23, 09:07:31 »
Though applying "Shadow/Hightlight" effect in After Effects remove that black halo around edges. So that solved for me for now. Next time I will keep in mind. I thought "Shadowcatcher" is something mimick "matte" material in Corona. None the less, I love volumetric/SSS rendering of corona.

13
[Max] I need help! / Re: Black Halo around edges
« on: 2015-12-23, 07:55:48 »
I tried "RayswitchMtl" and it doesn't work. I removed material from "Direct" visibility slot and it didn't make matte material on whale. I am looking to assign "matte" material to other objects other than splash. (like whale and ocean) and still able to get proper edge blending like we do get in other renderer and no black halo.

I am using corona 1.3.

14
[Max] I need help! / Re: Black Halo around edges
« on: 2015-12-23, 04:19:47 »
Oh then it seems shadowcatcher material. But with "rayswitch" will I get shadow on ocean surface? I will check that soon once my current render is done.

15
[Max] I need help! / Re: Black Halo around edges
« on: 2015-12-22, 17:20:38 »
whale and ocean has shadowcatcher material too. I want to render "splash" as separate pass so I can comp in post. Splash particles are meshed in metashape using Frost.

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