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Topics - lolec

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Off-Topic / Selling Quadro RTX 5000
« on: 2020-08-24, 22:56:26 »
I'm guessing is ok to sell stuff in the off-topic? if it is not, please delete :)

Quadro RTX 5000. Never overclocked. I take good care of my hardware.

I could probably flip it in eBay but I'd rather deal with a trusted party.


I'm willing to sell at a fair price, accepting offers. Shipping from Mexico using preferred shipping method.

Off-Topic / Coronavirus Impact
« on: 2020-07-31, 17:51:42 »
I'm very curious about what effect - if any- did the CORONA named virus had on corona render sales/traffic/search term/support tickets etc?

Not talking about the economic ecosystem having an impact on sales, but if you saw a clear and interesting effect related to the shared name?

I need help / Square Artifacts
« on: 2020-07-27, 00:00:36 »
I'm getting strange square artifacts in some images. (caustics enabled in render rollout and on every material) DOF enabled.

I suspected Nvidia denoising but it happens when it's on or off.

Probably unrelated but just in case it helps, the previews for Quixel Bridge starter looking like this a couple of days ago.

I remember seeing something similar in the forum, couldn't find it.


Feature requests / CoronaSun Improvements.
« on: 2020-07-03, 19:53:15 »
Now that the CoronaSun and Bloom and glare where revamped, I find myself using them more and more. Here are a couple of things that I believe would be a good additions

1. A real position visualization in the viewport on where the sun will be at infinite distance.
The sun helper is nice and practical, but a helper in the viewport will make precise positioning even easier.
Something like this.

2. Real sun size (maybe this is the case already)

The current sun scale seems a little subjective (1, 2, 3...)  1 seems a little small compared to the real sun size in my opinion, but not sure if 1 corresponds to the real-world sun.  In case it doesn't a "real-world size" checkbox would be nice.

General Discussion / Quixel bridge workflow for Corona
« on: 2020-06-27, 19:58:29 »
Hello, I'm new to megascans - bridge and I'm struggling to define a correct workflow to export. Found this thread by Mr Dubcat
But it seems to be obsolete now.

Specifically talking about surfaces (Although the same happens to objects and their materials) , when I export to max I get strange settings that don't make a lot of sense.

The setup I get is:

Corona displacement modifier applied to the object ( I would rather control the displacement in the material node and not the corona displacement mod, but while the settings in the modifier seem correct, the settings in the material are not the same)
Displacement usually too big ( my Max Unit setup is Meters and Unit is CM, not sure what is the best to ensure bridges sets it up properly)
Bump map at 0
Tiling mode instead of real world: It would be nice to bring textures in with "real wolrd" scale activated at the right size so I don't have to guess every time.

I'm also worried, based on dubcat's thread that some material properties are not being imported properly.

My questions:

1. What is the right setting to use in max regarding Units etc so Bridge works as seamless as possible?
2. Is there an optimized or tweaked version of the brdige exporter that works better?


I need help / Known System Exception after installing TyFlow
« on: 2020-02-10, 18:45:18 »
After installing the latest TyFlow beta, I started getting this error every time I open Max.

Is there a known way to fix this?


General Discussion / AI super-resolution speedup
« on: 2019-04-12, 23:18:38 »
Nvidia denoiser has made a huge impact in our workflow, allowing us to vizualize a close aproximation of the final render much faster.

With the latest set of supersampling algorithms, I think there is another oportunity to bring even more speed into the process.

My idea is to have a checkbox called SuperSampling that would essentially devide the render size by half and use AI to upscale to the expected resolution.

I'm not sure, but I believe supersampling is much faster than actually rendering 4x the pixels.

This won't be intended for final renders. But it could be awesome to speed up work.

I've done a few tests with , but having it integrated in corona would be amazing. What do you think ?


General CG discussion / Photogrametry with few images
« on: 2018-12-06, 19:42:26 »

I have an odd problem and maybe some expert here can help me get un-stuck.

I need to do the best possible 3d reconstruction of a human body based only in 5 pictures taken at 90, 45, 0 -45 and -90 degrees.  Before you ask, no, I can't take more pictures, unfortunately, as I'm using an existing dataset :(

Of course, I know the reconstruction won't be great or maybe even good, based on the extremely limited data set.

Some requirements:

-There are 200 human sets, so doing a manual 3d model for each one is not feasible, but doing some manual work is reasonable (like manual alignment, manual point matching etc)
- The 3d model should be textured too.
- The pictures have plenty of details and texture
- The pictures where captured with a filter that removes all reflections so the texture detail is pretty solid and there are no specular occlusion
- the 90 and 45 degree images are not precisely at 90 and 45, but close
- I only need to build the front of the body
- The camera FOV is known

I've done research using many photogrammetry software and could not find one that has a special "low number of images" mode. Maybe a human-assisted mode?

Hope someone here can help.

Thanks :)

General Discussion / Overblown light
« on: 2018-10-30, 05:28:25 »

I know the answer to this question is already in the forum, probably in dubcat's hideout or something... but the subject is far too technical for me.

So I was watching this video
and wanted to try in corona. I immediately recognized the issue as something I've glanced on the forums but have never been willing to fully understand.

But I imagine, there must be others like me, that just would like to know a simple way (if it exists) to avoid or overcome this issue.

I tested with Fstorm and it seems to handle it better.

I know this is related to Linear workflow, ACES, sRGB etc... I'm not looking for the complicated answer. I just want the best possible render with the least possible tweaking, preferably straight out of the render.

Thanks :)


I need help / Animate exposure without rendering again
« on: 2018-06-05, 03:05:03 »
I have a scene and I want to animate exposure (or light intensity) but I don't want to render each frame, as render one frame should be enough.

What's the workflow for saving hundreds of frames of the same scene, if only the exposure is changing.

Saving a few frames and interpolating does not give the desired result.


I need help / 1:1 Corona color RGB to Render.
« on: 2018-05-02, 18:49:35 »
I'm using Corona MutiMap together with Corona Color to assign specific RGB values to hundreds of objects, I need to find a way for the render to represent the exact Corona Color RGB value in the output.

What material will render as the exact RGB value I assign to it ? I tried light, but of course not. Maybe something like a toon?

What I need:

Assign some kind of material to an object, use corona color to control the RGB value, let's say RGB 30,30,30, in the final render, the whole object should be RGB 30,30,30.

Hope this is possible! Thanks!

Off-Topic / Most expressive Heatmap
« on: 2018-03-25, 05:16:39 »
Completely off-topic, but I know some forum users are experts in color...

I'm designing a medical software and it needs to display some temperature measurements in 2d. The doctor needs to see small variations in temperature in order to detect problems.

So my task is to design a heatmap that gives the maximum amount of detail and resolution to a human... This is crucial. It is not about a mathematically rich heatmap for a computer(I could use a 32 bit grayscale for this).

So I have 2 points for lower and higher temperatures, I'm going to assign a color to each one.... but then, the interpolation between the two needs to be very rich.

Of course I'm also implementing some filters and tools for the doctor to better discriminate data. But I'm still wondirng...

What is the best approach for a human readable heatmap ? change HUE? HUE + Brightness? some other color space ?


I'm wondering if there is an unbiased, physically correct subsurface light transport model in Corona.  I don't mind render times. I would like to use it to simulate different material densities and how light interacts with several objects as it moves through them.


General CG discussion / 3dsMax viewport unsuable
« on: 2017-11-11, 02:49:16 »
I'm not used to working with huge scenes, I do mostly product rendering, but my latest project requires using a client-provided model with about 2 million polis. The viewport is unusable at around 1fps even with the quality at the lowest setting. I think the viewport is all GPUs work, but Windows GPU monitor shows a mere 5% utilization. Same for CPU. 5-10% and about 30% ram. So my system does not seem to be overloaded in any way, and yet, the viewport is unusable.  I'm running a GTX1080 in case it helps to know, max 2017. 

I know the right thing to do would be to use proxies etc... but this is a client model and I need to work on it fast, no time to rebuild.


I need help / Shadow Catcher for compositing.
« on: 2017-11-06, 07:04:57 »
Hello, I'm trying to find the best workflow for corona shadow catcher and compositing. I followed a couple of tutorials, but still can't get the result I'm looking for.

My setup is a giant ground plane, giant wall in the horizon, shadowcatcher material assigned to both, video backplate and corona sun + sky.

Attached is an image with my results for you to see, here is my problem:

If I render in Always solid mode, I get the best result (see shadows over buildings #1 , see reflections on the ground #2) However, the render is slow and I loose the flexibility to color correct in after effects independently from the background.

If I render in For compositing mode, I get all the flexibility, but when I add the alpha, shadows don't look as nice #1, and I loose reflections completely, #2 and #3)  In my mind, For compositing + alpha should look almost identical to the Always Solid render, right?

The third option is  Always solid + alpha, Shadows are a little better, maybe the best, but I loose reflections on the ground completely #3, also, render times are not optimal, because Always Solid pass is slow and I have to render alpha separately.

How can I more closely approach Always Solid result in for compositing mode?  I notice alpha does not include reflections, maybe I need to check something? Should I include more passes ? which ones ?

Thanks a lot

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