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Messages - jKLman

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3 ways to apply materials when one is using Sketchup and what you have done
using surface is one of it. It may be faster workflow for anyone but I prefered grouping first then apply materials.

What I am actually expecting for corona plugin to support all mapping workflow whether by
1. Surface or single face material assignment
2. Grouped faces material assignment or component with materials
3. Imported models with assigned materials or proxy objects

In my test, previous plugin autodetect materials and it renders without tweaking.
Now, autodetect is not working as I can see that materials are even applied to surfaces and grouped object.

Even the transsparent glass become opaque which is previously rendered transparent though no reflection nor refraction effect.

Wish list based on the new material editor at the moment.
1. option to type values in the input box which is disabled at the moment
2. option to use other unit like meters or mm for the mapping tiling
3. preset materials has been previously requested
4. emitters?...

After updating to the new updated plugin, my old files never rendered correctly with colors and materials that are applied on it.
Old plugin rendered it correctly in press of a button, now is become white even if materials and colors appears in material editor.

Anyone with the same situation?

+1 corona own material picker and dropper

Corona Standalone / Re: New standalone build, new XML format
« on: 2016-02-27, 10:39:31 »
Tried it with Joel's 1.9.4DEV render_corona addon from the blenderartists forum,not fully supported yet but it's working.
Though I got an issue of long GI computation inside Blender, using command line and rendering the scenes generated by Blender
works perfectly.

Here is another test.

I just thought that there should be a way to tone down the color bleeding which quite strong.
The yellow green color on the ground is what I meant.

It would help if range or limit is in greyed out text or label in the input boxes, or hovering tips for spinner or slider.

Or limits just can be seen on the sides opposite in a grey-out color

Or this tips can be just part of presets and can be removed in a customized settings so as
to reduce clutter

Corona Standalone / Re: New standalone build, new XML format
« on: 2016-02-09, 02:25:35 »
I guess, the change is more towards streamlining what the 3dsmax corona can do can now be done also with the standalone in the future with XML format. This means standalone could be way even powerful and faster in the future.

Thanks Ondra and team, appreciate Joel' big effort as well.
Loooking forward on the progress...

Corona can have sketchup material preset similar to the snapshot I have attached
that can be applied to sketchup object, then these will be detected by the render engine
and render the scene based on these materials.

These Corona materials can have the Corona supported material properties that can be edited in a corona
material editor either by basic or advance node editing and can be saved back to corona materials or save as user materials.

Then these will become the users preferred materials when using Corona as renderer.

Just a thought and idea. Hope this make sense. ;)

Both 2015/ 2016 sketchup version, in win 8 working perpectly here.

At the moment, when you render sketchup scene, corona render it with a default diffuse materials
using assigned color and texture native of sketchup.

I am just thinking that, we can build material editor from here.
Corona will detect native sketchup materials applied then auto-convert these materials
into corona own material, 1) diffuse material, 2) glass material, 3) glossy material etc etc...
Then corona will generate converted materials and open in corona material editor so we tweak
some properties to our liking then render.

I am thinking also of a drag and drop approach to material using preset but during dropping preset material will be applied but keeping the existing texture applied and not re doing or setting up again the whole process of texture mapping and lingking.

I have noticed  also that texture scaling is happening when material texture is applied to a grouped object rather than individual faces before grouping.

Try this...
1. texture applied on a single face in an object before grouping is rendered correctly.
2. texture applied in grouped faces to form an object when rendered scales down or become tiled texture, texture rendered incorrectly.
3. texture applied on faces, then group into an object renders correctly.

Definitely, node editor is good to have aside from basic material editor and
preset materials that can be easily applied. Drag and drop material assigning to object

Right click contextual shortcuts
Interactive preview with thumbnail of in model materials ala 3dsmax 24 slots
Import export of material library/ saving and loading

Drag and drop/ copy and paste of texture mapping 

Material randomizer/ color randomizer
Material layering

Good to have all of this👍

how about building a corona own material API or web dialog to act like Sketchup material with the basic corona material preset with texture support and then develop it into a full-blown material editor.

I know Sketchup API is limited in certain things but programmers has the way to create a workaround.

Well, node editing is not even supported in Sketchup API unless someone create workaround using C++/C. Not sure if node editing is even possible in ruby using web dialog or the only way to do it is inside the rendering engine itself and only linked to sketchup.

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