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Messages - pokoy

Pages: 1 ... 99 100 [101] 102 103 ... 133
1501
[Max] Daily Builds / Re: Texture baking prototype
« on: 2016-02-10, 15:58:56 »
Looks great, congrats!

I could imagine that overriding the background for certain types could be useful (for example, the background in the AO map could be white since black means occlusion).

1502
[Max] I need help! / Re: Volumetric question
« on: 2016-02-10, 12:34:33 »
It looks like archviz-only features are on the fast lane now so we probably won't see any improvement in the next time.
I fully agree though, I'd love to see some improvements here, most importantly the ability to use procedurals in a truly volumetric way.

1503
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-02, 11:04:53 »
Just to let you know, i've rolled back to 1.3 and IR is flying again.
Thanks for the info. I didn't switch to 1.3 yet and was a bit worried that IR would be a problem, good to know it's fine in 1.3

1504
[Max] Daily Builds / Re: Texture baking prototype
« on: 2016-02-01, 19:54:22 »
From back then when I was baking at work I remember that having these channels was very useful for realtime etc:

- complete map
- diffuse
- direct light
- shadow
- AO
- object ID didn't play a role for us but would be important

Now since direct shading and shadows aren't easily separated in Corona this might be impossible.

Another useful idea would be to map any material property (let'say IOR value or glossiness values) to a grayscale value, at least I'd know why it would be useful to me.

We only had limited usage of baking and it's really long ago, so keep in mind my knowledge is basic.

1505
[Max] Daily Builds / Re: New VFB features
« on: 2016-02-01, 17:22:50 »
Not a feature for Corona's VFB directly but I'd love to see improved support for VFB+. It would be fantastic if Corona could feed data to VFB+ in interactive mode (which seems not to be possible yet) or if VFB+ could access Corona's output in every render mode so we can use its feature set directly.

1506
Great, thanks!!

1507
It's marked as fixed on Mantis so I hope it really is.

1508
Bumping the thread so it's in sight for 1.4 if there's any chance of adding this. Thank you.

1509
I just followed the mantis updates and am happy to see that it's fixed. In which version of DB/Corona exactly is this fixed? I still haven't moved to 1.3, need to test some things, so knowing when the fix was available would be good.

1510
I have a feeling that this one will drown because it's been requested only by me so far. Bumping this thread for dev awareness. If it's possible for 1.4 - please add this, it will be more useful than most people think (I hope). Thanks!

1511
I lose my shit with images like this.
Real or not, that is bullshit, implying an "Nvidia on the left" card can neither GI nor Glossy reflections.
I am not sure if this is meant as a comparison between rasterizing on the left (DirectX/OpenGL rather than a raytracer of any kind) and their raytracer on the right. But that's what marketing is about in the end. Same goes for Nvidia (Marketing: "GPU rendering speed increase by a factor of 20", "Real-time feature film quality at your fingertips" etc..)

Anyways, after years of development, you'd think they would have visually nicer demos, in fact these demos were around years ago already. There were a few nice images in the alpha time and some could've easily become nice looking demo scenes. Another good example is Autodesk - there are tons of really high end images and animations made with it, still most marketing stuff they come up with is not the level you'd expect.

But the thing is they're not targeting desktops (anymore). Imagination's main target is the huge mobile market where low energy consumption is a must.

1512
Nice to see Brazil is still around. It may be a slightly different incarnation than people have thought but still, it's getting its share of fame which is good :D

The renderer, which is based on the Brazil renderer and was called Caustic Visualizer later (developed by 2 of the original Brazil devs) and a card (working prototypes were available to a few testers) have been available since around 5-6 years, internally probably a lot longer. It was never available commercially but there were efforts to ship it as a Max and Maya plugin. Both were going through an alpha stage but got discontinued.
It was (or still is) fast - faster than a lot of other renderers on the market - but was never completed. It was a path tracer, that's probably what they mean by comparing it with Cycles, with really nice visual output, I really liked it. The renderer ran on the CPU but the card brought another speed improvement (2 - 5 times faster depending on the scene), with only a small fan and very low energy consumption. They've probably improved the speed factor.

Here's an image I rendered with the Visualizer alpha back then:
http://pokoy.cgsociety.org/art/studio-3ds-lighting-max-chemistry-color-photoshop-colors-contrast-vivid-lab-caustic-3d-1111036

1513
[Max] I need help! / Re: does not work corona light
« on: 2016-01-06, 15:25:40 »
Tried different values, no change. on this wall frosted glass, want to paint it.
I'd suggest you switch all other lighting off and focus on that one light only so it's easier to track down why it's not showing up.

1514
[Max] I need help! / Re: does not work corona light
« on: 2016-01-06, 13:45:19 »
I'm not sure but it looks like lights display is disabled in the viewports. In that case you need to turn on 'Render hidden lights' in Corona's render settings.

1515
Work in Progress/Tests / Re: romullus's wips
« on: 2015-12-23, 13:07:48 »
The dust layer looks great!

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