Author Topic: bedroom  (Read 7733 times)

2013-09-21, 14:03:47

t4si

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2000x1250 px
progressive, PT-PT
time 1h20m - probably could be faster just left the settings on default

The round corners feature is a good one. Problem is it's making round corners on contact with other materials (see the contact of the bed and walls with the floor). A checkbox to separate from other materials and an exclude option would be great.

2013-09-21, 14:19:14
Reply #1

Ludvik Koutny

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Yeah, in some cases option to separate material rounding corners feature would be useful. But in your case, it can be solved a lot simpler.

There is not reason to have rounded corners enable on the floor material. And all it takes for the rest of the scene is to separate objects from themselves a little bit. Now they are literally fused with each other. Just move night tables about one millimeter from the wall and move the bed about 1 millimeter above the floor. That should do the trick

2013-09-21, 22:56:56
Reply #2

t4si

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That's not what I'm talking about. I know how to fix this. And there is no round corners on the floor only on the wood for furniture and the sweep - floor beading. What about complex scenes. This options would be very useful. Anyways even for this scene my comment is on spot. When working fast I wouldn't want to move anything, just uncheck a box thats it. Or exclude an object...

2013-09-21, 23:09:10
Reply #3

Juraj

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Just chamfer everything in geometry using "QuadChamfer" plugin from Marius Silaghi :- ) Takes moments and provide incredibly better results.
I have millions of chamfers on every little thing imaginable. I would take the shading parameter only as last resort or on very complicated objects.

Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
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lysfaere.com Please check the new stuff!

2013-09-22, 00:39:27
Reply #4

t4si

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I use quad chamfer as well. Sometimes round edges are useful. This render was done in few hours with interior planning included. Didn't want to model the furniture I just shown the masses - left options open.

In this cases a thing like round corners does the difference.

2013-09-22, 10:35:51
Reply #5

Ludvik Koutny

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Oh i see... but then how come there is a rounded corner on the contact between bed and floor? As far as i understand, if one of the materials does not have RC enabled, it should not create blend with other one.

2013-09-22, 15:38:56
Reply #6

t4si

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In the attached image you can clearly see that the floor material has no rounded corners applied. But there is still a rounded corner between the white material and the floor. Rawalanche, if thats true what you are saying, then this is a bug. Or the materials with round corners "on" are making round corners on all materials - objects  they are "fused" to.

2013-09-22, 19:11:10
Reply #7

Ludvik Koutny

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In the attached image you can clearly see that the floor material has no rounded corners applied. But there is still a rounded corner between the white material and the floor. Rawalanche, if thats true what you are saying, then this is a bug. Or the materials with round corners "on" are making round corners on all materials - objects  they are "fused" to.

Yep, you are right, i think that behavior should be considered a bug :)

2013-09-22, 19:56:08
Reply #8

t4si

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Well, at least I found one. Though, I think it's not that important at the moment.

2013-09-22, 20:04:03
Reply #9

rafpug

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In the attached image you can clearly see that the floor material has no rounded corners applied. But there is still a rounded corner between the white material and the floor. Rawalanche, if thats true what you are saying, then this is a bug. Or the materials with round corners "on" are making round corners on all materials - objects  they are "fused" to.

Hello t4si

Too strange that the white wall presents this final edge with the attack on the floor.
Have you tried applying the wall material on the cube?

With what software program you designed your scene?

Great
Raf

2013-09-22, 23:56:11
Reply #10

t4si

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Hello t4si

Too strange that the white wall presents this final edge with the attack on the floor.
Have you tried applying the wall material on the cube?

With what software program you designed your scene?

Great
Raf

It's not a problem for me of course this can be easily corrected. The image was used only for a fast preview, in fact I just left it as is.

I postet only to highlight the problem with round corners function. I really like it, but we will have to wait till its ready for use in production rendering. Corona is only in alpha phase, so I see this as a minor bug that will be dealt with in the future, but there is no hurry.

I'm using 3ds Max since ver 5, the scene was modeled in ver 16.

By the way "attack on the floor" - funny phrase.

2013-09-23, 22:28:07
Reply #11

rafpug

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Hello t4si

I made ​​this observation because I saw the two images:

- in the first picture the white border is also present with the attack of the bed to the floor (in the shade)
- in the second image the cube  "attack on the floor"  while being in the shade does not present any anomaly

There must be a reason for these two different geometries!

Otherwise, in the same scene also had to see the white border on the cube


Greats
Raf

2013-09-24, 13:46:03
Reply #12

t4si

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The bed has different material (wood-RC on) than the cube (floor material -RC off).

2013-09-26, 08:59:09
Reply #13

andreholzmeister

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Just made quick test with a box and a plane, they were unfused when I drop a no round corner enabled material on the plane... weird you are having this issue