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Messages - Crazy Homeless Guy

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By default it's cameraview and frame specific, recalculated each time. Since the core philosophy of Corona is to keep stuff simple, there are not many options to tailor such optimizations in detail, as opposed to V-Ray which for instance allows you to seed such a calculations along a camera's path and precompute a giant irradance cache and view it externally even.
Note, no matter what you do, the first bounce is always brute force anyway, a cached first bounce was voted out a feature quite a time back.

Corona does allow you to save out the UHD cache as a file and reuse it. For flythrough animations especially useful for instance. (As described in Corona's helpdesk article about it )
I presume that this goes for different camera positions as well. The calculation always happens from the view of the camera though. So reusing for other cameras would not be ideal. Where the file's records don't cover the view, brute force will be used instead. I do wonder, whether it makes sense to make a 360° Camera, calculate the UHD cache and since it's 360° reuse it for all the cameras with proper coverage.

You can check how much of the secondary solver is used from the cache in the VFB by reading the "Success rate %" value. If it's 0, then none of the cache is used and the secondary rays are brute forced. Last time I did precalculation, there was a hard limit of 100.000 UHD records. Just FYI.

Thanks for the insight.

You will then end up with a UHD cache file that covers all of your angles. After which set 'Precomputation' to 'Load from file', and submit your render for final.

Thanks.  I think I'll go this route.

I need help / Re: >scene button in lightmix
« on: 2019-03-19, 22:56:15 »

I didn't have this problem until we upgraded to v3 Hotfix 1.

I need help / Re: darker/deeper shadows?
« on: 2019-03-19, 22:46:49 »

Coming from Vray...  Lowering the gamma of an HDR below 1.0 will indeed create more contrast between your lights and darks, but it will also increase the saturation of the HDR, so be prepared for that.

Likewise... Raising the gamma above 1.0 will produce softer shadows and less contrast, and less saturation

Another option may be to check your filmic shadows in the post-rollout of the frame buffer.


Hi All,

I am wondering if someone can give some insight into how the UHD Cache functions...  I have a scene that I need to render a handful of cameras.  For this particular project, I need to pre-render a UHD Cache and use the stored cache for rendering.  Do I need to render a unique cache for each camera, or does the cache contain the secondary light solver for the entire scene?

Hopefully, that makes sense.


General CG discussion / Re: Adobe Acquires Allegorithmic
« on: 2019-02-10, 21:31:47 »

I thought I read that Allegorithmic will be part of Creative Suite, which will give many more artists access to the tool.  So it may not be that bad after all.

General Discussion / Re: Corona Image Patcher
« on: 2019-01-03, 19:02:35 »

Would rendering Light Selects to EXR and then using a composite application or even Photoshop allow you to produce the same results?


Just make the self-illumination swatch black and it will display your bitmap.

General CG discussion / Re: Toon / painterly shader
« on: 2018-10-13, 02:03:09 »
OK but, enough with painting effects. Gimme a contextual gesture with specific graphic context. line and content.

if line had a name, it would not burnout. (80's ref)

I would settle for overlapping corner lines.  I think we used to call them pigtails in archi school but I don't know if that was a universal name or just my odd professor.

General CG discussion / Re: Worth upgrading beyond Max 2016?
« on: 2018-10-08, 01:14:15 »

The main reason is 4k monitor support.

I need help / Re: Fireflies with HDRI
« on: 2018-10-04, 19:44:36 »

I need help / Re: Fireflies with HDRI
« on: 2018-10-03, 22:24:03 »

I had a HDRI lighting the shot and then a copy of the HDRI with a lower output in the visibility and reflection override

This is a known bug.

What is odd if you use the same HDR instanced to the override slot it usually renderers cleanly...  I have had some luck doing what you are trying to do using the method shown in the attached screenshot.  I would be interested in hearing if this works for you.

I am getting fireflies in another scene where I am using this so it may not be a solution, but it is worth a try.

I need help / Re: Fireflies with HDRI
« on: 2018-10-03, 00:50:38 »
As the title suggest, I just can't seem to get rid of fireflies when using an HDRI - never had this issue before, seems to be a Corona 2 issue.  Using 1714 from Peter Guthrie.

The material isn't too reflective and blurring stuff isn't an option.

Anyone else experiencing the same thing - it's almost making HDRI's unusable for me on exteriors

Are you overriding you reflection slot with a different HDR?  Or using the same one for GI and reflection?


Try using Pixamoon gamma script.  It costs $4 but worth it.

Maru registered the issue into the (public) bugtracker. To avoid duplicates, your thread was moved to "resolved".

Has this been resolved though?  I am experiencing the same problem in Corona 2.  Insanely intense fireflies when using a different HDR in the reflection override slot than what I was using in the GI slot. 

...What I did find is that is I use the same HDR in both the GI and the override slot everything renders as expected.  I haven't tested this on any scene besides the current one I am working on.

See attached images.


I have a question...  Why do some prefer to use the viewport IR?   Is there an advantage?  I have always found the floating window to be more powerful and more flexible as I can simply move it to my second monitor without the need to sacrifice the windows of my modeling space.  Is it anything more than personal preference?

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