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Topics - 3di

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Off-Topic / Renderwars
« on: 2017-11-02, 16:44:20 »
Hi guys, I set up a Facebook group today aimed at showcasing work produced by various render engines and general discussion about all things rendering related.

Some of the fstorm big guns have shared some work, so it would be great if we could get some more corona stuff on their too for a bit of friendly competition.

There’s also a pinned poll in which corona is currently ranked in 4th place.

I need help / corona to vray
« on: 2017-10-25, 20:38:54 »
Hi can anyone point me in the direction of a good corona to vray scene converter?  I'm just trying out the vray demo and would like to use some of my existing corona scenes.


Resolved feature requests / dr for interactive rendering
« on: 2017-10-17, 17:54:11 »
DR for interactive rendering which falls back to non DR briefly every time a change is made whilst the dr nodes are updated.

Resolved feature requests / Gpu rendering
« on: 2017-10-10, 02:51:01 »
I've just rendered 350 frames at 1080p using fstorm in 3 hours on one gtx1070.  The same animation rendered on 4 computers took 40 hours with corona :(  corona's like a wife I adore, and fstorm the busty  seductress I'm trying to look away from.  Come on corona, get that boob job!

Resolved feature requests / map re-scaler map
« on: 2017-08-23, 19:50:49 »
I'd like a material which other materials connect into and it then can scale the procedural and non procedural maps of all connected materials by the same amount.  Similar to the wsm mapscaler, but works for all material channels and mapping types.

Feature requests / Distortion mode for the triplanar map
« on: 2017-08-23, 06:31:06 »
I think the triplanar map is really good, but would it be possible to have instead of blending which can cause blurriness, a mode which calculates how far off parallel a face is in relation to the the tri-planes and then modifies each planes texmap so that sections of the plane which are perpendicular to the objects faces are distorted accordingly.

For example, the distortion could be quickly calculated by projecting the rgb planes onto the object with a 100% blend and then calculating the resulting rgb value of each face to then modify the projected input map accordingly by stretching and moving the bitmap for each of the three planes used by the triplanar.  It would need to be calculated linearly from the minimum to the maximum sections of each planes axis so that the map could be moved to compensate for distortion on each axis in order to maintain correct tiling.

so if the triplanar used  x = red (255,0,0), y = green(0,255,0), z = blue(0,0,255)

x shrink = 255 divided by red value
y shrink = 255 divided by green value
z shrink = 255 divided by blue value

If it adds too much to render time to calculate each time, then each distorted plane could be collapsed to a bitmap and re-linked to the relevant texmap input to keep renders quick.

Additionally, by using colour values instead of face normals it would still be usuable on bad cad models, and could possibly be utilised to smooth models at rendertime that have too bad geometry to play nicely with a smooth modifier.

Bug Reporting / Shadow catcher not reflecting lights
« on: 2017-08-19, 02:30:15 »
shadow catcher doesn't reflect corona light material.  it does reflect self illumination though..

General Discussion / deep exr
« on: 2017-08-08, 17:09:48 »
Would corona play nicely with this?

I need help / glow
« on: 2017-06-30, 22:07:55 »
Hi, I'm a returning user and i'm just working onan image of someone welding. 

I know when I used to use it a few versions ago glow effects etc weren't supported, does anyone know if they are now?  I'd like to render it all in corona without comping so I can get all of the reflections of the glowing sparks on the reflective surfaces.


I need help / layered material
« on: 2017-06-18, 20:08:32 »

when I create a layered material, the base material has a bump map assigned.  The layer 1 material has a different bump.

I would have expected layer 1's bump to be added on top of the base materials bump, but when rendering, places where layer 1 is visible, the base material's bump is no longer there as expected.

How do I fix this?  I'd prefer to not have to duplicate geometry.


I need help / round edges material
« on: 2017-05-30, 18:53:54 »
I have some really badly faceted cad objects which are really difficult to smooth with smoothing groups due to the bad topology.  I'm just experimenting with the round edges map which is giving pretty good results, but I need to somehow get it to vary the radius on a per edge basis based on the sharpness of the corner so that I don't lose detail where it's supposed to be...for example a smaller radius on sharper corners and a larger radius on edges on flatter areas.  Is there a way to do this?



Hi, I've recently returned as a corona user but am having a few issues.  Can anyone help?

1.  When using the shadow catcher material with alpha mode set to compositing, i'm getting very stepped gradients in the alpha when saving as png (rgb 48 bit) exr 16 bit half float seems ok ...think windows 256 colours.  Direct visibility override is set to black. 

It's also incredibly slow to render, i'm talking at least 50 times slower to reach a similar noise level than if I render the floor with a standard corona material instead of the shadow catcher.  I've spoken with Marcin today who recommended increasing gi vs aa and light samples, but that didn't really make much difference apart from better balancing the direct/indirect noise levels.  The scene is lit by a single hdri which i've tried clamping in the output but that made no difference.  All of the albedo's are fine too.  Most of the noise seems to be in the shadows (judging by the cs shadows pass).  The scene is very simple, consisting of 5 materials:

shiny silicone with, diffuse set to 0, reflectivity set to 1, ior set to 1.6, glossiness set to 1, translucensy set to 1 transluceny colour white (value 188), absorption white (value 188) distance 1mm.

aluminium, diffuse 0, reflectivity 1, ior 999 (as per new pbr instructions), glossiness 0.4

plastic reflectivity 1,ior 1.6, glosiness .8.

translucent plastic, virtually the same as the silicone apart from absorption colour/distance.

shadow catcher, alpha for compositing, enviro backplate set to black with no map.

hdri image used as an envornment map for lighting/reflections.

I'd share the scene, but i'm under NDA.

Question 2:  Is there an exhaustive help file?  I can find tutorials, but I could do with a proper reference of all features/dialogs/ render options/materials/lights etc so I can get back up to speed more quickly when the tooltips are insufficient.

Final question (unless question 2 is a yes):  in the stats tab of the vfb at the bottom there are sections for GI caches and performance.  What does this data actually mean, and how can I use it to analyse and correctly configure the renderer on a per image basis?



When I render a scene with dr enabled it works fine if I render from within max, but if I send the job to the back burner queue it still renders on all machines, but the nodes aren't sending data back to the master.  On the render progress window dr shows 0 updates and 0 passes from all nodes.

I've checked the corona log on the nodes and it shows that the nodes are rendering the prepass followed by pass 2 over and over again.

The steps to recreate are:

Open batch render in 3ds max,
Create a job
Submit to net render
On net render screen connect to back burner manager on the local machine
Choose the local machine as the server also (checking use selected server only)
check enable rendered frame window.
strip rendering is de-selected.

Everything renders fine, it's just slow as the nodes are rendering but not contributing.

  • backburner render time 7:07 80 passes (dr enabled)
  • max locally  same scene and render settings, render time 7:07, 180 passes

It's not a network error, and backburner works fine with mental ray dr.  It's also not scene releated as it happens on all scenes.

Max 2017 sp3 back burner 2017 corona 1.6

Does anyone know how to resolve this?

General Discussion / Best priced Render Farms
« on: 2016-06-08, 14:08:32 »

I recently had to cancel my subscription to Corona due the corona team revoking my chosen render farms licence.  Pixel plow charged $0.005 per ghz hour, making them 4 times cheaper than any of the other farms I've managed to find.  My business couldn't really afford a 400% increase in rendering costs, particularly as i'm a reasonably new entity, still trying to gain a regular client base.

I'm just starting this thread in the hopes that someone may be able to suggest an alternative farm whose prices are similar to what I've been paying.  The only pre-requisites are forest pack and growfx support, and a price per ghz of $0.005 - $0.01.

I'll subscribe to this thread so that hopefully in the not too distant future someone will be able to suggest a farm, and  i'll be able to return to Corona.

In the meantime, i'm going to try Arion or Indigo if anyone has any thought on which is the best of the two?



Hi, here's a visual I did recently for a proposed restaurauant and burger van area which is under consideration near Stanstead airport.

The image was looking a bit flat, but I've just installed the demo of vfb+, and i've got to say it's amazing, will definitely be purchasing.

At 10000 x 5000 pixels and with a files size of 1.5gb to cover the 1km square area, it was a very very looong render, but thankfully I've been using a render farm called pixelplow for the last few months, and their prices are 4x cheaper than the closest competitor.  They only charge $0.005 per ghz hour so thankfully it only came in at $5 in total!

I'm also about to commence converting it to an online unreal engine html5 interactive walkthrough.  I'll post a link when it's complete.

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