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Topics - sirio76

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Hi everyone:)
We are looking for a few beta testers for our upcoming product, it's a huge fabric shader collection with over 400 high end materials.
If you want to test our shaders in your production scenes please let us know (as we still have a few spots available) and you will get the full commercial product for free once released.
We have already selected some beta testers and we are looking for just a few more with great artistic skills and deep knowledge of the render engine in order to test the product properly and share with us some nice images.
If interested to test our materials please let us know by subscribing here https://3d-render-and-beyond.ck.page/86f228f42c

Below are just a few shaders but we have tons more to test, other categories are coming soon!
In case you haven't noticed we also posted more previews here on this topic: https://corona-renderer.com/forum/index.php?topic=23041.30


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Please refer to this post for the specular/bump issue:
https://corona-renderer.com/forum/index.php?topic=28841.0
And other similar report from other users:
https://corona-renderer.com/forum/index.php?topic=28892.0
https://corona-renderer.com/forum/index.php?topic=28382.0
Now I've discovered yet another bug related to the subject, this time involving displacement. That's what I get when switching from standard displacement to 2.5D mode, the specular lobes are inverted.
Please developers, you seriously need to look in to this and fix it ASAP, according to other report is the same on both Max and C4D version. There's really no point in developing cool new features when basic stuff like this doesn't work as it should:)
If needed I can provide the scene.



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Is this the expected behavior??
Specular highlight vary wildly depending on the size of the render/distance from camera, seems also related to MIP mapping. It happens on both preview and real scene.


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Bug Reporting Cinema 4D / Triplanar mapping issues.
« on: 2020-03-22, 12:57:07 »
I'm testing triplanar mapping on some shaders and I'm noticing a few problem.
Let's start from the standard shader using cubic mapping:
 

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Creating correct velvet shader is nearly impossible in Corona(at least on Cinema4D), you can fake the effect as much as you want with traditional technique but in the end it’s just fake and not very convincing. Feel free to prove me wrong by showing great looking velvet made in Corona;)
F-storm, Blender and Arnold have a dedicated setting(I don’t know for sure but I’ve seen good velvet on Octane too so maybe that’s another one), Vray do not have this but at least have several BRDF model with proper tail falloff control, plus some OSL shaders and Vray scan to help.
Is there any plan to add a dedicated setting to get nice velvet shader?
Corona is a good engine but IMO his material system(especially on C4D) is not very good compared to competition, I know one of the main goal of the engine is to be as simple as possible, but it’s a shame that when you try to rise the bar the software will not allow you to build more complex stuff.

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Since Corona it's a CPU engine I think it will be great to integrate this new tool: https://www.techpowerup.com/251984/intel-launches-free-open-image-denoise-library-for-ray-tracing
It's similar to the Nvidia AI denoiser but runs on CPU(for free), please developers give a look because I think many of us do not want to waste money on pricey Nvidia GPU using proprietary tech just for denoising.
Seems that Intel AVX will speedup things but as far as I can tell it should run on AMD CPU as well.

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Bug Reporting Cinema 4D / Bug in bump mapping
« on: 2019-01-08, 00:21:37 »
Since I've started to use Corona I've always had the impression that were something wrong about bump mapping, in particular a flatter look compared to other renderer.
Now I've discovered this, using Cinema4d noise gives proper bump(I've also added a checker shader on it just to be sure to get the proper scale), using the same noise baked into a texture(first image) and used instead of the native noise gives a totally different look and a way flatter bump mapping(a thing I noticed with every shader I've builded).
I've tested the same situation on other engines and work as expected so it should be an error with Corona bump.
If that's the case it's a big issue and should be solved ASAP.
I'm on OSX 10.11.3, C4d R20 latest Corona beta version, if needed I can provide a scene.

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When I use the same texture node for both diffuse and reflection I get incorrect results, when I create or duplicate the texture node it does work correctly. Eventually I've builded my shader(latest image) but this issue should be fixed since one of the biggest advantage of the node system is that we can reuse the same node for many different needs, and that complex shader may become a pain to work with when you need to duplicate identical nodes several times.
I attach some screenshot showing the different behavior, if needed i can send you the scene. I'm on OSX 10.11.3, C4d R20 latest Corona beta version.


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Hi guys,
I think some of you already know our shaders made for other engines, I'm beginning to build a new collection of shaders dedicated to Corona Render, all build using the nodal system.
I already have some ideas on what shaders people need the most but I also want to hear from you if there are some specific materials you are interested in.
I'll update this thread with some images from the WIP, let me know how I can improve my work ;)



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When I use Corona bitmap for loading the textures I get some strange artifacts when using a simple radial pattern for anisotropy.
Using Cinema4d textures without any filters activated seems to alleviate the issue but it's still not perfect. Maps should be fine since I do not get the same artifacts on other engines(latest picture).
Is this a known issue? if not I can provide a file.
Thanks

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I've one question for developers, I suppose that Corona is using some form of GTR/GGX variant for the shader model(correct me if I'm wrong). While other shading model may be still useful in selected circumstances, GTR should be fine most of the time, but one thing I really miss is a control on the highlight tail falloff. This is very important for reproducing accurate materials.
Provided you are using GTR, have you any plans for a tail falloff control?
Thanks in advance

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