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Topics - gabyanz

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Hello to everyone.
I don't write often to this forum, I am a silent reader...

But I am struggling. I moved to win 7 to win 10 , and a new PC.
Very happy with the new pc... but not with win 10... (oh well, I can deal with it, at least).

I was using max 2016... but i found that max 2016 is not very stable with win10 (I noticed unexpected chashed without even the save option).
I moved to max 2018... and I'm hating it. Less fluid, I really don't undested why they have to change ALL the icons every new version (...) .. It is slower, it behaves strangely when I have to select something, move, copy...

The question is ... What max version do you use... and why? Perhaps there is a "pack" that makes max2016 more stable (i've read that it is not supported officially in win10)?

Should I move to max 2019? I read here and where that every maxversion I worse than the previous one..

thanks a lot in advance

Good morning...

probably the answer of my question is very obvious, but I'm really struggling in finding it... XD

Let's say I've completed an image and I've applied a full denoise. Then, I have ro re-render a small region of the image beacuse of some requested changes.

at the end of the region render, the denoise , applies only to the region selected, and the rest of the image previously rendered is not denoised anymore.

There is a way to "burn" the denoise to the image... or I perhaps I could apply the denoise to the whole image?

Thanks in advance, I hope my question is clear :)


I need help / Box with Frosted-Wavy glass...
« on: 2016-05-06, 19:19:36 »
Good evening to all...

I'm having hard time creating a material for a box that has a translucent/frosted plexyglass ... with a wavy texture.

I've used both translucency both refraction glossiness (that is for sure more time consumer) but I'm not really happy wiht the results... can you help me?

I've attached the reference...


I was just wondering... (I don't know if it's the right part of the forum to post this)

I work very often with shops that have a very strong artificial lighting and a weak natural light from the exterior.

(I've attached some photo examples)

In vray, I've always light this kind of scene with rectangular lights and very few IES. The bigger the rectangular light were, less noise they would produce... but the results were very flat and very slow if working with lots of ies lights.

In corona, I've tried different approaches, but I still fell that I've not foud the best "balance" (time/noise). Lighting only with IES lights seems very slow and noisy (I've not tested the new release strongly, although),
 Using only rectangular lights gives a flat lighting, but using the single lights as light emitter (with corona light material) is an headache ... lots of noise and deadly slow...

What would be your approach? Am I doing something wrong?


Hello, I'm triyng to understand the correct behaviour of Corona Materials and I need some clarifications about the reflect/glossiness map.
I come from a vray "way of thinking"

In the helpdesk I read as "commons users errors" :
Using texture maps in Fresnel IOR instead of Reflection Color slot
To vary the reflectivity of a material, you should place a texture map in its Reflection > Color slot. If you are using IOR textures, they need to directly output IOR values (1-999), not black-white (0-1). This can be achieved for example with output node or CoronaColor map.

Placing falloff map in material's Reflection Color slot instead of using Fresnel IOR
While using the falloff map may be a correct way of creating customized reflectivity curves, for simple materials it is recommended to use the Reflection > Fresnel IOR value as Corona internally uses more advanced Fresnel model which is required for its advanced shading models.

In vray I was used to put a B/W map in the reflect glossiness, and another map in the reflect color slot.

Sometimes I was using a fallof map in the reflect color slot... why it's not "reccomended" ?

If I wanted to use a custom fallof curve ( with custom IOR) , what slot should I use? In this case I should put ior to 999 to disable it, right?

If I want to use the Viscorbel method , with a fallof map to simulate the glossiness that goes from sharp to blurry... (here is the link .. I should put the map into an output map?
If I understand well, the glossiness and the IOR work better with a full color map and not only B/W ?

forgive me probably it's a dumb question, but reading the helpdesk has confused me a bit, but perhaps I've understand why sometimes I was having too much noise in the render...

thanks in advance

Hello to everyone.

I know this is a very repetitive question, But I'm starting to use Corona in production and strongly want to understand well how it works , and how I can achieve "clean" images in reasonable render times.

Please help me if I'm doing someting wrong.

I'm doing an interior retail . Lots of clothes, lots of instanced polys.
HDRI lighting (with a dusk map) and interior plane lights.
some ies here and were (less than 10 in total)

In a 1800px X 1000 image (so not very high resolution) after 3 hours I still have lot of noise, expecially on the floor (quite simple material, glossiness at 0.7, small noise in the reflection slot)

I use ppt + UHD , LSM 4 and GI/AA 32. Internal resolution to 1
I've lowered the MSI from 20 to 15, in order to have a bit less accuracy and less noise, but seems it does not work.

The windows glass are thin...

I am doing something wrong?
It's normal to wait more than 6-7 hours to have a clean mage with this resolution?
My pc specifications are i73820 with 24 gb ram (I know, I need a serious upgrade...)

Thanks in advance for any advice

The noise is mostly in the direct lighting

I need help / Help on noise of night render
« on: 2015-03-13, 18:24:10 »
Hello to everyone...

I'm trying to make the total switch from Vray to Corona, and obiovously i'm facing some problems.

here there is a "slice" of a night rendering. Light by hdri (environment) and  plane corona lights in the displays.

I'm facing LOT of noise in the small displays. The rest of the image it's pretty clear, but the noise does not seem easy to be cleared...

I'm lighting those windows displays with one plane corona light at the top (that struggles to light properly the whole windows... perhaps I should use some ies lights, instead)

How I could achieve a pretty uniform lighting?

thanks in advance..

I need help / Help with vrayHDRI Dome light
« on: 2014-10-14, 21:24:06 »
Hallo.. please forgive this probably stupid question, but I've searched  the forum with no luck.

I'm starting to use corona, and I've started do study the sample scenes.

If I try to use a vray light dome with vray hdri, the scene goes completely dark.

I've deleted the corona sun and cleared the sky from environment. Added the Vray Dome... and It simply does not work.

 have I to activate something? I can't get it work...

I know I also could put the vray HDRI into the enviornment slot, but I've read that's It will get less light samples...

thanks in advance

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