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Messages - deshu

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1
Feature requests / HDRI + Sun position automatic binding
« on: 2019-09-16, 13:14:59 »
Hello.
Few years back I've been using awesome script for Vray, which automatically binds sun position to te most bright pixel (sun, usually) on the environment dome.
Now, when Corona added nice caustics solver, this would be awesome timesaver if you are using Corona Sun as the only light generating caustics.
I believe this is an typical scenario. It's even mentioned in official Corona caustics overview video.

Script is here:
http://www.scriptspot.com/3ds-max/scripts/find-and-bind-vray-hdri-sun

2
Gallery / Re: CGDIGI Corona render sketchbook
« on: 2017-03-31, 18:16:44 »
I appreciate your work very much.

3
Gallery / Re: Living in Lisbon
« on: 2017-03-31, 17:23:35 »
Great detail. Detail is everything in such minimalistic interiors.

Is floor texture commercial?

4
General Discussion / Re: Corona 1.3 Benchmark
« on: 2017-02-19, 22:08:52 »
I understand perfectly.
So I'll try to make some mockup application based on data from the website.

My main purpose is to find easy way to compare true performance of processors. I don't find synthetic benchmarks satisfying.
My main PC uses are Max + Corona/Vray, and I just want to make good purchase decisions.
Sometimes you just get few percent more performance, for a lot more money. That's why I came up with the idea (currently building next workstation for my work).

5
General Discussion / Re: Corona 1.3 Benchmark
« on: 2017-02-19, 20:09:49 »
That isn't really the solution.
First - data not up to date. But that could be solved by dynamic accessing html data.
Second - I have a feeling that original database is a little bit better sorted. For example, the model of the processor and number of processors should be separated.

6
General Discussion / Re: Corona 1.3 Benchmark
« on: 2017-02-17, 16:26:18 »
Ondra, I am planning to write CPU compare utility based on data from CoronaBenchmark.
Is there any way to get access to the database?

7
About this forum / Re: Like button
« on: 2016-07-22, 01:39:36 »
This was posted 2 years ago, yet still not implemented.

8
About this forum / Re: Tapatalk plugin on Corona Forum
« on: 2016-07-22, 01:38:05 »
Sorry to say, but that just plain stupid. Really, honestly, every other forum I use, uses that plugin and no one ever complained about it. Until I came here, I didn't even realise that Tapatalk is a plugin, because seriously, every other forum is already there.

Have you ever used corona forum on your mobile? Constant zooming in and zooming out, bad layout, small fonts, uncomfortable topic subscriptions, etc.

9
Firstly:

Ondra - Thanks for the tip!



Secondly:

In this model, adaptive Corona displacement doesn't make sense.
Displacement adaptivity is on by default and it's useful when you have big, flat surface with some detailed surface.
For example, a brick wall.
When you have a complete curve surface, all the mesh will be subdivided in the same level.

Corona's displacement when set to world size, is no better than max displacement modifier and when set to screen it's useless in baked form. So what's the fuss about?

This night I've made some quick tests and I have to admit, that your pessimism on my request is justified.

Corona displacements adaptivity works different way than i used to thing while making this topic.

Later this week I'll make a post with some tests, analyse, and my thoughts in that matter.

10
About this forum / Tapatalk plugin on Corona Forum
« on: 2016-07-19, 15:21:27 »
Hello guys, could you make corona forum available on Tapatalk?

This would greatly help using forum on mobile devices.

I see corona forum uses Simple Machines Forum engine.

Here you have a link on how to install Tapatalk on SMF.

11
I would really like to see something introduced like this as well. Just to have the potential to create whatever the adaptive Corona displacement would calculate as a mesh - or at least an option within the current CoronaDisplacementMod to cache a calculated mesh in RAM.

Caching disp would be awesome. Even without automatic changes detection (when user changes map between renders, or changes displacement values).

Resolution and Camera could be drawn directly from the main render settings at the time couldn't they?

Ofcourse, those information (currently active viewport/camera and render resolution) are available application-wise, even via maxscript.

12
+ 1 for making it possible to collapse the Corona Displacement modifier into a mesh - just like 3dsMax displacement modifier.

I wouldn't say "colapse", since CoronaDisplacement isn't visible in viewport. CoronaDisplacementMod could just have "Create Mesh Object" button.

I think that with the "screen size" option you would end up with nice pretty displacement where camera can see it, and with fugly mess where camera cannot see it, or if it would be a big object - where it is further from the camera. With the "world size" option you would probably get more or less the same thing as when using 3dsmax displacement. I might be wrong though.

Since screensize displacement operates on pixels, for this option to work, you would have to specify resolution and camera in CoronaDispMod itself. I don't find user-friendly.

However, world size corona displacement operates on scene units, and doesn't care about POV. Additionaly, it's adaptive, which makes it really good solution.

13
Resolved feature requests / CoronaDisplacementMod to Mesh
« on: 2016-07-18, 16:31:41 »
Hello.

I my work, I often use build in 3dsMax Displace modifier to achieve some surface-level details.

The problem is, for displacement to look perfect, I need extreme mesh density.

It would be lovely, to be possible to use Corona Displacement adaptivity algorithm, along with minimum/maximum* edge length setting, to "bake" actual meshes.

Mesh achieved this way could be used as blueprint for modeling in CAD softwares, or, for example, 3d printing.

*Currently we can set maximum edge length when using world units in prerender disp calculations.

14
Sadly it's platform independent at the moment.

Yes I know. But it would be quite easy to develop exporter for both softwares, which would create simple JSON file, with all the material informations - values, colors, map paths, etc.
Then, importer/interpreter for each application would have to be developed. Based on information stored in JSON file, it would reconstruct material in platform specific way.
Both importer and exporter could also access database directly. Data like corona version would be passed automaticaly, and even thumbnail creation could be automated.

I don't see much problem here. Only procedural maps could be the case here as you mentioned. I've never used Cinema, but I suppose that procedurals like noise and falloff are all available.
If not, procedural baker for some maps could be incorporated.

I might develop some proof of concept quite soon. For max/cinema pc version.


15
Your site have so much better visual design than http://coronamaterials.com/
Looking very good!

I am wondering - does corona material for cinema have identical settings like corona for max?
If it does, maybe it would be possible to build software independent library.
Also, I am wondering about writing a scripts, which would send material directly from your website to max/cinema material editor, and download needed maps to some pre-setup directory on harddrive. This would greatly speed up the workflow!

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