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Messages - lupaz

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WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling

Here are some initial results, but keep in mind this is still a work in progress:

It works with procedural maps too, so you can for example randomize a directional noise or gradients.

Awesome! Nice surprise

Feature requests / Re: The most wanted feature?
« on: 2020-05-15, 17:28:01 »
I already wrote about this earlier
more correct work with highlights
Shadow correction in Input Lut Log mode
support OCIO / ACES / ICC

If it supports ACES and you can save the image as DNG like a camera (like what Juraj said), I'd be happy. Then you can treat Corona as a camera and do the post production elsewhere.

Feature requests / Re: The most wanted feature?
« on: 2020-05-13, 19:51:28 »

I saw it on the roadmap, I see it for a very long time and probably have to wait even longer and it does not make me happy ((

Just curious: What is it exactly what you're waiting for? What kind of tools to be precise?

Feature requests / Re: The most wanted feature?
« on: 2020-05-12, 19:10:14 »
Crunch time started :)

Gallery / Re: Riga Residential Property 3D Visualization
« on: 2020-05-12, 14:34:30 »
Did you model all of this? How long did it take you?

No worries.
Thanks Maru.

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-11, 20:06:54 »
So, dudes & devs:

thanks to a hint from our buddy CJWIDD, I switched to Dubcat´s ACES simulation HC 0.7, etc.
After tens of renders (interiors) in the last days, this will stay standard setting for me... despite the stronger burning in the highlights.

Renders (contrasts, gradients, etc.) look waaaay more photo-like and more natural to the eye with HC 0.7. Especially in small rooms with poor light sources, you get much more energy.
Details that looked totally washed out at HC 1 and above, suddenly appear and the lighting becomes natural and alive.

In my humble opinion, the base setting of the HC in Corona seems too high. That's why images always look rather washed out & grayish and one messes around with contrasts to compensate it - with the known side effects of color burning, etc.

HC lower than 1 as a standard and a better / stronger effect of filmic highlights, so one can reduce clipping to a natural degree when needed, would be perfect in Corona.

What do you guys think?

In my opinion you loose contrast with this setup.
But at this point it's a matter of preference or taste I think. Same as with LUTs.

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-11, 16:47:40 »
I've been using <1.0 HC, as is described in Dubcat's ACES emulation settings, and it *feels* like it brings back dynamic range, i.e. the image looks more punchy, more depth

I never tried those settings. I have to admit they sound completely nonsense for me, on paper at least. Maybe the combination with filmic highlight counterbalances the 0.7 HC compression. I'll give it a go tho, as Dubcat always conducted is tests rigorously and always delivered good stuff. Settings are attached for those wondering.

This is without any LUT?

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-11, 04:21:03 »
@lupaz - See post #229 for Dubcats settings.

got it.
thanks man

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-10, 23:18:16 »
So, dudes & devs:

thanks to a hint from our buddy CJWIDD, I switched to Dubcat´s ACES simulation HC 0.7, etc.

Could you give all the settings and files (cube file?), if any? I'd like to make some tests and it'sa looong thread. Thanks.

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-09, 18:03:20 »
One more test I wanted to make.
This test isn't directly related to tone mapping, but I think that tone mapping is affected by it.

For this test I'm using path tracing for secondary bounces. The images have no saturation. I did try to match contrast and exposure slightly (without going crazy about it). No bloom, no DOF.
I notice a couple of things that I think are helping Fstorm almost unwantedly:

1- The energy of bounced light is much less in Fstorm. It makes it look more 3D-like, but it separates colors from surface to surface and adds deeper clarity to corners and small cracks or spaces.

I really wish there was a setting in corona to lower this energy that worked better than Max Sample Intensity. A while ago I started this thread about this issue:

I also think this is the reason why nobody in this thread is talking about exterior renderings: because secondary bounces don't play such an important role in exteriors. If the issue with corona was exclusively tone mapping, why nobody is talking about exterior renderings?
Note: I don't think this is necessarily an issue. Corona looks great, but it seems that the trend in photos and renderings is this one: one where every surface is very separate from each other clearly.

2- Corona applies blur to all textures by default. Fstorm doesn't even have blur in their material AFAIK.
Why? Why blur by default?
The only reason I don't remove it is because Corona's bump mapping doesn't work without blur.

3- And one more thing. This is a question:
Does anyone know what this does exactly?

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-09, 16:27:34 »

Just to be clear, comparing the second shot for both Fstorm and Corona Renderer does not produce an identical result on my end.

I just adjusted the exposure in photoshop.

Hardware / Re: PC freezing
« on: 2020-05-08, 16:16:23 »
Standard stuff: do you have all drivers updated, newest bios, chipset driver, bios reset to factory defaults...?

Thanks Maru.

I updated the BIOS before installing the new chip. It was actually required for my asrock motherboard if I wanted to install the 3950x.
Drivers? For other hardware you mean?
I don't think I updated the chipset drivers, no. I'll take a look at this.

General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-08, 15:53:41 »
Nevertheless I did some basic tests in which I attempted to control for as many extraneous variables as possible (given my limited understanding of Fstorm) and was surprised by the results.

I can barely see any difference.
Fstorm and corona next to each other. Image divided in half. I see a little more blur in the fstorm rendering.

Gallery / Re: AMENO HOUSE - CGI
« on: 2020-05-07, 23:11:30 »

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