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Messages - akurra

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Gallery / Some test renders
« on: 2015-04-29, 19:17:39 »
Hi, just some experiments...

Gallery / Re: Not a very optimistic render.
« on: 2015-04-03, 12:44:01 »
Oh, multimap, nice idea. Thanks.
Animation is nothing special, just slow camera dolly.

Gallery / Not a very optimistic render.
« on: 2015-04-03, 11:16:27 »
I tried to re-render an old animation test using Corona's 1.xx SSS. And so I rendered few thousand hires skulls, all wit SSS.
The workflow was brilliant, as with interactive viewport I could setup the lighting several times faster, saving me few hours of time. And the final animation rendered at 5min/frame. Which is really great considering so many SSS objects.
Renders contained some grain, but nothing that Neat Video couldn't handle.

Gallery / Re: Shots test with c4d
« on: 2015-03-10, 10:30:30 »
EDIT: :D OOOps, sorry, I missed the "Cinema 4D" part. I wondered why you have any problems with SSS.
forget the below...

It's very easy to setup SSS in corona.

"To enable scattering effects, you need to allow light rays to pass through object's surface first. To do this, you can use refraction, translucency or opacity controls. Scattering materials should only be applied to solid, capped (watertight) objects. For objects with no thickness, use translucency instead."

... and then use Absorption and Scattering controls...


Gallery / Re: Eye animation
« on: 2015-02-14, 11:47:36 »
noel20: I saw photos by Suren Manlevyan on the web ( ) and thought that eye structures are just like some wonderful sci-fi landscape. Then I though it would be wonderful to fly above such a landscape.
The animation didn't turn out as I expected mainly due to the fact, that I took a bad approach: the eye should be modeled from fragments, not as a whole, as it needs a very dense geometry to represent all the nuances of it's structure. And perhaps some procedural modelling.
Nevertheless, I decided to render the created model.

Gallery / Eye animation
« on: 2015-02-10, 10:01:42 »

this is my second animation with Corona. Render is a bit rough on the edges. I've tried it with Modo and SI+Arnold and finally chosen Corona due to speed. The geometry is quite heavy in this one.
I used neatvideo to get rid of grain. Blackmagic Fusion free version for comp & particles. There is some flickering in the shadows. I guess I could get rid of it if I did the compositing more carefully.
It was inspired by Suren Manvelyan photos, and looks a bit like Cosmos title animation, but I've started it long before the series hit the tv screen.


Work in Progress/Tests / Re: Field of skulls
« on: 2013-10-08, 23:41:34 »
Yeah... OFX version. Check it out. I think it's the best denoiser.

Work in Progress/Tests / Re: Field of skulls
« on: 2013-10-08, 22:24:28 »
I didn't use hdcache. Only PT.
I used scatter.
Neatvideo is very handy for brute force renderers, as they give natural uniform noise, a lot like camera sensor noise.

Work in Progress/Tests / Field of skulls
« on: 2013-10-08, 21:37:19 »
A frame from test animation
4000 skulls, 750 000 faces each..
2 minutes for a frame 1920x1080, but I use neatvideo to lower the noise.
Anyway, I am very impressed with the renderer.

General Discussion / Re: Activeshade and first rendertest
« on: 2013-10-01, 11:59:57 »
Thanks for answers!

General Discussion / Activeshade and first rendertest
« on: 2013-09-28, 12:11:13 »

I must say, I'm very impressed with Corona renderer. It's so straightforward I've got it up and running in 2 mintues with object light, displacement etc... I use VRAY from time to time, and I admit I have to search for parameters in help file, everytime I have a longer break from this render engine.

Attached is rendertest with some post glow. All light is emitted from textured boxes.

I've got also a question: is activeshade impremented already? It crashes Max 2013.


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