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Messages - Fluss

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1
That's crazy... and speaks a lot how they've been milking users all those years. Do they also lower prices for their consumer platform? Although i kinda lost motivation to support such company.

This, 10 times. I'm so hyped AMD is back to the race! I hope they'll manage to catch up with Nvidia on the GPU side as well, which seems a bit more difficult

2
I need help / Re: Portals - big difference in lighting
« on: 2019-10-10, 17:12:39 »
I disagree, I personally prefer the no portal version.

Just a random thought but I always been curious to see if portal normal orientation has an impact on how it behaves. I could have done the test myself but since you have a scene where the impact of portals is quite noticeable... What happens if you flip the normals of the portal? I know Fstorm portals need the normals to face inward (so in your example, normals pointing at the floor), hence my interrogation.

3
Nice to see you here Alex! And glad you're back with some of the awesome sauce you're prompt to deliver.

Well, you summed it all. Corona is a beast of an engine with limited capabilities. But still a young renderer tho!

What a wonderful set of images! Not disappointed, We can see you did keep your cinematic vision! I love the analog film emulation!

Isn't the SSS a bit overdone on the statues? That looks unnatural to me, especially in the shadows. Also, the tiles of the yard need a tiny bit more of specular details to me.

On the LightIN2 shots, columns on the right look strange, I do not know if it's bokeh related or the focal length but there is something that boggles me.

Here are my 2 cents 😉




4
Feature requests / Re: The most wanted feature?
« on: 2019-10-07, 21:00:11 »
Please consider fixing the reflection override! I'd like to be able to use Corona sun+sky to set up the lighting exactly where it needs to be and be able to get some clouds from the HDRI map in reflections. In its current state, there are fireflies everywhere. I know you guys consider it from quite a while and that it's not an easy fix but you keep adding features and the more you wait, the more complex it will become to solve. It's time now, please! That's such an important feature for me that I actually consider switching back to Vray. That and masks in reflections/refractions are the two main blockers in my day to day work. It's not that much an issue for stills but it's quite a pain in the *** for animations, which I do a lot.


Could you not just calibrate the HDR properly to get the HDRI sun to work like the corona sun?

That's not the point here, I'd like to be able to adjust the lighting the way I need it and not try dozen of HDRIs to find the right sun Azimut. Corona sun is very convenient for animations when you have to change the lighting between multiple shots.
I just want reflection from the HDRI to be seen in reflections and that's actually not usable for now.

5
Wow this is freaking insane!

6
Feature requests / Re: The most wanted feature?
« on: 2019-09-26, 20:24:43 »
Please consider fixing the reflection override! I'd like to be able to use Corona sun+sky to set up the lighting exactly where it needs to be and be able to get some clouds from the HDRI map in reflections. In its current state, there are fireflies everywhere. I know you guys consider it from quite a while and that it's not an easy fix but you keep adding features and the more you wait, the more complex it will become to solve. It's time now, please! That's such an important feature for me that I actually consider switching back to Vray. That and masks in reflections/refractions are the two main blockers in my day to day work. It's not that much an issue for stills but it's quite a pain in the *** for animations, which I do a lot.

7
General Discussion / Re: Some thoughts on Caustics
« on: 2019-06-18, 13:00:46 »
there will be much faster parsing and lower memory consumption. We will improve our internal testing, and fix some long standing bugs.

The short time frame means no PBR material for v5, that one is being postponed to v6 (hopefully)

We can live whithout new PBR coz you know... 2.5D DISPLACEMENT IS COMING !!!!! That will be a game changer for us! That plus the overall optimizations, can't wait for that!

And I can't stop smiling by looking at the potential feature pool on trello. All of my own most-wanted features are there. Keep-it up guys, you rock !

8
Work in Progress/Tests / Re: romullus wips
« on: 2019-05-20, 14:39:17 »
Those are really cool romullus! Man that pool looks insane with caustics indeed!

9
Yeah, definitely not the same process. Here, it is as simple as putting a map in the shader, activate the feature and hit render. This would be insanely useful with maps such as Megascans, or almost any scanned texture, which look great but are highly repetitive when tiled.

10
Stumbled upon this article: https://blogs.unity3d.com/2019/02/14/procedural-stochastic-texturing-in-unity/

It allows to tile stochastic or near stochastic textures with no visible repetition. Would be insanely useful to have such a tool in Corona. Especially for large surface areas, such as road, concrete walls etc...

Here is the full paper: https://drive.google.com/file/d/1QecekuuyWgw68HU9tg6ENfrCTCVIjm6l/view

11
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2019-03-26, 14:27:32 »
I think it's the best place for this. This is one of the best synthesis of what should characterize an uber shader I've seen so far. Enjoy !

https://autodesk.github.io/standard-surface/

12
Gallery / Re: Roman Grand Hall
« on: 2019-02-26, 11:07:22 »
Nice details here! Maybe a little bit too much glare for my taste.

13
General Discussion / Re: Frosted glass noise
« on: 2019-02-21, 23:26:59 »
Try ranch computing, really good renderfarm

14
I need help / Re: burn issue
« on: 2019-02-19, 10:52:18 »
Did you use the override reflection slot? It can produce a lot of fireflies when you have different HDRIs in global illumination and reflection slots.

15
This is because of the core fundamental of the dynamic range: the ratio between bright and dark areas. In your case, HDR1000 refer to the peak brightness of the monitor (1000nits). Black areas for the specification have to be under 0.03 nits. So if you lower the peak brightness, you lower the dynamic range and then you'll be out HDR1000 specification, hence the brightness lock.

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