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Messages - GestaltDesign

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Two products and two price points.....of course Corona will be compromised otherwise the business model is screwed. 101 stuff guys. Nonsense that both will follow the same development curve as if they were competitors....there will be forced differentiation or the model is broken. It's painfully patronising to suggest otherwise.

Quite honestly shocked!!! I have read all the statements, they say exactly what they have to say. However the game is NEVER as you are told in these cases, I am sorry but this is not hate, just stone cold honest experience. There is NEVER pure innocent intent in strategic aquisitions, it is about business. There will be a compromise, there always is and the users will pay the price. Chaos just pulled a blinder imho :(

General CG discussion / Re: Octane render Road Map
« on: 2016-04-07, 16:09:50 »
There are a lot of problems in the way Octane is managed, they still have not fixed the basics and are missing a lot of standard production features.
Now they are adding layers of complexity!
For example after finally admitting in a back handed way that their 'round edge' and 'displacement' was flawed, they are now saying re-worked code will take until next year to implement (3.1) so in Octane time that could be two.....really!
Based on their history, current customer interaction and the new competition, I seriously think in 2 years time they could be left behind.

Resolved feature requests / Re: Multilayered EXR's
« on: 2015-10-22, 07:27:55 »
In the save VFB tab found in render settings you can use the saved Corona EXR for embedded elements.

Work in Progress/Tests / Re: romullus's wips
« on: 2015-09-28, 21:34:04 »
Ha, very clever!!! Wish there were more posts like this, it's very inspiring!
Thanks for the share!

As Maru says it is GPU renderer for a start which throws the whole comparison already, particularly without any hard details.
As for the rest I am not seeing anything new or exciting here (please correct me if I am wrong).
I will be happily sticking with my Corona subscription for a long, long time to come I suspect.
Dead thread IMO.

Gallery / Re: DJI Inspire1 quadcopter
« on: 2015-08-06, 15:18:26 »
Ha,ha great!

Thanks I will check it out :)

Gallery / Re: DJI Inspire1 quadcopter
« on: 2015-08-06, 13:13:02 »
Wow, really impressed! I see the environment and lighting rig are not for sale with the model, would you sell this or provide a breakdown as the lighting is superb!

Gallery / Re: Nordic Pack
« on: 2015-08-03, 17:59:56 »
Bugger, I was about to purchase this as it struck me as good value...... a smart way to intoduce your business!!
Seeing it is now twice the price I can not justify it, oh well, such is life.

Tutorials & Guides / Re: *Most wanted tutorial topics*
« on: 2015-07-08, 13:24:36 »
Would like to see in depth render elements workflow as well in particular with Fusion and Nuke!!
Strawberry SSS tutorial is superb by the way, the right level with a real world case, user workflow and scene download. Top job guys!!

Off-Topic / Re: Prices for 3d works?
« on: 2015-06-11, 14:26:25 »
I would estimate $50 CAD = 1 hours work local rate.

Work in Progress/Tests / Re: dan'z Test
« on: 2015-06-04, 12:32:40 »
Ah, ok. I don't want to spread false information and it is good to check/confirm as I learn! Appreciate it!

Work in Progress/Tests / Re: dan'z Test
« on: 2015-06-04, 10:42:49 »
I am not sure if it will help, but as the legacy Ashikhmin Shirley BRDF is not a microfacet BRDF (Anisotropic Phong?) you might try that as an alternative.
The legacy BRDF can be activated from the advanced options in the material settings by selecting the A7 legacy mode.

As I understand The Digital Human League project is trying to acheive robust physically accurate results with micro displacement/bump which is why to avoid a microfacet BRDF model.
Don't hold me to it, sure there are points that I am missing lol, but it would seem the best approach for Corona guys joining the project, it is a really interesting subject.

Tutorials & Guides / Re: Glossy Falloff Curve Experiment
« on: 2015-06-03, 22:51:35 »
Thanks for the confirmation Ondra!
If you are really going for a material specific physical approach then you are best off building on a simpler BRDF model anyhow then and replicating the behaviour in real world terms.
Potentially an expensive route for minuscule gains in realism I imagine.

Tutorials & Guides / Re: Glossy Falloff Curve Experiment
« on: 2015-06-03, 16:58:08 »
I am a little puzzled as I thought that the original idea of the GGX/GTR BRDF code factored fresnel glossy falloff into the reflection model.
Or is the fresnel code for reflection only and not roughness (hence the minor impact on a custom Fresnel Map that Ondra confirmed recently).

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