Author Topic: Maru's random stuff  (Read 31957 times)

2018-02-10, 20:58:57
Reply #45

maru

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my only observation is the ring around the cat eye get only half of it instead of the whole form other than that looks practically the same as a camera.

I think it's actually how it should be. It's called optical vignetting not without a reason. Here's couple examples where that phenomena is clearly visible:
http://www.musitelli.com/site/images/products_pics/cont_petzval_02.jpg
http://cdn.lomography.com/downloads/kickstarter/lomography-petzval-kickstarter_update_19_sunglasses.jpg

Yes, to me it looks quite correct.
Also the ring bias and vignetting are controllable in + - scale, so it could be possibly tweaked to resemble some real life lens better.

@Romullus - what are onion rings? :O
CA would definitely be a good addition.
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2018-02-10, 21:52:53
Reply #46

romullus

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This: http://www.imaging-resource.com/?ACT=44&fid=17&d=3663&f=onionring_vanwalree_onion_aspherical.jpg
There's a nice article about bokeh characteristics and the reasons behind one or another phenomena (onion rings explained in aspherical lens elements section): https://www.bhphotovideo.com/explora/photography/tips-and-solutions/understanding-bokeh
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2018-02-10, 22:41:03
Reply #47

zuliban

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yes in the images half of the halo ring is stronger but still the other half has the ring on it and is hard to see it ,in the render it only show the half of the ring and the other half has not a weaker halo.

2018-02-10, 22:53:12
Reply #48

romullus

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I think it could be just because maru used quite strong settings for optical vignetting. If you would use <1, then it probably wouldn't cut off those rings that much.
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2018-02-11, 12:43:36
Reply #49

Fluss

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Lovely bokeh! Corona is getting better and better

2018-09-14, 15:18:02
Reply #50

maru

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Finally :)
  • Added randomization by mesh component (contiguous triangle group) to CoronaMultiMap and CoronaUvwRandomizer
Marcin Miodek | chaos-corona.com
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2018-09-14, 15:47:25
Reply #51

romullus

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Suddenly the tree became much more realistic, yay! :]
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2018-09-14, 17:33:52
Reply #52

pokoy

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Love that addition, I had to keep 10,000s individual instances of rivets and screws in some scenes to get some randomization, looking forward to being able to collapse them now.

2018-09-14, 17:46:21
Reply #53

maru

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Love that addition, I had to keep 10,000s individual instances of rivets and screws in some scenes to get some randomization, looking forward to being able to collapse them now.
Well, the current workaround was to distribute random material IDs (Material By Element modifier), but now it's just much more convenient. :)

Suddenly the tree became much more realistic, yay! :]
Didn't it!
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2018-09-17, 12:59:08
Reply #54

Alexandre Besson

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Unfortunately still not compatible with instancing engine of railclone.



2018-09-25, 15:08:34
Reply #55

maru

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Some autobump tests. The cave wall is a procedural material with displacement and bump.

RAM usage:
Autobump off, displacement size 1px: 11,6 GB
Autobump off, displacement size 4px:  3,4 GB
Autobump on, displacement size 4px: 5,2 GB

Note that the quality of autobump off 1px is _similar_ to the quality of autobump on 4px, while the RAM usage is 11,6 GB vs 5,2 GB.
Marcin Miodek | chaos-corona.com
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2018-09-25, 16:27:46
Reply #56

Beanzvision

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Loving the cave scene ;)
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2019-04-18, 20:57:03
Reply #57

maru

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Happy Easter to everyone! :)

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