Author Topic: romullus wips  (Read 117303 times)

2014-01-13, 20:50:56

romullus

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I saw the other guy on forum posted beautiful renders with vcm: http://corona-renderer.com/forum/index.php/topic,2450.0.html and wanted to try it myself, but run into problem of excessive fireflies. Fortunately with the help of other coronauts, here in forum, i managed to find a solution. It seems that vcm don't like bluriness in reflection and refraction slots. Especially in refraction. Put some map in that slot, other than white and you'll get a horde of fireflies.
Anyway here's my attempt:

« Last Edit: 2019-05-21, 10:35:53 by romullus »
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2014-01-14, 00:29:08
Reply #1

romullus

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Quick and simple scene, that i made just for fun of it:
« Last Edit: 2014-06-17, 00:32:27 by romullus »
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2014-01-14, 11:14:12
Reply #2

astudio

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And what do you change for VCN setup? :)

2014-01-14, 12:12:57
Reply #3

romullus

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Nothing at all - render settings were default.
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2014-01-14, 13:16:45
Reply #4

Dolphinoff

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Excellent result, congratulations!
thanks for the explanation :)
Sorry for my english

2014-01-16, 00:01:11
Reply #5

romullus

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Another wip from me. Car model is by Stelu Harsan.

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2014-01-16, 20:37:43
Reply #6

romullus

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This was my first attempt at corona rendering.  I was very amazed how fast i was able to learn basics of corona. Especially after mental ray :]
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-01-17, 12:31:07
Reply #7

kahein

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This was my first attempt at corona rendering.  I was very amazed how fast i was able to learn basics of corona. Especially after mental ray :]
great
i like it
maybe the foreground concrete need better displacement
Asus Z10PE-D16 WS / Dual Xeon E5-2690 v4 @ 2.60GHz / RAM 64 Go - GTX 970
Win 10 / Max 2017 / Corona 1.4

2014-01-20, 18:22:30
Reply #8

yagi

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wow! your first attempt is too good to be true!... weldone

2014-01-28, 01:12:06
Reply #9

frebel

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Nice improvements on the images, I liked the car in the studio, you can give some hint on settings in the shader car paint, looks good.

2014-01-28, 11:39:31
Reply #10

romullus

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Sure, but material itself is very simple.
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2014-01-28, 14:48:48
Reply #11

frebel

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Thanks for share, i'm comparing all solutions that i found in forum for carpaint shader and testing

2014-01-28, 23:33:03
Reply #12

romullus

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One more image of concept car. I tweaked carpaint a tad and added some eye candy.
I like how much contrast i can get straight out of renderer. With Corona, i can throw photoshop through the window :]
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2014-01-30, 11:45:40
Reply #13

romullus

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Some chap asked me to share floor material of my latest rendering. So here it is. Studio setup and material itself:
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2014-02-11, 00:48:01
Reply #14

romullus

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Testing procedural galvanized steel material. I might eventualy replace procedural map with bitmap, if manage to find decent quality one.
Very early wip.
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2014-02-11, 00:57:46
Reply #15

Ondra

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nice bucket rendering :D
Rendering is magic.
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2014-02-11, 10:33:43
Reply #16

johan belmans

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2014-02-11, 16:28:25
Reply #17

romullus

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nice bucket rendering :D

:-)
+1 :]

Second attempt. This time with the help of bercon maps. To be honest, i hoped to achieve better results with these awesome procedurals, but beeing long time mental ray user, i have no experience with bercons whatsoever :[
Next step will be bitmaps, i guess.
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2014-02-11, 16:50:47
Reply #18

maru

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2014-02-11, 17:12:42
Reply #19

Utroll

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Cellular Round Variations
Worley Voronoi F1, Euclidean Distance Metric w. Solid
and Worley Voronoi F2-F1 Solid Fill, Manhattan and Chebychev Distance Metrics
http://www.neilblevins.com/cg_education/procedural_noise/procedural_noise.html

With two layers and distortion.... you'll be good to go I guess

2014-02-12, 13:23:58
Reply #20

romullus

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Wow, that is some incredible useful resource. I remember, i saw it ages ago, but i forgoten it completely since. Thank you very much, Utroll! It's a real pity that "solid" feature was removed from bercon maps v3 and i cannot replicate those results :[
Meanwhile, i'm continuing with my galvanized material. This time i used texture instead of procedural map. It's a little better than previous attempts, in my opinion, but not good enough. Besides, i'd really like to get a good material with procedurals only.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-02-12, 14:01:51
Reply #21

Utroll

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My bad, I've noticed before night that I could not reproduce the result neither because of changed features... actually I could do pretty much everything I wanted quite quickly with berconmaps earlier releases, but new versions are pretty useless, they just makes some cloudy magma or stars.. I tried for one hour without convincing results (that I finally obtain from cells map in chip mode, 5 layers though).

Anyway you're skilled enough to figure out your best way :)

2014-02-12, 15:52:24
Reply #22

romullus

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... actually I could do pretty much everything I wanted quite quickly with berconmaps earlier releases, but new versions are pretty useless, they just makes some cloudy magma or stars..

Funny, i felt the same. Like something changed in bercon noise since i used it last time (many many years ago), and changed not to the better.
Anyway i get back to cellular and after a while i managed to get pretty decent results by combining couple of layers of it, like you suggested. I feel pretty happy with it, so, case closed, i think :]

Thank you once again, for your valuable input, Utroll!
« Last Edit: 2014-02-13, 11:01:07 by romullus »
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2014-02-13, 11:04:31
Reply #23

romullus

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I did quick animation with this bucket, just to see how material works in animation. Have to say, i'm pleased with results. Corona is such addictive thing.

« Last Edit: 2014-06-16, 23:05:00 by romullus »
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2014-02-13, 11:51:37
Reply #24

Ondra

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you have to use http://, not https://
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-02-13, 11:58:00
Reply #25

romullus

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Thank you!
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-02-17, 19:41:43
Reply #26

romullus

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Today i've tried to play with multiscatter for the very first time. Don't know if i'm doing something wrong, but A5 acts very strangely with multiscatter (1.2.0.12) - sometimes it works flawlessly, sometimes it refuses to work at all. I guess i have to wait for A6.
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2014-02-17, 19:52:04
Reply #27

Ondra

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Today i've tried to play with multiscatter for the very first time. Don't know if i'm doing something wrong, but A5 acts very strangely with multiscatter (1.2.0.12) - sometimes it works flawlessly, sometimes it refuses to work at all. I guess i have to wait for A6.

Just install daily builds and see if it is ok
Rendering is magic.
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2014-02-17, 19:59:17
Reply #28

romullus

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I'd like to, but whole daily builds installation / activation procedure sounds rather too complicated to me.
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2014-02-17, 20:11:21
Reply #29

Ondra

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it is actually quite simple, but its your decision ;). Anyways, if you are having any problems, trying it with daily builds would help also me
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-02-17, 20:20:39
Reply #30

romullus

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it is actually quite simple, but its your decision ;). Anyways, if you are having any problems, trying it with daily builds would help also me
Now, this definitely put some pressure on me, because i'm feeling guilty by using such marvelous software for free and not giving anything in return :]
I'll try it, thank you.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-02-17, 22:47:28
Reply #31

johan belmans

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@Keymaster

is it possible to install the daily builds next to A5 (on one/same PC)
If so, is it still possible to use Backburner and will backburner choose for A5 whenever a job is assigned to that PC?
(Hope it is clear what I mean)

Why?
Cause I use A5 for my commercial projects, but I am willing to test the daily builds.

cheers

Johan

2014-02-17, 23:46:03
Reply #32

Ondra

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it can be done via switching 3dsmax plugin folder path. I have no experience though
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-02-18, 00:17:53
Reply #33

DeadClown

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I have a separate external folder containing different builds with all plugin and dll files (A5, dailies, important steps etc). One of these subfolders is referenced in all the plugin inis over the network (or more precisely: they all include another ini which targets the plugin folder, easier to maintain that way). The important thing is to include the path where the dlls lie into the path environment variable on every machine - without that max will fail loading and complain about missing dlls.
So this way I don't need to have the files in my max folder and can just rename the build's folders which then load different files on each max start.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-02-18, 00:33:04
Reply #34

Juraj Talcik

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I have a separate external folder containing different builds with all plugin and dll files (A5, dailies, important steps etc). One of these subfolders is referenced in all the plugin inis over the network (or more precisely: they all include another ini which targets the plugin folder, easier to maintain that way). The important thing is to include the path where the dlls lie into the path environment variable on every machine - without that max will fail loading and complain about missing dlls.
So this way I don't need to have the files in my max folder and can just rename the build's folders which then load different files on each max start.

I wish I was smart as this man :- ) I would simplify my brute approach to everything so much. But I am primitive, so I'll guess I'll just need to get a hold on of some tech guy instead.
talcikdemovicova.com  Website and blog
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2014-02-18, 08:58:37
Reply #35

johan belmans

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I have a separate external folder containing different builds with all plugin and dll files (A5, dailies, important steps etc). One of these subfolders is referenced in all the plugin inis over the network (or more precisely: they all include another ini which targets the plugin folder, easier to maintain that way). The important thing is to include the path where the dlls lie into the path environment variable on every machine - without that max will fail loading and complain about missing dlls.
So this way I don't need to have the files in my max folder and can just rename the build's folders which then load different files on each max start.

I wish I was smart as this man :- ) I would simplify my brute approach to everything so much. But I am primitive, so I'll guess I'll just need to get a hold on of some tech guy instead.

OK, I have to admit I feel the same way as Juraj.
But thanks Deadclown I will give it a try.

cheers

Johan
« Last Edit: 2014-02-18, 09:05:36 by belly »

2014-02-19, 06:12:25
Reply #36

Alex Abarca

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That's pretty sick. you see the reflection on the handle in this bucket.

http://factorydirectcraft.com/pimages/20050702174551-514643/9_galvanized_metal_wash_tub.jpg

It reflects all of the handle. On the one you did it skips, it could be that it needs a layer or reflection, no?

But it looks sick, so does the animation. great work

2014-02-20, 13:29:39
Reply #37

romullus

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The "problem" is, that galvanized steel comes in such huge variety of looks, depending on type of manufacturing, ageing and so on. It's impossible to replicate all those looks in one material.

Ok, here's my next wip. Formica rufa. I did this render mainly because i wanted to compare corona with mr in terms of speed. Oh boy, mental ray so embarrassed himself it's even not funny.

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2014-02-21, 11:59:58
Reply #38

romullus

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Since i cannot get access to dailies, i have to stick to A5. Still, so much fun. I rendered very quick and dirty animation over night, just to see how ant rig, i did recently, works in motion. Not bad in my opinion, but still very much to do. Updates will follow, i guess.

« Last Edit: 2014-06-16, 23:00:49 by romullus »
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-02-21, 12:13:46
Reply #39

maru

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2014-02-21, 12:16:45
Reply #40

johan belmans

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Looks like the ant is suffering from Parkinson ;-)

Good job well done!!

2014-02-21, 13:15:32
Reply #41

Ludvik Koutny

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2014-02-21, 16:00:04
Reply #42

Utroll

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very quick and dirty animation

Oh well.. if you say so :)
It's very good. I mean I don't have nose sticking to screen but at first play I wasn't feeling like watching some quick dirty CG.
WellDone !!

2014-02-21, 20:10:19
Reply #43

Alex Abarca

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Hi Romullus, nice animation.

How many frames?
Avg rendertime per frame?
How Many passes?

2014-02-21, 20:45:16
Reply #44

romullus

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Thanks everyone for your comments. Currently i'm working on walk cycle, so parkinson symptoms should be gone, next time you'll see it :]

It's very good. I mean I don't have nose sticking to screen but at first play I wasn't feeling like watching some quick dirty CG.
WellDone !!
All credits to Corona for that, my part was quite small :]

How many frames?
Avg rendertime per frame?
How Many passes?
What i especially like about progressive rendering, it's posibility to control rendertime very precisely. I knew how many frames my animation is and when i want Corona to finish render it.  So i divided available seconds by frame count and inputed what i got into Corona's time limit field and in the morning i had my animation finished. Wicked!
It was 2 minutes per frame, but it's irrelevant.
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2014-02-25, 23:09:56
Reply #45

romullus

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Quote from: Keymaster
Fixed bug with slow non-rigid motion blur

Excellent, i have a scene where motion blur, when turned on, slowing render down more than 5000 times! While A5 shows only 1.3 times slowdown. Waiting impatiently to try that scene on newest build.

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2014-02-26, 20:37:05
Reply #46

romullus

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I tried 2014-02-26 build - non-rigid motion blur is still very slow. I should wait for the next build, i guess.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-02-26, 23:17:37
Reply #47

romullus

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It seems my ant has some friends :]
I'm not satisfied with this animation at all, but have no desire to work on it anymore, either. I ran into various problems when working on this scene. Problems from max's side as well as from corona's. So, i decided, that'll be my final.

« Last Edit: 2014-06-16, 22:56:39 by romullus »
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2014-02-27, 06:39:47
Reply #48

Alex Abarca

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Did you do some kind of AI on it?

2014-02-27, 11:15:28
Reply #49

romullus

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Well, kind of... ants movement was simulated with crowd solver in 3ds max.
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2014-02-27, 20:23:35
Reply #50

Ondra

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I tried 2014-02-26 build - non-rigid motion blur is still very slow. I should wait for the next build, i guess.
How much? Can yo provide me a sample scene where the problem happens?
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-03-06, 11:14:16
Reply #51

romullus

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Did some quick render test with improved deformational mb. I still can't believe how amazingly fast this renderer is. Keymaster, you are unbelievable!

I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-03-11, 00:18:14
Reply #52

romullus

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Another wip. Model is not mine.
Shoul be continued...
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-03-11, 00:20:06
Reply #53

Polymax

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Another wip. Model is not mine.
Shoul be continued...
test scatter?
Corona - the best rendering solution!

2014-03-11, 00:21:47
Reply #54

romullus

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No, it's simple array. I don't think i need scatter for this.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-04-01, 01:02:17
Reply #55

romullus

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I decided to do little break from modeling and to render a bit. Model is not finished yet. Picture is straight out of corona.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-04-03, 00:47:50
Reply #56

romullus

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Car is still in wip stage, but getting there... slowly :]
Corona's sky and sun only.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-04-08, 06:32:31
Reply #57

Alex Abarca

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I love that car, when I was kid, this was the first car I wanted to have when I grew up. I first saw in a U2 video.


2014-04-08, 10:59:42
Reply #58

romullus

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No no, you are confusing zaz 965 with trabant. Those two cars are very different. One is soviet knock-off of fiat 600, other is produced in eastern Germany. One is rr layout car, other - ff layout. One has backward opening doors, other - forward opening. One has all steel body, other is made out of fiberglass mostly. These have almost nothing in common as you can see :]

Anyway, here's some more progress, i've made:

« Last Edit: 2014-06-16, 22:58:26 by romullus »
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2014-04-08, 12:14:59
Reply #59

klipanos

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nice!!!!

2014-04-11, 15:47:15
Reply #60

romullus

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The new spherical cam is awesome! My only wish, there was fisheye lens as well. I hope it'll happens someday, though.
Oh, did i tell how i like the way corona handles bump mapping? Compare it to mental ray, it's just unbelievably amazing!!!
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2014-04-11, 17:00:20
Reply #61

romullus

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Some more progress on zaz:

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2014-04-11, 21:10:39
Reply #62

fellazb

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Oh, did i tell how i like the way corona handles bump mapping? Compare it to mental ray, it's just unbelievably amazing!!!

Yes yes, it's awesome compared to MR! Now adding bump really makes some sense :) The best thing about bump in Corona is that it also behaves very natural in areas with indirect lighting. In MR the bump just sorta vanished on those areas. I haven't tried any normal mapping yet, but having this quality with regular b\w images is indeed amazing.

2014-04-11, 23:03:39
Reply #63

Alex Abarca

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Its looking good, noticed you added the mirror, top cage and the triangle window.

2014-04-12, 01:44:53
Reply #64

romullus

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Thanks, i've added quite a lot more. Not everything can be seen in this shot, though. Also, started texturing, but it's too difficult task for me.
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2014-04-12, 08:24:53
Reply #65

Alex Abarca

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Yeah, I took note on the tire too. It looks good.

2014-04-16, 03:23:02
Reply #66

robo

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Some chap asked me to share floor material of my latest rendering. So here it is. Studio setup and material itself:

You used emissive planes here, right? With normal Corona mat. set using the emissive option or did you use the CoronaLight mat?
How long/how many passes did it take before acceptable noise levels were reached?

2014-04-16, 09:15:25
Reply #67

klipanos

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Niceeee!!!!!!

2014-04-16, 20:54:41
Reply #68

romullus

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Some chap asked me to share floor material of my latest rendering. So here it is. Studio setup and material itself:

You used emissive planes here, right? With normal Corona mat. set using the emissive option or did you use the CoronaLight mat?
How long/how many passes did it take before acceptable noise levels were reached?
It was rendered with A5, so coronaLight material wasn't available. IIRC it was hdr maps assigned to corona mtl's emmisive slot.
Noise to signal ratio reached acceptable level after 20-30min, but i kept rendering a little longer to get even cleaner image. An hour or so.
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2014-04-17, 03:00:16
Reply #69

robo

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It was rendered with A5, so coronaLight material wasn't available. IIRC it was hdr maps assigned to corona mtl's emmisive slot.
Noise to signal ratio reached acceptable level after 20-30min, but i kept rendering a little longer to get even cleaner image. An hour or so.

Ah thanks!, one thing though; You said you applied the HDRI to the emissive slot, but of which material?
The top part of the seamless background?

2014-04-17, 10:45:07
Reply #70

romullus

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No, it was applied to those "light" planes, that provided lighting for scene.
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2014-04-18, 09:28:04
Reply #71

Alex Abarca

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Wow, so you put an hdr on your emmision. Never tried that, nice effect.

2014-04-18, 21:58:11
Reply #72

romullus

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Yeah, but in A6 one should use CoronaLightMtl instead.

Ok, back to my zaz. I really should continue with modeling, but i just can't stop playing with rendering. Corona is just too addictive. Dayum!
Next shot is for pure fun. Since Keymaster fixed custom bokeh map bug, i wanted to test it. For this i used procedural CA map by tiagodmed and gorgeous acer tree models, kindly provided by hrisek. Thank you guys!

Picture is straight out of renderer. I still can't believe, how good Corona is!
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2014-04-19, 00:51:09
Reply #73

Alex Abarca

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this one looks good,  are you going to add the tire splash guard?

I was going get you on tire air valve, but sure enough you have on there. :D

2014-04-19, 16:15:04
Reply #74

Ludvik Koutny

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Just to be sure, i'd try to compare speed of simple bitmap bokeh image VS procedural one. I would expect some performance hit when resolving that procedural network for each ray shot, vs just calling cached bitmap. I may be very well wrong, but i would test it, just to be sure ;)

2014-04-19, 16:38:07
Reply #75

romullus

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this one looks good,  are you going to add the tire splash guard?

I was going get you on tire air valve, but sure enough you have on there. :D
I didn't thought about tire splash guard. Will definitely add it. The model could only benefit from this. Thanks!

Just to be sure, i'd try to compare speed of simple bitmap bokeh image VS procedural one. I would expect some performance hit when resolving that procedural network for each ray shot, vs just calling cached bitmap. I may be very well wrong, but i would test it, just to be sure ;)
I didn't specific comparison, but from what i noticed, procedural bokeh lowered r/s number by very insignificant amount, if at all. Anyway it was just test. I don't think i'll use that feature in future because of lack of flexibility. Although, CA effect came out very lifelike, i must admit.
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2014-05-04, 00:04:38
Reply #76

hemrie

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Good job with the car paint.

2014-05-25, 20:15:36
Reply #77

romullus

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I was testing brilliant script ATree3D from Avizstudio. Can't believe it's free! So i throw some presets, done by forum member hrisek, tweaked them a little to better suit my likings, scattered with MultiScatter. Then added grass, generated with Grass Generator, which is another great free script by forum member (sadly, i can't recall his nick). Hit F9 and presto, i have beautiful image in no time with minimum effort. It's easy to be cg hobbyist these days :]
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2014-05-25, 20:31:22
Reply #78

Ondra

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hahaha, I remember 8 years ago some "oldschool" people complaining about how easy is it to create CG images, and giving me shit for using GI which they considered "cheating" :D
Rendering is magic.
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2014-06-04, 09:56:27
Reply #79

Utroll

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I was testing brilliant script ATree3D from Avizstudio. Can't believe it's free! So i throw some presets, done by forum member hrisek, tweaked them a little to better suit my likings, scattered with MultiScatter. Then added grass, generated with Grass Generator, which is another great free script by forum member (sadly, i can't recall his nick). Hit F9 and presto, i have beautiful image in no time with minimum effort. It's easy to be cg hobbyist these days :]

Ah man you made my day, I'm wondering since weeks if Atree is rather good or rather a plug-and-wtf!-quick-deplug plugin. Never had the force to try it for myself :D (Although aTiles paid version seems unsexy but powerfull enough to replace floorgenerator+mightycraptiled+ or whatsoever)

2014-06-29, 16:39:20
Reply #80

romullus

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I have plans to make decent leaves textures collection over summer. There's some early tests.
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2014-07-09, 20:38:12
Reply #81

Utroll

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~super~ decent !

2014-07-09, 21:01:14
Reply #82

maru

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2014-07-14, 22:18:23
Reply #83

romullus

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Thanks, i'm trying to improve my photography setup constantly - who would thought that foliage texture photography can be such hard task.

Anyways, here's my latest doodle. Textures and material of ivy still in wip stage.
Ivy generator is hard to master. I wonder, maybe there's better tool for ivys somwhere? Should i look to growFX demo?
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2014-07-15, 11:32:58
Reply #84

HLeandre

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Really nice work romullus.
Could you tell us more about your lighting (hdri in environment slot, vray light dome or corona sun, )  ? What about your camera setting ? Vray cam or standar cam ?
Thanks
Léandre

2014-07-15, 15:26:46
Reply #85

romullus

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Thanks, i don't have vray and even if i had, i wouldn't use it's tools with corona.
My setup
lighting: CoronaSky with increased turbidity in enviroment and CoronaSun with slightly lesser intensity and bigger size to emulate slightly cloudy conditions.
camera: focal length - 45mm, f-stop - 1,8 for dof
render settings: pt+hd, GI/AA balance set to 32 and LSM - 1, everything else leaved at defaults.
There was one giant portal over scene, not sure if it was helping or did harm only :]
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2014-07-15, 18:43:21
Reply #86

londonvisuals

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Wow, the ivy looks awesome oO, you could incorporate a bit of hue variation to the leaves to make it even better.
Awesome still.

2014-07-16, 09:22:53
Reply #87

HLeandre

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Thank you for your reply romullus.

2014-07-19, 10:11:06
Reply #88

klipanos

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Just beautifull!!! The leaves are very difficult to make them look real, you did just fine!!!!!
Welldone!!

2014-07-21, 21:03:37
Reply #89

romullus

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Thanks, bigest secret in making believable leaves, is good textures, i think. And i'm trying my best to get them as good as i can.

Yet another wip. Scene downloaded from IDST render. I changed quite a few things from original model to better suit my likings.

edit: trees are made by Krzysztof Czerwiński
« Last Edit: 2014-07-21, 21:28:48 by romullus »
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2014-07-21, 23:12:35
Reply #90

CiroC

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Are you using any kind of translucency for the leaves?

2014-07-21, 23:50:09
Reply #91

romullus

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I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-07-22, 15:04:26
Reply #92

CiroC

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Do you use a single texture map or falloff map with a bright and dark textures? Thanks

2014-07-22, 15:08:47
Reply #93

romullus

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Single texture.
I wonder what would be benefit of falloff map? Can you show some example?
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2014-07-22, 16:34:45
Reply #94

CiroC

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Single texture.
I wonder what would be benefit of falloff map? Can you show some example?

I saw this in the Lamp shader (CML's website), but I will give a try with my scene and share it here.

2014-07-26, 16:33:04
Reply #95

romullus

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Yet another procedural material. This time i didn't managed to go fully procedural, though. There's very simple bitmap gradient, used as normal map, but for some strange reason i can't recreate it reliably as procedural map.

Still wip.
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2014-07-26, 17:42:38
Reply #96

maru

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2014-07-26, 20:29:30
Reply #97

romullus

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I didn't. Managed to recreate it with composite, gradient ramp and CoronaSolidTex woodoo. Not 100% identical, but i like output even more than bitmap gives.

More experiments on the way! :]
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2014-07-27, 14:13:39
Reply #98

romullus

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Struggling to create oil in-between cable strands. To manage refractive/transparent materials in blend, is very frustrating and very expensive too :/

Material is fully procedural still, although i have to use bercon noise, because native noise is just too regular.
« Last Edit: 2014-07-27, 18:36:57 by romullus »
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2014-07-30, 20:54:27
Reply #99

Juraj Talcik

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Quite fantastic :- ) Would love to know how to create these, no patience, and too dumb.
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2014-07-31, 00:44:59
Reply #100

romullus

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Sure, i'll make tutorial about it, when i'll have more free time. But basically it's not that different from mental ray version, for which i made tutorial couple years ago:


I don't want to share material itself, just because, usually people learn much better, when they have to make things by themselves :]
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2014-07-31, 19:56:43
Reply #101

romullus

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How much is to much polys for single tree? I took ATree3d script and some quick preset from 3dtreexchange.net. Tweaked and test rendered it, then tweaked more, then rendered again and so on and so on... until i ended up with whooping 14M poly tree. I'm realizing, that it's overkill, because proxy file alone is weighting almost 500MB. Now i have to find a way to optimize it without crunching to much details :/

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2014-07-31, 20:04:12
Reply #102

Nekrobul

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How much is to much polys for single tree? I took ATree3d script and some quick preset from 3dtreexchange.net. Tweaked and test rendered it, then tweaked more, then rendered again and so on and so on... until i ended up with whooping 14M poly tree. I'm realizing, that it's overkill, because proxy file alone is weighting almost 500MB. Now i have to find a way to optimize it without crunching to much details :/

Geometrical leafs?
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2014-07-31, 20:04:42
Reply #103

CiroC

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How much is to much polys for single tree? I took ATree3d script and some quick preset from 3dtreexchange.net. Tweaked and test rendered it, then tweaked more, then rendered again and so on and so on... until i ended up with whooping 14M poly tree. I'm realizing, that it's overkill, because proxy file alone is weighting almost 500MB. Now i have to find a way to optimize it without crunching to much details :/

I definitely need to take some time and learn how to use it. Do you find difficult reproduce tree species? For example, if you want a Quercus it is difficult to create this tree?

2014-07-31, 20:22:20
Reply #104

romullus

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Geometrical leafs?
Yes. Single leave has 37 tris. Initially it was even more heavy, but i had to take measures, as soon as i generated 30M tree :]

I definitely need to take some time and learn how to use it. Do you find difficult reproduce tree species? For example, if you want a Quercus it is difficult to create this tree?
It's my first day, when i decided to dwelve deeper into this plugin. I can't create exact tree that i want, yet. But script itself is quite powerful and flexible, although quite unstable. You should see what hrisek is able to do with it. Just amazing.
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2014-07-31, 20:30:24
Reply #105

DeadClown

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If you want to do a lot of plant modelling I'd recommend trying GrowFX, I do everything with it and I love it. Imho it's totally worth the money ;)
Any sufficiently advanced bug is indistinguishable from a feature.

2014-07-31, 20:38:11
Reply #106

romullus

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I'd love to, but i can't afford it, unfortunately. I'll probably try demo sometime.
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2014-07-31, 22:06:43
Reply #107

Adanmq

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I´m using GrowFx also. Usually if i try to make the most realistic tree the polycount sometimes go over 25mill for a simple 12mts Betula tree, but the scene becomes a nightmare. I think for most of the cases, 1-2mill per tree sould be ok for medium/far range. You can use more complex ones for closeups.


2014-07-31, 22:15:31
Reply #108

Juraj Talcik

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I think it's not overkill. If you aim at single-mesh tree, 20milion for broad-leaf tree where you use atleast 9-12 polies for leaf + opacity map for detail (always both) is just fine.
The few better trees I got hold on, where those (4-5) from Bertrand which he made with GrowFx, they were around 3-to-4 milion poly, had around 4-6 polies (+ opacity) and it shown...they were rather crude even in medium distance.

I then once tried to go for more realistic maple, of around 20meter height, with GrowFx, and ended at about 80mil. polies, + displaced trunk. Still, wasn't so perfect I wished..very far from.

I really liked the idea Alex Roman writes in his book, he made instance not of whole single mesh tree, but parts of it (few branches), which were extremely detailed. If he did it as single mesh, I believe those trees would have been quite humungous,
but as instanced branches it was managable, and of course, those are one of the best trees out there.

(but then again, Alessandro Prodan did extremely convincing ones with faaar fewer polies with Maya, I don't know how did it so well...)

I btw totally hate GrowFx, it's so far from what Tree generator 'should' look like (realistic algorithmic L-system generation and "eye-balling" with curves), every single tree I have seen looks totally wrong when it comes to nature mimicking and realism.
But it's the only plugin which can generate high quality single mesh body (for future sculpting/displacing). It's one-eyed captain among poor blind competitors. Maybe one day....
« Last Edit: 2014-07-31, 22:20:16 by Juraj_Talcik »
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2014-07-31, 23:53:40
Reply #109

romullus

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Wow, obviously my quality standarts are much lower than yours :]

Anyway, decided to rework this tree from scratch and reached more manageable polycount. Version without leaves, to me looks good already. I will try to play with leaves later.
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2014-08-01, 00:17:46
Reply #110

CiroC

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Any opinion regarding Speedtree cinema?

2014-08-01, 00:26:38
Reply #111

Nekrobul

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Geometrical leafs?
Yes. Single leave has 37 tris. Initially it was even more heavy, but i had to take measures, as soon as i generated 30M tree :]

I definitely need to take some time and learn how to use it. Do you find difficult reproduce tree species? For example, if you want a Quercus it is difficult to create this tree?
It's my first day, when i decided to dwelve deeper into this plugin. I can't create exact tree that i want, yet. But script itself is quite powerful and flexible, although quite unstable. You should see what hrisek is able to do with it. Just amazing.

I wish i culd have time to experementate with geometrical vegetation too)) i am already getting sik from fixing evermotions trees opacity maps wich are usualy oversised and not properly balanced in photoshop to have complete black and white.
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2014-08-01, 08:59:55
Reply #112

CiroC

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Not to mention that the famous volume 58 is totally wrong regarding leafs, trees sizes and bark's colour.

2014-08-01, 10:01:44
Reply #113

Stan_Booth

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2014-08-02, 14:10:16
Reply #114

romullus

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Curious, is this a bug or a feature? :]

« Last Edit: 2014-08-02, 14:26:18 by romullus »
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-08-02, 15:12:07
Reply #115

maru

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2014-08-02, 15:24:44
Reply #116

romullus

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Big secret. It's round corners, just don't tell anyone :]
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-08-02, 15:40:15
Reply #117

maru

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So I guess it's a feature. But I wonder if it also behaves like this in other renderers.

2014-08-02, 17:01:39
Reply #118

romullus

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Just checked with mental ray - nothing unusual.
Meanwhile in Coronaland:
Ok, i admit, i'm stressing it, but still...
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-08-02, 18:35:35
Reply #119

Stan_Booth

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2014-08-10, 14:54:39
Reply #120

romullus

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Corona SSS, rocks!
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-08-10, 21:26:54
Reply #121

maru

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2014-08-10, 22:15:01
Reply #122

Stan_Booth

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2014-08-13, 20:08:39
Reply #123

romullus

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Some random doodle:
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2014-08-13, 20:37:30
Reply #124

maru

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2014-09-12, 11:28:34
Reply #125

romullus

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I'm giving away some texture, i made recently. It's not tiling very well, but still, some may find it useful. Feel free to use it in personal and commercial projects, but do not resell.

These are pumpkin seeds.

Link to 2K res PNG's.

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2014-10-14, 00:31:34
Reply #126

romullus

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Tried to achieve wet look. I think a few hanging water drops would be very helpful for that, but can't figure out how to approach this without too much work.
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2014-10-14, 01:19:49
Reply #127

Juraj Talcik

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Looks very good. Is it a full tree ?
talcikdemovicova.com  Website and blog
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2014-10-14, 02:04:33
Reply #128

snakebox

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Tried to achieve wet look. I think a few hanging water drops would be very helpful for that, but can't figure out how to approach this without too much work.

Wet look is certainly close! Maybe just pick a handful of leafs randomly all over the tree and detach them, for then to just scatter some water drops on them?  If you try to do it tree wide I think you will get a headache, but I also don't think you need the entire tree to be dripping for the effect to really pop. Also some lens drops would sell it easy:

for Nuke, http://www.nukepedia.com/gizmos/particles/rainmaker  for example.

2014-10-14, 09:55:53
Reply #129

romullus

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Juraj_Talcik >> yes, it is. It's one of those great models from Krzysztof Czerwinski which is giving away for free: http://trzyde.blogspot.com/2014/06/freebies-new-3d-models-of-acer-tree.html I just changed textures.

snakebox >> thanks for advice, i'll give it a try when i'll find time.
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2014-10-14, 14:17:29
Reply #130

dia

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Looks really nice indeed.

2014-10-14, 15:51:32
Reply #131

hrisek

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Juraj_Talcik >> yes, it is. It's one of those great models from Krzysztof Czerwinski which is giving away for free: http://trzyde.blogspot.com/2014/06/freebies-new-3d-models-of-acer-tree.html I just changed textures.

snakebox >> thanks for advice, i'll give it a try when i'll find time.
dear romullus - i'm so happy that you have done so great work with my 3d tree! Your leaf textures and corona shader are amazing! It's nice to see that my blog is used by someone:)
Greetings!

2014-10-14, 16:01:39
Reply #132

borisquezadaa

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How about make some drops with smoothed half spheres and paint it over using the great Soulburn scripts ObjectPainterUI?...
What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2014-10-17, 13:07:22
Reply #133

romullus

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hrisek >> i'm constantly checking your blog - it's full of useful things. Your generosity worth great respect!

borisquezada >> that's really good idea. I'll definitely give it a try. Thanks!

Meanwhile, i'm playing with interactive rendering. I couldn't imagine it'll prove to be sooo useful thing. Painting vertex colours and in real time see final result, is such incredible experience!
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2014-10-17, 13:22:19
Reply #134

Ludvik Koutny

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I'd use smaller viewport for interactive though. You can always zoom in to what you need to see, but using quarter viewport instead of half one will give you double rendering speed, translating into double feedback speed ;)

2014-10-17, 14:03:20
Reply #135

snakebox

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hrisek >> i'm constantly checking your blog - it's full of useful things. Your generosity worth great respect!

borisquezada >> that's really good idea. I'll definitely give it a try. Thanks!

Meanwhile, i'm playing with interactive rendering. I couldn't imagine it'll prove to be sooo useful thing. Painting vertex colours and in real time see final result, is such incredible experience!

is vertex paint by any chance a free plugin/script? :P

2014-10-17, 14:05:14
Reply #136

DeadClown

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I can activate it for you in YOUR max for only 9.99 euros per month :D  *hint*
Any sufficiently advanced bug is indistinguishable from a feature.

2014-10-17, 14:59:05
Reply #137

romullus

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I'd use smaller viewport for interactive though. You can always zoom in to what you need to see, but using quarter viewport instead of half one will give you double rendering speed, translating into double feedback speed ;)
Sure, but with such simple scene, it renders quick enough and i rather have bigger preview size than cleaner image.

snakebox >> you better save those money for Corona ;] http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-EADD121F-482F-4387-8D6C-0548533E4F56
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2014-10-17, 15:28:19
Reply #138

borisquezadaa

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You can add a vertexpaint modifier to any  geometry in 3dsmax and hand paint in viewport. Just rigth click in object properties and thick Vertex Channel Display.
What i do with Corona My Corona post of random stuff rendering
WARNING: English.dll still loading...

2014-10-17, 16:56:47
Reply #139

Ondra

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hrisek >> i'm constantly checking your blog - it's full of useful things. Your generosity worth great respect!

borisquezada >> that's really good idea. I'll definitely give it a try. Thanks!

Meanwhile, i'm playing with interactive rendering. I couldn't imagine it'll prove to be sooo useful thing. Painting vertex colours and in real time see final result, is such incredible experience!

That looks like a really cool use-case for the interactive rendering. Would you be willing to do a short (1-2 minutes) video showing the workflow that we could use in the future to demonstrate the interactive rendering capabilities?
Rendering is magic.
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2014-10-17, 17:02:36
Reply #140

romullus

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No problem.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-10-24, 13:05:25
Reply #141

romullus

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Was playing with growFX demo - what a cool plugin! A bit hard to learn, though. Anyway, created this strange thing, now it's time to learn how to create some trees, before time limit runs out :]


I'm not Corona Team member. Everything i say, is my personal opinion only.

2014-10-28, 22:47:21
Reply #142

deneb26

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Yayiiikss...what's that creature? looks quite disgusting ;-)
How did you do that in growFX? Haven't tested it myself yet, altough I have a license since 2 years...sigh...

Ale

2014-10-29, 00:24:33
Reply #143

romullus

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Not the cutest one, i have to agree :]

Actually it's very simple - it's just vew "branches" with metamesh animated with growFX wind. Hair is done with max's native H&F.
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2015-02-13, 17:25:26
Reply #144

romullus

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Finally 32 bit displacement is working in Corona!
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2015-03-05, 13:24:54
Reply #145

romullus

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Tried to create snow material, but not very successfully. What i found however, that if let render only a few passes, remaining noise and fireflies can make snow to look more convincing.

Will try to play with snow material more, but if anyone has some valuable tips, my ears are open.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2015-03-09, 21:43:12
Reply #146

Bigguns

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I would try with volumetric SSS, should work well.

2015-03-19, 16:26:48
Reply #147

romullus

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I would try with volumetric SSS, should work well.
Actually there is some sss in that material, but maybe not enough.

---------

Portals in Corona remains mistery for me. I rarely use it, but when i do, i get very mixed results. Sometimes it clearly helps, sometimes quite opposite. Like in this scene, portals gives more noise in same time compare to no portals. I placed it quite accurate, but there's left some small openings without portals. BTW, is it bad that my portals are instanced? maybe it's better to attach into single mesh?

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2015-03-19, 17:44:26
Reply #148

maru

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They should make things faster in this case. Can you show how you placed them?

2015-03-19, 20:29:00
Reply #149

romullus

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Glad that you asked for it - i found that some portals were severely shifted. Placed them where it should be and difference in noise became noticeably smaller, but still not in favor to portals.

Attached screen of portals placement. View from outside.
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2015-03-19, 23:42:41
Reply #150

Ondra

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Portals work best with:
+ small openings
+ small number of windows
+ simple scene
+ constant/LDR environments

Portals work bad with:
- complex scenes (many rooms with windows)
- sharp HDR maps (HDR maps with sharp illumination peaks - those that cast shadows)
- large/multiple windows

Sun is not influenced by portals.
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-20, 02:27:16
Reply #151

oncire

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Portals work best with:
+ small openings
+ small number of windows
+ simple scene
+ constant/LDR environments

Portals work bad with:
- complex scenes (many rooms with windows)
- sharp HDR maps (HDR maps with sharp illumination peaks - those that cast shadows)
- large/multiple windows



Sun is not influenced by portals.

great tip ondra.. will follow this tips in my next project

2015-03-20, 09:20:04
Reply #152

romullus

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Invaluable info indeed. Thank you so much!
I'm not Corona Team member. Everything i say, is my personal opinion only.

2015-03-20, 12:28:30
Reply #153

maru

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I did a small test but the difference isn't so noticeable as in your post. My scene is probably much different than yours, but maybe there is some other issue in it?

2015-03-20, 12:56:47
Reply #154

romullus

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As i said, some portals were shifted. Probably this lead to additional noise. After i fixed portals position, difference in noise became similar to your examples. I guess it means that everything is fine here :] Anyway, i delted those portals after Keymatser's explanation.

And of course, thanks for helping!
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2015-03-20, 16:13:17
Reply #155

Stan_Booth

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I notice portals need in testing in each different scene
Sometimes even with huge windows renders looks better with portals than without them

2015-03-20, 16:17:18
Reply #156

maru

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I notice portals need in testing in each different scene
Sometimes even with huge windows renders looks better with portals than without them
I'm not sure what you mean but renders shouldn't look different with or without portals, just refine faster/slower.

2015-03-20, 16:38:03
Reply #157

Stan_Booth

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I notice portals need in testing in each different scene
Sometimes even with huge windows renders looks better with portals than without them
I'm not sure what you mean but renders shouldn't look different with or without portals, just refine faster/slower.

I mean exactly getting noise free image faster/slower
Sometimes portals looks cleaner even with huge windows. For example I faced with it in scene where windows were 50% of ceiling and one whole wall
« Last Edit: 2015-03-20, 21:17:35 by headoff »

2015-03-20, 20:39:05
Reply #158

Ondra

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I'm not sure what you mean but renders shouldn't look different with or without portals, just refine faster/slower.

this is strictly true only when rendering in unbiased mode. When MSI is used, the overall intensity could be affected, but it should not be huge difference, and should be only difference in overal brightness, no splotches/artifacts.
Rendering is magic.
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2015-03-23, 19:17:02
Reply #159

romullus

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Just some quick doodles with Corona volume material:
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2015-04-17, 12:07:35
Reply #160

romullus

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Decided to revisit my galvanized steel material. I managed to significantlly simplify material tree (from 8 procedural maps down to 3) yet leaving same visual appearance.

This is brand new shiny steel mat. Next will be aged/oxidized one.
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2015-04-18, 05:32:02
Reply #161

Caue Rodrigues

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amazing Romulus!

2015-04-23, 17:57:13
Reply #162

Alex Abarca

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2015-06-04, 21:10:25
Reply #163

romullus

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Tried to create braided steel hose material. Not satisfied with results, but i kinda stuck so i leave it as it is for now.
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2015-06-18, 09:09:32
Reply #164

Ando

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Your galvanized steel material is awesome! Can't wait to see the aged next..

2015-06-18, 09:54:45
Reply #165

Nekrobul

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Tried to create braided steel hose material. Not satisfied with results, but i kinda stuck so i leave it as it is for now.

The thing i noticed is that there is a larger distance between fibres.

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2015-06-23, 23:56:37
Reply #166

romullus

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Your galvanized steel material is awesome! Can't wait to see the aged next..
Well, i created aged one long time ago, but it don't look very impressive. Nothing to show.

Nekrobul, you're absolutely right. Will try to redo my textures. Doubt that it will improve my material much, though :]

Meantime i'm trying to create semi believable knight armor material. Found a beautiful knight model and started to construct material. Unfortunately, i had to put this model on halt until bug with CoronaMultiMap will be fixed. Hopefuly it won't take to long ;]
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2015-06-24, 00:10:09
Reply #167

fLuppster

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2015-06-24, 04:35:19
Reply #168

deC9r

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the armor shader  is great!

2015-06-24, 12:11:09
Reply #169

romullus

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Thank you. Here's quick test in enviroment. Had to bump up contrast significantly, because enviroment itself wasn't very contrasty.
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2015-06-24, 12:27:18
Reply #170

maru

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For some reason the material looks much better on the close up. The dirt in corners is more visible. Maybe it should just render a bit longer?

2015-06-27, 16:07:06
Reply #171

romullus

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Maybe that's because it's in different enviroment. Metals can be very picky to "quality" of enviroment. Anyway, it's still work in progress. Will try to make that material to work better in different enviroments.
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2015-07-27, 18:14:32
Reply #172

romullus

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Raindrops texture test.
Texture was made in 3ds max with multiscatter. Raindrops are simple spheres, wet tracks are done procedurally with few 3ds max maps. Usage is very simple: create glass material and apply normals map texture to bump slot.

https://www.flickr.com/photos/130720054@N03/19869944440/sizes/o/

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2015-07-27, 23:45:01
Reply #173

Nik

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Cool result.
Can you please generate a bigger size? I mean not just resolution, but size of texture. I think 4x or 6x enlarge would be nice :) and 6000px for example

2015-07-28, 00:17:20
Reply #174

romullus

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I could, but i'd rather record a tutorial, so everyone can make it for themselfs :]
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2015-07-28, 00:18:54
Reply #175

bryanwrx

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Raindrops texture test.
Texture was made in 3ds max with multiscatter. Raindrops are simple spheres, wet tracks are done procedurally with few 3ds max maps. Usage is very simple: create glass material and apply normals map texture to bump slot.

https://www.flickr.com/photos/130720054@N03/19869944440/sizes/o/

I also did an quick rain on window with simple particle flow :)
feature=gp-n-y&google_comment_id=z12yj13irzf3zrmks224w11x1ymitvd1s

2015-07-28, 10:40:07
Reply #176

maru

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2015-08-17, 21:22:36
Reply #177

romullus

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Here's small trick with CoronaScatter. Lets say you want to distribute with CScatter some number of instances on certain area as evenly as possible. Usually results are not that good - in some places instances forms clusters, in other places there are large gaps left. That's not exactly what we want. Luckily, there is simple solution now. Set scatter count to relatively large number so instances would cover all area without bigger gaps, now enable strictness and adjust its percentage to desired level. You may fire quick render a few times and watch a instances count under stats tab if you want exact number. Viewport stats also can help :]
I'm not Corona Team member. Everything i say, is my personal opinion only.

2015-09-28, 15:28:25
Reply #178

romullus

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Played a bit with max's procedural maps and did make some brushed steel pattern. Glossiness and bump are mapped with warp texture plugin (not included in matlib), but similar results can be achieved with bercoin noise or even native gradient ramp.
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2015-09-28, 21:34:04
Reply #179

GestaltDesign

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Ha, very clever!!! Wish there were more posts like this, it's very inspiring!
Thanks for the share!

2015-10-07, 15:24:18
Reply #180

Tanakov

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Decided to revisit my galvanized steel material. I managed to significantlly simplify material tree (from 8 procedural maps down to 3) yet leaving same visual appearance.

This is brand new shiny steel mat. Next will be aged/oxidized one.

Can you share the making off? My brother is going to render a lot of galvanazed stuff and this material looks dope.
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2015-10-07, 16:25:01
Reply #181

romullus

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Sorry, don't have a time for a making of right now, but i can share material if you want.
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2015-10-11, 18:48:51
Reply #182

romullus

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Just found that CoronaScatter has hidden camera culling feature :] It's not suitable for animations unfortunatelly, but works like a charm for stills. There's only few missing features left and i could kiss good bye MultiScatter forever :]
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2015-10-11, 19:40:27
Reply #183

Ondra

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what is your usual instance count before/after camera culling? We are thinking about making CScatter faster....
Rendering is magic.
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2015-10-11, 19:55:53
Reply #184

romullus

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It depends on camera frustum contact area i guess. Can't test today.

We are thinking about making CScatter faster....

That is always nice to hear. Eagerly waiting for any improvements to this great little tool.
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2015-10-12, 11:21:27
Reply #185

romullus

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Here's some proof that camera culling has positive effect on performance :] There wouldn't be any advantage if collision avoidance wouldn't be on, of course.

It would be awesome to have real camera culling that would work with animation too, but for now i'm happy with what we have.

Edit: seems like forum's attachment system don't want to work with large animated gifs. Attaching it via external hosting.



Edit 2: here's how it's made: https://corona-renderer.com/forum/index.php/topic,9728.msg62865.html#msg62865
« Last Edit: 2015-10-16, 11:34:53 by romullus »
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2015-10-27, 10:46:42
Reply #186

romullus

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I've been plaing with motion blur and noticed some strange artefact (?). Curious is this just optical phenomena or some glitch/limitation of rendered MB. Propeller is spinning at mere 400 rpm and MB transform segments are set to 128, so i don't think it's Corona's fault, but maybe i should render it with MR for comparison.
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2015-10-27, 10:48:57
Reply #187

Ondra

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I can totally imagine this being the correct solution, there are discontinuities on the static model (where the spiral is occluded by the propeller)
Rendering is magic.
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2015-10-27, 15:52:27
Reply #188

romullus

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Ok, so initially i didn't believe you and decided to tested it with MR :] It gave exactly same result, so i sat down and tried to analyze what's happening and after a while i understood that you were right - it is correct solution indeed. However it still looks kinda strange :]
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2015-10-27, 18:40:57
Reply #189

maru

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Mindfuck, but I guess the pattern gets rotated "more" or "less" than what we would expect when it is behind the other part.

2015-10-27, 19:04:49
Reply #190

romullus

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Actually it's very simple. Camera never can see what's behind blade (green line), no matter how fast propeller is spining. What we see it's only what's at the blade's edges, but because of MB there's an illusion that we can see though it.
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2015-11-02, 22:35:40
Reply #191

romullus

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Procedural expanded polystyrene material. Nothing fancy.
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2015-11-12, 17:10:15
Reply #192

romullus

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I finally figured out how to make bercon tiles to work as bump map. Now i can make procedural bisazza tiles inside max, yay! :]
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2015-11-12, 17:14:32
Reply #193

maru

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2015-11-12, 18:06:20
Reply #194

Juraj Talcik

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Generating a normal map of them on the fly :- ) ? Smart. I would never have patience for anything procedural but it's quite cool.
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2015-11-12, 22:45:41
Reply #195

romullus

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I love to play with procedurals. Unfortunately max is quite limited in that regard, i think i gonna try substance designer one day.

Meanwhile one more material - this time, no procedurals were used.
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2015-11-13, 12:26:34
Reply #196

Nekrobul

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Stones miss some crispy reflections and bump for detail.
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2015-11-16, 15:45:09
Reply #197

romullus

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I agree with you Nekrobul, will try to fix that later.

Meanwhile i was testing new turbo ivy and i must say that working with it is now much easier, because results are almost instant. So i decided to regrow old sponza scene. Plus add some fog to spice things up :]
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2015-11-16, 16:44:53
Reply #198

Juraj Talcik

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Is that post-process or Volume fog inside Corona ?
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2015-11-16, 16:45:21
Reply #199

Bormax

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Very nice picture!
I saw video on youtube about turbo ivy, but I couldn't get it - the site guruware.at doesn't work. Could you tell where did you get this plugin from? Right now I'm working on a project where I have to fill 170m lenth wall with ivy, that turbo mode would help me alot with this

2015-11-16, 17:06:51
Reply #200

romullus

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Is that post-process or Volume fog inside Corona ?

Everything rendered in 3d. Post is minimal, just slight tonemapping in arionFX.

Bormax, i noticed that guruware often has problems with bandwith. I'm not sure if it's ok to put link to download plugin publicly, even if it's free. I'll contact you via P.M.
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2015-11-16, 18:07:11
Reply #201

Bormax

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Bormax, i noticed that guruware often has problems with bandwith. I'm not sure if it's ok to put link to download plugin publicly, even if it's free. I'll contact you via P.M.
Thank you romullus!

2015-11-20, 20:23:01
Reply #202

Nekrobul

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OMG, i just realised i used your model you uploaded on 3d sky in a animation for a short film X_X
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2015-11-20, 20:52:49
Reply #203

romullus

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Cool, at least some of my models are put to good use :]
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2015-11-20, 21:07:53
Reply #204

Nekrobul

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It's even been to canes festival ;)
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2015-11-20, 21:16:33
Reply #205

romullus

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Now it's my turn to say OMG! :] Will we see that animation?
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2015-11-20, 21:19:05
Reply #206

Nekrobul

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Unforcinatly not ( even we have not seen final result. but i could look for render outputs. ))
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2015-11-25, 15:20:00
Reply #207

romullus

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Fully procedural faux maze in 3ds max. Inspired by this blog entry: http://www.migenius.com/articles/procedurally-retro-with-mdl

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2015-11-25, 15:22:51
Reply #208

maru

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2015-11-25, 15:29:43
Reply #209

romullus

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Very simple, actually :]
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2015-11-25, 16:00:00
Reply #210

maru

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2015-11-25, 17:10:28
Reply #211

romullus

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Yes, with displace modifier and prooptimizer on top of that. I tried Corona's micro displacement, but it's just impossible to get decent results with reasonable amount of polygons. Besides with Corona's displacement i would loose ability to color maze walls in different clolours.
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2015-11-28, 23:47:35
Reply #212

romullus

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Just saw this interesting approach on ink rendering at sketchfab and wanted to see if it's replicable in Corona. Turns out it perfectly is! Corona toon render :]
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2015-11-29, 02:05:38
Reply #213

PROH

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Very interesting. Would you mind share how to do this?

2015-11-29, 08:38:45
Reply #214

romullus

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Sure, i will make mini tutorial later. Unfortunatelly it's not very practical solution - more for a fun factor.

edit: and it's done: https://corona-renderer.com/forum/index.php/topic,9728.msg66682.html#msg66682
« Last Edit: 2015-11-29, 16:18:18 by romullus »
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2015-12-02, 14:36:43
Reply #215

romullus

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I dug out an old file with ants and found that those poor little creatures had trapped into neverending loop.

Rendered over night, for 200 passes per frame. Unfortunatelly some frames came still too noisy. I intentionally unchecked lock sampling pattern in hope that i can denoise in post, but either noise areas are too small or my knowledge of working with neat video plugin is not good enough, denoised result turned out pretty awefull. Finally i decided to wait for Corona build with adaptivity and rerender all sequence again. Anyway here's dirty preview. Made for fun.

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2015-12-02, 16:25:32
Reply #216

maru

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2015-12-02, 17:14:16
Reply #217

romullus

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Nice clip. Can't say same about music, though. :]

BTW, i put those ants on sketchfab also: https://skfb.ly/IRu7
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2015-12-02, 17:21:16
Reply #218

dubcat

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BTW, i put those ants on sketchfab also: https://skfb.ly/IRu7

Awesome! I can't stop watching :(
             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 / https://dubcatshideout.com  ( ͡° ͜ʖ ͡°)

2015-12-02, 19:09:36
Reply #219

Nekrobul

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You should make a coub with your animation and rammstein on background XD
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2015-12-02, 19:38:08
Reply #220

romullus

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No Rammstein, please.
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2015-12-02, 20:29:06
Reply #221

maru

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2015-12-02, 21:27:58
Reply #222

romullus

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You guys listen what you want, i'll stick with my music :]
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2015-12-23, 12:30:06
Reply #223

romullus

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Some playing with materials.
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2015-12-23, 13:07:48
Reply #224

pokoy

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The dust layer looks great!

2015-12-27, 22:40:20
Reply #225

romullus

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Another material session, this time felt.
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2015-12-28, 00:20:57
Reply #226

Juraj Talcik

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that's brutal :- ) Care you show more of it ?

I do a lot of felt fabrics of furniture maker but with approach that does not look best at close-up. This looks marvellous.
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2015-12-28, 10:33:59
Reply #227

maru

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My guess would be "simply" hair geometry scattered over the surface but I am also curious about any tricks used.

2015-12-28, 10:47:54
Reply #228

Nekrobul

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Looks mindblowing. How you achived it? X_X
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2015-12-28, 11:13:35
Reply #229

johan belmans

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2015-12-28, 11:20:25
Reply #230

romullus

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Thanks guys, not so much tricks here :] First i searched for a felt texture, found a really good one at wildtextures. Then fed this texture to Knald and made normal map from it. Also made height and AO textures as well. CrazyBump, NDO, B2M or other similar program can be used here. Even Photoshop. Material itself is very simple and it looks pretty good, especially at front facing angles. At glancing angles it's very flat and CGish though. Displacement can help a great deal here, but still not very convincing, especially in close ups. So i swapped displacement with simple spline modeled fibres, scattered all over model with CoronaScatter and view instantly became much more realistic. Fibres material is extremely simple - CoronaMultiMap in instances mode in diffuse map and transluceny from 0,3 to 0,8 depending on what look you want to achieve. Less translucency shows fibres colour better, more translucency helps to better blend in fibres with felt material and looks very nice in contrary light. As an added benefit, fibres can help to mask shadow terminator problem, from which this material suffers quite badly, due to fine and strong normal map. Additionally i added falloff map to scatter's density slot, to steer more fibres in areas where they needed most. Unfortunatelly CoronaScatter refuses to respect color map curve adjustments, so it's hard to fine tune distributin. AO doesn't work here too, in case someone wants to try it :]
« Last Edit: 2015-12-28, 11:25:42 by romullus »
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2015-12-28, 11:30:07
Reply #231

maru

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I wonder if flat "sprites" with opacity-mapped fiber textures would work here. :)

2015-12-28, 11:38:51
Reply #232

romullus

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I can't see why it wouldn't. If you don't affraid opacity OFC :] Hair&Fur could do a trick as well.
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2016-02-28, 16:46:29
Reply #233

romullus

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Rerendered my ants anmation with adaptivity and denoise. Not only the picture became much cleaner, but aslo it saved  about 30% of render time. Although i'm fairly confident that i could try to reduce render time even further if needed. Must say, i'm impressed. Even more than i thought i would be :]

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2016-02-28, 17:46:03
Reply #234

Nekrobul

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Wow.
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2016-02-29, 08:22:33
Reply #235

rozpustelnik

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@romullus
Can You provide some more tests on denoising/adaptivity? Some "real-world" scenarios ie. exterior shot with foliage and dof, interior shot with complicated GI and reflective materials...

2016-02-29, 10:48:57
Reply #236

romullus

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I will do... probably. But i think build with adaptivity should go public very soon, so everyone can do tests by themselves.

Meanwhile i did some more comparison shots of my little fellows, because i find that particular scene benefits from adaptivity very much. Without DOF and MB this scene samples very fast, but as soon as those effects kicks in, some areas requires very high amount of samples, for noise to be at acceptable level. And adaptivity fights that problem very efficiently. This is by no mean a scientific test, i just fired a render, waited for noisiest part of an image to became acceptably clean and stopped rendering. Settings were such: GIvsAA - 4, LSM - 2, adaptivity - 0, denoising - 1.
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2016-02-29, 10:58:07
Reply #237

Nekrobul

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I will do... probably. But i think build with adaptivity should go public very soon, so everyone can do tests by themselves.

Meanwhile i did some more comparison shots of my little fellows, because i find that particular scene benefits from adaptivity very much. Without DOF and MB this scene samples very fast, but as soon as those effects kicks in, some areas requires very high amount of samples, for noise to be at acceptable level. And adaptivity fights that problem very efficiently. This is by no mean a scientific test, i just fired a render, waited for noisiest part of an image to became acceptably clean and stopped rendering. Settings were such: GIvsAA - 4, LSM - 2, adaptivity - 0, denoising - 1.

There are couple of strange things going on. Maybe it is because the number of pses is very different? Could you make one more test with same amount of pases lets say 20-40?
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2016-02-29, 11:11:23
Reply #238

romullus

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It wouldn't be very fair comparison, because with adaptivity you cannot to directly compare passes with passes anymore.
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2016-02-29, 11:26:14
Reply #239

Nekrobul

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Then may be same time for let's say a minute?
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2016-02-29, 11:38:26
Reply #240

romullus

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Ok, i did both comparisons, with fixed amount of passes (40) and time (1 min).
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-02-29, 11:57:45
Reply #241

Nekrobul

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That wats i am talking about!

Actualy now i can see wat an insane speedup it is acording to the last image. X_X It seems that noise in Dof wont be problem anymore.
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2016-02-29, 12:10:01
Reply #242

rozpustelnik

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The adaptivity by itself does a pretty good job here. I assume that rays casted into black background in first couple of passes are somehow assigned to sample more important parts of the image later. I wonder how well it will behave in interior shots...

2016-02-29, 12:14:01
Reply #243

lacilaci

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2016-02-29, 12:35:28
Reply #244

alexyork

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This is great..... can't wait to try this in production!
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2016-02-29, 13:32:24
Reply #245

maru

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Sorry for spamming in your thread Romullus, but there is no official adaptivity thread yet (I am sure once it's out it will EXPLODE with tests and examples), so:

2016-02-29, 13:38:44
Reply #246

alexyork

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Great results...!

Quick question, more related to the denoising feature really - can Corona output a version with and without denoising at the same time? I think it would be ideal if we could blend between them for final renders in post, as some areas become warped during denoising.
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2016-02-29, 14:09:34
Reply #247

Juraj Talcik

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Great results...!

Quick question, more related to the denoising feature really - can Corona output a version with and without denoising at the same time? I think it would be ideal if we could blend between them for final renders in post, as some areas become warped during denoising.

Heh I asked exactly about this to Ondra when we talked recently, basically controls for aggressivness of filter, and blending of filtered and non-filtered in framebuffer. He said it's doable, but said it didn't yield positive results from his tests. But that's no definite no :- )

How I planned to use this, was to do this manually, output both filtered and un-filtered results, and mask them with mat-ID  pass for mats with little high-frequency details, like flat painted surfaces. There is no detail that I can loose in white ceiling, but I always have shit-ton of noise there.
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2016-02-29, 14:21:13
Reply #248

alexyork

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Great results...!

Quick question, more related to the denoising feature really - can Corona output a version with and without denoising at the same time? I think it would be ideal if we could blend between them for final renders in post, as some areas become warped during denoising.

Heh I asked exactly about this to Ondra when we talked recently, basically controls for aggressivness of filter, and blending of filtered and non-filtered in framebuffer. He said it's doable, but said it didn't yield positive results from his tests. But that's no definite no :- )

How I planned to use this, was to do this manually, output both filtered and un-filtered results, and mask them with mat-ID  pass for mats with little high-frequency details, like flat painted surfaces. There is no detail that I can loose in white ceiling, but I always have shit-ton of noise there.

Cool. I mean for us it's probably not that important at all to have the blending controls within Corona. I would just like to be able to paint between the normal and denoised versions in photoshop/AE etc like we do now - if a render is a little noisy we'll denoise it in LR then matte between the two in PS manually. Having a sophisticated method for masking might be beneficial too. For now it would be great if there was a simple checkbox "Save Denoised Version Separately" or similar, so we get two files to work with each time.
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2016-02-29, 15:32:00
Reply #249

romullus

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While i find adaptivity absolutely awesome, i have mixed feelings about denoising. On one hand, in animations like posted earlier, it could be godsend, OTOH i doubt that i will use it often on stills. I'm not a big fan of clinically clean images in a first place, besides i don't quite like those jpeg compression like artifacts after Corona's denoising. While those usually can be seen only in high zoom, it still leaves "dirty" image impression for me.
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2016-02-29, 15:36:40
Reply #250

lacilaci

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While i find adaptivity absolutely awesome, i have mixed feelings about denoising. On one hand, in animations like posted earlier, it could be godsend, OTOH i doubt that i will use it often on stills. I'm not a big fan of clinically clean images in a first place, besides i don't quite like those jpeg compression like artifacts after Corona's denoising. While those usually can be seen only in high zoom, it still leaves "dirty" image impression for me.

I think it could be awesome for high res product shots... When the image is almost clean, but needs to be completely clean... Especially when featuring glass..

2016-02-29, 15:39:22
Reply #251

alexyork

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While i find adaptivity absolutely awesome, i have mixed feelings about denoising. On one hand, in animations like posted earlier, it could be godsend, OTOH i doubt that i will use it often on stills. I'm not a big fan of clinically clean images in a first place, besides i don't quite like those jpeg compression like artifacts after Corona's denoising. While those usually can be seen only in high zoom, it still leaves "dirty" image impression for me.

I agree. But I think if we can simply paint mask between normal and denoised we could control this. The "dirty", "wobbly" areas are visible in some areas of that animation but not in others, so as long as you can easily control this it should still be super useful. I can see myself using it to remove speckles in certain areas, smoothing out noisy large glossy surfaces, spotlight reflections in floors etc.
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2016-02-29, 15:47:19
Reply #252

agentdark45

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Great results...!

Quick question, more related to the denoising feature really - can Corona output a version with and without denoising at the same time? I think it would be ideal if we could blend between them for final renders in post, as some areas become warped during denoising.

Heh I asked exactly about this to Ondra when we talked recently, basically controls for aggressivness of filter, and blending of filtered and non-filtered in framebuffer. He said it's doable, but said it didn't yield positive results from his tests. But that's no definite no :- )

How I planned to use this, was to do this manually, output both filtered and un-filtered results, and mask them with mat-ID  pass for mats with little high-frequency details, like flat painted surfaces. There is no detail that I can loose in white ceiling, but I always have shit-ton of noise there.

Cool. I mean for us it's probably not that important at all to have the blending controls within Corona. I would just like to be able to paint between the normal and denoised versions in photoshop/AE etc like we do now - if a render is a little noisy we'll denoise it in LR then matte between the two in PS manually. Having a sophisticated method for masking might be beneficial too. For now it would be great if there was a simple checkbox "Save Denoised Version Separately" or similar, so we get two files to work with each time.

I fully support this idea, would make batch rendering a breeze too.
Vray who?

2016-02-29, 15:59:49
Reply #253

romullus

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Just a reminder, someone should fill request in appropriate board, if you want that feature to appear in Corona. I doubt that devs will surf through my wips topic ;]
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-02-29, 16:19:40
Reply #254

Ondra

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but there is no official adaptivity thread yet

Can you make it? A thread for adaptivity on/off images?
Rendering is magic.
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2016-02-29, 16:35:36
Reply #255

Ondra

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Heh I asked exactly about this to Ondra when we talked recently, basically controls for aggressivness of filter, and blending of filtered and non-filtered in framebuffer. He said it's doable, but said it didn't yield positive results from his tests. But that's no definite no :- )

How I planned to use this, was to do this manually, output both filtered and un-filtered results, and mask them with mat-ID  pass for mats with little high-frequency details, like flat painted surfaces. There is no detail that I can loose in white ceiling, but I always have shit-ton of noise there.

The problem there was that the correct way to make the denoising effect less prominent is not to blend pixels that are 100% denoised and pixels that are 0% denoised, but to decrease the amount of blurring during denoising.

In principle it is the same problem as if you want to create perlin noise (like 3dsmax noise node) - you cannot do it by blending pixel noise (like TV static) and constant color. But I dont know, maybe in the end it will look OK-ish ;)
Rendering is magic.
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2016-02-29, 16:40:04
Reply #256

romullus

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I may rethink my attitude towards denoising :] 1 minute render test.
« Last Edit: 2016-02-29, 16:44:08 by romullus »
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2016-02-29, 16:51:07
Reply #257

lacilaci

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I may rethink my attitude towards denoising :] 1 minute render test.

it's making me impatient :D

2016-02-29, 17:02:01
Reply #258

romullus

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I know your feelings. God, how i hate those damn teasers...
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2016-02-29, 22:48:26
Reply #259

SairesArt

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Are these from daily builds or internal?

2016-03-01, 09:01:51
Reply #260

romullus

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¯\_(ツ)_/¯
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-03-01, 09:24:34
Reply #261

mitviz

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please lord let the denoiser come soon i pray:)
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2016-03-05, 23:32:11
Reply #262

romullus

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Tried to achieve 3d printed look. Not very successful, though.
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2016-03-06, 00:46:39
Reply #263

Juraj Talcik

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Actually looks pretty good :- ) Is that in shader ? or the model as well.
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2016-03-06, 09:25:25
Reply #264

romullus

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I'm not sure if i understood you correctly Juraj, if it's about displacement, then yes, it's from the shader. Tried different variants for it and settled on gradient ramp with a little bit of noise. Model itself is smooth.
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2016-03-06, 13:44:05
Reply #265

pokoy

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Tried to achieve 3d printed look. Not very successful, though.

Looks great. Having done similar tests in the past I know it's not easy to get the print layers to look good on the entire model, they might look great on the sides but the top needs mostly needs way more work and the hardest part is to introduce imperfections. Good result here!

2016-05-30, 22:28:11
Reply #266

romullus

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Yet another material exercise. Tried to replicate faux bronze and aged bronze with patina. Not verry happy with results, but not gonna try to improve - i spent already too much time on this.

Model is from: http://threedscans.com/
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2016-05-31, 00:25:17
Reply #267

cecofuli

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Aged bronze is super!

2016-06-29, 14:16:35
Reply #268

DarcTheo

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loving the bronze, nice one.

2016-06-29, 14:24:04
Reply #269

agentdark45

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Holy crap, those bronze materials are insane! Are they all procedural? How are you UV mapping those scanned models?

Would you be willing to upload the materials to http://coronamaterials.com/ ?
Vray who?

2016-06-29, 17:28:54
Reply #270

romullus

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Sadly, those materials won't work without models, because it heavily relies on numerous baked maps.

But i can upload models with materials, because those models are obtained as public domain. Give me a few days, before i can find some time to do that.
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2016-06-29, 18:05:07
Reply #271

maru

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AFAIK the providers of those models were interested in collecting works done with these, so you could contact them too. A small "made in Corona Renderer" note would be appreciated also. ;)

2016-06-29, 19:18:41
Reply #272

Marcellus Ludovicus

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From which site did the models come?

2016-06-29, 19:39:33
Reply #273

romullus

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I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-07-01, 11:34:33
Reply #274

romullus

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Here's promised model with bronze materials: https://www.dropbox.com/s/7hu5dahmnxfldda/FrankWilleme%20model%20and%20Corona%20bronze%20material%20Share.zip?dl=0

Please note, that unlike original scans, i do not share it as public domain. More info on licensing is inside archive file.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2016-07-01, 12:48:33
Reply #275

agentdark45

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Thanks for sharing romullus. Good to see how the shader is constructed! Is there an easy way to adapt this for general models? Or is manual detailing necessary?
Vray who?

2016-07-01, 12:58:38
Reply #276

romullus

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Those maps were baked from high poly, detailed mesh, there's no way to get needed details from low poly, i'm affraid. Besides as much as i like Corona's AO, it's impossible to get information with it, that curvature or cavity maps gives. Initially i tried to do as much work procedurally as i could, but soon gave up, because results was simply not convincing enough :[
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2016-07-16, 21:37:56
Reply #277

romullus

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Can stop toying with new post processing tools in Corona. Tried to compare glare and bloom with ArionFX and i think that Corona's implementation still can't match its quality. Especially that can be seen around bright light sources - ArionFX nicely transitions bright white light to coloured glare, while Corona always gives ugly sharp transition. On the positive side, i like Corona's update speed - much faster than aFX, ant the fact that you can see those effects while working with IR is absolutely amazing.
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2016-07-17, 13:23:11
Reply #278

Juraj Talcik

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Good test, and not so good result. I found the same, the current glare is capable of producing flare, but not true glare. Even for very high glare power, the highlights stay rough with no transition.

Here is result from VFB+. The glare is very complicated to setup there for true realistic behaviour, because power and size is unrelated. It's also not real-time, but computed like the one from ArionFx, although not as good as Arion. But it's kind of middle ground, and you can see it produces strong glare before massive star appears.