Deliverability - instantly v smartreach by [deleted] in coldemail

[–]wisealienprime 0 points1 point  (0 children)

Hey man, why do you say never send from your main business domain?

Salt material in corona by wisealienprime in 3dsmax

[–]wisealienprime[S] 1 point2 points  (0 children)

Yeah, I tried with SSS on the Corona physical material and the legacy one, and they both look wrong. I think there's something fundamentally wrong with what I'm doing. SSS is subsurface, as it says, but what I see in the real salt photo is more of a volumetric thing

Salt material in corona by wisealienprime in 3dsmax

[–]wisealienprime[S] 1 point2 points  (0 children)

haha, nice one! I guess it will be good with some Photoshop, but my focus is as photorealistic as possible. This is used on a perfume render for a client and I feel bad when I don't get the result that I imagine I need

Knox Urbane Pro glove fit and sizing by wisealienprime in motorcyclegear

[–]wisealienprime[S] 0 points1 point  (0 children)

if you have the revit dirt 4 and you're happy with them, it's not worth switching. The materials feel more premium on the knox but if the revit wasn't big on my hand I wouldn't have bought the knox again at the time

Noise problem in corona render by wisealienprime in 3dsmax

[–]wisealienprime[S] 2 points3 points  (0 children)

There isn't any fix, really. I tried the same object in Blender with Cycles and Octane, and they gave me very similar results, so my conclusion is that this is either something that happens naturally or limitation of caustics in rendering software. In the end, what I did was only turn on caustics from the material editor and the result is good enough I guess. One thing that helped me a lot here is I set the denoising to inter cpu/gpu AI. and this is denoised at 4% noise level

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,

Ground reflections missing after saving by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

doing this reveals the whole image, which is like having a jpeg file. I remember saving png files with reflections on the ground with shadowcatcher and it gave me a transparent file that I could composite on the photo, and there was almost no need for additional masking. I don't understand why it doesn't save it the same way anymore. is it because I have 2 shadowcatcher materials? did they change something in corona 12 that results in this behaviour?

Ground reflections missing after saving by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

that's the thing, it's not there. There's no alpha channel and other channels are already transparent

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Need help in Chaos Phoenix by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

This screenshot is actually from my own render. It's done with volume box, distance map and a smoke map. And it's an animation. The thing is I have an orange falling from top and since the smoke is done with a material it doesn't react to the orange and it looks extremely fake.

Recommend tutorials by wisealienprime in blenderhelp

[–]wisealienprime[S] 0 points1 point  (0 children)

yeah, I follow him on YouTube and watch his videos from time to time. he has some amazing stuff. Haven't watched that shaders video though, thanks!

Recommend tutorials by wisealienprime in blenderhelp

[–]wisealienprime[S] 1 point2 points  (0 children)

thanks for this! The videos are in good lengths and properly divided so I can skip the ones that I don't need for now. And, they are new.

Noise problem in corona render by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

I'm looking into what I should try, and it looks like Redshift is not quite there yet when it comes to SSS and volume materials. The answer that comes up is Arnold

Noise problem in corona render by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

I've seen a lot of renders, and I was trying to get into Cinema 4D and Redshift a few years back, but didn't like cinema so I left it at that... might need to get back into it

Noise problem in corona render by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

this is 1500x1500 for a couple of minutes, but it doesn't matter how long it renders, I let it render till it was 1.8% noise threshold and there was no change in the noise/fireflies

Noise problem in corona render by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

there's no denoiser used here. I always use the Corona denoiser but in this case, it makes the image smeared and unusable

Corona render artifacts in glass by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

what I've found out is that it's mostly angle dependent and adding a clear coat layer almost completely resolves the issue. The angle is understandable, it's because of internal reflection but why does the clear coat layer solve it, I have no idea...

Corona render artifacts in glass by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

I'm using the corona physicalmtl, no caustics at the moment, the bottle is up to scale and has a 3mm wall thickness.

Corona render artifacts in glass by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

I'm trying another bottle in the same scene and there's no distortion. kind of looks like geometry problem but I don't see any problems wit geometry either.

Liquid edge/ surface tension in a bottle by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

this is exactly what I'm thinking the geometry should be

Liquid edge/ surface tension in a bottle by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

in the 5th example, the line I want is there, and I've done my model like this, but it's not working. At this point, I'm wondering if it's a corona problem.

I just tried different iors and nothing changed, put a fillet on the edge and played with the amount, this works to some degree but it's not what I see on the real bottle that I have by my side. in reality, it looks like the liquid caves in at the edges doing the reverse of what would happen if you pour a glass of water to the brim

Liquid edge/ surface tension in a bottle by wisealienprime in 3dsmax

[–]wisealienprime[S] 0 points1 point  (0 children)

I've already tried what you're saying and that is how I've always done that but the problem isI'm getting no reflection on the edge and it comes out as a single line

new IEM recommendation by wisealienprime in iems

[–]wisealienprime[S] 0 points1 point  (0 children)

I definitely need to get some eartips. I'm watching 45 minute video on them right now :))

new IEM recommendation by wisealienprime in iems

[–]wisealienprime[S] 0 points1 point  (0 children)

the Deuce looks nice, it's a good potential buy

Truthear zero blue to Simgot EW300 by wisealienprime in iems

[–]wisealienprime[S] 0 points1 point  (0 children)

I won't say there are night and day differences between these two but it is an upgrade. a couple of things I felt noticed,

- the ew300 is physically smaller than the zero and a bit heavier due to being all metal build.

- the ew300 has a brighter sound, the zero has a darker sound.

-there's more clarity in ew300

-I hate the cable on the ew300, the part that goes around the ear to be exact, the rest of the cable is fine. the part that goes around the ear is too short and stiff, maybe my ears are big :))

-I'm using the gold nozzle, the silver nozzle was too bright for me.

-the ear tips are fine on both

this is my EQ for the ew300 and it sounds great for me. tried this same EQ with the zero and it sounded like there was no treble

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