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Messages - 3Disciple

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One solution would be to use two objects, one with light material assigned, emit light turned on and visible directly turned off. Another object would have light material with emit light turned off and visible directly turned on.

This is a really neat solution, and it worked brilliantly! Thanks again for the help!

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I think you have to uncheck emit light in light material for it to work. It's a limitation of rayswitch material.

Thanks for the reply. Yes, unchecking the "emit light" box did the trick, but I was hoping I could use the RaySwitch material with the proper light emitting material.

The idea was to make a light bulb using the Corona material with self-illumination as the material visible directly and in reflections, and the CoronaLight as the global illumination material to actually illuminate the scene. If I use the CoronaLight material alone with the "Visible directly" option on, it appears far too bright, so I wanted to use this "fake" solution to tackle this problem.

But I understand this is a known limination, so I will look for other options. Maybe this will eventually be implemented in the future.

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[Max] Bug Reporting / Issue with the Ray Switcher material
« on: 2018-05-08, 22:22:56 »
Hi everyone,

I'm not sure if this is a bug / known limitation or if I am doing something wrong, but I am having a hard time trying to get the Ray Switcher material to behave like it theoretically should.

The first picture is an example from the Corona helpdesk page "What is RaySwitch material and map?", and it shows the result I am trying to achieve.
The second picture is what I am getting in Corona. Theoretically the material should appear completely diffuse, but it should emit light. However the resulting material appears glowing, exactly like the light material plugged into the Global Illumination slot.

Any suggestions / recommendations would be much appreciated.

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Gallery / Re: Old river
« on: 2017-04-16, 15:43:58 »
Added a dusk version.

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Gallery / Re: Old river
« on: 2017-04-14, 16:25:12 »

I don't think that proxy saves RAM at all, however, it helps very much with viewport performance and scene weight. I'm working with very relatively simple scene with lots of proxy in it and it chews all my 16 GB and asks for more :[

Did you uncheck the "Keep in memory" box in proxy settings? I think that should do the trick. My scene uses only about 1.7 Gb of RAM, reaching 4-4.5 Gb during the render process.
I also optimized every single plant model using the "ProOptimizer" modifier, trying to keep the number of polygons in one asset below 50K. Most of the tree and grass models were meant for the background, so I simplified them quite drastically (in some cases to only 10% of the original number of vertices).

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Gallery / Re: Old river
« on: 2017-04-14, 00:14:48 »
This is one of the most beautiful CG of nature I have ever seen.
I wish and want this place to be real.

Oh, One more thing Wireframe view for inspiration !

Thank you!

Because my PC has only 8 Gb of RAM, I had to convert virtually every piece of vegetation to proxy. So the wireframe looks like a mess of point clouds. But here it is, as requested :)

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Gallery / Re: Old river
« on: 2017-04-13, 17:55:08 »
looking great. water is top!
boats are your models?

Thanks! Yes, the boats are my models.

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Gallery / Re: Old river
« on: 2017-04-13, 16:34:43 »
Really nice! What did you use for the vegitation?

I used different plant models I have gathered over the years from all over the web, and Forest Pack for scattering.

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Gallery / Re: Old river
« on: 2017-04-13, 16:31:22 »
NEED SOME FLYING BUGS!
ADD SOME SLIGHT FOG!
for now, its to clean to be believable..
..
otherwise - eye candy!

Thanks! Yes, fog would definitely liven up the picture :) I tried adding a light fog just over the water using Corona Volume material, but didn't like the result. Maybe I should experiment with mixing some Noise maps to achieve the desired look.


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Gallery / Re: Old river
« on: 2017-04-13, 12:25:41 »
Thanks for your comments!

Yeah, I agree that the tree in the foreground could use more details, but I'm not sure I won't make it look even worse if I start messing with it :)
As for the sharpness, I didn't sharpen the images too much during the post processing, but I used the Blackman-Harris filter in Corona, which produces a crisper image. Probably should have stuck with the default Tent filter. I will try adding a little blur or more chromatic aberrations and see if that helps.

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Gallery / Old river
« on: 2017-04-13, 10:32:39 »
Hi guys.

While surfing the web I came across a picture that reminded me of my time spent in the countryside as a kid. So I decided to try and replicate it in 3D. Please let me know what you think of it :)

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CoronaBitmap doesn't seem to support the "Use environment background" feature (Viewport Configuration dialog), and appears black , while the standard bitmap is visible in the viewport (see attached images).
It would be nice if CoronaBitmap supported this feature, because it is really faster than the standard bitmap when used in the environment slot for image-based lighting.

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