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Messages - romullus

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2
A fresh setup did the trick. And somehow, if the Distance Shader range has no noise / textures linked, the viewport update is immediate. If there is a noise texture linked, the viewport refreshes after I've disabled and enabled the Scatter. Thanks for your input!

If you can reliably reproduce this behaviour, then consider reporting it as a bug. https://forum.corona-renderer.com/index.php?board=55.0

3
[Max] I need help! / Re: mapping help
« on: Yesterday at 09:46:56 »
I have attached some images to show this versatility.

Good effort. You may want to try to add gradient ramp to decal material's opacity or displacement channel to smooth out transition between knurled and smooth parts, it's kinda harsh now.

But I am curious as to what other methods you would recommend.

You can do all that without decals by combining several materials, or maps and use several mapping channels to control placement of different elements. It might not be as convenient to use as decals, but on the other hand it's much easier to export such asset to different applications.

4
[Max] I need help! / Re: mapping help
« on: 2024-04-13, 10:56:36 »
I was able to apply the gold graphic to the bottle using a Corona decal, but am having difficulty getting the white background square behind it. My plan was to use another Corona decal for the background, hoping to remove the displacement effect through the decal properties. Unfortunately, I haven't been able to make that work. Is there a way to do this with corona decals, or is there a another, easier way to do this? I thought this would be a relatively simple thing to do, but all of my efforts have not brought about the intended results. Any help would be appreciated.

If i understand correctly what you want, this should be possible to do with decals. Make sure second decal (the one with white square) has displacement enabled and add to base disabled. That way its displacement will override bottle's displacement and you should have knurling free area where you want.

Like always there are other methods to achieve what you want that does not require usage of decals, but if decals are working for you, i see no reason not to use them.

5
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-12, 11:58:53 »
Then you don't wire rotation and wire everything else. I think the only option that can't be instanced is loading of bitmap itself, so if you'd want to change HDRI, you have to do it on both nodes.

6
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-12, 11:15:17 »
Sure, it's very simple operation. You don't have to wire every single control, just those that you want to be instanced.

7
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-12, 09:44:27 »
Another possible option would be to use controller nodes for parameter linking.

8
Work in Progress/Tests / Re: romullus wips
« on: 2024-04-11, 23:43:19 »
I tried to ignore generative AI to the best of my abilities, but it seems that pretty soon you'll have to chose - either you embrace it or you'll go extinct like a dinosaur. Couple days ago i finally forced myself to install stable diffusion and i have been playing with it since. Text2image is certainly not for me, at least not for now, but seeing all those ridiculously good looking CG people enhancement examples on the forum, i wanted to try this for myself. Here's my attempt so far. I took my old crappy rendering and tried couple different people enhancement methods on it. Inpaint vs upscale with controlnet. I think i like the upscale method more, although it involves significantly more work and can give quite inconsistent colours and details. Anyway, unexpectedly it was great fun, i think i'll continue and try to improve my knowledge. Whether i want it or not, AI is the future and traditional CG bound be much less important if not going to extinct altogether.

9
[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-11, 20:20:50 »
I was talking only about decal effect sticking in place, not the decal object, but i see what you mean. You can achieve what you want by simultaneously moving decal half the length of its expansion. Let's say from frame 0 to frame 30 decal expands by 100 units, then if you'll also animate its movement in the same time frame by 50 units, it will look like decal is expanding from the edge and not from the center.

10
[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-11, 16:41:21 »
The idea is, that you don't need to mask anything, if you'll set texture's mapping source to world, or reference node space, it will "stick" in place and you will be able to either move decal, or increase its length and this should create illusion of revealing new tyre tracks.

11
[Max] I need help! / Re: [solved] Node to rotate a texture?
« on: 2024-04-11, 14:34:56 »
Indeed it doesn't. Strange, but i think i remember that this used to work, maybe something got broken at some point? I also found that W rotation in Corona bitmap rotates in wrong axis when in spherical mode. Something seems not right here. Anyway, sorry for misleading, it seems you'll need to find other solution.

12
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-11, 12:17:24 »
You're welcome!

13
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-11, 11:28:13 »
Corona mapping randomizer should do the trick for you.

14
Sorry, i have no idea why it's not working for you, maybe it's C4D implementation thing? In 3ds Max the distance map (shader) works flawlessly in all mappable slots of Chaos scatter and its result can be seen in the viewport instantly. I thought that bad or missing distribution mesh UVs might be the issue, but it doesn't seem the case - even when i completely erased UVs, the distance doesn't give a damn about it.

My current status is, that it only works with Transformation, Rotation or Scale mask but not with the Surface Scattering itself. And even the three working things don't behave always 100% logical.

Maybe the reason for seemingly illogical behaviour is the fact that the scatter's transformations has mapping modes and you forgot to take that into account? Try to change the modes and see if behaviour becomes more logical in your mind. Again, just tested this in 3ds Max and everything here works as expected.

15
I can't provide any visual examples at the moment, but think about scattered systems where you want to have more control along borders, like more distressed lawn, or less dense forest and more bushes instead of trees. Sure, you can use Corona distance for that, but edge map would allow to keep completely non-destructive workflow.

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