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Messages - davius

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1
All is looking pretty nice!

A question - why not sim the water directly in Max? It has Bifrost (even a fluid loader) that way you avoid bringing huge alembic files back and forth.

2
Hey @antanas! Sorry for not taking a while to reply! I see where you wanna get and it makes sense! I'll see if I can do it in a streamlined and direct way. I like to keep things simple, but this feature would be a blessing in a material as the one you posted (crazy long multi sub!).

Can't promise without trying, but at first I think it's totally doable!

Thanks for the suggestion! And I'm very happy the script is useful for you :D

Cheers!

3
@juang3d- Thanks!! Hope you find it useful!

@belly - Indeed!! Without them I'd be completely lost :D

4
Hey People! Know what? Just updated Slate Connector! Now it's better on material selection and node instancing (also some bugs were squashed). Actually, since Corona changed some of its code getting ready to release, it's quite possible that version 0.2 will not work correctly, so I highly recommend downloading the new version (0.59) if you intend to keep using it.

Ah, and it's free, of course ;)
To download it just follow the youtube link, it's on the description! Cheers!


5
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-12, 23:29:43 »
Ok, Mantis it is. Not a BUG per se, more of a tweak. :)

And here's the Mantis number for it 0000694

6
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-12, 23:16:06 »
Sure thing Ondra! Where do I report? Make a new thread here on the Dailies or through another place?

Cheers

7
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-12, 21:41:02 »
A tiny (wee bit) complain I have with corona is:

When you assign a map to a CoronaMtl slot using the SetProperty command, that slot does NOT get activated by default. Not comparing, but the only render engine (that I know of) which defaults to all maps slots being disabled is scanline, and even scanline gets auto-on once you add a map to a slot using the said command above.

Not a MAJOR complain, not a dealbreaker also. As I see, Corona is getting so mature that I'm picking on the small stuff lately :P

Cheers

8
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-30, 23:11:11 »
Wow!! Impossible to keep up in this Holliday Season! Has the render settings UI changed back? I kinda liked the new (now scrapped) way it was working, with creation and destruction of rollouts.
it still works like this

Strange... I updated from the last build available (Build timestamp: Dec 29 2014 00:31:37) and this method was gone. I re-downloaded and now it's back again. Odd.

Can I give a suggestion? Would it be possible to implement a #mapamountBump spinner but for the displacement (as exists on every other render engine)? I know you have a better level of control of displacement on Corona (with the Min and Max levels) but it's not the same thing. Having it would help keep consistency on Max's Materials.

Cheers!

9
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-29, 21:27:25 »
Wow!! Impossible to keep up in this Holliday Season! Has the render settings UI changed back? I kinda liked the new (now scrapped) way it was working, with creation and destruction of rollouts.

10
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-09, 14:13:42 »
Ahhh! Now I got it!! It gives me 3 days of offline use if I'm unable to reach the internet, but will auto "rearm" itself once connected again.

Well, I see a problem with it right off the bat - imagine a weekend where you stopped working on friday and will only come back on monday (or if an extended holliday takes place even later). You can turn your PC on just to find out you can't use Corona if you get any connections problem in that day. A little longer period would diminish the chances of this occurrence greatly, like a week or two.

You will never be truly free of this possible issue, but if that can be reduced further by simple measures then I think it's a good idea.

Cheers!

11
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-09, 13:43:26 »
After the 3 days licensing period, what will we need to do? Revert to the old dailies?

BTW - launching a new version of the Slate Connector in the coming days. The new naming in the CoronaMtl convention is quite simpler and easier to predict now. Tip my hat!

12
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-07, 23:19:39 »
Is it possible to get a list of what has changed in this matter? I ask this because I happen to be cleaning and improving the SlateConnector and I rely heavily on CoronaMtl properties :)

Here are the properties for CoronaMtls before (left) and after: https://www.diffchecker.com/dac4xo9p

Thanks a bunch Martin! :)

Also installed the latest build (2014-12-07) on 3dsMax 2013 64 bit and licensing went flawlessly and fast. Did not notice any bug so far, still playing around :P

13
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-06, 06:11:56 »
Did not update yet, but one thing worries me. In the brief change log you talked about changes in Corona Maxscript references and that most scripts should break :P

Is it possible to get a list of what has changed in this matter? I ask this because I happen to be cleaning and improving the SlateConnector and I rely heavily on CoronaMtl properties :)

Thanks!

14
General CG Discussion / Re: [Useful Scripts\Tools]
« on: 2014-09-25, 16:20:48 »
Thanks for finding the SlateConnector script, Cyrus3v! Was a pleasure to write it ;)

Can I also suggest this other script I made? It's a real-time randomizer - it shows you the results of your randomization as you change the parameters

http://www.scriptspot.com/3ds-max/scripts/randomizatorrt

Cheers!

15
Hello guys!

Yes, I'm on this forum :) Took me a while to find this thread since it's on general CG discussion and I rarely go here. Sorry about that.

Regarding the questions/suggestions:

@Marcelo (kumodot): my personal facebook is https://www.facebook.com/david.almeida.10690 :P The one you posted is from our studio :D Feel free to be my friend if you wish, LOL!

@belly: Nice suggestion!! It's going to the upgrades.txt without a doubt! I see the benefit of implementing this on some scenarios. Will dramatically increase the script size and I'm currently trying to change how it works thanks to DeadClown tips (trying not to make the code so "stiff").

@Midge: Thanks! Hope you find it useful! There's a new version about to come out next week which will make easier to change the materials selection.

Cheers!

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