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Messages - pokoy

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I got these, too - only once last week out of a blue - and the only explanation I have is that I didn't clear all material editor slots. Since 2021 (or 2020) the material editor is populated with useless max physical materials and they seem to trigger these log errors. These have nothing to do with Corona however.

So I tried a really simple setup and it works correctly here, scenes for max 2018 and 2021 attached.
Didn't care for dummies, just a simple car geo with a path constraint with a few tires and the camera linked to it.

Render through the camera, checking motion blur options on and off and you'll see that it works correctly:
- camera and transform motion blur -> tires' rotation is blurred, car is not (correct)
- camera blur only -> everything looks static (correct)
- transform motion blur only -> car and tires are blurred (correct)

Did you enable the correct motion blur options (both have to enabled) in the camera?
Also, are your transform segments set to high enough values? If you have fast transforms or very long exposure you may have to increase the transform segments in the Corona's settings dialog under 'Scene'. Too low values can look weird or miss the transforms entirely, looking like it's not working at all.

This should work, it did definitely work for me. Maybe the hierarchy matters?
My setup was:

animated dummy helper > dummy > camera
                                    > dummy > geometry

So both the geometry and the camera were linked to the animated dummy respectively.

If it doesn't work, make sure to set up a simple repro case for support.

Also, something I discovered recently: if you are using distance maps for mapping, these will not animate with object motion blur, only camera blur. So in a setup like yours, if the moving object would use distance map, the textures from the distance map would get motion blur when they actually shouldn't.

I have done this in the past and it worked fine, but that was 2, 3 years ago. Maybe there was a bug introduced in the meantime?

[Max] I need help! / Re: Layered Material / ID Masks
« on: 2021-10-20, 14:53:42 »
If I remember correctly, the mask render element doesn't pick up individual IDs from layered materials, only from the base mtl, so afaik there's no way to get 'automatic' masks from textures when using the LayeredMtl.

So let's say you Base Mtl has ID1, your Label Mtl (applied with a mask texture) has ID2 - the mask RE will not show ID2 masked accordingly to the texture mask.
Not sure about BlendMtl... you could test this one, but this one is quite finicky with many layers.

I am afraid I was unable to reproduce these comparisons successfully, granted I wasn't able to test this on F-Storm just yet, but for Corona-Vray-Arnold-LuxCore bump fidelity pretty much returned the same, with material settings set at 1.5 IOR and 0.5 Roughness.  Would it be possible to share that exact example scene with us?
One situation where this becomes really visible is if you use a bump map on a glass surface - for example a tiled gradient like on old car headlights. I've ran into this a few times, bump becomes 'invisible' if the object is small or camera is farther away. Close to the camera bump works and anything behind the glass is nicely distorted, farther away it looks as if there is no bump at all and the glass surface is clean and even.

[Max] I need help! / Re: RAM problem
« on: 2021-10-06, 14:02:01 »
I had problems with Physical materials in some v7 daily builds - refractive Physical Mtls using certain maps would go through the roof eating up RAM and CPU usage went down, quite similar to what is reported here. I have no idea if this is the case for you but maybe there still are some undetected edge cases with Physical Mtl.

For those who see this - what happens if you hide all object using refractive Physical Mtls?

I tried to render previews of some assets in Connecter, but everytime i tried, it just crashed 3ds Max. After several attempts i gave up and soon after that i got my first FTH warning from Corona. Still didn't manage to remedy it :[
I had a similar situation - without Connecter involved - where 2 or 3 subsequent crashes caused FTH to kick in the next time I tried to render. It might be that Windows enables it when an app crashes 'too often'. I don't remember why the crashes occurred in the first place, but I'm not using any of the plugins and tools mentioned here.

[Max] Feature Requests / No motion blur with Distance Maps
« on: 2021-10-01, 10:49:46 »
I hit a roadblock due to this limitation yesterday - distance maps will not work with transform motion blur (camera motion blue works fine) - and in my case the workaround is a really painful one - instead of just using the Distance Map I need to bake color maps for 100 objects.
Hopefully, this limitation can be lifted since using distance maps solves a lot of work in some cases.

Attaching an image showing the problem and a scene - max 2021, Corona 7.

But why would you want straight square random gamma/hue patches on ground material? Doesn't sound very realistic to me :] Wouldn't it be better to apply same principle like above, just replace tiles map with noise, or some grunge texture? I'm struggle to think about scenario where random texture transformation would also require HSL randomisation per tile, but even if there are such, they probably are highly specific and wouldn't justify cluttering already crowded UI of UVWRandomization texmap.

Let's say you have a regular pattern for displacement, something that tiles of course, a grid for example, and you need to introduce some irregularities. I'd use that tiled map and compose a noise map over it, using a circular mask which blends to black on its borders so the noise isn't visible on tile borders. The multimap  would introduce different brightness/gamma to that circular map so each grid tile center would get variable contribution from the noise.

Maybe you remember the disco tile map from cebas, it was part of finalrender a long time ago. I had one job where I needed exactly this map. This mode would allow easy creation without workarounds. Of course, it was doable in other ways but not as easily.

I don't want to clutter the thread with my own thoughts but I happen to think that a way to randomize map properties without randomizing UVs might indeed be useful.

Yeah, thought about this as well, but you need the bitmap to be bigger than what you'll show because this one will tile as well. Might work depending on the case, but it's probably really easy to setup.

While it's probably doable with OSL - not sure if any map shipping with Max currently can do this - a Per-Tile mode, where each tile gets handled differently would be a neat addition to the MultiMap. It could be used to add some variance in any regularly tiling map like fabric, grids etc with ease.

General CG Discussion / Re: Arrange / Distribute Objects
« on: 2021-09-16, 14:25:44 »
also highly recommended: AdvArray
Neat, never heard of this one.

General CG Discussion / Re: Arrange / Distribute Objects
« on: 2021-09-15, 16:53:09 »
Hmm I guess PFlow could help here, you can specify a group as object source, and then use a grid birth operator... but controls are limited.
Maybe TyFlow provides more options...

I think that's something else - the general UI hasn't been a problem since a few years, for me anyway, I think they got this sorted at some point.
The mat-ed problem described here is really just the active material indicator, and I think it's even only happening in Slate, not sure though.

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