Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - dj_buckley

Pages: [1] 2 3 ... 5
1
Hi

I've just rendered a scene twice. 

The first one had a HDRI in the Direct Visibility Slot.  The second one was just black in the Direct Visibility slot (HDRI turned off)

The first one took 1 hour and 50 minutes

The second one took 2 hours and 30 minutes

Is this normal?  A 40 minutes increase to render on black?  There were rendered one after the other, so the only thing I can think is a RAM issue as it is a RAM intensive scene?

But I would have expected a speed increase on the black background.

2
Has anyone successfully achieved the type of material in the examples using the new Physical Material?  If so, some guidance would be appreciated.

I used to have a setup that worked well with the legacy shader, but it was a combo of Diffuse, Translucency, Refraction, Opacity and various falloffs - i.e. massively faked.

Looking for a more Physically Accurate setup to get that lovely varied level/gradient of transparency across the entire curtain.

3
Seems like a basic question but ...

If I select 500 objects and add a UVW map, it just gives you a huge UVW map across the entire selection.

Is there any way to select multiple objects and add individual UVW maps (all with the same settings) but centred to the individual objects rather than the entire selection

4
Anyone else having difficulty getting Forest Packs to exclude from Corona Override using the above versions?

The individual items (scatter objects) are excluding fine, but the ForestPack itself won't exclude?  This has only started happening since upgrading to FP7

5
[Max] I need help! / Adapative Light Solver and Portals
« on: 2021-08-26, 11:49:10 »
So we know that the Adaptive Light Solver negates the need for portals.

But we also know that the Adaptive Light Solver can do some weird stuff at random times, a lot of the time when using Reflection Overrides.

So if I'm doing an interior with a Reflection Override - I tend to turn Adaptive Light Solver off, just so I don't come back to a finished render full of blocky artifacts.  It's safer.

But if I do that, turn ALS off, should I then revert back to using portals also?

6
[Max] I need help! / [solved] Resume Render and Denoising
« on: 2021-08-24, 19:32:32 »
Apologies if this has been asked before but I've just used this feature for the first time today.

Anyway - if I'm doing a render and press 'Stop' it goes through the denoise process, if I then press 'Resume Last Render' will it denoise again when it finishes if I just leave it to reach the specified noise threshold, thus being denoised twice?

Or does it ignore the first denoise?  I've not saved a CXR in between so not resuming from file, just resume last render

7
[Max] Bug Reporting / Corona 7 Override Bug
« on: 2021-08-24, 17:22:55 »
Hi guys, not sure if this happened in previous version but on Corona 7 Max 2021 - I'm getting the following issue.

If I use a reflect override on my glass material, everything works as expected.

If I then add in, in this case, a HDRI into the global refract override, it seems to give me both?

The glass is set up with the new physical material and 'Thin' is turned on, and so shouldn't have 'refraction' other than being able to see through it, according to the tool tip anyway.  And you can't see the environment beyond the glass.  There are 3 panes of glass.

So I'm trying to figure out if this is normal behaviour or not?  Why am I seeing the refract override on top of my reflect override on this material?

The end goal here, is one HDRI for lighting (slightly desaturated, a different version for direct visibility and refraction (not desaturated), and a panoramic photograph visible in only the glass reflections?

8
[Max] I need help! / New Physical Material
« on: 2021-07-28, 11:28:47 »
Just exploring the new physical material in V7, the first thing I've delved into is glass.  In the legacy shader IOR was separate for reflection and refraction, meaning we could adjust the reflection strength of the glass independently of the refraction.  I'm just trying to get my head round how we achieve this now?  Is there are guide somewhere for the new shader or a thread where these questions have been asked before?

9
[Max] Feature Requests / Curves Window Resizing
« on: 2021-06-24, 14:22:10 »
They may already be a shortcut for this, but when resizing the curves popup window, is there any way make sure it remains square?

10
[Max] I need help! / need help with a problematic scene
« on: 2021-05-18, 10:12:58 »
Working on a scene at the minute, it's no different in terms of setup to any other images I create, however, this one seem to be throwing a few problems.  See attached.

I'm getting this a lot when using IR, I've never had this before IR is generally smooth and not blocky like this.  I'm on Max2021 and Corona 6 (latest version).

The scene is also taking much longer than normal to render than previous scenes of a similar nature.  Does the screenshot give any clues?

11
[Max] I need help! / Light Leaks
« on: 2021-05-06, 23:43:38 »
I'm currently experiencing the light leaks issue on intersecting objects and thin geometry.  I've searched the forums and the general response seems to be 'add a shell modifier'.  The most recent post I found was 2017, so I just wondered if there has been a fix for it since then, you know for those times when a shell modifier isn't practical (in my case) and to avoid spending time modelling uneccessary geometry?

I'm working on an apartment interior, the walls, ceilings and door/window openings are one piece of geometry, all created from an extruded spline with flipped normals, so the shell modifier screws that up.  I'd rather not have to model the exterior walls each time when they'll never be seen, for a couple of reasons really.  Mainly because using Corona has taught me I need to be ultra efficient with scenes so adding geometry that won't be seen seems counterproductive.  It'd be nice if it just didn't happen because I can't see any reason why it shouldn't just work in theory, but I'm far from technical.  I don't know if it's technically possible for it not to happen i.e. it can't be fixed

12
Just trying to understand the difference between the VFB Exposure and the Exposure setting in the Corona CC Node.

For example, if I have a scene lit only with a HDRI in a Corona CC Node and adjust the VFB to exposure to -2 and leave the CC node at Exposure 0 it looks vastly different to leaving the VFB at 0 and adjust the CC Node to -2

Is this expected?  I was anticipating the end result to be the same if no other variables change?

13
[Max] I need help! / Filtering
« on: 2021-03-04, 18:11:49 »
Does anyone else find the default filtering (High Quality Filtering) just a little bit too blurry?  I always seem to get frustrated with the lack of clarity in textures etc.

Does everyone else stick with the default or do you tend to change it something else?

I do notice this quite a bit in other peoples work on Behance etc, but then I see others and they look really crisp.

It could be bitmap filtering but I always use 0.01 on diffuse textures but even 8k textures that look crisp in Photoshop just look to soft/blurred when rendered

I'm not that technical so don't really know what contributes to the overall 'softness' of the final render.

14
[Max] I need help! / Alpha Issues
« on: 2021-02-25, 10:34:41 »
Hi guys

I still seem to be struggling with getting properly clean alphas for Sky Replacements.  See attached.

This render is rendered on black.  Saved as 32-bit exr, then opened in photoshop, converted to 16-bit, alpha applied, then a colour layer behind to show halos.

As you can see there's a slight halo (a dark one), if I use 'remove black matte' the halo turns white, if I use 'defringe' it looks much better but this screws up any transparent/refractive objects where the black background was visible beyond.

Can anyone help with the correct process to avoid this when saving to 32-bit exr's.  Is there a 'correct' order of operations when opening the .exr in photoshop and converting to 16-bit, replacing backgrounds to avoid this?  Am I missing something

The issue always magnifies if you do any heavy post work using additional masks etc.

It's worth noting I'm using ProExr for opening files, I've tried both 'Alpha Appears on Separate Layer' and 'Alpha Makes Layer Transperent' in the ProEXR dialogue.  Each option gives a slightly different result, 'Alpha Makes Layer Transperent' gives a slightly better result, but both give halos.  All appears fine while still in 32-bit, but when you convert to 16-bit the halos become more obvious.  Today I'll be testing Photoshop's native loader and EXR I/O.

Maybe a better question would be "What's the correct method for saving 32-bit exrs and ensuring a pixel.perfect alpha in Photoshop"


15
General CG Discussion / Breakdown a LUT
« on: 2021-02-22, 17:08:54 »
Does anyone know if it's possible to get under the hood of a LUT to figure out what it's actually doing to the image?  How would I be able to view that information?  For sure I can see with my eyes by turning it on and off, but I'm thinking on more of a technical level, and being able to break it down just to get a better understanding.  Or to get a better understanding of what a specific LUT is likely to do to an image before applying it, or to be able to create something very similar by using standard post tools without using the LUT.

Pages: [1] 2 3 ... 5