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Topics - cjwidd

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[Max] I need help! / License Deactivated?
« on: Yesterday at 22:10:56 »
Opened Max (2020) -> Corona Official toolbar -> Press 'Show Corona VFB' -> Nothing happens (VFB doesn't appear)

Render Setup -> Render -> License Activation window appears?

My subscription doesn't renew until April, why am I getting this prompt in October?
I had to reset my login password on the Corona Renderer website and re-enter that information through the license activation prompt in Max to re-activate Corona Renderer(?)

General CG Discussion / Forest Pack - Clustering
« on: 2021-10-18, 03:20:18 »
Could someone explain how 'clustering' works in Forest Pack, please?

[Max] I need help! / Siger Shaders - Interior Paint Bump Map
« on: 2021-10-15, 02:00:35 »
I think the normal maps are configured incorrectly for the interior paint collection in the Siger library, as I've indicated here (end of thread).

I haven't been able to get ahold of *anyone* at Siger. Can anyone else confirm this observation?

Trying to replicate this very peculiar DOF achieved by Magdalena Marczak in a series of images called 'Shadow'. The effect almost appears like double vision, but with a concentric ovoid profile that is apparent on the glass and plant especially.

Also, does anybody have access to a Bokeh kernel library? I assume it's really just the shape of the Bokeh map that is driving the effect + bokeh anisotropy.

[Max] I need help! / CoronaPhysicalMtl - Vegetation Shader
« on: 2021-09-29, 08:25:53 »
There is no clear method for converting a complex [vegetation] shader using the CoronaLegacyMtl to the CoronaPhysicalMtl, and the reason for this is likely due to how:

1. Refraction glossiness is yoked to base glossiness
2. Translucency, thin shell, and thin absorption are decoupled

Should I upload a sample to troubleshoot this, or just rely on the Legacy material for now - until (hopefully) there is an official converter solution for cases like this(?)

In the context of the Corona Layered Material, why does it make sense for Layer 1 to inherit displacement information from the base layer, but not bump information?

It would be great if there were a way to control the influence of bump information from an underlying layer (e.g. base material) on a subsequent layer (e.g. Layer 1).

The CoronaPhysicalMtl base bump and clearcoat bump provide a (sort of) paradigm to think about how this functionality might work.

General CG Discussion / Arrange / Distribute Objects
« on: 2021-09-15, 08:01:38 »
Look all over, but cannot find a script that evenly distributes a selection of objects in n-rows / n-columns. MCG-Arrange accomplished this task, but is not functional in 3ds Max 2020.

It's very surprising to me that such a script does not exist(?)

I really need a better, unified method for tracking multiple projects, time (hrs, days, wks) attributed to a project, miscellaneous costs (assets, software, rendering, etc.) associated with a project, etc.

I imagine others on this forum achieve this type of project management through some toolset, software, website, etc.

What are some good options for individual contractors?

Corona Bitmap and 3ds Max bitmap scale UV tiling from the center of the texture space while the UVW Xform modifier scales UV tiling from left to right.

This feels like a typical development oversight from Autodesk, but I'm wondering if there is a way to align the functionality of these two (three) implementations(?)

Right now, the only way to replicate the UVW Xform modifier in the mapping settings of a Corona Bitmap is to offset the UV tiles, but this can get really complicated for arbitrary offsets.

It would be nice to have an 'additional bump' slot for the Corona BumpConverter Texmap - as is true for Corona Normal Texmap.

[Max] I need help! / Fluorescent Light Bulb Material
« on: 2021-08-31, 03:29:29 »
I think one of the mods posted a comparer (side-by-side) of a render of a fluorescent light bulb material, perhaps in the context of the release of the CoronaPhysicalMtl; a translucent milky white with a clear coat(?)

I need to create a material like that, but cannot find the post I'm referring to. Can anyone advise?

Selected nodes can be selected to 'show in active viewport' in the Slate Material Editor. Activating this feature draws a red overlay on the active node (see attached).

Is there a way to disable (i.e. 'hide in active viewport') multiple nodes at once?

If the CoronaPhysicalMtl > Displace (Min level, Max level) is set to 0, then the CoronaDisplacementMod cannot set the surface displacement.

It would be better if the Corona DisplacementMod itself set the displacement if the CoronaPhysicalMtl is set to 0.

3ds Max 2020
Corona version: 7
Build timestamp: Jul 20 2021 21:55:24

[Max] Feature Requests / Volumetric Fog
« on: 2021-08-23, 05:59:26 »
Corona Renderer needs a vastly improved workflow for working with, what in Unreal Engine might be called, Exponential Height Fog; volumetric fog effects for interior and exterior rendering.

Corona Renderer, even with the Fast Preview Denoiser, is too slow to render these effects, so much so that it interferes with artistic experimentation, look dev, etc.

A cheaper approximation could be appropriate, with an option to enable physical accuracy (e.g. caustics), but altogether there needs to be a better method for this that doesn't require vastly more expensive hardware to render on.

General CG Discussion / Blender Guru Compares Renderers
« on: 2021-07-10, 21:35:52 »
What's all this?

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