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Gallery / Re: spa near me
« Last post by onb.artdesign on Today at 08:48:19 »Dude you forgot to put the pictures :)
I'm glad you found this info useful! This is truly the best converter today, I only use it now :)I apologize for resuscitating an old topic. A few days ago I needed to convert a lot of files from Corona to Standard and I was looking for any information about what methods there are for this. I tried some free scripts, but I was not satisfied with the result. As a result, I came across this old topic, but the UMC listed here turned out to be very expensive for me, so I began to search further and finally found a tool that completely satisfied me, although it is also paid, but costs much less than UMC. Just want to tell other people who will be looking for such a tool to also consider a tool called V-RayMax Converter Pro, https://maxtools.3dzver.ru/vmcpro or https://www.scriptspot.com/3ds-max/scripts/v-raymax-converter-pro
Thanks for the info about this tool!
I was also looking for a long time for some tool to convert Corona to standard and found your info about V-RayMax Converter Pro.
By the way, this tool not only converts from corona to standard, but can also convert from vray to corona, and it does some things even better than the built-in corona converter.
for example, only with it I was able to convert the VrayUvwRandomizer map to CoronaMappingRandomizer.
if "avoiding user mistakes" is THE strategy - was anything done about Tone Curve after this thread:
https://forum.corona-renderer.com/index.php?topic=40616.0
an updated tooltip or something?
Well of course you can author your textures in photoshop or wherever else and if you find it to be a lot easier and more flexible, then go for it. I see the situation completely opposite from you, for me procedural building of texture in 3ds Max is way more flexible and very often much faster too. If i need to adjust something, most of the time it's just a matter of moving a slider or two, or entering different numeric value instead of rebuilding texture from scratch in photoshop. And let's not forget memory savings - according to Corona report your bespoke texture takes 110 MB of RAM and my tiling texture is taking just a 770 kB (in fact i could've easily replace it with gradient ramp, so my memory footprint could have been zero). One more thing - if you would need to use this texture on different size or shape bottle, you most likely would have to rebuilt it from scratch, while with my approach, it's just a matter of adjusting some parameters and tiling, which all can be done with Corona IR running and having clear visual guidance.
I'm not forcing you to adopt my workflows, if you're more comfortable with your way of doing things, then by all means do it the way you like it and ignore my setup. After all there's many ways of doing the same thing in 3ds Max and everyone is free to chose what works for them ;]