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Messages - PROH

Pages: [1] 2 3 ... 79
1
No, you are right. Square random gamma/hue patches on ground material doesn't make much sence. Unless we get a way to add noise to the randomization edges - like the OSL randomization-map.

Regards

2
no, I don't need it in this example. But with other things like f.ex. ground materials that would be neet :)

3
Okay - figured it out. But this will not work with the UVW-Randomnizer on top.

Personally I would love a solution where one could patch and randomnize sveral different bitmaps on one surface.

Regards

4
Hi romullus. Looks great. How is this set up?

5
@Maru - This will only work on instances, primitives or mesh elements. NOT on a surface.

I believe OP is asking for a slight color-variance on every repeated bitmap/tile, based on the map-size/UV-size rather than geometry. Would be usefull to give more natural variation on f.ex. grass, dirt and fabric.

I think there is an OSL map dooing this - but I'm not sure.

Regards

6
General CG Discussion / Re: Arrange / Distribute Objects
« on: 2021-09-17, 12:33:59 »
Hi. Have you tried this: https://www.racoon-artworks.de/resource_quicksplineclone.php
I know it's not exactly like your description, but I think it could make the same end result.

Hope it helps.


Edit: Forget it. It doesn't work :(

7
[Max] I need help! / Re: How to Toon Shader
« on: 2021-09-14, 19:07:31 »
Hi. I use the "Round Edge" map as a toon map.

Hope it helps

8
Hi. There's no problems with 3dsMax standard camera  Try lowering the EV value.

Hope it helps

9
[Max] I need help! / Re: Liquid in Glass - Bug or is it me?
« on: 2021-07-29, 16:12:46 »
Hi. Just to give my point of view.

I do think that this is a serious problem, since there are many cases where one single object containing both glas & fluid is the only usable solution, + many premade models are made this way.

I really hope that this will be seen as "high priority", and will be fixed soon.

Best regards

10
Hi. Just tested this on max2020 and Corona7. Seems like there's a loose connection :) Sometimes it works, and sometimes it doesn't.

So try changing the values back and forth and see if it suddenly works.

Hope it helps

11
[Max] Daily Builds / Re: Aerial Perspective Playground !
« on: 2021-07-25, 18:49:02 »
Thanks. Not great news, but at least I now know what not to do :)

Best regards

12
[Max] Daily Builds / Re: Aerial Perspective Playground !
« on: 2021-07-25, 15:59:38 »
Hi. I'm testing the new Sky, and having a problem. When using the new volume effect together with VDB-skies, I'm getting a purple box around the skies.

Is this a known issue, and are there any workarounds?

Uploaded two images showing the problem.

13
[Max] I need help! / Re: Corona material scale/units?
« on: 2021-06-29, 12:12:11 »
Hi. You need to apply an UVW-modifier to the object. In this case set it to "Box" and "Real World Scale" and rotate and move the UVW-gizmo till it fits.

Hope it helps

14
[Max] I need help! / Re: Corona material scale/units?
« on: 2021-06-29, 11:37:54 »
Hi. Sorry, I didn't write it correct. I meant "Reset X-form". That will reset any transformation information layered in the object - including scale.

One thing to avoid when using Max is scaling on object level. This will give you all sorts of problems, like the one you describe. Since scale on object level is commonly used by CAD users, this often gives problems when importing data into Max.

So always scale on subobject-level in Max, and use the "Reset X-form" utility as the first thing when having problems with scaled objects.

Hope it helps

15
Hi. It's all about scene scale. Max is a single-precision program (like most DCC's) and therefore can't calculate very large numbers precise. That means, that the further away from drawing origin (0,0,0) the less precision.

That's the reason Max warns you if the scene is to far away from drawing origin, and that's why it's impossible to draw a straight line far away from 0,0,0.

So use the system unit that fits your need:
City scale - meters
Interior scale - cm
Product scale - mm

Also remember that Max has two unit settings: 1) System Units, and 2) Display Units. All behind the scene calculations are done in System Units, and most UI measures are following the display Units.

NB - When using meter as System Units you should set decimals to 4 to keep precision down to millimeters.

Hope it helps

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