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Messages - apjasko

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16
I noticed the very faint bump on my side as well. I had to adjust the soften parameter to get a more pronounced bump. Also cranking the bump amount helped without causing any unusual artifacts as shown in my earlier post.

17
I think I figured out my issue - changing the map channel from default 1 to 2, bercontile bump no longer works. This applies to both my original scene and the teapot scene I made.

Leaving the mapping for bercontiles alone allows it to work as expected. So the issue was how I was making my material. 

18
Thanks for checking Maru. It definitely doesn't work on HF3 (unless I'm doing something wrong, but I don't think so), which is the scenario I originally produced. On another machine using HF2, everything with Bercontile works as expected with the bump converter.

I'll update the HF 4 when I have a break in production and see if this resolves the problem.

Update: The same file and surface giving me the issue still is giving me trouble applying the bump. I was able to make a teapot and apply bercontile bump same as Maru. The only difference in my scene files are the display units. The setup is the same on both materials otherwise, I'm not sure what I'm doing wrong.

19
Will Bercontiles ever work in the bump slot for Corona? Or is there some limitation?

20
If I crank the settings, and add a map to the bercontile, I can at least see something. But it looks broken.

21
I could have sworn in an earlier build of 1.7 the bump converter was working with BerconTile. I might have been imagining that, but on 1.7 HF 3 it isn't working. Is this just a limitation of the bump converter map?

22
I have had similar issues and discovered adding loops/subdivision to your object will greatly improve the utility of the distance map. It's as if the map is trying to find edges to base its distance calculation. This should fix your issue as it did mine.

23
[Max] I need help! / Re: Bright Edges on Adjacent Objects
« on: 2018-04-04, 19:36:59 »
OFF-TOPIC: apjasko, you may want to check the backgrounds perspective - it's totally off.

lol I know it's confusing to know what we're looking at, but that is supposed to be a huge media screen that shows a live camera of Dubai. I just started on this view today and as of now, that's just a place holder until I have more information in the scene. Simple corona mat with self illumination and reflection.

Actually, creating a convincing media mesh type screen is something I have struggled with for a while. Maybe I'll start a thread similar to the wool carpet one where I can get some input and generate ideas of how to create such a thing.

24
[Max] I need help! / Re: Bright Edges on Adjacent Objects
« on: 2018-04-04, 18:13:40 »
I have somehow never managed to do this in my time as a visualizer. Funny how something so simple can be overlooked (by me). *face palm*

25
[Max] I need help! / Re: Bright Edges on Adjacent Objects
« on: 2018-04-04, 18:08:19 »
Very strange. I didn't think it was light leaking, as the floor is just a plane and objects sitting on it were getting that highlight. But when adding a shell is fixes the issue. Thanks!

26
I'm getting this peculiar issue I've never experienced before. My model is treating all adjacent objects as if they have a round edges bump, or something, adding a highlight from direct light on edges. Any idea what's causing this issue? I'm using 1.7 HF 3 and Max 2016. The scene is lit mostly with a Corona Sky from a large skylight above.

See attached for the problem.

27
General CG Discussion / Re: Pay when Paid?
« on: 2018-04-03, 22:41:40 »
Such a timely post, I'm experiencing this very issue right now.

We were promised payment and additional services on the project by the Architect following a round of drafts we sent. We found out days later they had sent those images to the developer and they are now being used in marketing material. The developer pressed for final images, and like the Architect, ignored messages regarding payment when we mentioned the agreement and additional services. We put our foot down and said we won't deliver until the invoice is wrapped up as promised to us because we have sunk a few months into the project. There were also other shady things the Architect did along the way that greatly inflated our time invested on the project. We sent them watermarked proofs of the final images and that got the ball rolling in a positive way.

The architect has disappeared from the conversation, ignoring emails and phone calls from us, the developer is furious. We're now directly working with them. But we still haven't been paid. 

28
I wonder if something like this was created to spoil pirates from torrenting models from sources like cgpeers.

So am I understanding this correctly - if I download Prune Scene and run it once, it will run at startup from then on, or does it need to be ran every time I open Max?

29
Learner’s Corner / Re: Transportation Hub
« on: 2018-03-22, 20:57:09 »
After looking closely at the image, did you use Corona Scatter or Forest Pack for the grass in the median? If Forest Pack, use the optimize material button in the material rollout, and use "Apply ForestEdge". Then inside the Areas rollout, under Boundary Checking, use Edge. Or if Corona scatter, follow this tutorial:
By using this sort of technique, you can limit where your grass scatters to just the soil and not spill out as you have it now. Additionally you can change the transformation limits in either Corona Scatter or ForestPack to instantly get a more convincing grass.

Also for your background, simple throwing in a photo that matches your perspective and setting will go a long way.

30
Learner’s Corner / Re: Transportation Hub
« on: 2018-03-22, 20:51:17 »
Quote
Regarding the brick tiling, is there any simple way to achieve the non uniformity without going much in the detail? like applying some sort of map onto it?

For bricks on large surfaces, I use BerconTile and it works great. You can control the variety using MultiTexture and just a single brick texture. To further add variety to the bricks, you can add a different BerconTile map to the reflection glossiness slot with different MultiTexture settings. And finally you can use the Bump Converter map to add the relief of the bricks. In the end you would have 3 layers of variety, with some tweaking you can get a pretty convincing brick surface with little effort. See attached for a quick sample I made.


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