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Messages - fyckfaco

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[Max] I need help! / Displacement disabling itself
« on: 2021-05-20, 12:58:49 »
Heya, does anyone know why sometimes displacement seems to turn itself off in the interactive render.
I have rocks in a scene with displacement turned on within the material, I have to tweak the max min values to remind it to work with interactive.
As soon as I change camera view and unhide some stuff it turns off again.
I'm hoping its not something that occurs with the normal renderer, I have only noticed it with interactive so far.

2
[Max] Resolved Bugs / CoronaLayeredMtl and CoronaLightMtl
« on: 2021-02-25, 20:58:35 »
Hey all, just wanted to flag something.

When a light material is used as a layer in the CoronaLayeredMtl, the light acts as an emissive material rather than a light material.
Disabling "emit light", "visible in reflections" etc, doesn't do anything.
The light continue to emit indirect light, and contribute to volumetrics. Just spent 2 hours converting all my emissive to light mats with "emit" turned off, only to get an identical image with identical noise :D Oh well

Cheers

3
[Max] I need help! / Re: Normal maps in Corona
« on: 2020-12-07, 14:39:35 »
ok cool thanks!
I guess the question is then, what should I be baking in for Corona 3ds max?

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[Max] I need help! / Re: Normal maps in Corona
« on: 2020-12-05, 01:16:17 »
Is this is referring to RGB +X+Y+Z or +X-Y+Z, I have that set up correctly.
Max exports as -Y by default, so I just use that until I leave max. Does it go more in depth than that?

I really think I was just trying to use far too large directional gradients across the single UV shell, the tangent space wasn't uniform due to that, so the surface will probably have shading seams.

I baked from Xnormal also and got the same issue until I did the above fix.

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[Max] I need help! / Re: Normal maps in Corona
« on: 2020-12-05, 01:09:34 »
Was just using scanline render texture. Where do I find tangent basis?

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[Max] I need help! / Re: Normal maps in Corona
« on: 2020-12-04, 20:03:07 »
As I say, it was multiple UV islands with separate smooth groups VS a single smooth group and 1 UV island.

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[Max] I need help! / Re: Normal maps in Corona
« on: 2020-12-04, 19:46:29 »
Ok i have solved this to some degree. Unwrapping the low res model with a single UV island and smooth group resulted in the bad normal map.
Unwrapping into multiple UV islands (flattern) asigning a different smooth group per island, and rerendering the normal map works as expected.

Why scanline can cope with a single UV island and corona cannot though is unfortunate.

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[Max] I need help! / Normal maps in Corona
« on: 2020-12-04, 18:37:53 »
Hi everyone.

I'm having some real issues with normal maps within Corona 3ds max.
I have updated both max and corona and still cannot rectify.

I have green channel the correct way round, plus gamma set up correctly.

No matter what I try Corona seems to merge the shading from the low mesh with the lighting of the normal map.


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