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Messages - v.p.vlasenko

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Also adding a map to the material lead to app error.

Seems like if you create a map and then connect to the material - all fine (but can't say for sure)

But if you drag from material and then select any map in the menu - crash.

In the example - I started IR, created and applied material, then dragged base color and selected CoronaAO.

I already found similar workaround - just extruded outer(open) edge down, even without bottom cap. But that a workaround - it will be better if it works out of box.

Box is simpler but the edge of terrain isn't flat and it's visible, as that terrain object is a one tile from many.

It can be easily reproduced (check the image), but it seems to be a false alarm... just realized that while it is obvious for me where the cap should be added - it's not obvious for the renderer.

So not sure if that can be solved. What do you think?

The problem is that in this particular situation I'm working with a ~10M polys terrain model, adding thickness to it isn't that good option for me.

Addition: actually no, it's not a false alarm and should be solved - in the case of single-sided geometry cap should be created at the backside based on normal orientation.

Check images, same scene, just different camera rotation. Such behavior was in all previous versions.

Hi, I'm doing ocean surface obviously ;)

Corona physical material + phoenixfd ocean texture for displacement and decal to add boat wake.

Everything works fine except the "height" parameter in the ocean texture if set to vector mode. It works fine if the decal is removed or if vector mode is disabled.

[Max] Bug Reporting / PhoenixFD Ocean texture + Corona decal
« on: 2021-12-16, 23:28:25 »
The height parameter in ocean texture set to vector mode is ignored if corona decals are added to this object.

Had same problem recently.

In the material editor I opened another max file as a material library, then dragged needed material and closed that library, after that some objects from that scene appeared in current.
Objects had different materials and were not related to the material I imported. Also, while I could see them in the scene - I could not find them in scene explorer, had to select them and use a script to add them to some layer.

All simple, check the images.

Top view, corona camera, not orthographic. Render with default corona material as override and volume effect 10 - increased to see result better.
The second image with greatly increased contrast in PS to see where that volume effect produces the strongest result.

Additionally - not sure but seems like in some situations it produces the wrong color, like in a clean scene with sun and default corona material as override - adding volume effect gives some red/purple tint to the scene.

The above is true for at least a few latest DB.

And few questions:
1. aerial perspective still not working with volumetrics, will that be fixed in some nearby future?
2. is it possible to make it true volumetric (checkbox to switch between shader and volumetric)? Or maybe it'll be even if we can plug some map into volumetric material scattering/absorption.

At least one of those objects was heavily scaled. Applying "reset xform" to both the sea and the object fixes the issue immediately.

Hi Maru, the problem isn't solved. I didn't check it last time, just thought after your answer that the problem was in scaling.

Now I have the same problem with a completely clean scene (no scaling problem but I tried xform too). Only two objects - geo (default corona physical material) and water (water preset from corona physical material).

So the problem is still here - black contact water edge.

[Max] Daily Builds / Re: Phoenix Smoke Color Version 8
« on: 2021-09-22, 12:20:16 »
First of all try to set scattering to ray-traced instead of approximate and max ray depth in corona performance tab higher than 25.

[Max] Resolved Bugs / Re: Corona VDB 7 vs 6
« on: 2021-09-14, 13:38:41 »
Hi people,

seems like vdb is broken more than I thought or even volumes at all.

empty scene, scale in meters, sun size 5 (with default size same thing), default environment and "wdas_cloud_quarter" - step 1m

First of all, even with a 100% scale it does not work as expected
first attachment - 100%, we can see the sun through volume and I checked it with phoenixfd - similar result, so that not only coronavdb problem.
second - 5% scale.
third one - 5% scale, but step 0.2m.
fourth - 5%, step 5m.

Decreasing step size doing things even worse

I tried different absorption, scattering constant/density with different multiplier - all wrong.
So definitely something broken.

Btw it seems like phoenixfd producing correct? results at all scales - but in all cases we can see the sun through cloud.

[Max] Resolved Bugs / Re: Corona VDB 7 vs 6
« on: 2021-09-06, 10:55:02 »
I confirm this problem, noticed that some time ago.

[Max] I need help! / Re: PC shutting off constantly...
« on: 2021-08-27, 17:28:05 »
I had a similar issue 4x2400 and added 4x2666, but in my case system didn't even start.
It looks like the system set all of them to 2666 and those 4 (2400) or some of them weren't able to work on such speed.
I have memok button on the motherboard and after pressing it all working fine.

In your case it looks like those 2400 is something better and able to work overclocked up to some point but they fail under load.

Obvious solution for you - replace 2400 to 2666.

Or like in my case - set memory speed for all to 2400

Thanks George,

about boolean - something similar was done before posting here. So the problem was solved for that particular case, but that's not the best way -  that's why I asked if it is possible to do without changing geometry.

And about keeping two meshes as elements - one mesh is plane while the other is phoenixfd sim, so not sure if that's possible.

Hope that will be fixed.

Hi George,

I can't open the scene as I have 2021, but no - it's not working.

Using vol. absorption working better up to some point, but not in this case. I used both - absorption to get rid of volume and opacity for the surface (as there are reflections visible).
1. Without the "pool" plane it working almost as expected - but I can see the "sea" surface. Barely, but still visible. So even with pure white absorption color, 0 distance and 0 opacity that plane is still barely visible.
2. With the "pool" plane I get the wrong color inside - it differs from the image with the "sea" plane hidden. Probably due to this - "unfortunately, the underlying mesh is still being calculated on the overlapping absorption distance" and the next one as result:
3. There are displace in my example on the "sea" plane - with displacing on and absorption I get actually the same results as with opacity.

And what about images 7,8? How to combine two surfaces in a single render?

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