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Messages - v.p.vlasenko

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16
Check images, same scene, just different camera rotation. Such behavior was in all previous versions.


17
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.



18
[Max] I need help! / 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.

19
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.

20
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.








21
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.

22
[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.

23
[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.


24
[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.

25
[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

26
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.

27
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?


28
Here we go with the same simple scene, with simple materials, you can recreate that by yourself.

1. "sea" surface with displace
2. "pool" surface, without displace or bump
3. "sea" and "pool", we can see "sea" surface below "pool". I think this is expected as we have a refractive surface below another refractive surface.
4. Comparison of how it looks and how I want it.
5. I used corona distance to make "sea" disappear below "pool". Created cylinder and made 0 opacity inside it. But we still see blue volume? below the surface. This wasn't expected by me.
6. Comparison again. And that will be visible again in the next 2 screenshots.

So the question - how to make "sea" completely invisible below "pool" without cutting geometry? If I cut a hole in the "sea" plane - everything works as expected in this particular case, but I don't want to do that as I set the scale counter pretty high (30 or 40) in the plane properties to cover the view up to the horizon (there are different cameras in the original scene so need this plane to be big)

The next problem seems to be bound to the previous: there was a camera in the same scene (not a simplified one) close to "sand" looking at the horizon. For water surface close to the camera I used PhoenixFD for simulation of waves in cap mesh mode. The surface further from the camera was a simple plane with corona displacement with PhoenixFD ocean. I expected some artifacts on the edge but now what I've got.

Here simplified representation
7. Single plane
8. Same plane split into 2 objects, same material.

For me something like that was expected with the single plane - ray entering some medium and never exit it. But not with 2 planes - ray enters -> hits surface below -> exit.


 





29
Thanks for the answer - haven't tried reset xform.

What about the second question?

In that scene there was a pool a bit higher than the sea - I need to do sea invisible below that pool, how can I do that? For sea I used a plane with a high scale multiplier in settings (so it go up to horizon), so changing geometry isn't an option.



30
Uploaded 1627392598_black-edge.zip. I simplified the scene and used simple materials - the edge is still visible.

Quote
These things are expected. When you hide the surface (set opacity to 0) you still see the volume
so there is no way to make a hole in let's say "water" surface, except adjusting geometry?
Just to clarify - that a surface with reflection/refraction and absorption without scattering.

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