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Messages - Feodor

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31
Another example of a complex scene in terms of materials. After the conversion, you will have to edit all the materials, since there is not a single hit. My cannon is bronze, the converter says it's not metal, but how does the system know where the metal is, where it's not metal, at the moment it can only be determined by a person. Different behavior of Glossiness and reflections. As a result, you need to tweak and optimize everything. With this quality and accuracy of the conversion, the question arises, and will it also work with Vray? Converting to physical material is a point function, but not as global as it is now.

God forbid if you release this converter to the masses like this, even with all the fixes, but I'm sure there will be a lot of headaches for people, many will not appreciate it.

32
Hi! I have one question, will Corona Converter be able to disable the conversion of materials to PhysicalMtl? Since I have a lot of projects with finely tuned complex materials that simply break down when converted and give a completely different result. At the moment, the Corona Converter causes me only a feeling of deep disappointment, I want to throw it out as a tool that can do nothing but break well-tuned materials! I believe this is an imposed function that does not work properly at the moment and makes me ask for an old converter. For example, the converter has become very long to convert and load the processor, the Converter will never be able to determine what to convert, metal or not metal? The converter does not work well with LayeredMtl where materials with different properties are mixed, will the converter be able to accurately reproduce such materials? It does not convert translucency well, so it will not convert flora well, and so on... How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?

An obvious function, but why did no one in your company think of it right away, why do need to ask for it?
A vivid example in the pictures.

This would be a great scene for us to investigate the conversion further, is there a possibility you could share an archive?

Thanks for the reply. I sent you the scene "Trees and Grass" I hope it will help you. But I still recommend making the "Convert to PhysicalMtl" parameter and leaving Legacy Material as the default. Since at this stage, if there is an incorrect conversion from Legacy to Physical, then I have uncertainty that it will also not correctly convert VRayMtl in places, until the system is 100% debugged, it is still worth making the life of users easier. I have now almost stopped using the converter, due to incompatibility with previous versions of Corona and a certain lottery when I am not sure of the exact result.

33
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-05-06, 22:42:16 »
Recently I ran into the same problem, out of habit I assigned the texture to PhoenixFDOceanTex and saw this result. But quickly realizing that it was Vector Displacement, I put it in the standard 3ds max Vector Displacement card. Note that in the 6 version of Corona, this does not need to be done.

34
Hi! I have one question, will Corona Converter be able to disable the conversion of materials to PhysicalMtl? Since I have a lot of projects with finely tuned complex materials that simply break down when converted and give a completely different result. At the moment, the Corona Converter causes me only a feeling of deep disappointment, I want to throw it out as a tool that can do nothing but break well-tuned materials! I believe this is an imposed function that does not work properly at the moment and makes me ask for an old converter. For example, the converter has become very long to convert and load the processor, the Converter will never be able to determine what to convert, metal or not metal? The converter does not work well with LayeredMtl where materials with different properties are mixed, will the converter be able to accurately reproduce such materials? It does not convert translucency well, so it will not convert flora well, and so on... How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?

An obvious function, but why did no one in your company think of it right away, why do need to ask for it?
A vivid example in the pictures.


36
I managed to do something not physically correct in the physically correct material! Or am I doing something wrong?

Shadows are black and white with colored material. And when the Directionality in the light source changes, the light in the refractive material turns black. Its black outline is visible but its luminous properties are lost, I assume this contradicts the physics of light.



37
[Max] Bug Reporting / Re: Crashing motion blur
« on: 2021-03-17, 15:42:33 »

Nice catch, this looks like a bug due to a combination of things, plus some sort of corruption in your scene (could explain the crashing). I was able to recreate it though in a new scene (albeit in a somewhat different manner). Reporting it for further assessment.

In my case, by lowering the MBlur amount to somewhere along 5, you should be able to see them rendered even with emit light on. (the animated 0size radius needs to be per single frame for this to work. Also, I don't know if it would make sense to animate object visibility instead of size.)

Making each sphere a unique editable poly, will allow you to see the spheres with emit light on (regardless of mblur amount), for some reason it won't accept instanced under the aforementioned circumstances.

Attaching my version as well, looks like a nice entry for NFT.

(Report ID=CRMAX-347)

Thanks for the advice, (animate object visibility), I didn't even think about it. Reducing the Mblur to 5 in this scene didn't solve anything. Thank you for paying attention to this!

38
[Max] Bug Reporting / Re: Crashing motion blur
« on: 2021-03-16, 18:37:42 »
It seems like a Mystery, I observed the error for two days, repeated it in different scenes, in different ways, I reset the computer, today I opened the scene 3ds max not crash. The only thing that is present, now when the Emit Light is enabled, the object turns black.
I need this effect for the future scene flashing the headlights of the turn signal at the car for the camera with a long shutter speed, motion blur does not take into account the animation of the material, so we have to animate the geometry of the object

39
[Max] Bug Reporting / Re: Crashing motion blur
« on: 2021-03-15, 19:18:56 »
Hi,

Which versions of Corona and 3ds Max?

Rowan

I sent you a scene. Max 2021 last corona daily bild
This happens when you check the Emit Light box in the CoronaLightMtl parameters.

40
[Max] Bug Reporting / Crashing motion blur
« on: 2021-03-13, 23:15:33 »
Hi
I found a problem!
Create any object, apply any modifier that bends the geometry, animate the curvature, just animate the scale, apply CoronaLightMtl, turn on the motion blur, click render and watch as crashing 3ds max. This only happens with the CoronaLightMtl material.

41
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.

I am afraid this is a 3ds Max bug, what happens is that if any of the two ID's has its scale set to RWS, it applies for both slots but in preview only (not exclusive to Corona).

I'm sorry I didn't understand you right away, but it turns out to be really a problem of 3ds max itself, scanline render gives the same problem. (((

42
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.

I am afraid this is a 3ds Max bug, what happens is that if any of the two ID's has its scale set to RWS, it applies for both slots but in preview only (not exclusive to Corona).

I can't determine why it works for you, my texture disappears.

43
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.

44
Good afternoon! In version 7, it became very common to encounter incorrect gamma detection in normal maps. Previously, there were never any problems in the old scenes, now there is an incorrect warning.

Did you try to reset strength multiplier back to defaul 1.0? I never saw that someone would use such strange multiplier value. In fact i didn't even know that it's possible to set it to negative. Makes no sense to me.

This material is not mine, it is from a scene that I bought a long time ago and often use it, I did not notice the messages before, probably it confused me Put one, the problem is gone. I withdraw the question.

45
Good afternoon! In version 7, it became very common to encounter incorrect gamma detection in normal maps. Previously, there were never any problems in the old scenes, now there is an incorrect warning.


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