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Messages - maru

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Gallery / Re: Dedicated to my Dad - a 3d-painting
« on: Yesterday at 14:20:27 »
Regarding the last shot, fisheye camera now supports DOF in daily builds. Just sayin... :)

No way... Since when, though? Just checked, my DOF field is grayed out... Which daily build do I need?

As a fan of all things dark and creepy I also like you works a lot! And it's always great to see something else than sterile archviz.

Thanks for the great feedback, maru! I have a question - do you consider the scene dark and creepy? How do you 'read' it?

Sorry for the delay!

Well, skeletons and other things related to death are "dark and creepy", morbid, grotesque. That was my first thought. Creepiness doesn't have to be delivered through the color scheme or lighting. Quite the contrary - pleasant atmosphere compiled with creepy subject makes the image even more uncanny.

What do I think when looking at these works? First of all, it reminds me of paintings by Dali and Chirico. I am also trying to figure out some backstory. The skeleton either just came here or is about to leave. If he just came here - why? To have a smoke and stare at the painting? And if he wants to leave - maybe it's hist last smoke and last look at the painting?

My personal bet is that he is in some kind of limbo/purgatory. Maybe he can only leave once he cracks the riddle of the painting? :)

[Max] Feature Requests / Re: Render Node Allocation
« on: 2022-08-17, 13:59:37 »
Team Render is a network rendering tool for Cinema 4D, yes.

For 3ds Max:
You will only engage a render node license if you only render, without spawning the 3ds Max user interface.
This means that you can engage a render node license without an interface license by, for example:
- rendering through 3dsmaxcmd
- rendering through Backburner (sending a job to another machine)
- using Corona DR (this will engage 1 node license + 1 interface license on the master machine and 1 render node license on the render node machine)
- using other render managers such as Deadline, Pulze, etc

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-17, 09:38:23 »
Think I’ve run in to a bug. I have a light material on a multisub on a pattern node which works fine until it goes behind refractive glass. I know there is a limitation with directionality usually in these cases but this light material has no directionality. Which is odd.

What exactly seems to be the problem? Could you share a scene or an image example of this?

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-16, 14:39:05 »
In any case, it's logged. :)
I also thought maybe it can be done in a similar way to the RWS option for textures, since we are talking about UVW mapping here.

(Internal ID=948460851)

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-16, 14:05:41 »
Amazing. Big one for me would be to respect real world sizes. So a node drawn at realworld scale would stay at realworld scale when realworld scale is selected in the mapping options! I'm hoping this is an easy one with the right maths for someone far more clever than me. It would save so much time over trying to rescale by eye and then again on different objects.

+1 for real world/persistent scaling. Perhaps a simple checkbox "maintain object scale" would do the trick?

Hi, I wanted to log it for the devs, but then I started wondering if this is feasible at all.
If we pattern an object on a plane - that's easy. If you know the size of the original object (e.g. 6x6cm) then you can add a UVW map modifier to the plane, set its length x height to 6x6 and it's done. You end up with the pattern looking identical as the node object.

But if we pattern the same 6x6cm object on something else, for example a sphere, or some other "curvy" surface, then some modules will be larger and some will be smaller. Even if we specify some specific size, this will be still stretched/squashed/curved in various places making the pattern appear very different than the original node object.

I'll try to find out if it's something we could do at all or not.

[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-15, 15:39:37 »
Could you share an example scene with us here?
We would then look into it and pass it to devs to get their feedback.

Hello friends, does someone know if on day Corona will be compatible with vRayFur ?

and vRayplane, but less important

Or maybe a future "Chaos Fur" would be better...

Yep, we have this logged as a feature request.

[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-12, 17:09:41 »
Do you need you objects to be so huge? (10x10km) And do you need your render resolution to be so huge? (32k px)

I am asking, because this sounds like something extremely resource-heavy, requiring a lot of RAM.

If you are 100% sure that you need those numbers, and you would like to see very detailed displacement, even very far away, then maybe you could render your image as some kind of regions with even higher displacement quality? What I mean is setting displacement size to, let's say, 0.5px and rendering your image as a series of 1000x1000 squares.

Random thought: I noticed that your current power plan in Windows has an impact on the read/write speeds. This is visible, for example, when copying large files in Windows where you see the progress bar. As soon as you switch between things like "power saver" vs "high performance" plans, you should see a difference in speed.

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-12, 13:47:05 »
Logged so far, we will also log the request for "surface color":

Scaling Corona Pattern tiles individually so that they could overlap with each other
Rotate CPattern without having to adjust base object UVWs
Randomize the rotation of CPattern tiles
Randomization per pattern node in Multimap and UVW Randomizer
Offset and scaling randomization in CPattern
Improve the way Corona Pattern segments connect with each other ("weld seams") to prevent visible seams
Corona Pattern - "Fit in custom object space" option for the Crop Box
Automatic capping of the pattern geometry
An option for the CPattern crop box to always remain visible in viewport
Ability to use whole groups/hierarchies as the pattern node
Ability to use more than 1 pattern node
Ability to project CDecal on top of CPattern with "use pattern material" option enabled

+some more internal bug reports / feature requests :)

[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-12, 13:29:22 »
Hi, sorry for the lack of replies, I am not sure if I understand your issue correctly. Do you mean that the areas close to the camera are very detailed and the ones farther away have less detail in them? (are more "blurry"?)

If so, this is the expected behavior right now, because displacement in "screen size" mode is calculated depending on the image resolution. If many small details are smaller than a single pixel, they will not be visible, or at least not clearly.

I don't know what exact texture you are using for you displacement (e.g. is it a bitmap? or a procedural texture?) but you could try lowering the "blurring" value or cycling between different filtering modes. That might help.

Alternatively, maybe you could try using Scatter to get sharp, high quality details in the background? (e.g. scattering some rocks)

Gallery / Re: Dedicated to my Dad - a 3d-painting
« on: 2022-08-11, 11:18:06 »
Regarding the last shot, fisheye camera now supports DOF in daily builds. Just sayin... :)

As a fan of all things dark and creepy I also like you works a lot! And it's always great to see something else than sterile archviz.

Which version of Corona are you using?
How exactly to reproduce the issue?
I could try it on Max 2021-2023, is it enough to just create a box or any simple geometry, start IR, and move the vertices?

[Max] Feature Requests / Re: Aerial Perspective for HDRIs
« on: 2022-08-10, 16:37:10 »
It does not affect the HDRI at all. I attached my scene file to my previous message.

[Max] Feature Requests / Re: Aerial Perspective for HDRIs
« on: 2022-08-10, 11:43:33 »
It's possible with the 3ds Max "Fog" enviro effect.
Just don't use Corona Bitmap for this. Use the native 3ds Max Bitmap. For some reason the Corona Bitmap is mapped onto objects incorrectly when using this.

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