Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pokoy

Pages: 1 ... 113 114 [115] 116 117 ... 125
1711
Gallery / Re: BMW X5
« on: 2015-01-16, 23:31:53 »
I agree, the car paint is fantastic. Actually, it all looks very nice ;)

1712
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-16, 09:37:41 »
Some feedback for the latest build (15-01-2015)

Quote
added start interactive button into VFB - drops down from render button

While it's good to have an IR button in the VFB, there's no indication on the normal render button that it drops down for more options when you hold it, like an small arrow in the icon for example. To be honest, I'd prefer a separate button for IR, is should not be hidden as a drop down option.

Another thing, we really need visual feedback that IR is preparing or has been stopped. With bigger scenes you press it and then nothing happens until it kicks in. I am sure some people will right away click it again (or click the main render button) because they're unsure whether something is happening. So anything that let the user know what's happening is really needed.

Also, the VFB ColorMap fields display a '.' decimal separator although OS and max display a ',' (always as dot although OS is set to a comma). Imo it should respect the OS setting. Going to report this on Mantis as it should be fixed imo.

1713
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-15, 18:10:14 »
I too am curious about who likes the current daily version over my concept. And especially why. If there is anything better about the current daily version, i could perhaps incorporate it into my concept so it works even better :)

I wasn't against the new UI when it was introduced but having worked with it for some days sporadically I have to say I dislike it. If it was a choice between the old and the new UI I'd vote for the old UI. Options are too far away, hiding and unhiding tabs feels like hit&miss half of the time. Having it all in one place, even when you had to scroll, was easier to manage actually.
Your concept looks interesting for sure and might be a good way to go but I'd have to look at it with more time.

1714
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-14, 19:47:35 »
the legacy checkbox is not intended to switch BRDFs, it will be removed in the future. It is simple - since most users do not know what BRDF is, the controls are not visible. It is still accessible via maxscript... but I advise to just stay with GGX

Well, I for one would like to be able to access both in the UI.
Like I said above, having no switch at all means that if you decide to implement the next uber-shader next year you'll have to rework that section, causing all sorts of problems down the road with old production scenes and shaders etc., with a drop down you'd just have to add another option to the list. I for one would love to see this coming back...

Take this one with a pinch of salt: ADSK sometimes decides to add/rearrange/modify features or UI elements for 'simplicity' reasons and in order to not confuse new users - I always hate it when they do that and it always feels like a regression.

1715
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-14, 18:05:00 »
Ah, thanks for clarifying, I thought the legacy switch would trigger energy preservation mode.

Still... what if you add another BSDF at some point? The switch accounts for two models, so if a third option comes at some point you'll have to redesign it. Wouldn't a drop-down menu be better in terms of future expandability?


1716
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-14, 17:29:08 »
Keymaster, it seems you've removed the BRDF switch...?
It would still be useful to have both, Ashikhmin-Shirley and GGX (...and not through MXS only so you can see what it is set to with a glimpse). Can we get it back?

1717
Or, as someone suggested in the other thread, create a plane with the shape of the light and exclude it from shadow casting, assign a LightMtl to it and disable GI contribution so it's not adding any light on top of the light itself. This will be visible from all angles then.

1718
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-09, 20:34:26 »
Some feedback to db from 9-Jan-2015, not complete, only some quick thoughts:

- Material and maps improvements are neat. Following the impression that you want to ensure consistency with existing Max maps, can we please please have multipliers for maps in the AO map? I have asked this a number of times already and still find it super useful, way more convenient than adding another mix/multiply map only to influence intensity of the map. That would be great!

Quote
map amounts changed to 0-100%

Does this mean a value of 0,1 for the Bump map slot for example is now 10? I'm asking because my old scenes still display 0,1 in the Bump slot while other maps convert fine to the new 0-100 scheme.

Quote
imrpoved preview of some of the texmap in map select dialog - CoronaNormal, CoronaAO, CoronaFrontBack, CoronaRayswitch

The new AO map rendering is neat!

Quote
Major reorganization of main tab - merged with progressive, color mapping, actions tabs

While I find it good in general, I'd rather have the 'Show VFB' and 'Start Interactive' buttons be either more prominent, or moved to the top, or even being always visible if possible. Also, 'Reset Setting' should not be placed between them and should be moved to some other place. Considering how often a user presses the VFB/IR button in a max session chances are he accidentally hits the 'Reset' button.

Off to testing!

1719
In reality, you always have some kind of geometry either emitting light or surrounding the light source - while a cg light is a pure emitter without geometry. In your case you'd need either some geometry or a transparent (with a tiny diffuse value) cap that'll catch the light and re-emit/bounce it towards the camera.

If you still think this is wrong, submit a request or a bug report and see what dev thinks about it. Actually, what you ask isn't wrong per se and might be good to have but in cg terms it is not a bug, it's just the way 3d lights are defined.

1720
The behavior makes sense since light rays are focused and you can't 'see' them when you are outside of the light beam.

1721
Looks like there'a problem with volumetric material within other volumetrics. Hope that's not a general limitation and can be resolved.
I don't know if it's the same issue but raytracers have similar limitations.

1722
Gallery / Re: free time kitchen
« on: 2014-12-30, 17:31:49 »
Excellent work, really nice and vivid lighting, too.
The only thing that looks a bit off is the scanling of the bricks, they could be slightly smaller imo.

Fantastic work!!

1723
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-21, 11:57:01 »
Yes, good idea actually.

On a sidenote, the above mentioned update to the changelog would be REALLY great. If you think about it, it can't take that much time on your side and will probably save 20x the time when you consider how much time testers spend figuring things out by themselves.

1724
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-19, 14:54:50 »
i am a beta tester

You probably have received an email with login data (email and password, NOT the one you're using on the forums).

1725
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-17, 15:08:42 »
do not test it yet, focus on the interactive and scene parsing instead ;)

Getting the same IR pre-processing loop problems as described above with the latest db (2014-12-16).

Edit:
Material editor speed with large scenes has improved in the latest both db when compared to the older ones from October - that's great. It's still not as fast as I'd like it to be but it's definitely back to workable again.

Pages: 1 ... 113 114 [115] 116 117 ... 125