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Messages - JG_monomiru

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91
[Max] General Discussion / Re: Corona 1.3 Benchmark
« on: 2016-04-08, 11:32:10 »
hmm does that count?

Windows10 ... and dual xeon 8cores - so 16 physical in total.

92
First i really like your script and it save a lot of work, when handling different models.

But i constantly switch between Vray and corona projects - and sometimes i wished there would be an inverse converter. Converting corona back into vray-materials.
Would this be possible to be scripted the way your script work? I'm not so much into scripting - but i guess its a lot of work to change the parameters in the script.

93
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 14:48:38 »
Thanks... well at least i know now how to work around :) ... still not the simplest was.

would be great if "manual selection" would be implemented for forrestpack, so i can render out a full FP-mask instead of the scattered objects, and still keep that scattered IDs working for those who work that way.

94
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 14:44:42 »
Well i played a bit around  ... still not really satisfying. The ID*s of geometry-objects will be passed through.

Even with Cmasking - manual selection.

If i only select the ForrestPack-Object in manual-selection it will also not be rendered... but if i select the "master"-geometry it will also display the FP_scattered objects in that Mask.

well it would be nice to at least the selection would work with FP object.

Currently i'm only able to get a full Mask for the FP-object to accept it under OBJ-ID=0 or to change all master-geometrys Obj-ID .... might be a bit of hassel if you have plenty different objects scattered around.


95
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 11:44:06 »
hmmm okay... i need to investigate that...
question is how do i change the id of the scattered objects.... specially if i use the forrestpack-presets?

96
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 08:11:05 »
same with Max2016

97
[Max] Resolved Bugs / ObjectID and Forrestpack
« on: 2015-10-13, 17:15:59 »
I recently discovered that Corona 1.2.1 under 3dsMax2015 isn't giving the correct OBJ-ID to the renderoutput. All Forrestpackobjects with different Object-ID will render with Object-ID=0 instead of the given Nr.

I've attached a simple test compared to vray. The Floorplates have ObjectID-0 the front FP has ID1 and the rear FP has ID2

Max 2015 SP3
Vray version 3.20.03
Corona 1.2.1
Forrestpack 4.4.1



98
would be great to see an override in render elements for materials "visible in masks"  - so one can have materials visible in masks (when it was unticked in material) , where in other renderelements they are still invisible.

99
I guess it was asked before - but didn't really made it into feature request.

would be great to implement reflection/refraction working on mask-channels ... like Cmasking_mask - similiar so Vrays Material-roll-out in reflection / refraction - Affect Channels "color, color+alpha , all channels"




100
General CG Discussion / Re: 3dsMax 2016
« on: 2015-04-14, 09:51:06 »
in this particular case i just used a vertical shift -0,23

in the max viewport image, there you can see all the camera settings.

101
General CG Discussion / Re: 3dsMax 2016
« on: 2015-04-14, 09:25:41 »
oh as far as i knew the newest version... vray 3.10.03 - at least at that time i was rendering that project (early march).
Corona was version 1.00.01 at that time

i also use max 2015 design (working mostly good with my workflow - despite that layer explorer glitches)

I mentioned vray 2.x ... as at that time i discoverd a broken viewport when using tilt/shift at the same time. And regarding chaosgroups answers that time it was a fault on autodesk side... havent paid attention to that detail anymore and lived with the result given in renderoutput. (cropped it in post then)

102
General CG Discussion / Re: 3dsMax 2016
« on: 2015-04-14, 08:45:55 »
here i attached some images describing the issue.

Its not really a problem when just using one render-engine for final compositing. I knew that vray had and maybe still has some problems with showing the accurate image in max-viewport when tilting and shifting at the same time - at least in version 2.x it was this way.
And regarding their answer it was an issue on Autodesk side, they couldn't overcame within vray.

Maybe the cooperation on the 2016 new phyisical camera has overcome that issue.


103
General CG Discussion / Re: 3dsMax 2016
« on: 2015-04-14, 08:23:50 »
yes i use vray-camera when rendering corona.

it gives me all the features for vertical and horizontal shifting and also vertical and horizontal tilting. but when using it it renders a wider camera angle than is shown in viewport. Otherwise it is working in corona as it should be - its just a bit of hassle to combine a vray rendering and the corona one - you need to scale it to fit the latter.


104
General CG Discussion / 3dsMax 2016
« on: 2015-04-13, 19:51:23 »
Hi i just read about upcoming release of 3dsmax 2016 http://area.autodesk.com/blogs/max/introducing-3ds-max-2016

even if it lacks some details - the new physical based camera similiar to vray should be interesting.
Hope it helps solving shift and tilt - problems i currently got with corona, using vray physical camera (when heavy shift/tilt is applied)

105
Render Mask for Reflective and Refractive objects...

I know there is an option to turn off/on visibilty in mask for Objects - but since then there is no option yet (correct me if i'm wrong) to get an mask from those objects without rendering a second pass with "visibility turned on".

Either i wish a render mask options like V-rays affect channels "all channel" for masking options
or at least have an option in Cmasking_Mask to select objects who override the "visibility turned off" choice in material.

So i'm at least able to render out all masks including those of refracting materials within one render-session.

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