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 - dzintas

Pages: [1] 2
[Max] I need help! / Re: 3ds max projection mapping
« on: 2022-02-21, 08:28:57 »
Thanks a bunch!
Sounds promising, I will test this one out!

[Max] I need help! / 3ds max projection mapping
« on: 2022-02-20, 16:55:50 »
Hello, had a weird request from a client recently and got a little bit stumped recently.
Client want's to put images on sunshade facade elements and want to make that perspective trick where image only reveals itself when you're standing in specific spot.
So he wants our help with testing the images and help with documentation needed for the printing process.
Thing is i'm encountering a problem with uv mapping. I used planar mapping aligned to a camera view to simulate a projector in a way.
But because it's a planar mapping thing it still projects the image from a big plane, not from a single point as a projector does. Because of that I get stepped effect in some places witch is not desirable.
I tested it out with a spot light in max and worked pretty well.
So my question is. Is thera a way in max to project a texture from a single point like projector does or is it impossible?

Hardware / Re: 128GB Ram on mATX motherboard
« on: 2020-02-03, 08:55:39 »
I was thinking of doing the same for different reasons. Only because 3700x works with two memory channels.
If you can, you have no real reason to populate all 4 slots immediately.  So I was thinking going with 2 sticks now and 2 sticks later.

And they were a lot cheaper for example:

[Max] I need help! / Re: Fabric issue
« on: 2019-09-17, 13:14:07 »
This looks like moire effect. Try other corona filtering options or play around with bitmap filtering settings.

[Max] I need help! / Re: Wood Board Corona Material
« on: 2019-07-30, 15:52:09 »

As I understand you're using material from corona material library?
If so then you have no need to adjust material scale, unless you're seeking very specific effect.
All materials from material library comes with with triplanar mapping or with correct real world size units. So most of the time you don't need to do anything to get correct scale, or you only need uvw map set to real-world map size.

But if you really wan't to see your map ir viewport, you should try enabling "show shaded material in viewport", not in material itself but in specific bitmap node.

This should be expected behavior. Just setup your exposure and lights then adjust your material to desired effect. Or use corona ToneMapControl node.

Hi Nikola,
I think you must test yourself, we are no longer beta testers, we pay to have a stable version...
No More daily build please.

No ones forcing you to download and use daily builds. Just stick to latest stable release until another stable release comes out.
Removing dailies would make development slower and stable releases bugier. As much as you don't like dailies, but it saves some time on QA and gets better coverage of different system configurations.

Hardware / Re: Advice Regarding RAM
« on: 2019-06-06, 20:19:01 »
You can go with storage for a start, more of it never hurts. And you can use disc cloning software to copy over your system drive to bigger storage device.
In the meantime you should wait for new offerings from intel and amd

[C4D] Bug Reporting / Re: An angry c4d user
« on: 2019-05-30, 11:04:22 »
All of your gripes just seems to come from your preconceptions of how corona should work, and not how it is working.

It's hard to comment when you don't mention most of your problems. And few things you mention are tweakable.

Ability to use HDRI textures on lights. You can use corona light material for that and map it on whatever geometry you like.

Interactive rendering performance can be improved by enabling "force path tracing" option in performance tab or by adjusting UHD catche precision value.
You also should try adjusting number of cpu threads used by interactive render and switching off Ai denoiser.

[Max] I need help! / Re: How to remove dots
« on: 2019-05-10, 11:55:15 »
This looks heavily denoised, with just few passes. Try resenting settings, upping resolution a bit and rendering again for a bit longer.

I already hear Dubcat somewhere, screaming in my mind for suggesting this, but here it goes.

There was a guy, at my local forum, who uses handheld scanner for most of his textures. Maybe that's worth looking into?
You won't get great color accuracy and most likely will need to stitch texture files later, and who knows what other plethora of problems this could introduce.
But handheld scanners don't cost that much, and this could work.

Show us example of what you're dealing with.

Usually this happens when you uncheck "visible in refractions" checkbox.

Thanks guys, yes I was referring to system units.

Interesting. Well I might suggest we have a go at at least upping to CMs and give it a try going forward. I can see metres getting a bit frustrating, with a lot of 0.01 sort of measurements going in for me but CMs shouldnt need as many decimal points.

There is few ways to deal with that. You can always stick to mm in display units. That way you wont need to type everything with decimals, other way is to just specify units at the end of the measurement. If you're using meters for example and typing 2500mm for a box height you will get end result of a 2.5meters. I mostly use this to convert imperial measurements to metric.   

I would recommend using centimeters or even meters for bigger projects. For me, mostly working with interiors centimeters works great.
Millimeters only useful from small scale models.

Pages: [1] 2