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Messages - GeorgeK

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826
[Max] I need help! / Re: Wall texture distortion render
« on: 2019-11-05, 20:25:34 »
Always when importing or merging geometry/objects from CAD software or 3rd party provider it's good to check the status of your objects. For simple shapes an STL Check within 3ds max is a nice solution, but the problems won't end there since 3ds max Scaling can really affect the behavior of an object. Even the materials applied to it, with or without UV modifier. In this case it's good to Reset X-Form of an object and reset it's scaling values to it's current state.

I've tried the Xform reset as you said and it worked. it fixed the walls, i still have a some distortion at some part of the model on the exterior base floor, that's something i'm going to try and figure out, maybe adding some texture to it would fix it or just avoid that angle when setting the camera. Thanks for the tip, really appreciate it.

Glad it helped, be sure to do an STL check modifier on objects and tick the issues, usually you get a red-highlight of where the issue is on the object! Be careful don't try this on really dense objects with more than 500k vertices/polys, 3ds max can't handle it usually.

827
Hi Smitsfrul,

For this type of scenario in the past I've used a different method entirely, although the shadow-catcher is not a bad one. But in my case it wasn't an option since the floor was reflective/glossy and the furniture really colorful, meaning the bouncing of colors should be all over the room template we had. Also we wanted to keep the lighting of the scene and avoid making HDRI's as you've mentioned.

Possible solutions to your issue:

- If your scene uses a static camera setup in a 3d scene, then simply render the selected affected objects. ( you will save time, in our case the things that changed due to color bleed and reflection was only the floor, the furniture we wanted to present and lastly the back wall.)

- You might only need to render the floor, your object and any neighboring items that affect the lighting or shadows of your final scene.

These method helped us control things better, since we also had animations at the end of the project. If you believe this can help you and you need more information please tell me.


828
[Max] I need help! / Re: Wall texture distortion render
« on: 2019-11-05, 11:10:21 »
Always when importing or merging geometry/objects from CAD software or 3rd party provider it's good to check the status of your objects. For simple shapes an STL Check within 3ds max is a nice solution, but the problems won't end there since 3ds max Scaling can really affect the behavior of an object. Even the materials applied to it, with or without UV modifier. In this case it's good to Reset X-Form of an object and reset it's scaling values to it's current state.

829
[Max] I need help! / Re: Wall texture distortion render
« on: 2019-11-04, 14:20:52 »
This might be too obvious, but... did you check the mapping?

+1 Please check your UV's

830
[Max] I need help! / Re: corona AO map shows on curves
« on: 2019-11-04, 12:41:26 »
Hi,
Yes my second example is render element ctex map with AO 1cm and color spread, i was need outlines for objects to make it more cartoonish look in photoshop, sadly round edge map works better for that.
It's the same for simple new scene with cylinder
https://i.imgur.com/wUvAIfv.png
https://i.imgur.com/AmXjbBB.png

Ah yeah I see, yeah in this instance would be better to use falloff, or Corona RaySwitchMTL + Corona Front/Back, quite the work to achieve and works best with solo objects than scenes. Would like to see what you did with round edges, frankly it's an awesome tool.

831
[Max] I need help! / Re: corona AO map shows on curves
« on: 2019-11-04, 10:23:32 »
Corona_GK
I think he trying to say what AO sometimes draw on smooth edges, i have similar problems then i am trying to mix layerd material for hard edge it also drawing on smooth edge in a middle, it maybe not so visible comare to hard edges but still it have barely visible, for that reason we can't make for example clean lines pass like for cell shading simulation (i mean ctex pass with AO thin lines)
https://i.imgur.com/ZhKwgfs.jpg
https://i.imgur.com/Ynd8BC3.jpg

Hi sprayer,

Have you experienced the same issue exporting AO as render element? Personally never had this, I would love to have a scene to test if that's possible.
Similar issues I had in the past, was mostly related to incorrect meshes, open edges, "rats nests", flipped normals, sparse vertices.

832
hey all i just restarted my pc and ive got again the same problem i am with 3dsmax2020 and when i close the X button the max is not responding even killmax and from the task manager wont help only restart to the machine help..
someone familiar with that? please any help :(
its happen only after i install corona..

Hi yossioren113,

Sounds like a software memory issue or a windows error, things to consider:

  • Are you using scripts/plugins that start with 3ds Max?

  • Any 3ds max 2020 Service packs installed?

  • Do you experience the same issue in earlier versions of 3ds Max?

  • Make sure before fresh reinstall, to have registry clean from 3ds max & your app-data roaming auto-desk folder clean, also backup everything before deleting.


833
[Max] I need help! / Re: corona AO map shows on curves
« on: 2019-11-04, 07:53:08 »
Hi Kogodis,

I will provide you with some test results on hard edges with Corona AO and different calculation methods, there might be something you can see that is close to what you want to achieve.

Ok, i dont waht the edges visible on the curve surface, is that fixed with the ray directionality because i have tried and tried an cant make then disappear, maybe im doing something wrong

For smoother edges without smoothed polygonal geometry you can always try Corona round edges on your bumb slot, default 3ds max smoothing groups at a certain extent can do the job too, also chamfer modifier. Usually after all the above the AO "breaks" it's edge strength, as previously mentioned ray directionality can affect AO contrast too.

834
Hi Su37,

Do you want to write your own script for matID? Please provide more information about what you want to do, I think some scripts already exist for that, you might be able to do some reverse engineering on them :)!

835
Gallery / Re: Beer!
« on: 2019-11-02, 10:00:34 »
hipster brew lol, awesome work! lovely

836
Omar I've checked your scene, I have some stuff to suggest regarding your scene and issue:

  • Try collapsing most of your modifiers on objects,3ds max is really unreliable when many geometry-altering modifiers are stacked
  • When working with many overlapping surfaces that include refraction it's good the outer layer to be as "thin" as possible but not too thin like 1.0 IOR, 1.1 usually works like a charm, again depends on the preferred outcome.
  • On the same note, removing shadow casting + atmospherics from the outer layer is the way to go.


I've included some screenshots and edited your scene, hopefully your refraction problem is resolved. Also on a personal note glossiness should be lowered a bit on the 2nd layer glass as it should be little bit "frosted", again depending on your preferred outcome.



837
1) Opaque Materials (glass and liquid inside) have different IOR because they need to, but when I turn one or the other off the effect from my masked condensation still persists.

2) Liquid doesn't use volumetric scattering, when I apply some to it the effect persists.

3) I am using but a 255 white/0 Black colored TIFF as well as the same White/Black alpha map, I have changed some of the settings on channel outputs for the corona bitmap to no avail. I have applied color correct and cranked values, nothing helps.

4) As in my last reply the condensation is as you described, separate object with a material/displacement on it. I have turned off shadows, and a ton of other settings in the object properties as an experiment and still it looks like this...

Hey again! glad to hear most things are set nicely, check your mesh surface normals if they are flipped, try x-form the object then back to editable. Check with the STL Check modifier for any sneaky vertices or some overlapping faces. Other than that would be great if you post some screenshot of your material setup.

838
Hey Omar, things to consider:

Do all your opaque materials share the same IOR(efraction)?
Does your liquid use Volumetric Scattering Distance?
What type of MASK png/tiff/tga is the alpha clear white 255? (check 3ds max filtering sometime messes up things)

Don't know if you can try have the droplets on a separate material layer, or even surface with on top of your bottle, where essentially only the droplets count as displaced geometry + shading, hopefully you will avoid problems. Also be sure to check shadow casting of certain objects.


839
[Scatter] I need help! / Re: Condesation with Corona Scatter
« on: 2019-11-01, 15:39:17 »
Totally doable with corona scatter too, although from personal experience I've used animated/still masks. It really depends on the outcome and the camera movement of your scene/footage.

Choosing to move with corona scatter, I  would suggest you make 2-6 different type of drops, not too much different from each-other do enable temporal consistency, avoid collisions and play with Transformations for more favorable result. Frankly, the secret is in the lighting and the shading of your textures/materials.

840
[Max] I need help! / Re: Video Flickering
« on: 2019-11-01, 15:19:42 »
Greetings, these two screenshots will help you overcome some of the flickering and any fireflies that might appear on your footage. My suggestion is as previously mentioned by maru, to increase the passes of each frame or preferably work with Noise Level Limit of 4.0-5.0 and the rest be left on denoiser.

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