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Messages - Mohammadreza Mohseni

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31
the daily build 2021-12-06 is awesome specially the slicer shader.
but the interactive performance for me is a lot slower compare to corona 7 and 8 previous daily builds. it kind of stuck and do not start right away it take some time (almost 5-10 sec) to start every single time no matter how light the scene is. even with a very light product scene. it really weird I had not seen this issue in Corona IR ever. 


33

Good morning,

Well, the first thing I think about Caustics handling maybe ?

Thanks again for this great tool !

Sure, that would be an essential feature to have.

34

Thank you for the great script but when can we expect updates coming in...

I will try to update it in my spare time which is not that much but i will surely try.
Do you have any feature suggestion in mind? I have several idea in mind but it is nice to hear new ideas

35
Hello everybody,

This is a quick and little 3ds Max script which save my time everyday by putting corona converter 1.45 (corona 6 converter) in quad menu next to new corona converter to use both in case you need it.   

Installation:
Just extract the zip file you download then drag and drop the MZP file on 3ds Max viewport or run this file from Scripting > Run Script... menu of 3ds Max and then click on "Add Legacy Corona Converter to Quad Menu" button. That's it.

Download using below link:
https://gumroad.com/l/AElza

The credit of corona converter goes to Corona Renderer team and Martin Geupel which originally create it. I just make and installation for using it along side of new corona converter in corona 7+.

Cheers

36
[Max] I need help! / Re: Corona Udims
« on: 2021-08-21, 06:48:23 »
yeah there is and its pretty easy actually.

you have some option to consider.
1- you may use  MultiTile map of 3dsMax which support udims and plug it anywhere you want.
2- you can use OSL Bitmap which comes with 3dsMax and it can load UDIMs just tick the checkbox of UDIM-Lookup and then load your UDIMs
3- you may also use OSL Uber Bitmap which comes with 3dsMax and it is just like the OSL Bitmap for loading UDIMs.




37
Gallery / Re: A modern villa
« on: 2021-07-19, 13:17:32 »
very nice renders and design

38
for any sort of class conversion to work in 3ds max, you need those classes to be recognized. to do that there is a need for a plugin to define those classes. (there is no need for those classes to have functionality just defining the class and its parameters would be enough).
so for example, if there is no plugin to define the vraybitmap class it would not be possible to pinpoint that and convert it because it is undefined and pops the missing plugin window.

it would be awesome if we could have just one (or many) plugins (optional during installer so the user can choose to install or not) to define those vray classes without any functionality just to do the conversion. same for the vray users to have a defining class plugin so there would be no need to install both at the same time.

so +1 for me too

39
one of my tests on new physical material. awesome sheen layer.

https://forum.corona-renderer.com/index.php?topic=33608.msg186807#msg186807


40
Gallery / Spellbound Sound
« on: 2021-06-23, 15:44:48 »
Spellbound Sound

Trying the new Corona 7 physical material and its sheen layer.
I like it very much.

the model is not mine it is just material testing.

view it on Art Station:
https://www.artstation.com/artwork/189EW3

view it on Behance:
https://www.behance.net/gallery/122120161/Spellbound-Sound


Spellbound Sound by Mohammadreza Mohseni, on Flickr


Spellbound Sound 4 by Mohammadreza Mohseni, on Flickr


Spellbound Sound 3 by Mohammadreza Mohseni, on Flickr


Spellbound Sound 2 by Mohammadreza Mohseni, on Flickr

41


I have some info here, since this appears to be an important issue:

The way IOR mapping currently works (and always worked) is this:
- if the value is above 1, it is directly applied as IOR (e.g. value 1.5 = IOR 1.5)
- if the value is below 1, it is converted into 1/IOR (e.g. value 0.5 = 1/0.5 = 2)


really???? wow. that's is strange behavior. really not expecting it.
personally, I always used EXR for it so not expected it to behave like that for 8 bits.

IOR generated from something like substance painter for corona would really look strange with this current behavior. I would expect this to be in the tooltip so if someone generated a map from substance ecosystem or other texturing applications to at least know about this and only generate 16 or 32-bit exr to use in corona.
I think at least more than half of those who use substance painter and corona use this incorrectly with the wrong exporting format.

Quote
Like this:

If the value is above 1, it is applied directly as IOR override (exactly as right now).
If the value is below 1, it will directly map as fraction of existing material IOR. Example value 0.5 will halve the reflectance of material IOR 1.52 (so something like 1.333 I don't know the math from head).

Did I miss something, looks ok to me but I also have brutal migraine right now..

thats something that we can imagine really easily and it works really well

42
It would be great if the converter has the option to choose between physical or legacy material for the conversion.

43
I do not care about the tonemapper either (absolutely understand the people's frustration though), but the development still is slow. we can call v7 something like v6.5 not that big release.
corona as a part of the chaos group ecosystem (still no news on vantage or cosmos support for corona either) can surely use their already new metallic/roughness workflow concept with the exact layers like coat and sheen (thank you for the nice touches on this like specular/ior switch and conversion). it seems really long time to just get this already solved feature, plus, a really bad converter (personally I replace the 1.45version every time I install a new corona daily build). I hope Ondra still working on Corona.

hope to see way more exciting new features in future releases.

thanks corona team for developing this awesome render engine

44
Convert Specular to IOR
Hi all, I am here with another free tool that I have created and wanted to share with you guys. It may be useful for somebody.

What does it do?
This little command-line program makes it easy to convert Specular to IOR using a well-known formula that has been used in the CGI community and apps through these years.

How to use it?
This is a portable stand-alone program. so just run the converter EXE file. Then, select the specular map you want and let the conversion process complete.
The output IOR texture will be saved in the same directory of the Specular map with the same resolution and same file type as well.


ِDOWNLOAD:
https://mohseni.info/convert-specular-to-ior/


45
Thank you so much. I thought that there was no support from quixel to 3ds max 2022. You helped me so much. Do you know by any chance how to make it so that when I import material from bridge, its bump value is not 99 but 1?
you are welcome.

easy. they set it up this way. you may change this behaviour by just change one line of the setting file for corona vray or etc.
simply open "MSCoronaSetup.py" using a text editor. (I am using notepad++)
then find "MAT_NODE_NAME.mapamountBump" and change the value to whatever you may need. save the file and close it. open the 3ds max and bridge and use megascans.

in the file, I have mentioned there are some settings you may change to your desired values.

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