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Topics - DPS

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[Max] Feature Requests / Tonemapping & Maxscript
« on: 2022-11-16, 02:47:24 »
Can I use Maxscript to control the VFB in the following way:

1) Hit Save on the Tonemapping settings and save out to a location determined in the maxscript.
2) Load the the saved settings from a location determined in the maxscript?

I'm an absolute beginner when it comes to Maxscript. Wondering if someone can help me to improve my script?

Background: when assigning object gbuffer IDs I am using a script to assign these based on my standard layer names. That part works fine.

However - there are some circumstances where I'd like to assign Object Ids based on a suffix on the layer name - for example "Layer01[OID16]" - and I wish to have a script that searches for the suffix and adds the appropriate ID.

Here is my script so far:

Code: [Select]
ObjLay = $ -- layer of selected objects

MyString1 = (FilterString ObjLay "[OID")[2] -- search the slected layer name for "[oid".  This is so I can add a suffix e.g. [OID7] to specify the Gbuffer ID I wish to assign.

MyString2 = (FilterString MyString1 "]")[1] as integer-- best I could do.

for o in selection do o.gbufferchannel = MyString2

I'm actually using this within Vexus (a nodal scripting tool for Max), and I already have another node that selects all objects on layers that contain "*[OID*]*"

The problem is this script doesn't work when I have different layers with different [OID] suffixes. I understand why it doesn't work, I just don't know how to fix it. I hope that makes sense.

I opened an C7 scene in C8. And here is the render. No geometry visible when it should be a bathroom. Perspective view looks like this too.


For years I've been using a render pass manager called Vexus.

Upon update to Corona 8 - the Frame buffer parameters are no longer being passed from Vexus to the VFB.

I was just talking to the developer who was keen to see if he can update his software to support C8, but it appears that these parameters are no longer available?

Have they been renamed?


My first render using C8 and this problem occurred. I rendered it using Backburner to one of my nodes. DBR was on using another node - all appeared normal.

I watched the progress using remote desktop & I made a few tweaks (as per usual) whilst rendering.

It finished up and saved as per usual but when I opened my cxr as it looked like a rainbow - with most tonemapping parameters set to 0.


I'm currently using material IDs and object IDs for various things in my scene.

I'd like to change the ''spread' value (and some others) within several cellular maps contained in a procedural shader. Ideally I can tell various objects in my scene specific values to use for these maps at render time.

It would reduce some convoluted usage of multimaps which are proving a pain to tweak.


I'm working on a pool, cam looking straight down. I do a test render and caustics look great but when I render at higher res the caustics look weak. I've read that this is a known issue (differences between region renders and final) but there's no explanation as to how to remedy.

More photons? It's kind of impossible to troubleshoot as region renders look good and it takes an hour per iteration of the high res.

Using a plane for the water, with bump map. I tried both physical and legacy materials. Have disabled the media absorption. Hope I can enable.

I have a multisub material

When I'm typing the name of it, the material editor keeps re-rendering the thumbnail every time I hit a key

For example:

V(render), e(render) l(render) v(render) e(render) t(render)

It hangs 6 times when trying to name the material Velvet.

[Max] Bug Reporting / Camera map epr pixel
« on: 2020-08-06, 02:41:46 »
If I plug the standard max bitmap into a camera map per pixel node then it projects correctly. However with a Corona bitmap it doesn't work.

Is this supported?

[Max] I need help! / Render image with backplate unaffected.
« on: 2020-07-22, 10:21:00 »
I can never get this to work in Corona and I usually have to fudge it.

I'm projecting a backplate onto geometry (a terrain model), and also using it as my background (for the sky) and I want the projection to render exactly as it appears in the backplate image file.

I'm using exposure, tonemapping, and a LUT in the frame buffer.

I'm using the tonemap control node and I've disabled all buttons which I thought should leave the backplate in tact but if I adjust the framebuffer exposure, or toggle the LUT (Kim Amland Photographic), the backplate changes and it always looks weird.

Am I missunderstanding the tonemap control node? Any suggestions? Thanks

I had an instance where I was unable to use the render environment overrride - working with a 3rd party plugin.

Figured I could add a ray switch to env slot and pipe nothing into direct to make the sky black. For some reason the global illumination was overriding the direct.

I am trying to hack together some caustics for an animation. Looking for something similar to title

What would be the best option in this scenario?

Currently I have a sphere light for the bulb - visible to camera, I want this to create a light streak. I also have an invisible diffuse only disk light that is a bit larger - to add subtle illumination to the road.

These lights are linked to my animated car moving (blurred) about 200 pixels in my 5000 pixel wide image.

I know this has been discussed before but I couldn't find the thread. Do you think there is a likelihood of getting a resolution for this any time soon?

I have faked some caustics by mapping a texture to a riverbed - but ideally I don't want to bake them in.

I tried adding to the Ctexmap but the refractions are ignored.

Also would be handy if I could render a RAW lighting pass that also respected the water. So I could mask out the caustics in the shadows, in post.

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