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Messages - RobH2

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I realize this is a really old thread but it is still useful. As a few users pointed out, it's not a way to actually get all the filter functionality while still in a 32-bit environment. This is simply a color profile that allows you to convert from 32-bit to 16-bit without a lot of hassle. From that perspective, it's pretty handy.

Sometimes it's really tedious to take a nice stack of render passes from 3ds Max or wherever, and convert them to 16-bit without the values all changing and getting really bright. You can merege layers, make sure they are smart layers and a host of other things to try to get the conversion. I haven't tried this technique on a really deep and complex layer stack in Photoshop, but if you just have the normal stack of GlobalIllumnation, Reflection, Refraction, Lighting, Specular, etc., it works well for me.

This simple color profile is a great solution and works nicely. But, again, you are now working in 16-bit because you've converted, but, you converted without much trouble.

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I have to say, "Wow" on this too. I've been trying for a year to find a way to render masks behind glass and decided to read today to see if anyone ever solved it in a manner that didn't take too may extra contortions. I don't know when this switch showed up but "Visible in masks" is my new BFF.


3
Good enough. I'll vote.

Well, we all think that everything we need is "desperate" don't we...lol...? I'll render the mask in VRay I guess. I think it can do it.

Thanks for the fast response.

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I have an object behind glass. I need to render a mask of it. The transparent material obscures the mask and if I render the mask with the glass turned off, the mask is not in the correct location due to refraction.

How can it pull a mask from something behind glass while leaving the glass enabled?

5
I searched the forum for this, "Render Error (Beginning Renderer)" and find it odd that it returned no results and that I'm the only person with this issue.

However, I just installed Max 2018 and Max 2019 on a render node that's running Windows 7 Professional (SP1). I did all of the Microsoft Updates. I then installed Corona.

When I try to do a network render it fails. I get the following error message:

3dsmax adapter error : Autodesk 20.4 reported error: Render Error (Beginning Renderer)

How can I solve this and get the render node to function?

6
export textures with Corona preset (just make sure to use dubcat's preset...

Where does one find Kim's preset? I can't find it anywhere.


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Thanks maru. I was afraid of that. I couldn't figure out a way to do it other than what you suggested. Drat....

8
I'm transiting from VRay to Corona and am finding it difficult to do the following simple scenario.

I have a building with Forest Pack grass in front. There are trees on the grass. I need to render the trees along with their shadow as a separate beauty pass with alpha so the trees can be turned off or on.

I can't use shadow catcher in a 'Blend' as Corona does not support multi/sub-object materials (the grass) in a blend or composite material.

When a render a 'CMasking_mask' I get an imperfect mask, especially against the black sky area where I eventually drop a sky in behind. The tips of the leaves don't antialias properly. Plus, that does not allow me to turn "off" the tress, just allows me to manipulate them.

Is there an accepted method to use so that I can achieve this need for layering elements? I eventually need 3 layers. 1: background with building, grass and asphalt. 2: Trees with their organic shadows on the grass and asphalt and 3: people and their shadows doing the same thing.

I need to be able to turn the two top layers on and off.

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[Max] Tutorials & Guides / Re: *Most wanted tutorial topics*
« on: 2017-02-26, 03:23:38 »
I'd like to see a thorough Substance to Corona workflow. There are a lot of older posts but there is little new info. Most of the posts begin to point us in the right direction but are thin on procedure so we are left hanging with things not working.

10
I'm working with a script that modifies the Arch-Design/Self-Illumination/Filter Color. I'm a Frankencoder but I believe the Arch-Design hook is this line:

fn bindSelfColorFilter mat target = if iskindof mat Arch___Design__mi do

How might I modify that to hook the ' Corona/Advanced options/Self illumination/Color ' parameter?

I've tried to find in the Corona Docs and SDK info what the naming conventions for material parameters are and can't seem to locate them.

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I'm trying to find another source for the workflow. Everyone keeps referencing this one [  https://forum.corona-renderer.com/index.php/topic,11377.0.html  ]. While it has a lot of useful info and technical tips, it's nearly useless for anyone trying to get started and not knowing where to start. The link above leaves out much more than it gives and leaves a lot of decisions to be made by people who again, don't know where to start to begin with.

i'm looking for a good, linear and complete tutorial with clear steps (and explanations as to why). I know that in a perfect world these would be available all over. However, we are not in a perfect world. But, surely there is someone who has worked out the workflow steps and is able to convey them in a manner that new users can assimilate.

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Has this been recompiled for Max 2017?

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Thanks 'romullus'. I'm hoping 'peterguthrie' is still around with a little explanation about what he meant. I've been playing with it and just can't figure out what he did, especially since the light is an IES.


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just digging this up..

would it be possible to have a checkbox to make the light always visible regardless of where you are looking at the light from?
Wouldn't make sense, as we are creating fakes in an otherwise physically based renderer.
Incase you didn't know: To achive this effect you put a RayswitcherMTL onto the light and Override Direct, Reflection and refraction slots with a light with 0 directionallity. What you get is a directional light, that you can see from any angle.
Can you explain how to override the slots with a light? I'm new to Corona and can only see that I can replace them with a map or material. How do you replace the slots with a light?

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