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Messages - romullus

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31
It's up to you. If you're able to author textures that would give you convincing high quality result, then this would be faster and more flexible approach, but modelling it by hand is also viable option. As an alternative, you could model small tileable patch and use Corona pattern mod. This would give you all the benefits of other two methods and hardly any drawback at all.

32
[Max] I need help! / Re: How to use Corona Tiles
« on: 2024-02-29, 15:20:04 »
Hi there,
first of all thanks for implementing Tiles, it's very useful.
I guess you copied Bercon Maps system as I got the same problems with your system as with it by the past.
I'm struggling to have controlled effect and I really need explaination.

1st : mapping !
whatever I try, it's impossible to get result for wooden cladding on wall or surface. ex. planks01
with ou without UVWmap mod, with or without Use real worldscale on both UVWmap mod or Tiles map none of them is giving a clean cladding.

Did you read Corona tile map documentation in the Chaos help portal? If you have correct UV mapping, there's nothing complicated to setup tiles map working, really. https://docs.chaos.com/display/CRMAX/Corona+Tile+Map

Quote
2nd :
displacement on geometry corner, are.... liquid with an effect i got with Bercon too ex. liquid corner & lc2 3

How to deal with that ?

Check if your UV mapping is correct, try to render material without displacement and see if distortions disappear.
Try to add small chamfers to the edges and see if that helps, or if chamfers are already there, try to remove them.
Render close up view of distorted areas. If close up looks good, then you need to tweak displacement settings (decrease displacement size). If distortion is still there, then the issue is most likely with the mapping.

33
Go to the Corona benchmark site and search for the CPU's of your interest. https://benchmark.chaos.com/corona/v10/scores?index=1&order=desc&by=rays&my-scores-only=false If you take median of 7995WX score and divide it by the median of 13700K, you would get about 4,5 That's how much faster the former is over the latter on average.

34
[Max] I need help! / Re: Bump map not showing in IPR
« on: 2024-02-27, 19:13:28 »
Can you show how it looks in regular render and in IPR? Maybe it's just the case of real-time denoiser smearing textures too much in early stage of IPR?

35
[Max] I need help! / Re: VR 8k issue
« on: 2024-02-27, 19:08:47 »
Thank you.
Ram almost full 30/32

Are you sure that 64 do the trick? I could even buy 128gb.BUT I don't want spending money for nothing.

If it's indeed RAM, then yes, adding more memory to your machine will bring render time to a sane level, i.e. if 18 00 x 1 500 is rendering in 1 hour on your machine, then 8K x 8K should render in about 2 and a half hours to the same quality. Windows task manager might not be very accurate at reporting RAM usage, if you want to be sure that the system is out of RAM and swap file is being used, you could look at system disk usage during rendering - if it's at 100% all the time, then almost certainly there's not enough RAM for all the tasks.

36
Try to do comparison with all 3 textures options set to the same value, e.g. 4096. AFAIK Corona bitmap uses baked procedural maps, while standard bitmap uses texture maps. You may need to restart 3ds Max to see the changes.

37
[Max] I need help! / Re: VR 8k issue
« on: 2024-02-27, 16:14:09 »
8 000 x 8 000 is about 2,4 times more pixels than 18 000 x 1500. More pixels needs more RAM to render. 32 GB is most likely not enough to render 8K resolution output. If your system is running out of RAM, then it either will crash, or start using swap file on your disk, which is thousands time slower than RAM, therefore huge estimated time actually makes sense. You have several options how to solve this issue, a. add more RAM (64 GB is considering minimum for rendering with Corona these days), b. reduce output resolution until scene will fit to available RAM, c. try to optimize the scene (remove all unnecessary render elements, bake and delete lightmix, reduce textures resolution, close all unnecessary programs while rendering).

38
1. When I model a sidewalk and curbs, I place them along a spline, I always have problems making a depression, or I don't know exactly which workflow is best, maybe an FFD modifier? See example picture below.

I think Itoo railclone is hands down one of the the best tool for such tasks. FFD modifier also could work if you don't mind texture stretching.

Quote
I ve seen many Renderings where the curbs looking damaged, and the texture looks very different on every single curb, also joints in the example picture also look very realistic, how do you do something like that? maybe in another program?

Corona mapping randomizer and multi-map are indispensable tools for masking texture repetition.

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I tried to use assets from megascans, but yeah of course if you place 10 similar curbs in the scene it looks to identical.. how are you handling this? Is there a way to make them look different?

Megascans use bespoke, non-tiling textures for each asset, so you can't use mapping randomizer, but you can use multi-map and color correct nodes to add some HSL variation to the texture. Using Corona layered material to add random grunge and dirt layer on top is good method to hide repetition. Corona decals are another great way to add randomness to your scene. Mirroring few curbs on longer axis is yet another way.

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I ve also seen so called “modular curbs“ assets on megascans.. are they better or special in any way? Or is there a way to edit this 3d models? I mean when you place them along a spline with curves etc.. they are sometimes looking very strange.. is there any workflow for megascan assets do change?

Not sure if i understand the question correctly, but of course you can edit megascan assets, like any other regular polygonal object.

39
No problem at all.

40
Respect replaced objects transform is already implemented, you just need to expand advanced options rollout and select needed options.

41
[Max] I need help! / Re: "Thin Shell"
« on: 2024-02-18, 23:30:58 »
Just a random guess - does your refraction colour is fully white and its strength is at 1.0?

42
Sorry, but that makes no sense to me. Do you have some specific workflow that requires pixel perfect match between renders from Corona for Max and Corona for C4D? You didn't show any examples where the scenes would be identical in both programs, but the renders be different.

43
What issues exactly? Several people already demonstrated in this topic that you can get identical or nearly identical renders in both programs, given the fact that the scenes are prepared as close as possible to each other. No offence, but i think the only issue here is the user error.

44
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2024-02-16, 09:56:53 »
I didn't touch the lister for a few months and i can't use Corona right now, but from what i remember there's plenty serious issues that makes this tool much less useful than it could/should be. Like the ridiculous items selection system, no option for editing multiple items at once and many others, which i don't recall, but they were reported/requested many times by many users here on the forum. It feels like half baked, barely functioning tool and i see no signs that the team is intended to finish the job in the immediate future.

45
[Max] General Discussion / Re: Camera Film width setting
« on: 2024-02-16, 09:42:57 »
Analog cameras have films, digital cameras have sensors, both have fixed physical dimensions, which is important factor in determining certain properties of camera's functionality and the pictures it's taking. In virtual camera this parameter is meaningless, unless you need to match its output to the footage taken by a real camera. So yeah, it's not redundant at all.

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