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Messages - romullus

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2
[Max] I need help! / Re: Irregular edges with noise
« on: Yesterday at 19:53:44 »
By the way, it seems that you already asked similar question some time ago: https://forum.corona-renderer.com/index.php?topic=40773.0 Didn't that method work for you?

3
[Max] I need help! / Re: Irregular edges with noise
« on: Yesterday at 19:49:35 »
Couple suggestions how you could improve your setup to get better result. Change subdivide mode to variable curvature, it will allow you to have more finely subdivided edges without blowing up polycount. Use several noise modifiers, first one with large scale and strength and each subsequent with smaller values and don't forget to change seed. Never use default seed! If you add chamfer modifier, you then can use some selection modifier to select only edge vertices based on curvature. I used tySelect for that, but you can use data channel. After some tweaking of the settings, you should be able to achieve pretty convincing results.

4
Hi,

I'm not sure what result you are expecting, it appears from the screenshots that these colour variations are already in the textures and the multi-map has nothing to do with that. If you want less pronounced variations, you need to reduce them in the textures, either destructively in photoshop, or non-destructively in 3ds Max material editor with colour correction nodes. Alternatively you can ditch all the textures, except one or two and perform HSV randomization directly in Corona multi-map. Personally i prefer the latter method most of the time.

5
[Max] General Discussion / Re: Corona 12 Update 1
« on: 2025-03-29, 12:28:42 »
Intel denoiser should work with both Intel and AMD CPUs. I have AMD CPU myself and Intel denoiser works just fine.

6
[Max] General Discussion / Re: Corona 12 Update 1
« on: 2025-03-29, 10:51:26 »
Hi,

You can select Intel denoiser, which can work on CPU, so it doesn't matter if you have Nvidia, or AMD card.

7
[Max] General Discussion / Re: Max 2026
« on: 2025-03-27, 16:41:19 »
Eager to try that 3 point rectangle ??
We usually wait for the first service pack to resolve new bugs..

LOL, is this the only worthy new feature in new 3ds Max? I skipped Max 2025, so i think i will be installing this one, but i agree with you, it's wise to wait at least for a first service pack or hotfix.

8
Gallery / Re: Nature Living
« on: 2025-03-27, 12:10:57 »
Is it just the higher quality image is the difference, as that all i can see.

For me the difference is very clear. Without AI the image looks good, but all the assets and materials, albeit high quality, but nonetheless have that CGI feeling, which is very hard to disguise by using traditional methods only. After AI treatment, the image looks much the same, except that now all the foliage and surfaces looks simply photo like. IMO that is exactly how AI should be used in archviz.

9
Gallery / Re: Nature Living
« on: 2025-03-26, 09:52:25 »
Oh, i thought it's your own rendering course. No problem then, i will search the youtube for it then - i didn't touch stable diffusion for ages, since it kinda fucked my pc, but your images looks stunning, so i'm quite intrigued to learn how it was achieved. Thanks for sharing some info on your workflow!

10
Gallery / Re: Nature Living
« on: 2025-03-25, 14:35:34 »
Hey, check out Render Camp on YouTube for the Workflow!:)

Sorry, but isn't it in your interest to give people the link to your course, instead of sending them to hunt for it on YT?

11
Good news, you're 80% there. Bad news, next 10% will take you twice as much effort to achieve, then next 5% twice as much again and of course you will never be able to finish the piece to 100% perfection. It's up to you to decide where do you draw the line, so your boss will be content and you don't lose your mind.

I would probably start from looking at better materials and higher quality assets - those plastic towels really don't look great. I don't think you can do miracle with the lighting alone, not in this environment at least.

12
Are you sure your texture is indeed seamless? Unless you're also using cropping, tiling by itself should not introduce seams. It doesn't matter real-world scale or not. Can you show a screenshot your bitmap node and texture itself. That could help us to identify the real culprit.

As for the default scale, as Aram already said, by default texture scale is 1 system unit. If your display units does not match system units, you will get other default scale than 1. In your case, it looks that the system units are mm, while display units are cm, hence 0,1 scale by default. Remember, system units are what 3ds Max uses internally for all its calculations and display units are there just for your convenience.

13
TomG, there is attached zip file in the original post...

14
[Scatter] I need help! / Re: Chaos scatter inside a polygone
« on: 2025-03-18, 23:26:06 »
The objects are being distributed by their pivot points, not by their bounding boxes. Since pivot points are dimensionless, it is inevitable that objects that are distributed close to the edges will have some of their parts outside of distribution object. There are several ways you could try to limit this behaviour, but none of them can guarantee perfect result. The methods you could try - 1. use Chaos scatter's edge trim feature, 2. limit scattering near the edges with distribution maps, or with spline include/exclude feature, 3. use Corona slicer to cut away protruding objects (i'm not sure if this would work in combination with the scatter though).

15
[C4D] I need help! / Re: 3D ANIMATED PEOPLE
« on: 2025-03-18, 19:00:42 »
I downloaded the free samples of animated people. Very nice to have that many options of render engines. I can confirm there is a problem with only the models that use image sequences for a material. Seems like it add additional detail to fabric folds as they move. The other point is this is not a Corona issue it seems as the model "rp_aliyah_4d_004_dancing_C4D" displays the exact same error as shown in the attached image.

Not sure if you're aware of the fact that those so called 4D people models use separate mesh for each frame and have different UVs and different textures for each frame too. You can't use single texture for the animation, you need to use sequence of textures. Personally i find those models worthless, as it is total waste of resources. Also they are not editable and doesn't look that much better compared to regular animated models.

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