Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - romullus

Pages: [1] 2 3 ... 552
1
I think spinner iterations are globally defined by 3ds Max - i'm also using 3ds Max 2024 and Corona 10 RC1 and for me spinners are incremented not by fixed value but by 1%, as it always has been. Try to look for this somewhere in 3ds Max settings.

3
[Max] Resolved Bugs / Re: CoronaBitmap parameters
« on: Yesterday at 14:25:30 »
uvwScale is point3 controller, not a float controller. It is definitely working in Corona 9, as it always was and this is not a bug, but by design.

4
[Max] I need help! / Re: Fault Tollerance Heap
« on: 2023-06-04, 19:11:29 »
I disable FTH the moment i get first warning message about it - never had issues because of that.

6
[Max] I need help! / Re: Interactive render problem
« on: 2023-06-04, 19:05:26 »
Hi,

Is this issue is related only to specific scene(-s), or is this happening in all your scenes? Also does it happens in the scenes that does not have content from third party plugins, like Anima, or Forest Pack?

7
I'm afraid your report contains too little information to be useful for the devs. Please read this article and extend your report with information that could be used to identify cause of the issue https://support.chaos.com/hc/en-us/articles/4649117083409-How-to-report-issues-3ds-Max-

8
I'm glad to hear that you solved your issue, but i doubt that render map is the best solution because of few reasons. First and most important, you are losing flexibility in your setup - every time you'll want to tweak the texture, you will need to re-render it again. It's also worth noting that if you don't know how to render map properly, you are inevitably degrading texture quality.

Question is, why for you is it so important to have correct texture preview in the viewport and material editor, that you are willing to go with such compromise like render map? After all, you can temporarily bypass colour correct node and plug texture directly to material's base colour input - that would give you correct preview everywhere.

9
[Max] Feature Requests / Re: Mapping source for CBitmaps
« on: 2023-06-03, 11:15:39 »
I don't know why i wrote triplanar in my last message when of course i was talking about mapping randomizer. Sorry for the confusion. While i tend to agree with you that mapping source map arguably would be more convenient to use, i still stand for my opinion that mapping randomizer fully covers its "UV coordinates" part and only some additional features are missing, which may or may not be important to the users. I would say, let's wait till multiple inputs will be implemented in mapping randomizer and see if that's good enough, or if we need another map that's partially duplicated in offered features.

10
[Max] I need help! / Re: Selected object
« on: 2023-06-01, 22:29:59 »
You're welcome! It's one of the first things i change when installing new Max :]

11
But did you actually tried to render the cube? I explained in my first reply that viewport and material editor previews might not show you correct mapping when you're using colour correct and some other nodes in your material tree. You need to render the image to see how your object actually looks.

12
[Max] Feature Requests / Re: Mapping source for CBitmaps
« on: 2023-06-01, 22:22:13 »
Well, triplanar lets you control texture offset, scaling (tiling) and rotation. I think that covers like 90% of what one typically does in bitmap node. Unfortunately it does not have any controls of filtering, blurring, cropping and some other features that bitmap node has to offer, so maybe mapping source can be more preferable for some. IDK, i'm not against it, it just seems weird if devs will replace the feature with multiple inputs in some nodes and introduce it again as a separate node. Feels somehow inconsistent, but if that will improve users experience, then why not.

13
[Max] Feature Requests / Re: Mapping source for CBitmaps
« on: 2023-06-01, 15:23:13 »
Once mapping randomizer gets multiple inputs, you will be able to do just that in Corona as well. Its UI is quite different, but i think it's just a matter of getting used to it.

14
Finally, a dream come true!! Drag and drop multiple images to SME - ✔️ Drag and drop images straight to Corona bitmap - ✔️ I hope this will be implemented directly in Corona soon.

https://cganimator.com/cs_sme_drop/

15
[Max] I need help! / Re: [Solved] light include only decals
« on: 2023-05-31, 21:16:30 »
Just tried to override decal material's reflections and indeed it looks that it doesn't work, at least not in Corona 9. Maybe it works in Corona 10 where decals has been enhanced with affect only selected channel option?

Pages: [1] 2 3 ... 552