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Messages - romullus

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31
I had similar issue when i wanted to have Corona 9 in 3ds Max 2023 and Corona 10 dailies in Max 2024. Corona 10 installer replaced old Optix dlls with the new ones. I solved this by unpacking files from Corona 9 installer and manually placing Optix files in according folder.

32
[Max] I need help! / Re: High noise level
« on: 2023-08-29, 19:28:03 »
Hi all! Finished this render now but for some reason at 2.5% noise lvl and 1.0 denoise factor the picture is terribly noisy

If you're using Corona HQ denoiser, then check if image filter is set to High Quality. I had similar renders where Corona denoiser did terrible job when image filter was set anything but High Quality. On the other hand i would recommend to try Intel Open denoiser, at the moment it does better job than Corona HQ.

33
Yes, my testing was done in fresh scene. I didn't touch Corona converter at all.

34
I can't replicate this, it works fine on my PC. 3ds Max 2024.1, Corona 10 HF1

35
Corona decals does not support real-world UV mapping yet. That's not a bug, but rather a feature yet to be implemented. In your specific case i would suggest to utilize decal's affect base rollout and uncheck the channels that you don't need to modify (bump, displacement) and leave checked only channels that are unique to your decal (color, roughness?).

36
[Max] Bug Reporting / Corona bitmap "view image" issue
« on: 2023-08-27, 16:02:15 »
3ds Max 2024.1, Corona 10 HF1

When image is loaded with auto gamma in Corona bitmap, it displays incorrect in view image window. Fortunately this does not affect rendering in any way, but nonetheless it poses quite significant issue in my workflow. I hope to see this fixed in V11 dailies together with other Corona bitmap issues that was introduced in 3ds Max 2024

37
[Max] I need help! / Re: whrer is corona portal
« on: 2023-08-25, 23:10:37 »
Since introduction of adaptive environment sampler several years ago Corona portals became obsolete and were removed from Corona.

The issue with old tutorials is... that they are old and does not reflect current state of Corona. It is advisable to search more recent tutorials and other learning material because industry is never standing still and you always want to learn most recent things if you want to keep your skills sharp.

38
[Max] Bug Reporting / Re: SME Very Slow on Corona 10
« on: 2023-08-24, 20:09:19 »
Nm, chaning resolution in display performance to 1024 helped quite a bit

Don't be afraid to lower it even more. I have set my display performance settings like this and i have wonderful responsiveness in SME and no observable degradation in viewport textures. Before that i had all three resolutions set to 4096 and work in SME was a nightmare.

39
[Max] I need help! / Re: Aerial Perspective effect
« on: 2023-08-24, 10:27:55 »
You can either use true volumetrics, or fake volume effect in Corona sky map. Both methods are covered in this article: https://support.chaos.com/hc/en-us/articles/13724606729361-How-to-create-fog-in-Corona-for-3ds-Max-

40
Gallery / Re: Nut-o-grammetry
« on: 2023-08-23, 19:38:42 »
In Lithuania it's squirrels, or cockerels :]

41
[C4D] I need help! / Re: shadow catcher bumb same hdri
« on: 2023-08-23, 14:50:21 »
I don't think that shadow catcher supports self-shadowing. If it would, then it would be not much different from regular material. Maybe in your case it would be feasible to replace shadow catcher with Corona physical material and use camera projection to map background image to the ground plane?

42
Your issue is not exposure, it's tone mapping, or to be more specific, the lack of it. It's better to leave sun and sky at default values, because they are set to be physically accurate out of the box. If you need to change exposure, do this in the camera settings. Like i said, the biggest issue with your image is that it's not tone mapped. You can't expect to have pleasingly looking render without tone mapping. It's absolute must!! Don't be stuck in the noughties with your workflow, learn about tone mapping, or simply enable Aces OT in recent Corona and for most cases you will be half way there.

43
[Max] I need help! / Re: Concrete material with broken edges
« on: 2023-08-21, 10:25:21 »
1. Made a cube.
2. Selected 3 edges and then used 'Create Shape From Selection' from them.
3. I took those edges and in 'Rendering' enabled viewing them.
4. I added 'Noise' to this and then used 'Relax' on it a few times.
5. I used subobject 'Vertices' and 'Soft Selection to squish a few areas to make it less regular.
6. I then subtracted the edges from the cube with 'ProBoolean'

I would highly recommend to replace #6 step with this: "i then applied Corona slicer material to the extracted shape object and rendered final result" - you will get the same visual output, but with much cleaner topology and more flexible workflow.

44
[Max] I need help! / Re: Concrete material with broken edges
« on: 2023-08-20, 16:38:34 »
Ambient occlusion and curvature are calculated after displacement in Corona, therefore those maps cannot be used as displacement drivers. If you want to replicate this effect, you can do this like in the tutorial - select needed edges, create spline shape from them and use that shape to drive displacement, or boolean. My attachment shows how to do the former, but if you want to go the boolean way, then apply renderable spline modifier to the shape, give it some unevenness with noise modifier and apply Corona slicer material. On the other hand, if you want to go fully procedural, you can use 3ds Max data channel modifier. I think there are few examples how to use data channel in the forum and you can google many more on the internet.

45
[Max] General Discussion / Re: TX image format?
« on: 2023-08-18, 12:33:53 »
Forgive my ignorance, i might be speaking complete nonsense here, but wouldn't compression be detrimental to the rendering speed? I mean if every time when renderer needs to access texture, it would have to decompress it first, surely that would be massive hit on render time. I don't think that i would be happy to trade it for some memory gain. GPU's are maybe different, because they probably can compress/decompress textures at hardware level and this operation has significantly lower impact on rendering speed. I think mip-mapping already saves a lot of RAm, without significantly impacting render time, do we really also need compression? Once again , apologies if i misunderstood the topic and wrote bunch of nonsense here.

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