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.

Topics - romullus

Pages: 1 2 3 [4] 5 6 ... 17
Currently it's possible to frequency of instanced objects only to one instance at the time. It would be nice if it would be possible to adjust frequency of multiple instanced objects at once. Same goes for distribute-on objects' factor.

[Max] Bug Reporting / Laggy Corona Colour Picker
« on: 2018-12-20, 11:40:49 »
Not sure if i should post it to bug reporting board, but i think that something must be done with Corona colour picker responsiveness. I've been using CCP for a year or so now and i think that it gradually changed from pretty snappy to pretty laggy. I didn't realize how much of an issue this is, untill i changed to native colour picker couple days ago. OMG, i couldn't believe how responsive and fast native picker feels, it was like taking winter gloves off while trying fixing swiss watch. I changed to native picker because of annoying CCP's sRGB/RGB display discrepency, but i'm sticking to it because responsiveness.

Please fix CCP if possible, i really miss its advanced features, but i wont go back to it in its current state.

[Max] General Discussion / Render only masks and alpha
« on: 2018-12-18, 20:47:05 »
I wonder why alpha is considered a shading element? Why it is not rendered when render only masks is selected?

Filtering is ignored if Corona bitmap is used in enviroment map and in enviroment overrides. Maybe an option to switch filtering for enviroments, could be added in dev/debug rollout, next to already existing switch for opacity filtering?

Native bitmap's filtering is respected, but its quality is terrible.

When talking about RAM consumption during rendering, does it matter what file format is used for textures? Will 5 MB JPEG texture take less memory than the same texture saved in 100 MB TIFF? Or they both will take roughly the same amount of RAM?

[Max] I need help! / Corona bitmap tiling control
« on: 2018-11-08, 16:03:50 »
Is there a way to lock U and V tiling in Corona bitmap? In regular bitmap you can connect bezier float to U and V tiling and you're good to go, in Cbitmap you can connect bezier point3 to UVScale, but that doesn't lock them or you can connect bezier float to point3 XYZ and then into UVScale - that does lock U and V, but disables controls from within CBitmap, which is not good at all. Is there another way to do this?

[Max] I need help! / Corona Sun&Sky one click button
« on: 2018-11-08, 14:47:46 »
Until now, i used little piece of maxscript to create Corona sun and sky with one click of a button, but in recent builds it doesn't work as it used to. Now it creates sun and its target at the same coordinates. Could someone help me nd fix the script, so it would create sun at position 100, 100, 100 with its target at scene origin. And it would be nice that target would be disabled.

Code: [Select]
( s=coronasun isSelected:on; s.pos=[100,100,100])
renderers.current.bg_texmapUseMain = on
renderers.current.bg_texmap = coronasky name:"EnvMap"
renderers.current.bg_source = 1
renderers.current.colorMap_simpleExposure = -4

[Max] Feature Requests / Corona Painter
« on: 2018-08-20, 19:28:54 »
I would like propose Corona Painter object, that would let paint instances, like 3ds max native object paint tool does, but with all the benefits of Corona scatter. Being an object and not the tool, it would have many advantages, like containing painted proxies within, no necessity to bake instances into mesh, all the transformations would be live and all painting/erasing would remain editable. Also it would be light on viewport.

I think it would be very nice addition to an excellent Corona scatter.

[Max] Feature Requests / VFB history snapshot names
« on: 2018-07-22, 12:33:01 »
Don't know if it's possible technically, but i would like that VFB history snapshot names would get selected upon clicking on them, so it would be possible to write your own name right away, without need to select original text by yourself.

[Max] Daily Builds / Corona Color Picker v2 issue
« on: 2018-07-07, 15:40:07 »
Am i the only one who dislikes Corona colour picker's new behaviour? When it was changed? I don't recall seeing anything about that in changelog.

[Max] I need help! / Retroreflector shader
« on: 2018-06-08, 20:24:29 »
I'd like to create usable retroreflector material in Corona, but have no clue how to do that. I did some experiments with modelling actual retroreflecting geometry few years ago and it worked pretty good in Corona, but of course that is not very practical way to approach this task. I'd like to get the effect only through material. I found very impressive breakdown of retroreflector shader made in Blender: but i'm not sure if that's possible to replicate somehow in 3ds max.

If anyone has some suggestions, please do not hestitate to share it out :]

I noticed that when converting Corona proxy to mesh, it gets its normals set as explicit. Unfortunately 3ds max is pretty bad with explicit normals. Would it be possible to set normals to averaged on conversion (with retaining smoothing groups, of course)?

[Max] Feature Requests / Distance scale interpolation curve
« on: 2018-05-14, 19:39:18 »
I think CoronaDistance would benefit from having distance scale interpolation curve. Sometimes linear interpolation is just not enough. I know that it's possible to plug gradient ramp and use curve controls from it, but it's rather inconvenient to setup and probably not everyone even knows how to do it. Besides who knows how much of time penalty adds use of gradient ramp in a shader tree :]

Build: May 03

When proxy is created from object, that object's normals are somehow altered in a way that leads to much bigger file size after proxy creation. Detacching all polygons to a new object, solves the issue, but i think that such think shouldn't be happening in a first place. Video demonstrates steps to reproduce the issue. Also it was discussed in this forum topic:

P.S. bug reporting on mantis is broken, i always get server error message on submit.

I noticed that proxy has significant longer parsing time comparing to mesh. In my specific case it's 12 s vs 2 s. I haven't tested yet if that's consistent behaviour across multiple proxies, or just that particular proxie has some issues. Is this expected?

Pages: 1 2 3 [4] 5 6 ... 17