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Messages - Rhodesy

Pages: 1 [2] 3 4 ... 37
16
[Max] Bug Reporting / Re: Bump in layered materials
« on: 2023-08-01, 13:32:09 »
Great, thanks

17
[Max] Bug Reporting / Re: Bump in layered materials
« on: 2023-07-24, 13:09:31 »
Thanks for looking in to this. I've just done some more tests and I think I have identified the problem.

I use the normals shading multipass to view the effect of bump and displacement when Im making materials. It appears that while the bump blending works correctly in the full render view, if you switch to the normals shading pass it only shows whatever bump is set in the base material. So if there is no bump in the base material but there is on a layer on top, the normals pass just shows the object as being smooth. I've just recreated it with a simple checker material in the second materials bump, no other chanels used in either material and its happening there where the normals multipass is just flat. But switch the checker map to the base material bump and it will show up. Hope that helps

18
[Max] Bug Reporting / Re: Bump in layered materials
« on: 2023-07-18, 10:30:06 »
Thanks

19
[Max] Bug Reporting / Bump in layered materials
« on: 2023-07-14, 13:50:58 »
Not sure if this is a long standing limitation of the layered shader as I've not noticed before. But it seems like only the bump from the base material can be used - is that right? Displacement works with the different options like blending but bump is only from the base material which seems like a strange limitation when displacement can be blended. If I remove any bump maps from the base material then the material is just flat, even with layers above that have bump switched on are active in the layer shader. (no displacement used).

Corona 10 full release, Max 2023

20
New Boolean mod is pretty sweet. Just better in every way from initial testing. Nice to be able to nest objects in folders and switch stuff on and off. Much more robust as well.

21
Just FYI we just bought a new set of licenses during cyber week and we let our previous subscription lapse. All seems fine.

22
I see. But will it mean that corona doesnt have to go searching as much for textures each time it renders as they are all in the cache, or will Max continue to do that anyway?

One of the purposes of this is to reduce that load / search time each time IPR or full render is triggered.

Thanks

23
General CG Discussion / Autodesk Black Friday discount terms
« on: 2022-11-02, 10:04:39 »
We signed up for three year subscriptions on a Black Friday deal coming on for three years ago now so are due to renew. At the time I couldn’t see anything in the terms about it saying for new customers only, which is usually the case. Has anyone got any experience with this as we could just potentially buy again on the deal if it comes up and not renew our existing licenses if it’s open to anyone?

24
That’s a useful script Maru, thanks. Could be good for really large projects.

Does the new texture cache option in corona help with this by pooling all the Tex in to one folder?



25
Thanks for the input guys. Sorry I must have not switched on notifications for this thread!

The interest wasn’t just for a single project but for all our bought 3D assets. Potentially two folders, one for vegetation and the other for furniture etc. we use connecter which is nice and organised in separate folders by category. We then have the maps for each category in the category maps folders. This leads to quite a few paths so wondered about throwing everything in to one folder. Like you say, can only try but wondered what everyone else was doing in this situation.

I’m less keen on duplication for every project as they me that would create a lot of big archives of duplicate maps. I suppose there is the option to bin at the end.

Will give it a try

26
Ah yes of course. Thanks!

27
[Max] Feature Requests / Auto fix for normal shading warning
« on: 2022-10-19, 11:47:09 »
I couldnt see this on a quick search of requests, so sorry if this has already been addressed or is in fact possible already. But is there a way to just tell corona to correct the normals for those flagged up objects? I know on occasion Corona thinks they are wrong but actually they are correct as is but if there was a check box we could tick for every flagged object to say fix it that would be really handy. Most of the time when there are dozens of objects flagged, unless its obvious we just ignore it but it would be good to have them fixed if we can.

Cheers

28
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-10-11, 17:00:31 »
Forgot to say thanks for adding the real world scale option. That makes things so much easier. Such a great feature.

29
Just wondering if anyone puts all their Tex maps in to a single folder and path max to that? We seem to have loads of paths and folders for various texture / model categories and wondered if this is slowing scene loading / render parsing that could be helped by throwing everything in to one folder?

Cheers
Rob

30
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-24, 10:02:21 »
Tremendous. Thanks

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