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Messages - plopalou

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1
[Max] Bug Reporting / Re: No Motion Blur with HairFarm
« on: 2023-05-15, 15:27:03 »
Thanks Nazar! I really appreciate it.

2
[Max] Bug Reporting / Re: No Motion Blur with HairFarm
« on: 2023-04-14, 15:41:39 »
I did some tests with CGeometry_Velocity pass and moving bunch of hairy balls around and looks like Corona doesn't fully recognize hair created by Hair Display (WSM). I tried adding CoronaHairMod to the Hair Farm object, but it doesn't do anything. Currently afaik there aren't any workarounds to his other than converting hair to mesh strips and rendering everything 2 times (one with Hair Display WSM and HairToMeshStrips WSM) and use Fusion for the motion blur pass.

3
[Max] Feature Requests / Update for CoronahairMod modifier
« on: 2023-04-12, 14:35:16 »
Hello,

CoronahairMod has been working great and is a good addition to reduce fur rendering memory consumption. Currently I'm working on a project with a lot of hair and fur objects and it would be great to have more control (dynamic tesselation) when rendering fur, hair. Vray has VRayOrnatrixMod, VRayHairFarmMod it would be great to have these added to Corona. https://docs.chaos.com/display/VMAX/VRayOrnatrixMod Thanks!

4
[Max] Bug Reporting / No Motion Blur with HairFarm
« on: 2023-04-11, 13:08:03 »
Hi,

I'm currently planning to finish some really old projects done with Hair Farm. I've noticed that motion blur doesn't work at all, but with Ornatrix I get good results. Is it possible to add full 3d motion blur support for Hair Farm with CoronaHairMod like in Vray with VRayHairFarmMod. Not sure if this a feature or bug report. :)

Tested Hair Farm motion blur with hair sim and just rotating the hair root object. Neither did work.

Edit1: Further investigating using HairTo PolyStrips modifier will enable Motion Blur, but will mess hair shading. HairTo Splines is unusable (slow) and crashes or freezes Corona. Using Corona 9 3ds Max 2017, hotfix 1.



5
Thanks Maru! Looks like it was related to a memory leak. Fortunately currently I don't have any critical client work that this bug affects. I'll grab the latest daily build and start testing the new features.

6
It happens both IR and production rendering. Also the shading error occurs when u enable SSS from CoronaMtl. I attached the example scene.

7
[Max] Resolved Bugs / CoronaSkinMTL and SSS shading error
« on: 2021-04-26, 16:16:49 »
Hi,

CoronaSkinMtl produces weird artifacts when you render geometry, Hair&Fur and lights that produce strong back scatter effects. The hair object needs to be close to the object that uses CoronaSkinMTL. This usually happens in the ears of human characters. I have not found any workarounds to avoid the bug.

Example file rendered with digital Emily model and standard 3dsmax hair and fur object.

I'm using 3dsmax 2017 Corona 6 hotfix 1.

Thanks!

8
Work in Progress/Tests / Re: My Corona SSS playground
« on: 2016-10-04, 15:13:05 »
lightmansor: Oh. I completely forgot this thread. There are several ways of doing eyes... The problem is with SSS that everything that penetrates geometry ie. eyes will bleed according to the translucency / absorption color. So you will end up having white border around the eyes / eyelids. You can see the effect with the teapot, eyeball example I posted. The only way of fix that is to plug the diffuse color to translucency and doing a little bit of output adjustment. I can share my eye model + shader if you want it.

9
Hi,

Sorry to bump this up, but is there any update on this? It would be super nice to have .psd support for CoronaBitmap. My work files are slowly evolving to hairtest01_recover_recover_recover_recover_recover_recover... you get the idea. Thanks!

10
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-08-15, 18:15:23 »
yes ;)

Noo! I have been doing some hair testing with fibermesh + Zbrush, but rendertimes are quite umm... painful. You can get pretty good results with CoronaMtl already, but without any meaningful way of controlling tip / root color, fade, tip size (scaling hair brakes tip size) it's really hard to make anything realistic.

11
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-07-16, 15:53:24 »
Yes! Finally I can made rough diffuse materials without doing any diffuse Fresnel hacks. Also the glare + bloom looks very promising. Although I'll probably make some slight edits + image overlaying in PS for now. Thank you!

12
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-07-04, 19:40:08 »
Yeah! I would love to get my hands on a proper skin shader. I've used both Arnold and Vray and they both are really really good. You can even get acceptable results with the MR SSS shader if you know how to work with it.

CoronaSSS is actually pretty good, but there are a lot of things that I don't like. You can check my wip thread for my SSS tests.

13
Work in Progress/Tests / Re: Mystic Ropebridge.
« on: 2016-05-28, 10:50:18 »
Good stuff! I like when Corona is used more for fantasy art, stylized 3D. It's fully capable of doing that too. ;) I think you go even further with the stylization, proportions. The trees look a bit too generic, archvizzy (is that even a proper word?).

14
Work in Progress/Tests / Re: My Corona SSS playground
« on: 2016-05-14, 22:03:16 »
Some progress with the penguin. There are still some things I want to change (some hair geometry penetrating, eyebrows) but I'll probably start moving on the next project. The render is still a bit noisy too.




15
[Max] Resolved Feature Requests / Re: Hair&Fur shader
« on: 2016-05-14, 21:54:52 »
Thanks for the quick reply! This is really great news! I've tried converting hair to custom geo and it works, but if you have over 20000 hair strands converted to splines 3dsmax starts to work extremely sluggish.

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