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Topics - Hubl

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1
Hello,

I want to create my own Default folder structure when Setting up my current project folder.

There are far to many folder and subfolders and here at the company where i am working they have their own structure that I have to use and I don't want to do this manually every time I am working on a new project.
can someone help me with some standard max folder organsation stuff?
i want to use my own created folder structure in Max and not the Default one by Autodesk that will be created every time i setup a new project.
it seems people have the same issue since 2014 ... is there no other way?

http://www.scriptspot.com/forums/3ds-max/general-scripting/making-simple-project-scene-directory?fbclid=IwAR2m9bdX7YgkB3geYozp7EikjS_7vHgZ9nxO4pCQVrxiwM0Pj3b-96OrTQQ

The Script isnt there anymore ... maybe someon know how to fix the problem without it?  :-)

thanks in advance.
 

Thanks in advance

2
[Max] Bug Reporting / LightMix malfunction
« on: 2023-09-20, 16:02:26 »
Hello,

when I save the Lightmix values during my work and than add new lights to the scene and generate light mix again, then reload my saved LM File for the lights i already worked out, the whole values are messed up in sense of order.

It seems that Corona Frame Buffer read the file from top to bottom and the light intensity values (and colours) are not fixed to a particualr light source .... thats pretty messed up :-(

3
[Max] Feature Requests / Chaos Libary Vegetation
« on: 2023-07-27, 10:20:05 »
Hello,
i refer to the comment on youtube
lc=UgxntHa6arWkRqhxJnJ4AaABAg

I would like to see that the chaos cosmos libary for foliage materials would be created much simpler, as shwon in the training, so that you didnt have to go thru all the values and change them

thanks in advance

Alex

4
Hey we have a project that uses many corona proxys such as vegetation and people. The building itself is not special stuff just box modelling. The file Size is saved compressed and its about 35MB.
We saved the Chaos Cosmos libary on our NAS and the scene files also.
When saving or even just opening max freezes for a long time...sometimes up to 10 minutes.

Now we are searching for the reason.
We're using Max 2022 and Corona 9

Do we have to invest in a new Synology NAS or would it gain speed when saving and working with local files?
Any suggestions?

System Specs:
AMD Ryzen 9 5950X 16-Core Processor 3.40 GHz (not overclocked)
Mainboard ASRock X570 Taichi Razer Edition
DDR4 128 GB RAM  3200 MHz
SSD Samsung 870 EVO 1TB
2x HDD Western Digital 2 TB
GPU NVIDIA RTX 3060

WIN 10 Pro x64
3D Max 2022.3 6 Security Fix
24,0 - 24.3.6.3521


Thanks in advance!

Alex


5
[Max] I need help! / Corona Light slows down Viewport
« on: 2022-09-12, 15:37:02 »
Hey I got 100 Artifficial Corona lights for Windows and 100 Lights for Balcony in a scene. Both Light Types are Instances. So there are only 2 diffrent lights.

But when they are Vissible in the Viewport the FPS drops to 0.  When i hide them up raises up to 120 FPS.
I updated to the nvidia studio driver but that also doesnt fixed it....

What am I doing wrong?

thanks in Advance

6
Hello I created a Topic with serveral suggestions for improvments.
https://forum.corona-renderer.com/index.php?topic=37626.0
now I read only one topic for one feature request... so I start a new one

1. An option for the IR to disable geometry update so that we can only tweak materials and the whole scene doesn't have to reload when doing a quick isolation toggle. This would make the workflow much more fluent.

2. Fixed Resolution for the Frame Buffer like in VRay so it doesnt start all over again when drag the FB to a Monitor with diffrent resolution for example

7
[Max] Feature Requests / seperate the round edges parameter
« on: 2022-08-12, 09:45:50 »
Hello I created a Topic with serveral suggestions for improvments.
https://forum.corona-renderer.com/index.php?topic=37626.0
now I read only one topic for one feature request... so I start a new one


It would be much easier if you could  seperate the round edges parameter (and add a map slot for broken edges like in FStorm) from the bump map slot so it wouldnt get so confusing when fine tuning the maps

thanks in advance :-)

8
[Max] Feature Requests / Intuitive Render Mask
« on: 2022-08-12, 09:43:37 »
Hello I created a Topic with serveral suggestions for improvments.
https://forum.corona-renderer.com/index.php?topic=37626.0
now I read only one topic for one feature request... so I start a new one

The Renderelement Mask_ID is not very intuitive when it comes to reflections. Why I have to tell the surrounding Materials that it have to propagate masks in reflections?

In Fstorm you tell the RenderElement wich object you you want to mask and then say if it also affects reflection/refraction.
You dont have to touch the surrounding materials for that information to propagate. https://fstormrender.com/manual/fstorm-multimatte/

Maybe you could add this isnstead of going through every material :-)

Thanks in advance

9
Hello Corona Community,

I switched from VRay to FStorm about 6 years ago and now to Corona and I am really excited what it has to offer.
Anyways I see there are some things I think FStorm or VRay handles a bit better or much more intuitive.
So I want to give my 2 cents for improving this great render engine further.

1. an option for the IR to disable geometry update so that we can only tweak materials and the whole scene doesn't have to reload when doing a quick isolation toggle. This would make the workflow more fluent.
1.1 Fixed Resolution for the Frame Buffer like in VRay so it doesnt start all over again when drag the FB to a Monitor with diffrent resolution for example

2. please fix that the whole scene is re-rendered when a material is renamed

3. Procedural Clouds

4. iTooRailclone and ForestPack are disapearing during InteractiveRendering. This would be great if this could be fixed.

5. Don't know why but the Corona Color Picker is much slower in Corona as it perfoms in FStorm

6. Sometimes the Material in the Material Editor don't update automaticaly.

7. The Renderelement Mask_ID is not very intuitive when it comes to reflections. Why i have to tell the surrounding Materials that it have to propagate masks in reflections? In Fstorm you tell the RenderElement wich object you you want to mask and then say if it also affects reflection/refraction. You dont have to touch the surrounding materials for that information to propagate. https://fstormrender.com/manual/fstorm-multimatte/

8. It would be much easier if you could  seperate the round edges parameter (and add a map slot for broken edges) from the bump map slot so it wouldnt get so confusing when fine tuning the maps

thanks in advance =)



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