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 - mferster

Pages: [1]
After following up and testing a post in an "I need help" post (

A map that uses real world scaling does not work when plugged into bump converter. It acts as if there is no bump map plugged in at all

The plane on the right uses real world map scaling with a map size set to 4m x 4m with real world scaling enabled in uvw map settings . the left regular planar mapping set to 4m x 4m with 1.0 map scaling.

Would love to see this addressed, and to be honest not sure how I personally hadn't noticed this before now.


There appears to be a bug with the interaction between the mirrored tiling mode and the view image preview in Corona bitmap.

I am using 3dsmax 2022, and using the latest daily build, but pretty sure it's present in the latest full release too.

When you change tiling mode to mirrored and then click on the view image button it tiles the image in the image preview window. This does not happen in 3ds max bitmap, and shouldn't in Corona bitmap because functionally if you use the crop feature while in mirrored mode, it interprets the crop as if it isn't mirrored.

This might be a bit too niche or might not even possible since it's a max feature.... but would be incredibly useful

3Ds max has a select similar function that when used on a photometric light selects all lights in the scene with the same light shape. When used on a Corona light it just selects all corona lights. Is there any attribute that can be added to corona lights so that it behaves the same as photometric lights when 'select similar' is used?

I noticed there is no way to disable the alpha channel when you save out a png from the CIE like you can in max and photoshop. Is this something that can be implemented?


I've noticed some visual inconsistencies between the saved file outputs between 3ds max and the CIE when  using the exact same sharpening values. This only happens when the images are saved with sharpening enabled, they both look the identical when they are in the VFB, and they are both identical when sharpening is disabled.

Files produced in 3ds max produce a dark outline when compared to files saved from the CIE.

I've attached some comparisons.

[Scatter] I need help! / Corona Scatter Issue
« on: 2017-03-22, 21:28:40 »
Hey peoples,

Experiencing an issue from trying to scatter some leaves. It looks like the scatter instances are re-orienting on a poly where it divides in to tri's. Anyone know why this is happening?

Using the Dec 16 2016 Daily Build if it's applicable.

Hey all,

I've been thinking a lot about photography and lenses lately, and thought I would post some experiments I have done regarding recreating such effects in corona.

First up is a chromatic aberration test.

Chromatic aberration occurs when you have a lens that is unable to converge all the color wave lengths on the same point. Going off this knowledge I proceeded to model a lens, placed it in-front of the camera and rendered out the different color channels (R,G,B) using the tint controls in the frame buffer.  With each RGB render I changed the IOR of the lens R(1.42) G(1.45) B(1.47)[For accuracy green is always the middle IOR value due to it's place on the color spectrum]. I then took each rendered color channel and the combined them in photoshop with additive blending. Here is the result.

As you can see, like in a real camera the aberration becomes more pronounced the further away from the center. pretty neat

Hey guys,

This is gonna be my on-going thread where I'm going to dump my material tests and explorations based around recreating materials from photographic references.

This is my inaugural post! I saw this reference photo someone had posted here on the forum(Sorry I can't remember who/what it was for) and I really liked the floor and i tried to see if I could push myself to recreate the bowed nature of the boards and the interesting reflections.

All images I post will be straight out of the VFB with no photoshop; Let me know what you think or what I could improve!



[Max] I need help! / Mapped IOR?
« on: 2016-10-31, 19:12:55 »
Hey there,

so I've been doing some experiments with mapped fresnel IOR after looking at this old thread
, but I'm running into some issues. Maybe something has changed since this thread?

No matter what constant fresnel IOR value I set, the mapped black value always comes out as 999 IOR and the white value always comes out to 1.

Just looking for some clarification. From what I interpreted out of that thread is that if i set my constant ior value to 5, the white values in my maps should also be IOR 5 and blacks should be 1.

But that's not what I'm seeing from my tests. Am I missing something?

Hey buds,

I was wondering if you guys had any plans or have looked into making an Corona specific initial settings configuration for max.
For example Vray has one called MAX.vray. where among other things loads the material editor with basic vray materials.
I think it would be handy having a corona version of this too!


[Max] General Discussion / Subscription emails...
« on: 2016-09-20, 18:35:03 »
Alright guys,

These subscription emails are kinda getting ridiculous every month. 

I'm sure it's just your e-commerce platform not allowing any flexibility and you have no control over it; but I just wanted to see if you guys have looked into see if its possible to consolidate them down to 2 instead of 5.



Hey there,

so just noticed a  quirky thing.

Turning off the clear "VFB inbetween renders" option clears the alpha channel regardless.  is this intended and can it be fixed? It's kind of annoying.


1. Render a full image with clear vfb turned off
2. region render a small section
3. vfb clears the alpha outside the region area in the vfb

[Max] Resolved Feature Requests / GHZ/HR counter in VFB?
« on: 2016-06-08, 22:49:10 »
I'm not sure if this is possible or not and is pretty niche.... but is there anyway for the frame buffer stats section  to display a real-time calculation of GHZ/hrs during a render?

Not really all that important, but it would be convenient in estimating render farm costs.

Let's say a texture in your scene is coming off as too bright. I'm just curious what is the better practice, lowering the albedo value, darkening the bitmap directly, or using adjustments either through color correction/outputs?

Are there any differences between these methods; such as in rendering performance or how they interact with light sources. Or are they ostensibly the same thing?

I'm curious how other people tackle this scenario.


Pages: [1]