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Topics - Darawork

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1
Hi all,

I have a scene with about 15 people from the Chaos Cosmos browser preset -> Walking people.
They are dotted along a spline, with the usual Chaos Scatter process it uses.

When created, they are listed as seperate people, with the Scatter called "Walking People 001".

I would like to motion blur them for a single frame still, as they look very cartoony when standing still.
I know how to do the Camera (Geometry) motion blur technique, but the people don't seem to walk when the timeline is scrubbed.

Do these people actually walk, or are they somehow frozen because of the Scatter Process used to populate them?

Thanks :)

2
Hi all,

Not sure if this has been implimented into 8 & 9 because I'm still on 7 (office restraints).
But, I miss being able to right-click on a bitmap in the slate material editor and choosing to 'edit' via Photoshop in shell.
It was a pretty handy but simple feature when working with other render engines inside Max.

Thanks :)

3
Hi,

Is there any way to set the Cmasking ID element pass to give out more 'clashing' colour types on a per Material basis?
Currently it drops pink besides purple for some, as yet unknown by me, reason.

When trying to select by colour range in Photoshop, increasing the fuzziness will more often than not select some unwanted bordering similar colour pixels that closely resemble pink/purple/red etc. It would make life easier if bordering colours were at polar opposite ends of the spectrum, if that was at all possible.

Thanks.


4
Hi, has anyone tried this? I've had some limited results.

You need to press the 3DSMAX transport play button for it to work.
Then you press pause when it comes across a nice random sequence.

An example would be trying to create hundreds of room lights in a towerblock.
I'm trying to think of a lazy way to get random brightnesses/colour per room.

White noise, pink noise, brown noise all give different different results.

Now with iToo Forest pack 7.0, we can randomly scatter Corona lights.
I wonder if the forest colour tint parameter could also be used on lights?

Has anyone any experience of getting realistic towerblocks lighting, simply and quickly?
There has to something to make it less of a laborious process. Cleverly.

Regards,

:)


5
[Max] Bug Reporting / Corona 3 does not like proxies
« on: 2018-11-27, 16:06:12 »
Hi,

I've just upgraded from 1.7 to 3 yesterday.

I opened a file I was working on with a lot of proxies and they have been moved away from their original location and several of them have been duplicated at strange angles off axis to the original. Lots were even missing.

and when I when to duplicate them to meshes and re-proxy them, afterward they would not render.

Is this to do with perhaps the extension change, from cproxy to cgeo at some stage or was that years ago?
There are other strange traits too, like when copying a proxy it changes to an entirely different proxy, from somewhere else in the scene.

Anyone else experience any weirdness with ver3 in this regard?

6
[Max] I need help! / HDRI Bitmap changes to Corona Bitmap
« on: 2018-02-28, 20:18:10 »
Hi, my first post.

Been using Corona render with 3DSMax 2016 for a few months now. We do Architectural CGIs.

We've been trying to create and use an Environment Template file scene saved for use with every new scene. This office template file scene has a HDRI Bitmap, and a Corona sun. The sun target linked to the sun and the Sun rotation linked to the HDRIs Sun location. This is fine, it works like the tutorial video says it will. Great.

Until we try to merge a completed 3D scene into it. It seems to always change the HDRI environment Bitmap to a Corona Bitmap. This causes the wire link to unlink, due to the HDRI now having no translated UVW offsets to link to. So, it has to be changed back to a Standard Bitmap HDRI manually by hand each time, and relink the wire.

Also, doing a Corona Converter process will sometimes also change the HDRI Bitmap to Corona Bitmap. It's hard to tell when it happens, but it does and often.

The downfall of using a Corona Bitmap for an Environment map is that at render time, or interactive, the machine will lock up until 97% of the RAM fills up (32Gb btw) and only then does the Corona error log pop up its 'low system resources error'. When changing the Environment HDRI back to a non corona Bitmap the system fast again.

Can anyone help me out? I'd ideally like to lock the Environment as it, permanently, regardless of what other operations we perform in the scene. It is never helpful for Corona to convert Environment image types.

Even when using the Corona Converter dialogue button 'Standard Bitmap - > Corona Bitmap', It would be idea if the Environment stayed the way it was initially.

Any tips? I'm at home now, so I can't give exact version numbers, but I know it's 1.7 for the engine, and one version below the latest Converter.

Thanks a million,
Dara 🙂

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