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Messages - Bormax

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1
[Max] I need help! / Re: invisible in reflections ?
« on: 2021-10-06, 06:41:11 »
Hi
You can uncheck Visible to reflection/refraction from Object Properties dialog


Edit:
Sorry, it makes it invisible in refractions too. I should read posts more carefully...

2
Thank you very much!
it's very useful

4
Hi
Scene Environment overrides + Sky volume effect gives solid horizon stripe on rendered pictures. The height of this stripe could be affected by altitude parameter of Corona Sky map, the color of it could be affected by Turbidity.
Max file attached. Put any 360 panorama map to the Map#2

Max 2021.3, Corona  8 (DailyBuild Aug 10 2021)

5
Ok. Thanks

6
I believe this to be expected, what would be the prefered outcome in this case the lock revert to the previous locked state?

Yes, I would prefer the lock to be returned to the locked state.
Thank you.

7
Corona 8 DB 10.08.21

Steps to reproduce:

Choose any viewport for render, lock "View to Render", Create Corona camera, switch to this camera in chosen viewport, then delete this camera from any of viewports - in this moment "View to Render" gets unlock

EDIT
It is so for Max 2021.3
Max 2014 doesn't unlock "View to Render" in same scenario

8
[Max] I need help! / Re: Corona IR problem - IR not updated
« on: 2021-08-21, 20:43:09 »
I guess contrary to regular rendering, IR can't render hidden viewport. The viewport that you want to render with IR must be visible. Either un-maximize it, or unlock, so IR could "see" what to render.

Hm...That's really so now, but do I remember right, that with Corona 6 IR did update even if rendered viewport was hidden?

9
Check if you have Region render active. Remove all regions, then see if it helps. Sometimes it happened for me after IR in VFB, region somehow went out of visible area if I used 2d Pan Zoom in rendered viewport during IR

11
Hello Bormax!

Answer to question 1:

The same phenomenon which is defined by Translucency Fraction parameter in CoronaPhysicalMtl is defined by Translucency color in VRay2SidedMtl (not by VRayMtls' parameters connected to the VRay2SidedMtl).

The Map #11 is not used in Translucency color slot of CoronaPhysicalMtl, because VRay2SidedMtl automatically uses base color of the opposite side as a translucency color (that's why we pick Map #10 and Map #16).

CoronaPhysicalMtl ignores both Volumetric Absorption and Volumetric Scattering parameters when its Thin-shell parameter is enabled, but Corona Converter always propagates all maps from the original material, even when they do not contribute to look of the converted material. If VRayMtl uses some other Translucency modes - e.g. SSS, we plug the corresponding maps to these slots so we decided to do the same in this case to be consistent.

Answer to question 2:

Because the original VRayMtl uses reflection amount parameter / reflection amount map, however this parameter is not physically plausible (that's why it's not present in CoronaPhysicalMtl). Since the only CoronaPhysicalMtl's parameter which may affect its reflectivity is IoR (if the material is not metal), we try to create a new IoR value by decreasing the original material's IoR using the reflection amount parameter / reflection amount map in order to preserve look of the original material. However note that this is a "hack" created to preserve look of the original materials. Alternative (more strict) method would be to ignore / drop such parameters / maps, but this could lead to many look-breaking changes during the conversion.

Answer to question 3:

To be honest I have never tried this before, but it looks like a good idea :) May I ask you whether the results look identical? And which approach leads to better render times?

Hello Selene!

Thank you for so detailed answers! Now it's clear for me how converter works in this case. Great!

As for the way I used to convert Vray 2sided material, I've done some quick tests. Basically I've used converted by Converter original Vray scene, pictures of single tree and small forest made with Forest Pack. Adaptivity ON, noise limit 4%. Here are results:

Converter7-single_tree_converter.jpg - Passes 25, rendering time 1.38
Converter7-single_tree_manual.jpg - Passes 25, rendering time 2.24
Converter7-FP_converter.jpg - Passes 115, rendering time 14.25
Converter7-FP_manual.jpg - Passes 110, rendering time 23.15

Material structure is a bit more clear and easy to control in manually converted version, but rendering time grows really much. But if you want to test it yourself, I've uploaded scene with private uploader, there you can find all 3 types of materials assigned to different trees and forests.
1627342416_converter7-vs-manual-2sided.zip

Edit:  1627358880_converter7-vs-manual-2sided.zip




12
Gallery / Re: Park Lake
« on: 2021-07-26, 11:16:42 »
Very nice set of images.
Great lighting and materials!

13

Can you send me please the file with what you modified please?
**Edit: Hmm as I understand it worked in 3ds max 2021 and not in 2022?**


I didn't change anything in your scene, just assigned materials and pressed render.
And yes, it was Max 2021.3, Corona7 RC7

You are welcome!

14
No problem.

This is what I've got. Is it correct result?

Max 2021.3 Corona7 RC7

Edit: just noticed that your renders from Arnold are the same :)

15

I am using 3ds max 2022.1 and Corona 7 (RC 7)


Ok, but I have Max 2021.3 and can't open your scene. Please, save it as Max 2021 and I'll test it

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