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Messages - jms.lwly

Pages: [1] 2 3 ... 10
1
Gallery / Re: Portraits of Chy Caron
« on: Yesterday at 11:10:34 »
really nice images, particularly the sunset lighting +1

Thanks cjwidd - in theory the sunset lighting is accurate to the location, so hopefully the owner will be able to enjoy a similar light once it's built!

2
Gallery / Portraits of Chy Caron
« on: 2021-09-21, 18:10:56 »
Hi folks,

Quick share of some selected images made in collaboration with architect Matt Williams.

Created using 3DS Max / Corona / ForestPack / RailClone / Megascans - and a little in Photoshop (people, birds, colour adjustments - but mostly straight out of the VFB).

I might have been too enthusiastic while creating alternative shots, so there are many more images on Behance + Artstation

Cheers - J

3
I had this exact question a couple of years ago and decided to go with and.co, mostly for the project and time tracking elements. It has a nice web interface, with a companion app time tracker which is super easy to have running in the background and assign to the projects created through the web.

I'm pretty sure it does all of the other things you're after although I haven't used all of them extensively! I've probably got some kind of referral code so pop me a DM if you wanted it.

4
Yes, please consider :) I know it is hard to do but this one and the fact that the effect ends up in the "Rest" element when using light mix are restrictions making the feature hard to use.

So that's what is appearing in the 'Rest' Lightmix element... I had assumed it was that, but good to see it confirmed. Agreed, this isn't super helpful - likewise it doesn't appear in the Volumetrics element.


5
Gallery / Re: SPA
« on: 2021-08-10, 10:42:04 »
As always, some truly outstanding work from two of my favourite artists. I'm sure everyone will have their favourite, but personally I think image 4 is a real stand-out shot... super photographic, beautifully realistic and incredibly natural.

6
General CG Discussion / Re: Object library ?
« on: 2021-08-03, 10:41:00 »
I've had a CGAxis subscription for a few years, some of the models aren't of the best quality - but the library is huge, and they often have discounts for their annual pass bringing the cost right down.

They recently had a summer deal making the annual subscription $150 - which seems like an absolute bargain for 4000+ models even if you do have to manually tweak the materials.

7
+1

I can imagine it as a variation of the Beauty Pass (where you can have it including bloom or glare) - and have an input box for the Tone Mapping settings.
In theory it would nice to use a similar sort of function to automatically output images with different LightMix settings, as an alternative to manually save them out or using CIE at a later point to create different lighting options.

8
Quote
Would be more than happy to wait for a final release if this gets fixed.  It's really important on things like floors, tiled walls, cladding etc made with floorgen

Agreed - didn't have this problem with UVW Randomise in v6, and it's frustrating that this broke in v7 and doesn't sound like its getting fixed.
At this rate I'll be skipping v7 and hoping this is fixed in v8, not ideal.

9
I've generally found that the best place to start is by using the Quixel Bridge 'Export to 3DS Max' - and then tweaking the material if needed after that.

This only currently supports the Corona Legacy material, but hopefully there will be a route to Physical Material after the full release of Corona v7.

In answer to your specific question, the exporter usually puts nothing in the Reflect slot, Glossiness to Glossiness and sometimes the Specular map to the Fresnel IOR through a series of corrections...

10
Quote
Checker -> UVW Randomizer (Mesh Element mode, use U and/or V offset 0 to 1) -> pipe to 1. Diffuse, 2. Displacement. Could also not repro any discrepancy in other slots.
Quote
Inspection : https://bit.ly/3czv3il

Regards,
Avi

 (Report ID=CRMAX-687)

Just to add to this one, UVW Randomizer doesn't work correctly when used with a CoronaDisplacementMod - the same (incorrect) randomisation which doesn't match the Diffuse is applied.

Just checking, this doesn't appear to have been resolved - looking at the release notes for RC6 there is something about UVW Randomisation - but as far as I can see it still applies a different randomisation to Displace vs all other slots?

11
Gallery / Re: Maggots
« on: 2021-07-12, 14:43:16 »
This is bonkers and I love it. Technically super tight too - great work!

12
Maybe impossible - or maybe achievable in another way... but it would be helpful to disable individual lights or light materials from Volumetric effects or the Global Volume material - in the same way you can disable a light from reflection / refraction / masks / alpha.

An example where this would be useful is for any project using LightMix with multiple environments or lighting setups. The CESSENTIAL_Volumetrics element becomes useless for applying in Post as it combines the environmental effects from every light source.

I have a current project with a day shot (just sun/sky) and a night version (with interior and exterior lighting) - all lights are visible in the volumetric pass. The volumetric pass is now useless for tweaking/layering in post as it has sunlight pouring in through the windows (not relevant for the night shot) and has volumetric cones where the exterior lights appear (lovely in the night shot, but not relevant for the day shot).

Alternatively if there was a control within the CESSENTIAL_Volumetrics pass to choose which light sources it is using - much like the Light Select passes themselves?


13
Quote
Checker -> UVW Randomizer (Mesh Element mode, use U and/or V offset 0 to 1) -> pipe to 1. Diffuse, 2. Displacement. Could also not repro any discrepancy in other slots.
Quote
Inspection : https://bit.ly/3czv3il

Regards,
Avi

 (Report ID=CRMAX-687)

Just to add to this one, UVW Randomizer doesn't work correctly when used with a CoronaDisplacementMod - the same (incorrect) randomisation which doesn't match the Diffuse is applied.

Hoping this is fixed before long, it's not been mentioned in RC2 or 3 and currently makes UVW Randomisation almost unusable...


14
Using the Corona 7 Release Candidate - and it seems to have broken UVW randomisation.

One material, multiple maps (although the issue is apparent with just two maps) - both with identical UWV randomisation, in this case by Mesh Element - same seed, same values.

I seem to remember this making the randomisation match on different map channels - so the diffuse / bump / displace / whatever would be coherently randomised across the model - but this doesn't seem to be the case currently, each map is randomised differently making UVW randomise useless if you have more than one map in a material.

Hopefully a straightforward fix to return to the previous function? Nice.

15
[Max] Feature Requests / Re: Daylight System / Camera link
« on: 2021-05-25, 13:31:47 »
Done exactly what you describe a hundred times (including camera tracking/matching). Just use different frames in the timeline

This definitely sounds like something to try... I've already got the cameras and timings locked in with the daylight system, just trying to find better solutions for rendering and not changing the clock!

Cheers! J

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