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Messages - Nik

Pages: 1 ... 8 9 [10] 11 12
136
Can you send me sysinfo.systemAffinity answer in the Listener?
F11 -> sysinfo.systemAffinity -> copy next string

137
Download script

Hi, guys. Maybe somebody will find my small script useful.

Button on the toolbar:
Enabled - 3dsmax priority low, affinity -1 core
Disabled - 3dsmax proirity normal, affinity max

Drag in viewport to install. Check NikScripts category - Priority Switch and add it to toolbar.


138
Wow :) ok thanks

139
Oh, no no, I'm not misusing self illumination. Self illumination doesn't affect DirectLight pass at all, only Indirect.
I talk about noise in Direct light only.

I'll prepare some images for you. This is not scene related problem for sure

140
Hi, I want to discuss meshlight sampling in Corona.
VRay have samples spinner, Corona doesn't. Cleaner UI, faster setup and so on, I know. But there is one problem with meshlight.

I'm not sure that I'm totally understand Corona sampling algorythm, but it seems that one single mesh have the same priority as one light source (it's called light group). That's nice and right in some situations and maybe in most situations, but when you have single ceiling backlight mesh that goes through big scene, then you have very very undersampled direct light from this meshlight.

Increasing Light Samples Mult is not optimal solution because it oversamples other lights, and I got undersampled gi-glosy as result.
There is one stupid solution for now - detach all polys of this mesh, so each one will be sampled like one light source. Do I need to tell that this is very uncomfortable way to work with meshlights? :) For example, I have Line->Sweep and I can edit this mesh easilly by editing Line. Editing of line that made of detached polys is a big butthurt.

I understand that simple UI and easy workflow is Corona's priority and I love that. But detaching polys to get proper sampling isn't simple and intuitive way. Maybe one more checkbox in CoronaLightMaterial won't ruin UI?

141
[Max] I need help! / Re: Displacement problems Corona1.2
« on: 2015-08-04, 10:27:01 »
Only august 11, when I'll be at home. Simple bitmap actually

UPD. I don't think somebody need that scene because this bug is already fixed :) Thanks to dev team

142
[Max] I need help! / Re: Displacement problems Corona1.2
« on: 2015-08-01, 10:56:49 »
Here are some tests Corona 1.2 vs Corona 1.1 displacement
Unfortunately, the winner is 1.1

143
[Max] I need help! / Re: Displacement problems Corona1.2
« on: 2015-08-01, 10:17:47 »
Try to add Subdivide modifier to mesh. This will help you to get same size polygons.
But yes, some shit happend with displacement in Corona 1.2.
New adaptive ScreenSize became buggy. I don't know what is better for displace now, 1.1 or 1.2. Waiting for daily builds...

144
[Max] General Discussion / Re: How to make nacre small tiles
« on: 2015-07-29, 13:48:24 »
Download mosaic.rar
There are also some additional textures that I didn't used, but it may be useful for you.

BTW, BerconTiles is very buggy in bump slot, so I advise you to use bitmaps+Composite as I did.

145
Work in Progress/Tests / Re: romullus's wips
« on: 2015-07-27, 23:45:01 »
Cool result.
Can you please generate a bigger size? I mean not just resolution, but size of texture. I think 4x or 6x enlarge would be nice :) and 6000px for example

146
[Max] General Discussion / Re: How to make nacre small tiles
« on: 2015-07-27, 11:16:46 »
It was made in 5 min. If it looks ok, I can share the scene. But you need BerconMaps and MultiTexture plugins. Both are free


Edges are bad because of displacement settings. For long range shots I prefer bump mapping instead of displace

148
ProOptimizer can keep UV mapping.
And it's always better to use quad mesh from beginning than trying to optimize or smooth triangled crap.

149
I have bad news for you - V-Ray has the same problems. So this is not Corona's issue.
Bercon is too buggy :( For example, try to use it in bump slot with textures in tiles. You need to learn some kind of dark magic to use this plugin.

Textures are not missing, they became blurred when you load new maps in MultiTexture. Maybe it's MultiTexture bug and it doesn't update filtering settings after loading maps.

150
I use BerconTiles + Multitexture all the time. What version of Multitexture do you have? And what about filtering?

Bercon has some annoying bugs. He doesn't like filtering at all. In Multitexture you need to set Blur to lowest value 0.01 (Filtration None doesn't help) and sometimes you need to click Randomize by Object->Bercon one more time to update.

Too bad that developer doesn't want to update plugin anymore, because as far as I know BerconTiles is only one who can map textures inside tiles and it's UI not from parallel universe (like MightyTiles).

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