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.


Messages - karnak

Pages: 1 2 [3] 4 5
31
[Max] Daily Builds / Re: Daily builds version 2
« on: 2018-05-25, 20:09:05 »
  • CScatter
    • Fixed spline scattering to correctly respect the Offset (now entered as percentage amount of the Spacing). The change affects only new scenes. For old scenes it can be enabled by disabling Legacy mode checkbox in the Scattering rollout.
    • Fixed spline scattering to correctly respect maximum number of instances.

Are those issues in 1.7.3?
Can you point at the specific topic or bugtracker entry? I want to understand what is the specific issue.
I'm using CScatter with spline in an animation project and I don't want to have issues when rendering the frames next week.

32
I agree, the bug report is still entirely useful.
Proxy Exporter script aside, I think it not a good practice to use those symbols in naming conventions, and I strongly suggest learning not to use them.
I hope this can also be useful. 🙂

33
In other words, you deserved the crash if you name your object with /or " symbols.. :D
I hope I have not been too rude.

On a serious note, try to use at least the rules of Windows when naming nodes in 3ds Max. Check the attachments below.

34
I did the same test in your video with 3dsMax2017, and I confirm the different before/after file size when the starting geometry is an Editable Mesh. Instead, if the starting geometry is an Editable Poly, I get the same before/after file size.

I tested it with both manual proxy creation and script.

35
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-03-22, 19:45:50 »
Me too and I'm also excited about OSL in 3dsmax2019. A lot of stuff to experiment with! :D

36
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-03-22, 17:16:56 »
That was just my interpretation of what he wrote, and I hope I didn't accidentally offend you with it. :)

37
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-03-22, 09:25:46 »
@mferster

In Corona you don't need cross polarization to split diffuse reflection from specular reflection. You have render elements for that.
Conversely, in real-world you need cross polarization because your capture equipment (i.e. your camera) most likely won't have render elements. :D

I think dubcat is saying that when you compare the render element to the real-world cross-polarized photo, the two don't match at all.
He is using a method for processing scanned data, but looks like the inputs in his test are from Corona so he can iterate and change things faster.

38
You can show the VFB and then click and hold the Region button to show addictional functions like Disable All and Remove All.


39
[Max] Resolved Feature Requests / Re: Denoise
« on: 2018-02-06, 10:43:27 »
I think that what you are suggesting adds unnecessary complexity.

You can easily save two CShading_Beauty render elements one with Denoise amount 0.0 and one with Denoise amount 1.0. You can then blend them via a painted custom mask or with a CMasking_Mask render element.

40
[Max] Daily Builds / Re: Daily builds version 2
« on: 2017-12-23, 13:21:33 »
@romullus
Can you show an example of that?
Thank you!

41
Thanks for the hype 🙂.
I don't know what is going on, but the teaser looks beautiful.

42
[Max] Feature Requests / Re: DOF Pass
« on: 2017-11-16, 18:13:21 »
Do you want a render element to see what is in focus?

43
👍

44
Good idea. Right now I'm in a middle of a project, but once I'm done with it I'll code this script.

45
I think the rendering time difference could be related to the out of range albedo.

Pages: 1 2 [3] 4 5