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Messages - Jpjapers

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1
this is afaik not possible in 3ds Max :/

Given that theres slate 2.0 coming in the max beta perhaps its something that update might be able to pick up

2
[Max] Daily Builds / Re: Chaos Scatter Playground!
« on: 2021-12-10, 12:06:35 »
Thanks George, If thats the case im really looking forward to not having to buy railclone just for doing tiles!

3
[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2021-12-10, 12:04:50 »
That's already possible. My example above, does exactly that.

Oh ok i had assumed there were multiple slicers at play there, Nevermind!

4
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-12-10, 12:04:18 »

<snip>

Hi,

This is actually the first thing I tested and it worked perfectly! Was a great addition to a coffee shop frontage.

I wanted to share it here but never got around to it.

Oh thats awesome thanks

5
[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2021-12-09, 23:44:46 »
Im glad this feature is finally getting worked on :) It would be great if the caps could retain the material of the object they belong to. Im not sure if thats already a thing but i couldnt see an example of that up there.

6
[Max] Daily Builds / Re: Chaos Scatter Playground!
« on: 2021-12-09, 23:42:28 »
I dont know how feasible/in-scope this is but some form of heavily regimented 'scatter' would be really useful. The ability to produce real tiles/brick walls/cladding in various standardised patterns purely through a scatter without needing to use railclone would be huge. I went looking for a script to do a basic running bond brick wall on a spline from an array of objects last week and railclone seemed to be the only option.

7
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-12-09, 23:38:02 »
Ive been on a live project since june and im itching to update from V6 to v7 finally but also i cant wait to have a play around with decals in a daily. It would have saved me many hours of manual UVS adding seams and patches to huge canvas tents.

One test im yet to see is how they work with glass. Ive been doing alot of stuff recently with layered materials to put paint and gilded text on the back side of windows.
Just a thought for anyone looking to play around, it would be great to see how it works on the back face of glass (facing outward so the people on the street can see) but also if its possible to use layered materials as decal maps?

8
[Max] I need help! / Re: Iridescent/Metallic glass shader
« on: 2021-11-22, 23:47:58 »
It looks like a job for the Siger's thin film texmap. https://www.sigerstudio.eu/sigertexmaps-thinfilm/

Yeah ive got that and had a play around with it. Its sort of halfway between metal and glass which is where im getting stuck because obviously its physically possible but im not sure how to make that physically based in corona (v6)

9
[Max] I need help! / Re: Iridescent/Metallic glass shader
« on: 2021-11-22, 22:59:49 »
If you are talking about the bottom 2 spheres, then this is called Dispersion. In the legacy material its 1 below Refraction.

Ill have a go thanks. Im not 100% sure that its dispersion it looks to me like a coating

10
[Max] I need help! / Iridescent/Metallic glass shader
« on: 2021-11-22, 18:16:39 »
Has anyone got any thoughts on how to make a glass shader similar to the attached image?
Im thinking theres some mix of glass, thinfilm and maybe a metal shader but im struggling to find the right balance or create something physically plausible.
I believe its glass but its been coated inside with a metal of some sort.

11
Texture "movement" is not affected by motion blur at all (e.g. if you offset/rotate/scale a texture on a static geometry).

Thanks, i thought that might be the case

12
AFAIK it doesn't.

Ah, glad to know its not just me then thanks!

13
Im trying to achieve some motion blur on an object with animated texture coordinates but so far im not able to get it working. Does corona's motion blur work with changes in uv coordinate or does it have to be either geometry motion or camera motion?

14
When merging lightmix layers from a file, if the lights exist in the new file, the lightmix layers should pick them up.
Ive just merged a large file to a new file when trying to troubleshoot some corona specific issues and having to set up 20+ lightmix layers again from scratch is a major annoyance when all of the objects associated with the merged render elements are still in the scene.

15
[Max] Feature Requests / Re: Generate lightmix by layer
« on: 2021-09-22, 11:57:00 »
Hello,

You can use Corona Light Tools for that ;): https://forum.corona-renderer.com/index.php?topic=15493.0
Big thanks to Mohammadreza Mohseni for this !

Regards.

Ah what a useful script! Thanks!

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