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Topics - 3di

Pages: 1 [2] 3
16
It would be handy to have the camera viewport represent the spherical camera (if applied) so it's easier to select a render region when using that camera mode.

17
[Max] I need help! / render to texture script
« on: 2016-06-01, 03:55:11 »
Hi

Can anyone create a script which:

Creates a layer called baked
Creates a layer called un-baked
Moves all original layers into "un-baked" layer (keeping hierarchy)
renders selected object/objects to texture (including reflection/refraction based on active camera)
generates a standard material for each and applies the rendered texture to the diffuse with map id set to user specified number.  (corona material is no good for fbx export)
duplicates each object and sets all polys to mat id 1
assigns the new standard materials to the duplicate objects
moves duplicate objects to "Baked" layer
hides "un-baked" layer.


Cheers

Michael.

18
I'd like a button which analyses the image and finds the most complex part of the image, then renders a small portion of that area in order to quickly ascertain the pass limit required to achieve the desired noise limit.

The resulting suggested pass limit could then be used when rendering the whole image on a render farm (as currently the noise limit option seems to be incompatible with DR, i'm guessing due to each section of an image which is being handled by various nodes having different amounts of noise, resulting in unequal passes/banding).

Cheers

Michael.

19
[Max] I need help! / render to texture
« on: 2016-06-01, 03:26:04 »
Hi, i'm trying out render to texture for the first time.  The plan is to bake everything (diffuse, reflection, refraction, lighting), so that I can use my models in 3rd party apps (unreal, sketchfab etc).


i'm rendering the corona_beauty pass into the unwrapped model, and I have a few questions:


How do I specify which camera is used for reflections/refractions?  At the moment the reflections aren't being baked into the beauty pass.

How do I render multiple objects at once and have max generate new standard materials and assign them?  (choosing "create new material, standard Blinn" doesnt seem to work, it creates a corona material instead....which wont export to fbx.  I'd like to avoid manually creating a standard material for every object in the scene.

Is there a way to recreate the models automatically and change all polygons to mat channel 1, so that the new standard material is applied to the entire object?



If anyone can offer some guidance, or point me towards a tutorial which can, that would be much appreciated.

Cheers

Michael.

20
I'd like to be able to exclude certain materials from the denoise operation in order to maintain texture detail whilst still denoising the rest of the scene.  This would come in handy for floor boards, course stonework, bark, etc.

Also a checkbox in the denoise settings to only denoise materials which don't have textures in the diffuse slot (solid colours) would be great.

21
I've tried the noise limit and de-noising function on the render farms, the images returned are unusable due to banding.

There needs to be a controlling service which:

  • Listens to all nodes current noise % and current pass count.
  • When one of the nodes reaches the specified noise % it stops the node with the highest number of passes and stores this pass count.
  • Stops all other nodes when they reach the pass count of the stopped node.
  • Stitches the slices together
  • Runs the denoise process as a whole.


After this the corona exr needs to be saved along with the de-noised image so that the farm can return both files back to enable the end user to load into the vfb locally and amend de-noise amount in post.

A Utility to load an exr sequence would be extremely useful so that the de-noise amount can be set for all frames of an animation in one go, either with the same amount for all frames, or via a graph with a bezier/linear curve.

22
[Max] General Discussion / good render farm?
« on: 2016-05-21, 05:07:47 »
Can anyone recommend a good rendering farm?

Currently I use Pixelplow because there prices are incredibly low ($0.005 ghz!) and the results are perfect when it works.  The only problem is I intermittently get failed renders (slice errors) with corona.  Possibly because they use max's own strip rendering solution rather than DR, althrough last time it was due to the corona licencing service failing.

Here's what i'm looking for:

  • price : $0.005 ghz
  • automatic delivery of completed files
  • ability to monitor render progress and increase cost per ghz / speed during render.
  • ability to cancel render mid progress.
  • ability to specify frames to render
  • ability to specify maximum spend and to pause render if budget is exceeded

If they can provide the corona exr so I can resume render locally and tweak denoise that would be great.

Cheers

Michael.

23
[Max] Resolved Feature Requests / Auto render stop
« on: 2016-05-07, 19:41:56 »
When I render out zdepth passes I normally zoom right into an area of the picture where there's a good amount of contrast between pixels, and then let it render until the pixels visibly stop changing.

Would it be possible to have corona automatically do this check during rendering and then stop once the number of pixels changing has dropped below a user set %....for example if its a 100px by 100px image and the user sets "stop at active pixels" to 5%, then the render would stop once less than 50 pixels are changing value per pass.

It would take the guess work out of specifying how long or how many passes are needed.  Perhaps it would also be possible to then calculate from this data how many passes would be needed for larger resolution final renders when sending off to a render farm for example.

24
[Max] I need help! / Coronautils2015.dlt
« on: 2015-11-12, 00:56:22 »
Hi

Ive just uploade a project to pixelplow render farm and a few materials that have notmal maps are rendering green.

Their support have had a look at the file and found that the error shows missing

Coronautils2015.dlt corona round edges
Coronautils2015.dlt coronalayeredmtl

I'm using 1.3, and i beleive theyre using 1.2.1. What can I do to get this working?

Cheers

Michael

25
[Max] I need help! / render selected objects unlit
« on: 2015-11-11, 23:05:21 »
when using the render selected option, the objects I render are not lit.  Is there some special setup option i'm missing?  I'm just choosing render selected in the common tab of max render settings.

Cheers

Michael.

26
[Max] I need help! / problem material script
« on: 2015-11-07, 04:49:13 »
Can anyone provide a script which can search for materials that have reflections enabled and no rayswitcher child node on the reflection colour slot?  I've got thousands of materials in a huge scene, and a couple (that I can't find) are causing fireflies :(

27
Is there a way to set max sample intensity for the reflect and refract passes.....other than by using the rayswitcher on each material?

28
[Max] I need help! / Disabling GI reflection and bump
« on: 2015-11-05, 22:31:57 »
Is there a quick way to disable reflection and bump for the GI pass without assigning a rayswitch to each material individually? 

I have a massive scene and want to try and avoid doing it manually for each material.  I'd like to maintain the diffuse colour/map o each GI bounce though per material.

29
[Max] Resolved Feature Requests / auto rayswitch
« on: 2015-11-05, 18:41:00 »
It would be great if there was a large button to automagically create a rayswitch material for each currently visible objects material, and feed a duplicate of the objects current material into the GI slot but with reflection/refraction set to black and then automatically re-assign each new rayswitch material to the relevant object.

Maybe increase the duplicate materials rgb level to compensate for reduction in reflection.

Just for a quick noise free render.

If it had an include/exclude function...much like the override material menu...this would help to quickly find guilty materials.

30
[Max] I need help! / 3ds max to unity/unreal
« on: 2015-11-04, 17:18:43 »
Hi

I've created a pretty large scene for a client who has now decided he would like an interactive walk through.  I plan to use either unreal or unity (dependant on the reliability of video texture support).

My question is, what's the best way to get my painstakingly textured scene (corona materials) into the game engine?  I'd prefer to bake everything (lighting, reflections, refractions etc) as the client's machine is not particularly great.

Cheers

Michael.

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