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Messages - 3di

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106
[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.

107
[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 :(

108
[Max] I need help! / Re: white weired noise
« on: 2015-11-07, 04:46:01 »
how are you lighting the scene? 

If you have any self illumination, then use a rayswitcher map on the direct illumination slot and set the rayswitchers global illumination slot to black.

I feel your pain though, i'm working on a scene with over 230 light groups and more than a thousand materials......i'm getting the fireflies even after going through all the materials one by one and setting the reflction colours global illumination to black with the rayswitcher map....i'm guessing I must have missed a material somewhere :S

109
[Max] I need help! / Re: white weired noise
« on: 2015-11-07, 00:37:59 »
I'm not sure if it's a bug......I don't see any change in my renders if I disable the reflective colour's GI rays though (apart from an immediate eradication of bright white dots)....although i'm still just learning it myself.

I've put forward a feature request to be able to globally disable reflective caustics whilst still maintaining GI bounce intensity:

https://forum.corona-renderer.com/index.php/topic,10149.0.html

Maybe someone is already aware of a way to do this without manually changing all materials (without lowering msi)?  If so I'd love to know, as i've just had to go through over 1000 materials to do it one by one! :(



110
[Max] I need help! / Re: white weired noise
« on: 2015-11-07, 00:05:30 »
stick it on all reflective materials.  Particularly those very close to light sources.  You can also try turning down max sample intensity until it goes away (if its on the GI pass).

111
[Max] I need help! / Re: white weired noise
« on: 2015-11-06, 23:24:12 »
use a rayswitcher map on the reflective materials reflection colour slot and set the global illumination colour of the rayswitcher to black (or a less bright colour)

112
Is there a way to set max sample intensity for the reflect and refract passes.....other than by using the rayswitcher on each material?

113
[Max] Resolved Feature Requests / Re: auto rayswitch
« on: 2015-11-06, 01:43:23 »
Possibly also provide the option for the reflection/bump etc to only effect the object where the initial bounce originated..so we could still have the GI pass effect the crevices on bump mapped objects.

114
[Max] Resolved Feature Requests / Re: auto rayswitch
« on: 2015-11-06, 00:07:42 »
Yes, basically a GI override material which would automatically duplicate each chosen objects material and disable reflection, disable bump!, and also increase the diffuse level a relative amount based on the loss of bounce energy from decreasing th reflection.  Possibly blur the diffuse map also to remove sharp noise on the GI pass caused by noisy bitmaps.

I'm pretty sure there is hardly any noticable improvement on having bump on the gi pass...it only serves to throw out GI light in a manner which will cause higher render times to clear up the resulting noise.

This would really be great as the user would have the ability to sacrifice ultra realism on the GI passes in favour of far quicker renders (ideal for animations) but also still have the ability to revert back to ultra realism if they wished for still images for example.....without having to change the entire scenes materials to utilise ray switching.

115
[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.

116
[Max] I need help! / Re: Questions about UHD cashe
« on: 2015-11-05, 22:28:13 »
I'm not sure about that, but for performance increase i'm just trying disabling bump and reflections on the gi pass using rayswitcher.  Any loss if bounce energy can be replaced by increasing the diffuse slot albedo resultin in practicall ly the same gi result but without the noise. 

I hear unchecking low thread priority in the system tab dramatically speeds things up too.

117
[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.

118
[Max] I need help! / Re: fireflies
« on: 2015-11-04, 17:59:33 »
Thanks Maru, my render is currently on 2003 passes, and the noise is sloooowly disappearing in the indirect pass.

Will the noise dissapear in the same number of passes at lower resolution as they will at higher resolution?  Or will different resolutions require different gi vs aa and lsm settings?

Also, is there any correlation between noise and rays per second/hd success?

Cheers

Michael.

119
[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.

120
[Max] I need help! / Re: Light intensity
« on: 2015-11-04, 17:09:19 »
Thanks for your responses.  I tried your suggestion Maru, and it's working well for the indoor scene cheers.

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