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 - 3di

Pages: 1 2 [3] 4 5 ... 9
31
[Max] General Discussion / Re: deep exr
« on: 2017-09-07, 23:37:36 »
It certainly looks nice impressive, but i'm not sure about the future. As far as i can tell, lighting, animation and everything is fully baked, so there's little room for interactivity. Not that kind of future i'd like to see.

I spoke to the developers the other day.  In v2 they plan to have each atom be able to store pbr data such as diffuse, metallic, roughness etc.  So there will be a choice between fully interactive and baked.

32
[Max] Feature Requests / Re: The most wanted feature?
« on: 2017-08-26, 16:35:55 »
a functional shadowcatcher material that works properly with "for compositing".  Currently it takes an age to render, and doesn't allow for reflected lights in compositing mode.

33
[Max] Resolved Feature Requests / Re: map re-scaler map
« on: 2017-08-26, 16:32:15 »
If that's too difficult, i'd settle for a triplanar map rescaler which the master material plugs into and it then can scale all of the triplanar map scales of the materials which are plugged into it in one go.

I'd use a wsm mapscaler modifier, but it doesnt work with materials which are set to object xyz for the mapping.

34
[Max] Bug Reporting / Re: shadow catcher
« on: 2017-08-25, 12:14:32 »
Thanks Maru. 

Unfortunately that workaround isn't possible as the client wants to the option of changing the background himself occasionally.

35
I'm a fool!

Problem solved.  I just needed to stop the render and restart it after changing the render approximation settings.  They're don't trigger an IR refresh like the viewport approximation settings do. 

Thanks for you help Romullus.  If your feeling charitable perhaps you'd be kind enough to take a look at the next bug down regarding shadow catcher problems i'm having?

Cheers

36
If it's unchecked it renders a low quality version regardless of whether production is specified for render approximation, if it's checked it renders the same quality as selected under viewport approximation.  Perhaps it has something to do with the import type of the cad objects?  .JT in my case.

I'll try some igs, or sat to test.

37
1.62 and 2017.  I'll give 1.7 a try when it's released properly and report back.

38
[Max] Resolved Feature Requests / map re-scaler map
« on: 2017-08-23, 19:50:49 »
I'd like a material which other materials connect into and it then can scale the procedural and non procedural maps of all connected materials by the same amount.  Similar to the wsm mapscaler, but works for all material channels and mapping types.

39
Hi,  The strings are identical except for under viewport display settings I have it set to fine and display both.

40
I think the triplanar map is really good, but would it be possible to have instead of blending which can cause blurriness, a mode which calculates how far off parallel a face is in relation to the the tri-planes and then modifies each planes texmap so that sections of the plane which are perpendicular to the objects faces are distorted accordingly.

For example, the distortion could be quickly calculated by projecting the rgb planes onto the object with a 100% blend and then calculating the resulting rgb value of each face to then modify the projected input map accordingly by stretching and moving the bitmap for each of the three planes used by the triplanar.  It would need to be calculated linearly from the minimum to the maximum sections of each planes axis so that the map could be moved to compensate for distortion on each axis in order to maintain correct tiling.

so if the triplanar used  x = red (255,0,0), y = green(0,255,0), z = blue(0,0,255)

x shrink = 255 divided by red value
y shrink = 255 divided by green value
z shrink = 255 divided by blue value

If it adds too much to render time to calculate each time, then each distorted plane could be collapsed to a bitmap and re-linked to the relevant texmap input to keep renders quick.

Additionally, by using colour values instead of face normals it would still be usuable on bad cad models, and could possibly be utilised to smooth models at rendertime that have too bad geometry to play nicely with a smooth modifier.


41
Hi, thanks for coming back to me.  Yes body objects seem to render at the lowest possible quality regardless render approximations settings I choose.  I can bypass it to some degree by choosing use viewport settings, but there are artifacts showing in the render which are not there in the viewport.  It's not ideal to use the "use viewport settings" as I tend to work with pretty massive files so it's important to be able to have a lower quality in the viewport than the render.

42
[Max] Bug Reporting / Re: shadow catcher
« on: 2017-08-23, 02:41:48 »
Hi Maru I'm now using version 1.6.2 and now the opposite is happening.  The lights reflection is white in the renders alpha channel (as it should be), but in the beauty pass it's showing as black.....

[EDIT] Strangely it's now gone back to the the previous behaviour of subtracting the lights reflection from the alpha channel [EDIT]

I've also tried turning shadow catcher illuminator on, but this just seems to stop the light reflecting at all in the shadow catcher...or even more strangely, intermittently has no effect at all.

steps to recreate.

  • Create a plane.
  • create a corona light and place near the plane.
  • create shadow catcher material with enviro/backplate set to black, alpha mode set to "for compositing" with reflection properties level 1, colour white, fresnel 999, glossiness 1.
  • corona render settings set direct visibility overide to black.
  • run interactive render, lights reflection is subtracted from the renders alpha
  • turn on shadowcatcher illuminator checkbox and check bueaty and alpha passes in the render window (nonsensically, sometimes this gets rid of reflections sometimes it makes not difference.)

I should point out that everything works correctly when choosing alpha mode "always solid".

Please see attachments for better understanding.

43
Was this ever fixed?

44
[Max] Bug Reporting / Re: shadow catcher
« on: 2017-08-19, 03:17:55 »
I've just tried using corona lights instead of light material, and they also dont reflect in the shadow catcher.  Shadow catcher bug then?

45
[Max] Bug Reporting / Re: shadow catcher
« on: 2017-08-19, 02:57:14 »
correction, the reflection of the object with the corona light material doesn't appear in the shadow catcher reflections when the corona light material is applied directly to the object....but it does appear in the shadow catchers reflections when applied within a multi/sub-object map.  In this instance it appears in the beauty pass but not in the alpha channel meaning it cant be used for compositing.

Pages: 1 2 [3] 4 5 ... 9