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Messages - mantaskava

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31
"not trivial to set up"- meaning it's not worth it or it's hard to set up or exactly opposite?

Another thing that bothers me is I can't seem to get materials set up with controllers to transfer to other scenes.
For example- If I copy paste an object from one scene to another that includes mtl with any of the controllers, controllers doesn't come across. Tried saving material to library as well- same story. Does this mean it is actually not possible to have a mtl preset that contains controllers? That would be ridiculous IMO.

32
Closest I got so far is this:



But might as well be I'm using totally wrong controller here. If so, what controller should be actually used? Otherwise, you can see numbers in Tri node and controller do not correspond at all, which suggests me some kind of formula/equation should be used in between these two nodes? If so, how can I insert a formula here? And what does that formula look like?

Thank You.

33
This feature definitely sounds interesting, too bad objects has to be unwrapped for this to work (as I understand).

34
Glad to hear it's already logged, hopefully we'll get this feature in not too distant future.
Until then I'll try out CIE batch exporter.

35
Mferster, and to add to your list:

4. My method that I described in the first post
5. Create multiple materials
6. Create all objects on the same plane/axis (for example front view)

So 6 in total (and I guess there's more) but none of them seems to be hassle-free. + Pretty much all of them has some kind of disadvantages.
But it looks like there's no other/magical way.

36
Hello,

So now, when rendering multiple images my workflow looks like this:

1. Setup all the cameras.
2. Setup lightmix and post process settings for every camera + save those setup files somewhere on hdd.
3. Setup Batch Rendering.
4. Batch render and save as .CXRs
5. Open each cxr file one by one, load lightmix and postprocess setting files in CIE.
6. Export as JPGs (usually).

And now I wish I could bypass some of the steps and save tons of space in HDD. What if I decide I won't do any PP and I need to export as JPGs straight from Max? But ALSO use benefits of both batch render and lightmix.
For this to work, lightmix setup file should be loaded BEFORE start of rendering for each camera. OR cameras should have independent settings for lightmix, just like now they have independent settings for post process.

Or am I missing something very obvious here? If not, this should probably be a feature request.

Thanks 

37
I believe I've read a comment in Fstorm's group (dunno if it was from Andrey himfself or someone else) about implementing (or planning to implement) this feature into Fstorm.
BUT might be as well it was a dream of mine, not 100% sure now :))

38
Yeah I already heard something about that "align to longest axis" feature in fstorm, and it sounds awesome. And it would work like 99% of the time, since how many perfectly cubical objects do we have in arch viz (or even real life)? :)
In Corona now it's a mess- you have to either create multiple copies of the same mtl just with different rotation settings in triplanar settings, or rotate object's transforms the way I (or you) described.

Quote
EDIT:

After doing these tests it looks to me that object's "local" axis and "pivot point axis (or direction)" is two totally different things, or..? Because if it were the same, rotating object's pivot point should change object's local axis too, which in result should change the direction of triplanar mtl. But in this case rotating pivot point does nothing.
So I guess we should first start from clarifying what exactly IS local axis and how does it correlate (or does not) with pivot point axis.

And do you have any comments on this? My main question still remains on what EXACTLY is local (axis/space?) ? If it's not the same as pivot point axis. And after these tests it's obvious that it isn't the same thing. Is there any way to "view" what local axis looks like? What's the direction of it?

39
Hello,

So my goal is this:

Which is two objects with the same triplanar mtl (set on local) applied, however you can notice pattern goes vertically on vertical part, and horizontally on the horizontal (exactly how I want it to go).

BUT, before doing a whole series of actions it looked like this:


And now to get to my goal the only way I found out (so far) is these series of actions (6 of them to be exact):

Add Xform modifier


Select gizmo


Rotate gizmo


Rotate part back to it's place


Activate affect pivot only


Roate back(fix) pivot rotation


And so now finally we have what we want. But this workflow is far from being efficient IMO.
I tried uvw box mapping as well, but that too depends on local axis so it's basically the same problem. UNLESS you break the link(instance) between the two uvw maps (which I don't want to do) and rotate them separately.

Anyone has any suggestions on this?

Thanks

EDIT:

After doing these tests it looks to me that object's "local" axis and "pivot point axis (or direction)" is two totally different things, or..? Because if it were the same, rotating object's pivot point should change object's local axis too, which in result should change the direction of triplanar mtl. But in this case rotating pivot point does nothing.
So I guess we should first start from clarifying what exactly IS local axis and how does it correlate (or does not) with pivot point axis.

40
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2019-10-03, 15:49:37 »
To me it looks like reflection gets sharper towards the light source, just like in fstorm, but maybe I'm wrong.

The devs told me that this effect should be included in the GGX shader.


And as far as I know, Corona IS actually using GGX shader? Which means there's no need for falloff nodes in Roughness slot or any other kind of "tricks" . Right?
Thank you for your time!

41
Until recently I've just mixed them both with 50/50 (maps loaded as gamma 1) method and after that bumped up the strength from default value of "1" to "2" to compensate for the loss.
But now I got confused after watching some of the Adan Martin videos. Where he's disabling one's of the maps blue channel before mixing them, link to that video (and exact part) here- https://youtu.be/vAHLNq77jUs?t=1849

Anyone has any explanations/comments on this?

42
Gallery / Re: For those about to rock.
« on: 2019-08-19, 14:58:25 »
Thanks guys!

JoeVallard yeah I get what you mean by saying something feels off. I tried to understand that for some time when building the scene, changed the scale of stuff for many times, but still. I guess the columns could be even bigger in scale. That MIGHT fix it, dunno.
And yeah I'm not 100% sold on columns too, but since it was some kind of experiment I thought why not, let's do this:)

43
Gallery / Get well lit.
« on: 2019-08-19, 14:51:47 »
Hello,

Here's our representation of Filter Table Lamp (made by bludot.com) in 3D.

Few related links at first:

https://www.behance.net/mantas_kava

https://www.faktorstudio.com/

https://www.facebook.com/faktorstudio

Now to the good stuff:



















Hope you enjoyed it!


44
Gallery / For those about to rock.
« on: 2019-08-14, 19:51:37 »
Evening, guys!

Sharing my latest attempt at product viz, you be the judge :)



















Behance:
https://www.behance.net/gallery/84179649/For-those-about-to-rock

Our website:
https://www.faktorstudio.com/ 

Our FB page:
https://www.facebook.com/faktorstudio


Done with 3DS Max+Corona.

45
[Max] I need help! / Re: Weird shading with anisotropy on
« on: 2019-08-12, 12:21:26 »
Just a guess, maybe anisotropy orientation is set to UVW and actual UVs are messy?

Yep, it seems it was related to UV mapping. Not that uvs were messy, but I just had to change direction settings from "local axis" to "uvs".

Thank You, Romullus!

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