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Messages - GeorgeK

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[Max] Bug Reporting / Re: Corona 7 Override Bug
« on: Today at 12:58:00 »
No worries, this isn't a big one for me, just thought it was worth flagging, the only time I ever use this setup is for window glass/glass balustrades so the Legacy Material will be fine 99% of the time in this instance

Hi again, a small update on this one. Please note that CoronaPhysical Thin-shell takes refraction overrides into account while this was not possible with the legacymtl thin model and this is the reason for the effect reported here.

I have the same issue with the current material converter, which mis-understands the metalness on some materials.
The script provides a workaround, but I think there should be an option at the converter to override metalness on demand.

Thanks for the feedback, we have various improvements logged for consideration.

(Report ID=CRMAX-941)

    2. In the last daily build, the Specular parameter does not work correctly, if you set the value to 0.5, then the appearance of the shaderball does not coincide with that when using IOR 1.5, in addition to this, now using the specular parameter it is impossible to completely disable reflections by setting Specular to 0, all values ​​are less than 0.5 look the same. But at the same time, if I add a black color map, then the reflections are turned off as before, I checked on version 7 stable and there it clearly behaves differently.

Hi and thanks for reporting this, it seems like something was broken, reporting it.

(Report ID=CRMAX-996)

Hi everyone I believe we have something similar logged that should cover this as well.

(Report ID=CRMAX-734)

This is indeed a limitation as pointed out by lupaz, it's a bit more apparent with the Physical material.

[Max] Feature Requests / Re: Lightlister
« on: 2021-09-14, 10:28:25 »
Hi everyone, there are plans for improvement on the lister, I will bump this up.

(Report ID=CRMAX-967)

Is there a way to preserve masks colors (besides material ID) for each frame when rendering animation? If not, then it would be great to see this feature in future releases. We're using Corona 7 hotfix 1.

Hi, saved output of both wire color and masking_ID should preserve mask color, can you please clarify as to what ID your Masking is set to be displayed?

Does the converter not convert Max physical materials to Corona PB mats?

I am afraid it's not supported as of yet, but we have it logged for possible future implementation.

Ive noticed that the fog looks wonderful except when I move the camera into the volume and the fog effect disappears. Is it Step Size that fixes this issue? First image is with fog slightly above the camera position. Second is in volume.

Hi Dustin, I am afraid this is expected. Volumetric effects may not render as expected (may disappear completely, produce artifacts, or cause excessive noise or other unwanted issues) if:

    - The camera is placed inside the medium (e.g. inside a Phoenix FD object, or inside a mesh with CoronaVolumeMtl applied)

Please refer to:


We are using the latest versions of max 2022, quixel bridge 2021.0.3 + 3dsmax plugin 5.1,  and corona 7 hotfix 1.

In the corona library some previous materials are still coming in as legacy is that correct?
When we export from quixel bridge, we noticed it also loads legacy materials by default.

Did we perhaps miss something at the installation or it's like that and we just have to convert it?

Thanks in advance.

Best regards,

Hi, not all CoronaMatLib materials are updated to CoronaPhysical, but there are plans regarding this so please expect further updates along the way.

Quixel Bridge 3dsMax plugin is not yet updated to support Corona's new PhysicalMtl, but it's in the works.

[Max] Bug Reporting / Re: problem with liquid in glass
« on: 2021-09-09, 10:10:02 »
Hi everyone, this is already reported and logged, hopefully it will be improved in the future.

From what I got on the last Corona 7 webinar at 10:58, clear coat absorption could also be used as a "stain" parameter to completely alter the color of wood materials without having to use new textures or color correction node.

So I could start with a basic natural wood texture and then play with the absorption parameter to find the right stain color. Is that one of the intended used for this parameter?

You can also refer to the following discussion as some things are explained in more detail with some free samples.

[Max] I need help! / Re: Zdeph in Glass
« on: 2021-09-07, 09:46:46 »
Hi. thank you I test that. we work with Foxrenderfarm and they are working with Corona 6.

I am afraid further propagation options, including the one for z-depth, were added as of Corona 7 DB 22-03. So you won't be able to use mask propagation for that element in Corona v6.

[Max] I need help! / Re: Zdeph in Glass
« on: 2021-09-06, 10:14:43 »
For your glass railing material navigate to advanced options> Propagate Masks - Always, next up on your z-depth element enable "allow propagation through reflection/refraction", please note you need to have at least Corona version 7 installed.

Let me know if you are having any issues.

[Max] Tutorials & Guides / Re: Corona Tips & Tricks
« on: 2021-09-02, 13:17:02 »
In case people didn't know this is actually a thing (I didn't), you can assign multiple connected nodes to a new root simply by assigning the output bracket to the root of node connections.  (Thanks Sprayer ;).

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