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Messages - GeorgeK

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541
Hello,

I opened a ticket a few weeks ago, but I have never received answer.
 
I think something is wrong when Propagate masks is set to "Always". Look at the next image.
In v6.0 18 June, I was able to see the Corona logo on the 4th glass and also the Environment (green arrow).
In v6.0 FINAL, the Environment isn't displayed (good),  but also the Corona logo disappeared (red arrow).

Is it a bug or what?


Hey, I believe an answer was given by skype, but we will look into this further in case something was missed.

I will update you as soon as possible. Thanks!

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542
3Ds MAX 2020 and Corona 5

Could you please archive your scene and upload it using our private uploader?

Private uploader: https://corona-renderer.com/upload 

Please let me know if you choose to do so, we will investigate the scene and offer possible solutions.

I cannot share my files from work unfortunately, but we found a "fix" for it that seems to work most of the time: saving/closing and re-opening the scene again

I understand, hm sounds some issue with the scene definitely. I would suggest you check the project with Sini forensic, or prune scene. Make sure all 3rd party plugins are updated and there are no incompatibilities. I am afraid at this point I can only guess, should the issue persist or if you manage to isolate it in a shareable scene please do write us back.

543
Hey, we just switched to the last corona, and in our ZDepth pass, whilst the animation was still rendering, we suddenly noticed a change. The glass was passing through, as in "ignoring it" - see first image, but now it doesn't, and takes the glass back into account. Not the desired effect...

Now that we updated, the options are different in the corona material shader, and we can no longer have the glass ignored in the zdepth pass. This was an option we had in the material editor. Now we have others like "propogate etc" but I can't seem to get a shader to pass through anymore...?

If not, we need to revert back to the last version...

Grts

Due to the mask propagation present in version 6.0 some of the previous functionalities were removed, can you please clarify, did you have the glass object set as invisible in masks?

544
Standard bitmap solved it pretty nice, so I left the corona bitmap solution. I tried Clamp and it did not worked for me. My friend (see attachment) used composite to get rid of Alpha from png. Maybe to avoid usage of png files is better way...dont know.

Hi I was unable to reproduce your issue (granted that I am not missing something), it works fine with clamping can you please send me a small reproduction scene?

545
CoronaDisplamentMod produces geo / shading artifacts if OpenSubdiv is set to Render Iters. only(?)

Hi CJ, we have something similar logged can you please share more details to see if that's the case, are you getting any crashes?

546
Please submit a ticket here so we can assist you properly regarding your customer zone account issues: https://coronarenderer.freshdesk.com/facebook/support/home

You might want to make sure that you are using the correct email account/password with an active license at your private workstation as well.

547
[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-08-31, 10:55:10 »
Seems like UVWR blending doesn't behave as expected for layered materials for which one of the materials is mapped to the second UV channel. Is this already known?

Can you please submit a ticket with an example I was unable to reproduce the issue, I might be missing something. Thanks.

548
[Max] I need help! / Re: Corona MixMap UVW Map not working
« on: 2020-08-27, 17:34:40 »
I believe you have to enable the "show shaded material" for map#4 (water drain mask in your example), then you can manipulate it and place it accordingly in viewport before rendering, image example bellow.


549
3Ds MAX 2020 and Corona 5

Could you please archive your scene and upload it using our private uploader?

Private uploader: https://corona-renderer.com/upload 

Please let me know if you choose to do so, we will investigate the scene and offer possible solutions.

550
Can you please specify Corona and the host software version?

Thank you.

551
Work in Progress/Tests / Re: cjwidd render thread
« on: 2020-08-13, 09:12:51 »
Hey George, thanks :)

The two surfaces were processed from 1200 DPI scans of a wall covering; raw scan data included high resolution fiber details, etc. The 3d fuzz was created using a hair / fur (WSM) system. The shader has a falloff map passed into the diffuse channel and a small amount of SSS.

Pretty cool :)

552
Work in Progress/Tests / Re: cjwidd render thread
« on: 2020-08-12, 16:07:26 »
pretty great fabrics, what did you do for the fuzziness?

553
I would also like to add that using falloff map for your translucency fraction can assist with highlights of curtains in certain lighting scenarios, a quick example here: https://corona-renderer.com/comparer/J4V06f

The material structure was taken from Corona Material Library just add the falloff map and adjust the falloff curve.

554
[Max] I need help! / Re: Best revit model workflow
« on: 2020-08-12, 14:56:54 »
An interesting topic, there are many issues that you can encounter importing geometry from various CAD software. Depending on your workflow and type of models it's best to:

- Reset X-Form of all objects or some depending on severity.
- Remove/weld vertex nesting, isolated vertices, unused map vertices.
- Flip/Correct facing polygon normals.
- Ungrouping/unlinking certain warp bound models that can "explode" within 3ds max.
- Check for double faces.

For a single complex mesh or large editable meshes, you can always use STL check modifier it highlights a lot of the above issues that can invite problems when rendering.

555
The lack of feedback here is amazing. Maybe because it's a complex matter and hard to imagine all its consequences without actually using it in production instead of fooling around with test scenes. Tbh, I haven't played around much with mask propagation, Corona v6 generally (was hoping for some improvement relating to opacity handling which I would need most) but let's see:

1) I remember using the "visible to mask" checkbox repeatedly as some kind of last resort in some cases without being able to provide them. Misuse like alpha stencil seems to work in v6 as well (with propagate mask -> Always instead of invisible mask). So a tentative "no" here.

2) The consequentially correct result would be black. It's not the object we see in beauty, so why should we see its mask? It should be handled like alpha is treated in such a case.

3) The idea is tempting and may be somewhat realistic, but I vote less tentative for solid here. It may only lead to confusion - and to unusable masks due to that noise from what I've seen. Most puzzling result is the mask "mix" you get using high(er) glossiness reflection with low diffuse amount. No one will like or understand that I think. And rendering 120 passes for a usable mask may be far away from production reality.

I may be wrong with all above! :) Curious if others can contribute their thoughts,


Good Luck

Thank you Frood, feedback is logged.

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