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Messages - JoeS

Pages: 1 [2] 3
16
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-12-07, 13:20:28 »
We continue to love the clouds.  However we're working on an island project right now where it's typical to see distant clouds on the horizon (pink at sunset, etc) but NO clouds above you.  It's just a certain 'look' we're after.  Is that possible with the corona sky clouds?  I've modified the seed endlessly, and dropped the height limit to as low as I can but just can't quite seem to create a 'horizon bias.'

Thanks!
try doing cloudy + cloudless CoronaSky and blending them with some angle-based falloff map... maybe it will work reasonably...


If you play with the improved model altitude and cloud position altitude you can get some ok results. The biggest problem is the gradient at the horizon line that fades out the clouds, would be nice to be able to reduce it. Would make it look cleaner and further in the distance like the attached photo.   

17
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-12-05, 22:37:57 »
Hi Tom

Thanks again for your reply's and taking the time. I did test light rays with a volumetric material in the global volume material slot. I was hoping that since the clouds are able to cast shadows that this would enable a light shaft effect. Not gonna lie Clouds being a major feature of the corona 9 release this seems like a missed opportunity even if it is faked in some way for render speed. It would have given some really creative tools for archviz that have been missing. I will test it with scattered VDB's see what I can come up with I know Terragen creates lush VDB clouds that can be exported. I have attached some real photo samples for future reference. 

18
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-12-04, 03:08:09 »
Another question can you have light shafts through the gaps in the clouds or is this just a 2D map ?

19
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-12-04, 01:24:40 »
Hi romullus

Yes I have tried with geometry enabled on the camera and both camera and object at the same time etc.

20
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-12-03, 06:28:58 »
As you can see the render is motion blur of the camera rotating with clouds and a reflective ground plane. But I would like to use a longer shutter speed to create cloud motion blur like you would in real world photography. After testing, is this a missing feature ? I have attached a real photo to show what it needs to be doing so the rest of the scene can remain static and unaffected.

21
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-12-03, 02:28:28 »
So I have a question about motion blur with the clouds I can get motion blur if I animate the camera and just rotate it. But if I animate the clouds with Offset x say around 1000m and use a long shutter speed I get no motion blur with the clouds. I am trying to shoot like I would do with landscape photography. Any ideas ?

22
Sweet ! thanks for the update.

23
I think this might be the same issue I am having, but I have many layered materials with AO, not just one. I can render for 30-60 minutes before it crashes, sometimes it even finishes rendering with no crash. Updated my daily build, restarted my PC, merged into a new scene, but it still crashes. I am currently half way through a render, so I will see if this one crashes too.

Edit: The render didn't crash, but the next one did.

Yeah I have found it crashes when only using a jpg black and white mask in a layered material. I think it's an issue with the new physical material. If I use the legacy materials I don't have an issue. Joad you should try using Legacy materials and see if it works.

I cannot reproduce any crashes with any b&w .jpg mask for layered mtl + physicalmtl, so it is highly likely a different variable. Can you please isolate the trigger and archive your scene in order for us to investigate? If the file is larger than 256MB please consider the dropbox option. You can use our private uploader here: https://corona-renderer.com/upload

GeorgeK I tried to submit a ticket but for what ever reason the Captcha verification kept failing ? So I sent you a DM with a link.

24
I think this might be the same issue I am having, but I have many layered materials with AO, not just one. I can render for 30-60 minutes before it crashes, sometimes it even finishes rendering with no crash. Updated my daily build, restarted my PC, merged into a new scene, but it still crashes. I am currently half way through a render, so I will see if this one crashes too.

Edit: The render didn't crash, but the next one did.

Yeah I have found it crashes when only using a jpg black and white mask in a layered material. I think it's an issue with the new physical material. If I use the legacy materials I don't have an issue. Joad you should try using Legacy materials and see if it works.

25
Yes I can but you would have to send me an email address. My daily build is version corona-7-3dsmax-daily-2021-03-30. But I have had the same problem with the last three builds. It works fine with the legacy material.

26
After working on new projects looks like any layered material with the new Physical material crashes max to desktop during rendering.

27
Hi,

Can you either share this material or a screenshot of the material setup please?

Cheers,

Rowan

I attached a snap of the material after reverting back to the legacy material.

28
Not sure what this is but I have a basic layered material setup. I am using the AO map as a mask for a layered material and during rendering I get a complete max crash back to desktop. I can use the interactive render fine no crashes but when I do a final render it crashes during the rendering process. I tested the scene with a basic metal material works fine renders to the end and when I use an AO map as a diffuse renders fine. I also remerged my assets into a new scene still crashes. I updated my corona 7 daily build same crash. My system is only using 18gig of ram during the rendering stage.

My system is a threadripper 3990x, 128ram, win10, 1080ti gpu, Max 2020, corona-7-3dsmax-daily-2021-03-22

Update " Remade the material using the legacy shader worked fine" Must be a bug with the new physical shader.

29
Any chance we will see some settings for an iridescent effect?

It is in our plans for the future, granted that there's a popular demand for it.

Also worth looking into https://forum.corona-renderer.com/index.php?topic=14552.0

(Report ID=CRMAX-319)


Thanks (GeorgeK) I have tried using this technique in the link but for some reason I can't apply a reflection colour to the non-metal material. And metallic materials no longer have that option for refraction I cant make a bubble shader. If I use the the metalness slot on the non-metal material I lose the ability to tweak the reflection amount etc plus it looks strange. Any thoughts on this would be appreciated.

Cheers

Well, iridescence could be also described as some sort of coating, and in many cases a form of thin-film covering organic surfaces and whatnot.  There are many ways to approach this, so far it will still be an artistic representation of the actual effect itself but it can come pretty close.  (Attaching 3ds max file with base shaders no textures)



For CoronaPhysicalMtl you can use base color for metallics, or clearcoat absorption for dielectrics/non-metallics. You can control the effect with the amount of base color or absorption amount for clearcoat respectively.



GerogeK these shaders look great. But just like my tests they all look more like tinted glass then an iridescent material. I will make some render tests and post them.

On another note with the new physical material under volumetric scattering would it be possible to include the volume mapping options "on surface and inside volume" the same one that's in the corona volumetric material ?

30
Any chance we will see some settings for an iridescent effect?

It is in our plans for the future, granted that there's a popular demand for it.

Also worth looking into https://forum.corona-renderer.com/index.php?topic=14552.0

(Report ID=CRMAX-319)


Thanks (GeorgeK) I have tried using this technique in the link but for some reason I can't apply a reflection colour to the non-metal material. And metallic materials no longer have that option for refraction I cant make a bubble shader. If I use the the metalness slot on the non-metal material I lose the ability to tweak the reflection amount etc plus it looks strange. Any thoughts on this would be appreciated.

Cheers
 

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