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Messages - cjwidd

Pages: 1 ... 70 71 [72]
1066
[Max] I need help! / [RESOLVED] Gradient Ramp / UV2
« on: 2018-04-08, 21:26:26 »
Trying to create an effect where a glossiness map fades from top to bottom (smooth at bottom, rough at top), without abolishing the existing UVs. To do this I threw on a UVW map and mapped a gradient ramp to the second UV channel, producing the desired result (see attached).

My question is whether there is an easier way to do this? 

1067
I see, my mistake. Thanks for that clarification :)

1068
I am trying to achieve the following:

Split the viewport such that on the left is a panel in which I can zoom, pan, and otherwise interact with the scene, and on the right is the Corona Interactive viewport that renders only from a specific camera, i.e. the render will not update as I manipulate objects in the left panel.

In the second half of the video, you can see this works perfectly after I lock the view to render for a three panel setup. However, this does not occur for the two panel setup (first half of the video), despite locking the specified camera in the render settings.


1069
No problem. Please see the attached video. Chances are I am handling the interface incorrectly, leading to the error I described. Nevertheless, you can see in the video that despite locking the view to render in the render setup, the Corona Interactive panel continues to update when the other viewport is changed back to Perspective. In the second half of the video, you can see this does not occur in a three panel setup; it is as if Corona Interactive requires the view to render be open in the viewport to render the chosen view.

1070
Gallery / Re: 3d scan succulent
« on: 2018-04-07, 04:53:33 »
so nice +1

1071
It seems that it is possible to lock a view to render for Corona Interactive if you are in a Column 2, Column 1 configuration, but not a Column 1, Column 1 configuration. Is this a known issue?

3ds Max 2018
Corona 1.7 (hotfix 4)

1072
[Max] I need help! / Re: Hair and Fur Map Issues
« on: 2018-03-30, 00:30:37 »
Yeah, (in case someone from the dev team visits this thread) this is logged in our internal task tracker as "Hair&Fur texture mapping based on distribution object not working when "custom shader" is used" and we will definitely look into it.

Things which give us some hope that this will be improved are:
1) You can display hair and fur with correct texturing in the viewport
2) You can use the root and tip color method and it works fine then

And yes, it does work in Ornatrix. I do not remember the exact steps, but I think you can simply apply the material to the hair object and it just works. I haven't tested this in Hair Farm, but I am guessing it is the same.

thank you!

1073
Watching this tutorial more closely - more or less- resolves my question.

1074
I'm trying to develop a mental model for what the basic options in the standard Corona Material actually 'mean'. I am coming from a game-ready, PBR workflow where it is easy to think about a material as having metallic (metal or non-metal) and roughness (light scattering coherence) parameters, however the Corona Material contains numerous other parameters, e.g. reflection and refraction (glossiness), diffuse channel (translucency), volumetric scattering (absorption and scattering), and opacity.

I am happy to experiment with the settings until I form some intuition, but if there is a clear way to think about this up front, I would prefer that.

Main question: Does this shader framework offer any corollaries to the PBR metal-rough model, and if so, how can these concepts be mapped most appropriately?

- How do opacity and translucency differ?
- How does glossiness relate to roughness (or specularity) without reflection or refraction?
- Do reflection and refraction have any corollary to metallic and roughness?


1075
Gallery / Re: Lemons Photogrammetry
« on: 2018-03-29, 02:02:42 »
How did you model the lemon zest?

Hi Cjwidd,

The zest was simply a box with a turbosmooth modifer, some noise, bend and other modifiers, optimised and then collapsed, there were 10 pieces in total, scatter using Forest Pack of Max object paint.

Hope that helps.

Wow, very cool! Thank you for the explanation :)

1076
[Max] I need help! / Re: Hair and Fur Map Issues
« on: 2018-03-29, 01:50:22 »
Wow, I literally *just* ran into this issue yesterday based on the YouTube tutorial series. I see this thread is still fresh - good to know others have identified this difficulty.

That being said, is it confirmed that Ornatrix can resolve this issue with Corona 1.7?

Honestly, if there was a legacy checkbox to support the previous behavior where hair and fur inherits from the diffuse texture, that would be solid.

1077
Thank you for sharing your work, it is of immense quality. Out of curiosity, how was the crystal drinking set modeled?

1078
Gallery / Re: Lemons Photogrammetry
« on: 2018-03-28, 21:13:00 »
How did you model the lemon zest?

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