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Messages - lupaz

Pages: [1] 2 3 ... 69
1
[Max] I need help! / Re: CShading_SourceColor
« on: 2025-02-08, 15:16:57 »
Don't look at what's displayed in the viewport - it shows wrong colours. You need to save SourceColor element to the disk and then compare. Save it with automatic gamma, not with linear override.

Ah! Yeah. That works.
Thanks.

2
[Max] I need help! / Re: CShading_SourceColor
« on: 2025-02-07, 16:45:55 »
Hi all.

I'm not sure I understand what Romullus said.

How do I correct the color of the SourceColor in photoshop so it looks like the actual bitmaps?

See attached please

3
[Max] General Discussion / Re: Corona 12 and Vantage
« on: 2025-02-05, 17:08:20 »
Hi Francesco, translucency is supported. Please enable both "thin shell" and translucency:


This link would need to be updated then, no?
https://docs.chaos.com/display/LAV/Corona+for+3ds+Max+Features

Regarding translucency: I noticed that the conversion from Max to Vantage is not 1:1. A 0.1 translucency gives a darker result in vantage than in Max as far as I can tell.
I'm thinking on using a linear float controller to control several translucency values before exporting to vantage.
Do you think that's a good workflow?
Thanks.


4
Hi,

I was able to reproduce this issue on my end and have logged it in our system to be further reviewed by our devs. Meanwhile, try to use Chaos Scatter if you can.

(Report ID=CMAX-1424)

I believe this is still happening with the update 1 hotfix 1.

5
I wish Ondra would chime in at least. Having him again would be so good.

6
Gallery / Re: Laurel.
« on: 2025-01-03, 20:04:53 »
Amazing job.
That curtain. jeez!

7
Is there currently a way to control the uv channel of all the textures connected to the multimap without going one by one on each bitmap node?

Unless you are into scripting, I don't think there is a way to do it through multimap - UV channel is an attribute of Bitmap/CoronaBitmap, so it needs to be controlled from there.

Depending on the case you have, possible workaround will be to plug the multimap into triplanar and use it that way (unified mapping for all connected maps).

Oh, ok. Thanks.

8
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2025-01-03, 18:21:33 »

 but given the limitations of 3ds Max it was the only way to implement it.

I figured. Nothing wrong with that. I just wanted to make sure I was in the right path or maybe I was missing something. Thanks.

9
Is there currently a way to control the uv channel of all the textures connected to the multimap without going one by one on each bitmap node?

10
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2025-01-03, 17:12:40 »
Corona Pattern can now use the mapping channel of the base object, or the pattern node, OR BOTH. Why is this big news? Mainly because it was not possible before and it allows for creating things like carpets where each of the pattern nodes has its own texture (e.g. diffuse color, bump, or other property) and the base geometry has another one.

It's already available in the daily builds - https://forum.corona-renderer.com/index.php?topic=41598.0

It can be a bit tricky to set up, so I am attaching a sample scene.

Hi all,
I'm not sure I understand how this works. The texture for the base object with a uv channel of 3 is controlled by a uvw map with a uv channel 1 in my tests, while the second texture has a uv channel of 2 and it's controlled by the uv's of the pattern object, even when the actual uv channel is 1 as well. It's weird, no?

11
Hi, You should be able to do region rendering. Find the video attached below.

:/

So the steps to bring an existing CXR rendering to the vfb and select the area I want to re-render is:
1- open it in the history tab
2- click on the pencil button to edit it in the vfb
3- click on render
4- very quickly select the region before other parts of the rendering get ruined with noise

The fact region render is unavailable when editing the file is a bug.

Alternative solution that I cannot understand why the devs don't implement:
1- Click on open cxr from the vfb
2- select region
3- click render.

Why can't that be done?
Open, together with save, are the most basic functions of any software since the 80s.
I don't get it.


12
Instead of clicking on resume you should click on edit icon.

Find a video attached.

I'm sorry, but one of the main reasons I need to just open a CXR is to draw a region and render it. The region button is not available when bringing an image the way you suggested.
Am I correct?

13
Instead of clicking on resume you should click on edit icon.

Find a video attached.

Oh! ok.
Thanks!

14
[Max] General Discussion / Re: Corona 12 Update 1
« on: 2024-12-12, 17:15:32 »
I'm stuck in the past on both Max and Corona but judging from the posts here I think you should be adding info on which Max versions you are using, too. It looks like Max is not getting the QA that it needs/deserves and there could be issues with Max' internal notification system (there were some in the past) that could interfere with how a renderer accesses the API. For example, a seemingly simple thing like hardware hit testing in the viewports for example could slow down IR quite a lot.

I'm using Max 2024 (latest update), the only thing that has changed each time is the last few versions of Corona.  So that makes Corona the common denominator?
What hardware?

15
[Max] General Discussion / Re: Corona 12 Update 1
« on: 2024-12-12, 17:13:42 »
I'm stuck in the past on both Max and Corona but judging from the posts here I think you should be adding info on which Max versions you are using, too. It looks like Max is not getting the QA that it needs/deserves and there could be issues with Max' internal notification system (there were some in the past) that could interfere with how a renderer accesses the API. For example, a seemingly simple thing like hardware hit testing in the viewports for example could slow down IR quite a lot.

I use Changsoo's script for GPU hit testing and so far I didn't notice any slowdown.

Max 2025.3, Win 11 24H2, Corona 12 U1.
Ryzen 9950x, GTX 1080ti

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