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Topics - Umro

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[Max] I need help! / Opacity map problem
« on: 2020-03-14, 01:47:16 »
Hello everyone.I have an interesting problem with opacity maps.I am trying to make raindrops on a car and on a metal fence.I am trying to do that by making a copy of a car and fence surface and move it about a few milimeters from the actual surface and then make a water material with raindrops opacity map and apply it on that copied surface.Somehow it changes my car's color.Carpaint material has a red diffuse color and yellow-ish reflection color so it makes an orange-ish carpaint material.As I render that copied surface with opacity for raindrops it changes my car's color towards red color and it changes more as I change the Fresnel value of the water shader.Like it cancels the carpaint reflection color.But it gets interesting..As I increase the water Fresnel value above 10 then the car gets yellow again but with very bad raindrops shader.I think it worked fine in the beggining until I deleted one layer in composite map for the opacity.I had 3 textures in composite map and I wanted to remove the third one but the texture was still pluged in and I didn't delete the texture first but deleted the layer itself with the texture in it and this started happening.Now I don't know if this has anything to do with this color changing occurrence but it may be a bug.So I am kindly asking if someone could explain what is happening and why.Thanks!

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[Max] I need help! / Metal materials - Refl glossiness
« on: 2020-02-20, 21:23:36 »
Hello! I have a question about metal materials.When I want to make a scratched metal surface (for example) I usually use reflection glossines maps and I place them in output map to control the glossiness.Now recently I had some problems that took me for hours to solve and I wasn't happy with the solving method because it took me one day to make a metal surface as I would like it to be.The problem was that when the sun from HDRI or Corona Sun hits the metal surface directly than the glossiness map acts almost like diffuse color and makes metal look like bad photoshop.But in the shades the reflection acts normally.I noticed this happening in vray too in my office.If anyone has an answer for that I would be grateful.But back to the topic, I found out about vray next metalness option in vray mtl that works very nice with roughness GGX BRDF and roughness maps and gives fine results.In attachments you will see two metal materials one made with vray and one with corona.The slightly darker exposed one is with vray.Now in corona I tried to remake the metalness option by using the roughness map as anisotropy rotation and it is not what I am looking for.By using relf gloss I got worse results using the same maps as used in vray.If anyone can explain how to get this "metalness" effect or point me to a right tutorial it would be much help for me and I would be very grateful for it.P.S. I am talking about older and dusty looking metals with scratches and as you can see in vray image with that high reflections in the scratches.

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Hello! I have one strange problem that no one so far knows how to solve.I am working in 3ds MAX.I was rendering a scene of a backyard with a pool.I turned on caustics for the water and activated high quality denoiser. Render resolution was 3520x1980.Everything in a scene is corona proxy.My PC components are NVidia GeForce GTX 1060 8GB,Intel i7-8700k with 16GB of RAM.I know that 16GM RAM is not so good but everything was working perfectly fine until I let it render on that resolution with caustics and denoiser.Everything was rendering normally (but very long,about 20 hours) and I was happy with my noise so I pressed the stop button so the denoiser can start.Then MAX just crashed and after that when I try to render that scene, my initial pass takes hours and it barely even starts doing something.I tried to copy the scene in a new scene,tried to save selected and again tried to render but the same problem was there.I even tried to copy just stuff that is visible only from that camera and it was still like that.Those tries were done with denoiser and caustics OFF. One interesting thing that I noticed was that my processor is working on 3-5% of it's capacity and RAM was on 87% after that crash.Before the crash processor was working on 98-100%.I read about that problem here on forum which said that photometric lights can cause a problem but I have no other lights in my scene except HDRI. I am using Path Tracing + Path Tracing for this exterior scene.I will attach a preview where I was testing the materials so you can see how the scene looks like. That scene was with caustics turned ON. Thank you for your time and thank you on a GREAT engine that I enjoy working in.

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