Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Umro

Pages: [1]
1
[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!

2
[Max] I need help! / Re: Metal materials - Refl glossiness
« on: 2020-02-28, 22:15:24 »
You should be able to get almost identical metal materials with Corona and Vray.
As already mentioned, the basic rule for metal materials is setting diffuse level to 0 (unless the metal is supposed to be dusty or covered with something non-metallic). Then adjust Fresnel IOR and glossiness, and you are done. :)
I am also attaching a screenshots showing a simple setup allowing you to easily fine-tune the glossiness of your material. Just use it with IR.

Thank you for your example,never looked at making glossines maps in that way.Very helpful :)

3
[Max] I need help! / Re: Metal materials - Refl glossiness
« on: 2020-02-25, 16:22:51 »
Thanks for the advice

4
Hello and respect.First of all I like Corona renderer very much and it gives me great results as it is easy to understad.The only flaw is that you need a lot of RAM to do bigger scenes (example:with a lot of vegetation or big buildings with a lot of furniture and plants inside).So that would be my first suggestion to work on and the second one is metalness option like in vray next and the choice between glossiness and roughness workfow.I tested it on a metal shader and I came to a conclusion that roughness is inverted glossines (when I inverted and tweaked the glossiness map in output map I got the same result as metalness set to 1 instead of 0 and with changed BRDF from glossines to roughness) but correct me if I am worng.I think that is the faster way to get the realistic metal as it took me about 5 min to make one like that and it took me about 20 min to make it with glossiness map and output tweaking.

5
I don't know abour Rhino but as far as I know it is impossible to do a final production render while you are doing the changes in your scene in 3ds Max.That applies to Corona and Vray too.As you were advised before, you should open separate 3ds Max and render the camera you are finished with and keep working on your next camera in first 3ds Max you opened.If you have enough RAM in your PC for that.

6
[Max] I need help! / Re: Metal materials - Refl glossiness
« on: 2020-02-22, 12:19:15 »
I dont want to have a shiny metal so my Fresnel should not go so high as usual.I want a dirty old schratched metal that lies down in your shack for a year.As for the lighting comment..yes you are right.But I wanted to get the same result as in vray with the same moslty bad lighting.

Here I have managed to get a similar result as with vray metalness option.I realised that with metalness and ggx roughness in vray you actually gives you inverted glossiness and the metalness option automatically cranks your Fresnel up a little.First I made a vray material with glossiness in my office to match the one with metalness and roughness.So I inverted the refl gloss map in output map and played with contrast and brightness of the map to get the approximately same result.Than I converted that in corona at home and here is my result.One thing that I don't quite understand is that how does the brdf ggx tail falloff in vray convert in corona? I mean what option in corona replaces it? I think that corona reflection replaces it because when I set up reflection to 0.6 instead of 1.0 in corona I got the similar result as in vray ggx tail falloff.Correct me if I am wrong.

Thank you all for your opinions, you have helped me to get to this result.

7
[Max] I need help! / Re: Metal materials - Refl glossiness
« on: 2020-02-21, 12:50:21 »
I will try to play with the texture in photoshop and see what happens

8
[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.

9
Hello! Sorry for waiting so long for me to reply. It wasn't because of the lack of RAM or SSD/HDD space. I made groups of objects by object kind (furniture,trees,bushes...) and hidden them all and left only villa unhidden. After unhiding group by group I came to realise that the trees were making that problem after crash. So I took my model of that villa and furniture and placed them in a whole new scene and I did the scene from scratch (wrote down the coordinates of all the trees and vegetation and placed them again in the scene from my lybrary) and that resolved the problem.I had no problems with that initial pass and render took around 8 hours to complete which was normal for my computer. But thanks anyway for the great response time and advices that helped me resolve this!

10
Hmm a good idea.I will test it out and let you know if it solved the problem.Thank you :)

11
Thank you for a fast response.All other scenes had that same problem.But interior scenes started working when I moved them to a new scene.This exterior scene still doesn't work.Yes I tried to delete some objects from the scene and removed render elements (I had only basic elements) and turned off caustics and turned off denoiser and the problem was still there even on a lower resolution like 1920x1080 (which was working very fast before that crash). I will try to find something about that crash but the strange thing is that I didn't get that crash screen about sending an error report about a crash.It was just like when you close a folder on your computer.Just shuts down without any messages or anything else. I can't send you a scene because it is a project for a client and not my own.I am not sure that I should have sent that material preview ether but I wanted you to see how the scene looks like because I want to help you try and solve this as much as I can.Sorry

12
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.

Pages: [1]