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Messages - racoonart

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1396
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-17, 19:19:32 »
Ok, I can't show you the scene I'm talking about but i made an example which is pretty similar. So, it will likely be the second point of your list. I didn't think about this... but it's pretty obvious now

My question about excluding light was meant in that way: "Do GI rays directly hit the lightspheres?" I thought direct lighting would be the light emitted by the spheres and GI would be bounced light from the surface the direct light illuminates.

Anyways, It seems the fireflies have their origin at the surface beneath the lightsources.


P.S. Is max sample intensity for GI only or for both directlight and Gi samples?

1397
[Max] General Discussion / Re: Material Converter
« on: 2012-09-17, 17:53:29 »
sorry guys, fixed a little typo which caused an error when converting a standardmaterial with selfillum, please re-load 0.06.ms :S
Everything else should work fine. Converted some hundreds of materials now and this is the first error. But there may - of course - be other typos or errors in parts which are called very seldom.

1398
[Max] General Discussion / Re: Material Converter
« on: 2012-09-17, 15:33:56 »
there are two things you need to do, first assign a Thea material to the first(!) slot of the material editor.
then paste this command to the listener:
Code: [Select]
classof meditmaterials[1]That will show me the class of the material which is important for the creating part

then type:
Code: [Select]
show meditmaterials[1]
This will list all the properties the material has.
I don't know how those materials work, so a screenshot of the interface could be helpful too :)

1399
[Max] General Discussion / Re: Material Converter
« on: 2012-09-17, 15:02:46 »
Thanks guys!
Uhm.. concerning converting thea materials: I can do that but the question is: which materials do we want to support? Others may ask for maxwell materials, Fryrender, nox, etc ;). It's not a big problem to implement but it may lead to requests for many other materials. I don't have thea render, so you might have to help me out with maxscript commands :)

1400
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-17, 13:29:34 »
mhh... Another thing I'm struggling with. Lets say I have a room with several little CoronaLight spheres. I'm using pt+pt. The lighting pass is clean in seconds, but in the GI pass I've a lot of little fireflies, which are of course samples hitting the light-spheres. So is there a way to exclude the lights from GI calculation (GI pass would be clean very fast then). I'm using the latest build.

1401
[Max] General Discussion / Re: Material Converter
« on: 2012-09-17, 12:25:25 »
new version: This one uses updated maxscript commands, so it will only work with builds after 16th Sept 2012. Old script will not work on current builds.

supported materials:
- Standard
- VrayMtl
- VRayBlendMtl
- VRayLightMtl
- VRay2SidedMtl
- Vray-specific maps
- MR_ArchAndDesign
- fR_Advanced
- fR_Architectural

changelog:
v0.06
  • added support for emission converting: standard material, MR_ArchAndDesign, fR_Advanced, fR_Architectural
  • Switched to new maxscript properties naming (valid for builds after 16th Sept 2012)
  • added "corona" prefix checkbox
  • code clean-ups, little enhancements
  • fixed anisotropy conversion from (fR+Mr)arch materials
v0.05
  • converted maps keep original name
  • added mode for converting VrayBlend to multilayerd blend materials

[edit] sorry guys, fixed a little typo which caused an error when converting a standardmaterial with selfillum, please re-load 0.06.ms :S

1402
[Max] General Discussion / Re: Material Converter
« on: 2012-09-16, 14:06:58 »
seems like displacement mapslot has wrong naming. It has the same name as diffuse.
.texmapDiffuse (Diffuse_texture) : texturemap
.texmapDiffuse (Displace_texmap) : texturemap

1403
[Max] General Discussion / Re: Material Converter
« on: 2012-09-16, 13:36:36 »
I will do that asap. May take some time though ;)

1404
[Max] Resolved Feature Requests / Re: deadclowns wishlist
« on: 2012-09-15, 22:45:16 »
Ok, i can live with that.
Another thing:
- Is it possible to get a separate Reflection pass? Me (any my clients) like to have a separate reflection pass for compositing. Currently it's bundled with the lighting pass :(

1405
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-15, 22:11:40 »
It happens mainly with pt+hd, pt+pt seems to be a bit more consistent here. I sent you an image via pm.

1406
[Max] General Discussion / Re: Sampling Worklfows
« on: 2012-09-15, 21:57:49 »
hmm.. it's kind of fitting into this topic so I'll ask that here: I've noticed that (big interior scene) distant objects will need way more time to get clean. Near objects are already clean in a short time, but walls which are relatively small in the rendering (far away) are still very noisy. Is there anything that can be done about that?

1407
[Max] Resolved Feature Requests / Re: deadclowns wishlist
« on: 2012-09-15, 13:19:11 »
and another 3:
- please do some better RE naming. Lets say I want the global renderoutput filename to be "basename_1234.exr" , then my renderelements will be named "basename__RenderlementA1234.exr"
I also don't like the spaces in names :S
- please add a Velocity renderelement. There are cases where I want to do some little blurring later and 3D moblur is not needed.
- Refraction Glossiness on twosided (thin) mode, currently it seems to be deactivated in this mode

1408
[Max] General Discussion / Re: Material Converter
« on: 2012-09-15, 00:42:30 »
it's simply a guess ;) . the funny thing is, the original vray converter is doing a Finalrender glossy conversion by using this equation
Code: [Select]
fn sqr x = x*x
1.0-sqr (origMtl.reflectGlossy*0.01)

So, since Rawalanche said finalrender glossys would be far better fitting than vray glossys I just turned this principle around and do it by the square root: (origMtl would be vray material here)
Code: [Select]
(1.0 - sqrt(1.0 - origMtl.reflection_glossiness))
I know it doesn't fit coronas model but it's at least a bit better than no conversion at all ;) It works quite well with higher values but since i don't have any mathematical proof or something else I labeled it "experimental"

1409
Gallery / Re: alieneye`s render tests
« on: 2012-09-14, 20:52:18 »
Very nice images! May I ask for your machine specs?

OT:
More important: they normally don't require a lot of Ram on your graphics card, no textures, no heavy geometry ;)

1410
[Max] Resolved Feature Requests / Re: deadclowns wishlist
« on: 2012-09-14, 16:01:10 »
4 more wishes:
- CoronaLight mapslot (since the material emission thing has no directionality)
- 2 Sided material (front-back)
- Region rendering in corona VFB (i know it takes 3dsmax' regions into account but there is no way to set it via the VFB)
- Ability to load the plugins over network. I didn't test it but since the corona_release.dll is located in the max root i'm not sure if this will work (and installing it on several nodes evertime is a bit time consuming)

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