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Messages - Flavius

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151
[Max] I need help! / Displacement edge fallof
« on: 2016-09-06, 08:47:57 »
Hi all,

I'm experiencing some issues with the displacement. Something happens on the edges of the camera FOV basically. Attached you can see the problem. I'm using the latest daily build, and the displacement map is a vector map : PhoenixFDOceanTex -> Vector Displacement (Max's map) which is set to world. Any ideea why this happens? I haven't reverted back to 1.4, because the 1.5 built seems to be much faster while calculating displacement so I don't know if it is a general problem, or a daily build one.

Thanks!

152
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-05, 23:23:14 »
if you send us the scene we will investigate it

Hey Ondra, I've edit my previous post "EDIT!! : Ok, so I've figured out what happened. I've raised the plane(the one with the displacement) slightly, and by some weird coincidence it was on the same Z value as the camera, so the camera was somehow "intersecting the plane" and that leads to excessive ram usage by the displacement. I moved the camera 10cm higher and all is fine now"

153
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-05, 23:15:42 »
Ok, so something weird is going on... I'm trying to render a scene, 6000 by 3500 px, with displacement. I have a vector map (PhoenixOcean Tex), displacement pixel size to 3.8 px . It worked nicely yesterday (for 6 angles even), and now I need to re-render one of the angles and it is running out of memory, regardless of what pixel size I use. I've even tried 32 pixels and I am running out of RAM (64GB). I've just installed 5 sept daily, and it does the same thing, and I'm not sure how to investigate this (?)
Thanks!

EDIT!! : Ok, so I've figured out what happened. I've raised the plane(the one with the displacement) slightly, and by some weird coincidence it was on the same Z value as the camera, so the camera was somehow "intersecting the plane" and that leads to excessive ram usage by the displacement. I moved the camera 10cm higher and all is fine now


154
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-05, 11:25:58 »
Please exclude the bloom and glare from alpha channel(element) and/or masking (cmasking wirecolor for eg). Or at least maybe an option to have it on/off. It's quite an issue when the glare or bloom extends over the background. Thanks!

155
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-04, 14:02:27 »
Light mixer is pretty awesome! Love it!  Bloom intesity value scale, makes more sense now, less sensitive, much better.

ONE THING though, any chance to have a check box to apply/NOT apply the bloom'n glare on the WireColor CMasking element? Actually, I don't think I'll ever need the glare on the masking elements...

EDIT: Second thing...is it me or while rendering a high res final image, the Frame Buffer is more sluggish, freezes(for 2-3 seconds) and the whole screen flickers, especially when panning zooming in? I'm running the latest Daily build..compared to 1.4 .

Thanks!

156
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-08-26, 21:09:17 »
Aaaa, yes! Denoising on the passes! 90% of the times I use the reflection pass to add contrast to the image and boost some reflections, and now that it can be denoised is awesome! <3

I've been playing with the Bloom and Glare, so far so good, and it's nice they are on a separate element so they can be composited later on in post, but the BEAUTY render already has the effects burned in the image. Cshading as well. So, sorry if I sound silly but maybe we need a checkbox to include/not include the Bloom'n Glare in the main render ?

Thanks!

P.S. I've never imagined a new version of a software would get me excited but Corona always surprises me. ADSK should learn what a proper NEW version means.

157
Hi everyone & especially Ondra,

I've read around that the triplanar mapping will be implemented in Max 2017 but many of us (I think) will be stuck with 2015/2016 for a long time... Any chance Corona to have that triplanar map by itself?

Thanks!

158
[Max] I need help! / Re: Color absorbtion- object thickness
« on: 2016-08-08, 18:31:27 »
Hey guys,

Sorry for late reply, I was super hooked up with the project. Thank you for the suggestions, they work. It does need something underneath though, otherwise it can't calculate the depth, but it doesn't need a full cube so to say.

Thanks again!

159
[Max] I need help! / Color absorbtion- object thickness
« on: 2016-08-01, 01:29:56 »
Hi all,

I'm trying to make an endless ocean, i got the displacement map but I am using it on a plane (using the render multiplier option) so I cannot create "thickness" to it, there is no depth in the object so of course the absorbtion parameter is not working . Is there anyway to trick Corona into thinking that the plane would be infinite in depth (height) ?

Thanks!

160
Hi team,

I get a lot of files (CAD mainly) from the clients, (interiors) that have a lot of holes, and small openings in the geometry. For example, holes where the spotlight are, or small opening through the wall panels, or really small gaps between the ceiling and the wallts etc. As Maru explained to me, these kind of, messy geometry increase the noise a lot.
The thing is, I put portals on the main openings, like windows and open doors, but I still have the problem with the gaps, so I need to create extra geometry, sort of light blockers and sometimes it can be really time consuming.

EDIT: For example now I have a huge space (a ship) with a couple spiral staircases that lead outside, both top and bottom , dozens of really small gaps between panels and so on, and I get huge amounts of noise from the env light.

Wouldn't be an ideea to have an option to tell corona ONLY to sample light which comes from/intersect the portal and ignore the rest? So, no portal, no ENV. light at all.

What do you guys think?

Thank you!

161
Aaaah, I see . I thought I was messing something up :D.

P.S. Off Topic : THAT Denoiser is outstanding!

162
Hi there guys,

I'm running into a little problem here, I have a displacement map, quite fine, for leather. (The object has no direct illumination on it, so normal map isn't working). and the calculation takes ages to finish. My problem is that, it seems like it is either single threaded or it is in bursts, please see the attached windows task manager file. CPU is at 5-8% then jumps to about 60-80% then drops again. Inded I have changed the displacement screen size from 2.0 to 1.5

Thanking you in advance,

163
[Max] I need help! / Re: CoronaLayered-Refraction_Problem
« on: 2016-04-19, 23:28:01 »
Ah, ok, thanks for replying so quickly. I searched the forums for "refractive problem" but didn't find anything, didn't cross my mind to go on the website :( I'll use some mix maps in a single material then.

Thanks!

164
[Max] I need help! / CoronaLayered-Refraction_Problem
« on: 2016-04-19, 23:21:36 »
Hi guys,

I think there is a bug here, or maybe I am doing something wrong. I want to make a Edison light bulb, and I want to add some fingerprints and scratches. The problem is, when I put a second material in the CoronaLayeredMaterial, the refraction IOR changes. I've attached two images.

First image is just a corona material, refraction looks to be correctly calculated.

Second image, same corona material but now a second material is added with a black and white mask. Even if I take out the mask, the same problem, the refraction is not ok anymore. Any ideas? Is this a bug?

I have tried with a standard blend material, same issue. As soon as I set the mix amount to whatever value but different than zero, the refraction completely changes.

The glass has a shell modifier on it with a very small value.

Thank you in advance,

165
[Max] Feature Requests / Re: The most wanted feature?
« on: 2015-08-31, 13:35:12 »
Render to Texture.

Some sort of Flakes material/Map. I'm migrating from V-ray (trying to convince the company I work for to migrate to Corona), and I have to create a lot of spraypainted/car paint materials and i do miss the Flakes map.

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