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Gallery / Nevada - Full CGI
« Last post by cgiout on Today at 10:20:28 »
Hi guys, introducing a new full-CGI project set in the Nevada desert (USA).
Mountains and terrains were modeled in WorldCreator 24 starting from realworld heightmaps, then edited with erosion simulation processes. Assets and textures come from Quixel Megascan.
This project also sees the integration of AI (Stable Diffusion/Automatic1111/ControlNet) into the workflow which allowed the addition of details to the background.
Rendering in 3dsmax+Corona
Full project at https://www.behance.net/gal.../197643839/Nevada-Full-CGI-Set
Software: 3dsmax+Corona/WorldCreator24/Stable Diffusion
Textures: Quixel Megascan/WorldCreator24








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[Max] I need help! / Re: Caustics flickering in animation
« Last post by maru on Today at 09:41:17 »
@anyone with the flickering caustics problem - could you please try this kind of setup? (see screenshot)

What it does: the water material is just a regular water material with caustics enabled. No need to change anything in its settings. Then a Corona Rayswitch map is connected to its opacity slot (Rayswitch map, not material). The Rayswitch map has pure white color in all its slots, but a slightly darker color in the Global Illumination slot. This means that the water material is fully opaque for reflections, refractions, and when seen directly, but it is semi-transparent to GI. This way the caustics generated by the water material will be slightly weaker (less contrasty) but it can also help with flickering. The color used in the GI slot should be determined by trial and error. Set it to bright gray and render a few frames. If there is still flickering, make it slightly darker and try again.

Unfortunately, Corona caustics do not have "temporal consistency" so they will have a different pattern on each frame and this may cause flickering:
"The new caustics use a Markov Chain Monte Carlo algorithm, which means each frame in an animation (or even rendering the same frame twice) will have a different pattern in the noise. To avoid flickering in animations, you will have to render a significant number of passes to ensure the solution has converged. "
Source: https://support.chaos.com/hc/en-us/articles/4954589213457
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Hello there,

Thank you for all your feedback.
Have any of you already tried the latest Daily build? (23.4)
Does the issue persist?
Could any of you share a previous scene so that we can use it to reproduce the issue on our end?
Looking forward to hearing from you.
Have an amazing weekend ahead.


Is there anything new?
I already reported the error 2 months ago. Beanzvision was on my computer about a month ago and I showed him the error (plus other errors that are currently being discussed in another thread). i don't understand why they are asking for test files again. somehow there seems to be something wrong with your internal communication.

i also invited him in this thread on 2024-04-05, 12:44:06 to send test files again, that was a month ago and no one has responded. Now you are asking for test files.

i have already sent them to the support, i posted some tickets two months ago also with the reference to the corresponding forum posts and here still no connection is recognized or looked at properly. is there a programmer with whom you can contact directly?
Either the wrong configuration environments are being used or the communication with the programmer does not seem to be correct. please send me a private message if you have any questions about this or post in the thread so that others can also benefit from it.

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[Max] Daily Builds / Re: Tiles playground
« Last post by n2graf on Today at 01:23:33 »
The Gradient ramp and Coronaedge dont works because they got a cross at the vertex that makes the displacement not so smooth.

You can make gradient ramp to produce more smooth result (see attached image and example scene), but i agree with you, this sharp corner doesn't look sexy in Corona edge.

Hey, any improvement to get this skill only usinf tilemap? some button to make square gradient close the gap, inside the tilemap shader, to aovid the work of putting two linear gradients mixed every time??
thanks!
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Gallery / Re: TDR Tower
« Last post by Mohammadreza Mohseni on Yesterday at 10:37:41 »
stunning visuals. nice lighting and colors.
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Gallery / exteriore lighting
« Last post by ajil on 2024-05-04, 14:54:01 »
3d max corona ps
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[Max] I need help! / Re: how to prevent DoF on backdrop picture ?
« Last post by pokoy on 2024-05-04, 13:35:41 »
I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.
Ah that wouldn't work in many cases as for most use cases it would involve a 3d object rendered on another geometry with Shadowcatcher Mtl (some sort matte object), so no DOF on environment only wouldn't help much, at least in all the cases I would've needed such an option.

Generally, we would need an option to exclude from DOF:
- environment (any pixel that ends up in infinity/env with no alpha)
- background (any pixel that ends up in infinity/background with no alpha)
- objects that act as a matte with Shadow Catcher Mtl (any pixel that ends up on a matte geometry), best optionally per Shadow Catcher Mtl

This has some challenging implications with regards to reflections/refractions and object/alpha blending but I'd take any rudimentary approach over having no option at all anytime.

I'd love for development to take 1-2 cycles trying to solve these little quality of life requests (there are lots more) but I guess everyone has their own set of annoyances they would like to see solved.
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[Max] I need help! / Re: how to prevent DoF on backdrop picture ?
« Last post by romullus on 2024-05-04, 09:50:11 »
I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.

I requested this like 10 years ago, devs said no.
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Hello there,

Thank you for all your feedback.
Have any of you already tried the latest Daily build? (23.4)
Does the issue persist?
Could any of you share a previous scene so that we can use it to reproduce the issue on our end?
Looking forward to hearing from you.
Have an amazing weekend ahead.

Yes, it does!!
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[Max] I need help! / Re: how to prevent DoF on backdrop picture ?
« Last post by marchik on 2024-05-04, 09:28:18 »
I think the best way to solve this on the part of the developers would be to make the enviro distance parameter (in the development/experimental stuff rollout) interact with DOF, then we could simply set it equal to the target distance of the camera and there would be no blur, but now unfortunately it won't work.
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