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Messages - romullus

Pages: [1] 2 3 ... 473
1
Yes indeed, but try to put yourself in devs' shoes, how would you feel by having to read and address constant attacks about failed expectations, slow development, damage from merging with Chaos group, etc. It would be really sad and disappointing, should the team cease releasing public daily builds and would leave testing for selected trusty insiders. Instead they decided to tame expectations by limiting release of information on the roadmap. Maybe that's even better - now we'll more frequently get pleasant surprises along the way.

2
I don't think that something has changed in terms of daily builds, we will still get new features to test as soon as they will be ready. What's changed though, is the team's attitude towards public roadmap - they are more reluctant to anounce planned features now, due to constant rage from certain users on the forum.

3
I know what you mean, but unless you have only roughness, or only glossiness maps in your library, you still need to change the mode occasionaly and it's not easier, nor harder than it was before, it's just controls now are in other place. Nothing has changed in that regard.

4
General CG Discussion / Re: Object library ?
« on: 2021-08-03, 14:47:44 »
https://www.scanslibrary.com/library

Don't know about quality, but previews look very decent. Mostly plants and rocks.

5
@Dzmitry, it's a feature request, there's no such thing as "real thickness" in Corona. However, you can download a scene from here and see how it can be hacked in some cases.

6
[Max] General Discussion / Re: Corona and Vray displacement
« on: 2021-08-03, 11:22:23 »
I'd say displacement should match at least 99% (given identical settings, of course). Care to show what you get?

7
Great thing is now I can finally use old roughness maps as designed.

Just want to echo this - it's really nice not having to invert maps for glossiness, especially with the invert vs. curves invert issues that was present awhile back; not sure if it's been corrected.

Hmm, i didn't notice any difference - expand advanced rollout in material, change roughness/glossines mode and contract the rollout, takes about the same time as expand output rollout in bitmap, check inverted and contract the rollout. It's a bit different if you have predominantly one type of microsurface maps and set your defaults accordingly, but i think that most 3ds Max users has mixed amount of roughness and glossiness maps.

8
It's all in the ratio between size and distance of the light source, the fixture's wall and the surface onto which the shadow is projected. If you want sharp shadows, you need the light source to be as small as possible, fixture's walls to be as far from the light source and as close to the surface as possible. There's already quite similar topics in the forum about this phenomena, you can use search and try to find them.

P.S. your reference looks kinda fake to me, are you sure it's a real photo?

9
N_Yan, you need to have Vray installed in your 3ds max, without it converter will not recognize Vray materials. Also, keep in mind that for converter that comes with Corona 7, you will need Vray 4, or newer.

P.S. in the future, please create separate topic for your problem and do not hijack unrelated topics.

11
[Max] I need help! / Re: Material Converter error
« on: 2021-07-31, 20:38:17 »
Hi,

The new converter is only supporting Vray 4, or newer.

13
This is the most basic lighting setup in Corona. You need to use shadow catcher material for the ground, set its projection mode to screen and plug solid white Corona color node to its backplate slot. Place Corona tonemap control node between Corona color and shadow catcher and uncheck all 3 its checkboxes if you want the white background always stay the same colour. Lastly plug the same tonemap control node as direct visibility override and you will have seamless transition from the floor to the background. Some terminology might be slightly different between 3ds max and C4D, but i think you should be able to figure out where to plug what.

14
It's probably because of filtering. Most renderers are very sensitive about bump map filtering type and strength. The only solution to this issue, is to adjust material at final resolution and if you'll want to change resolution, you will need to re-adjust material again... or render it at highest resolution and downscale in post.

15
[Max] I need help! / Re: Liquid in Glass - Bug or is it me?
« on: 2021-07-29, 14:57:20 »
b) there are some strange artifacts in the attached objects, some black lines - I can’t find out where they come from  - it's not a reflection of the texts - as I have tried to render the scene without and the artifacts were still occuring .

Is it a bug or am I doing something wrong?

Check if your glass surface is touching the floor. You want that the glass object would float ever so slightly above the floor, not touch it and not go below it, otherwise you will get incorrect results.

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