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Topics - lupaz

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I'm using Corona Hair Material for a rug.
I need it to be very light, almost white, with a slight tint of light beige.

If I understand correctly, I'd need to lower the melamine to almost zero so I don't get the blonde hues. Also remove colored reflection.
If I do that the albedo is bright red. (why if I bring colored reflection to zero albedo changes?)

So I add tint to make it darker, but then the rug becomes too dark.

Is there an easy way to control the color while keeping the albedo non-red?


Using Corona 7 and 3DS max 2020.

[Max] Feature Requests / Hair Material - saturation value
« on: 2022-01-07, 22:02:32 »
Hi there.

Please, add a saturation value in the corona hair Material.
I have a rug with two tones of almost gray hair. It took me a while to get both tones with the same saturation value.

[Max] I need help! / Hair and fur. Hide base mesh
« on: 2021-12-20, 17:33:03 »

I found that when using hair and fur, if I want to hide the base mesh but still render the hair, I need to use Visibility at 0 in object properties instead of unchecking "renderable". Unchecking "Renderable" doesn't render the hair either.
Is this intended this way or is it a bug?

I'm using Corona 7 and 3DS Max 2020.


Often times I need to have objects as matte and would like to see the background image without using a map in Enviro/Backplate.

It would be great if shadow catcher had the option of making what has the material applied completely see through. Pretty much as if you had the inverse selection in "render selected" mode, except that shadows and reflections can be seen (optional).

In other words, as if the rendering is multiplied by the alpha channel on the fly.

I believe this is how Vray works when you make objects matte, if I remember correctly.


[Max] Bug Reporting / Issue with unchecking "cast shadows"
« on: 2021-09-10, 22:12:32 »

I'm using Max 2020 and Corona 7.1

It seems that there's an issue going on when an object has "cast shadows" unchecked.
I attached the scene and there's a video below.


It'd be nice to have the CIE to ask if you want to save the changes.


[Max] I need help! / Proxy has corrupted normals
« on: 2021-08-20, 22:36:37 »
Hi there,

I just installed Corona 7.1
I'm confused by this message (attached). On one hand it says it will be fixed automatically, but on the other it says I need to convert them to mesh and to proxy again.

Please advise.


3ds max 2020
windows 10

[Max] Feature Requests / Some improvements to proxies
« on: 2021-08-04, 19:12:27 »
Continuing the last post on this thread, I have a few feature requests.

1- it would be nice if there's an "auto-rename" when a name already exists.
2- it would really nice to have proxies like Smart Objects in Photoshop. First you convert an object to a proxy; if you want to edit it, you right click and choose edit proxy, in which case a new 3ds max opens with the proxy ready to be edited. Then you close that 3ds max window and save. The proxy in the main 3ds max window gets updated.


[Max] Feature Requests / Fuzziness option in material
« on: 2021-07-22, 18:16:22 »
Most of the times with fabrics you need very tiny hairs sticking out randomly.
Also most of the times this is solved with a falloff, which doesn't really give a realistic effect.
Using hair and fur seems overkill.

What if...
In the material, you have a checkbox "fuzziness", which creates pixels in a curly line with an offset to the fabric, same color as the underlaying color, that reacts to light by increasing gamma only where the light hits, as translucency.

This would NOT be an effect for close up views. It's just to add softness to a fabric.

I always want my textures to look sharp, but can't use the same bitmap node for diffuse and bump because bump mapping doesn't seem to work ok with blur at 0.1. So I need to copy the bitmap node (or even worse, a multimap nose) to use one in diffuse and another in bump.

If there was a blur node I could use the same bitmap for everything and just plug this node to change the blur depending on where it goes.


It'd be very helpful to be able to exclude some lights from the "render hidden lights" checkbox, like the sun and environment.
This would be helpful when working on interior scenes with a sun. When you isolate the object IR shows an over bright image, obviously. If we could exclude certain lights from the "render hidden lights" checkbox in render overrides, we would avoid the need of changing the exposure when isolating objects.

Thank you.

[Max] Feature Requests / Render selected through refraction
« on: 2021-06-15, 18:05:14 »

When I choose render selected and the object that I mean to render is behind a glass, it won't render. If I select the glass too, everything behind it's refraction will be rendered too.

It's be really good to be able to select something behind refraction and still be able to render just that.



Is it a known...behavior, that the performance in rendering with corona stalls when using a color bitmap in opacity?

3DS Max 2020 - Corona 6.1

See video below (everything works fine until I switch to a color bitmap for opacity):

If would be great if we could right click copy, and then paste the color of the lights in the Light mix UI, for both 3Ds Max's and CIE.
Thank you.

[Max] I need help! / I'm getting buckets on IR in Corona 6
« on: 2021-04-02, 17:33:13 »
Hi Dev team,

I have Max 2020 and Corona 6.1.
Any idea why I'm getting these buckets on IR refresh? It started happening a few weeks ago ASFIK.

In this particular case I'm just changing the value of the bump...

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