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Messages - Byteman3D

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31
I have uploaded the file to dropbox.

I notice that the material of object named IGE1 (and 4 other copies of the object) renders black. That is because I was trying to replace potentially problematic materials like Skin (SSS) with simpler materials. Converted many polygon objects to mesh.
There is a substance material which I thought might be a problem but changing it  with a simple material didn't work.

The original material I use for those objects is Material #3. (The one just above the object's current material in the Material Editor)

32
I'll be uploading in a minute. Thank you.

I don't have any animations on motion blur parameters. I only animated the F Stop as the camera moves among different depths. But I think I'Ll be turning that off, too.

I started the scene from the drug molecule (from a drug data bank site- meaning they are small) and built the entire surrounding over it. There may be scale issues. I couldn't achieve all depths equally focused at the highest possible F-Stop value.

Corona version: 6.2 EDU license

33
I've been trying to find a way to render a 1750 frame medical animation which is crashing during render, sometimes after rendering 5 frames and sometimes not even a single frame. I have tried literally everything, and consumed all options.

Is it possible to send over a link to my Max 2022 archive scene file in private? It is about 60 mbytes.


Edit: I'm still trying to find a workaround. May be speaking early, too, but as a last resort, I turned of motion blur and depth of field on the Corona Camera object. DOF F-Stop parameter was animated. No crash yet after 4 frames. If it is related to an animated F-Stop parameter, what can be done as a workaround? DOF adds realism to medical scenes.

Thank you


34
Thank you all for your kind efforts to help.

@wilbertvandenbroek ,  separate layers will give the best control, but I am not very good at controlling multi layer projects. I frequently change things during scene manipulation (most frequently move the camera) and unintentionally mess up everything. That is why I'm trying to avoid multiple renders.
@TomG I am indeed using falloff maps for some of the particles' materials.
@mferster I have disabled shadow casting of the vein object. (I need it to receive shadows so it is enabled) Placed a light in the center of the vein only lluminating the vein with Include function. The vein interior is OK with this. ( I also have Volume materials creating some sort of fog in the distance)  Also added lights from outside illuminating the particles, excluding the vein. This was also ok with one exception: Shadows were too dark.
Now with the HDR idea shadows are ok, too.


35
I'm working on a medical animation consisting of a camera travelling inside the human vessel, while several particles are passing by. Furthermore, this is a 360 degrees panoramic animation.

Wherever I put the light, there is always a harsh light explosion on the particles passing close by. Highlight compress helps to some extent but still not enough- plus the image looses contrast.
I need the Light exclude function to exclude the particles but illuminate only the vein walls from the center of the vein (which is possible), while with separate light objects, illuminate the blood particles from outside the vein, which is not possible.

I need a soft illumination without harsh hotspots. Any recommendations?

36
Problem solved by using a Cache Disk operator. With the particles in the viewports got cached, their coordinates during rendering does not change anymore, for whatever reason they had been changing. This seems not an issue with Panorama camera, aspect etc.

Edit: The problem was the Integration Step parameter of the particles. Frame for viewport and Half Frame for rendering.

37
As you might have guessed, I need to align a target reticle plane one by one to a number of particles.

I moved the pivot of the reticle plane to the exact same position of my 360 degree panoramic camera. Assigned a look at controller to the plane with appropriate settings to look towards a SDeflector.

I moved the deflector one by one to each individual particle. I thought this would do the trick but particle positions change during rendering and I can't achieve targetting effect.

I know this may be due to several reasons related to the particle settings, but I did the alignment by moving the deflector into each particle, viewport displays %100 of particles.
I have attached the scene file, too.

Can you please help?

38
[Max] General Discussion / Re: Corona for 3Ds MAx 2022
« on: 2021-03-31, 13:02:14 »
If you have saved your scene with the daily 7 builds and wish to render the scene with a stable version 6, be aware that you may need to reset your render settings, otherwise you may have crashes again.

39
Hi,
I have a spare machine and thought it can contribute an animation render.
Communication seems ok but I get the following messages on slave node and master machine's Error Message(s) window.

I checked for the Map names but they don't correspond to any material maps in the scene.

I am rendering with Path Tracing+UHD cache, and enabled Load and Append UHD Map Option. Thought this could be the reason but tried even without GI. (And Cleared the UHD File name and saved the scene) - Still the same.

What is the problem here?

Edit: I tried to set the slave machine as master and  I 've got the errors on single machine rendering, too but this time Error Message(s) window presented options to select objects with missing maps. Missing Maps are from another renderer which is only installed on the first master machine.

This problem is solved but I still have a problem.

Two machines are not making the render faster. Instead two machines doubled the rendering time. There is this "collecting any extra data..." message which increases the rendering time with a long pause. What is that about?

40
[Max] I need help! / Face Mapping on Particles
« on: 2021-03-21, 23:53:05 »
Hi,

I'm trying to achive a spraying steam effect with a standard particle system. (I'm trying Parray) with a Radial Gradient Map assigned to the particle material's Opacity Slot. I need a single round gradient on each planar particle. (like in Standard Material/Face Map option)
I'm pretty sure I have done this previously, but I can't achieve the mapping. What am I missing?

edit: Pflow particle works as in the image but parray particle only displays correctly in the viewport- not the final render.

41

Although it is possible to fade in and out objects in editing software, I often find 3d Studio Max's visibility option more efficient to hide and unhide objects as it is done in single step. The former option requires more planning and separate rendering passes and changes in seperate steps is often prone to making mistakes.

Coming to the point, visibility also works for Corona Renderer but not for the features accessed via the Volumetric and SSS rollout. If my material has volmetric scattering radius set to a value other than zero. 0 visibility doesn't mean invisible.

I'm pretty sure there might be many other material attributes that are not affected by visibility, because it like that for some Max material attributes.
For many projects I reduce the scatter radius with visibility at the same frames to achieve fade out effect, but as you can imagine, the more parameters involved in a single effect, the harder it is to control.

Currently I am re-rendering some portions of an animation, due to unintentionally setting the visibility keys with a linear tangent while at the same time setting the translucency key with an eased tangent.
I have to be cautious whenever I need a change with that.

42
All Tracks didn't fit in 1080 pixel height this is the complete tracks for my scatter object.

None of the Scatter object tracks have controllers assigned by default but you can assign a point3 controller to any suitable track.

43
Indeed grid selection solved the blinking problem :D Thank you. I still need to figure out how to apply a homogeneous UVW mapping to this cell object. It is like a box but with smooth edges with a large radius. I'm not very well with Unwrap UVW modifier.

Spherical didn't distribute well, box didn't distribute well.
I used a morpher modifier with a target obtained from the clone of the cell. Spherified it, assigned Spherical UVW Map. Then morphed the UV assigned spherical cell to the original cell. It worked. :D but so primitive.

This is Corona 6 with a student license running on 3dsmax 2021 update 3.

44
This is the scene and I seem to have no problem with tracks with a single exception that there are complete empty tracks.

When I see  meaningless characters around Max interface I remember malice scripts. Question marks may be about missing things though.

45
There is a Discrete Translation Track and a Translation To - From tracks. I couldn't figure out which one to assign the noise controller.

The first one didn't seem to have a noticable effect in the viewports and the latter one would presumably move each scattered unit back and forth, which is not what I want. I need sort of waving on the surface.

And let me ask a followup question:
I need these scattered objects just side by side but what I get is some of them have spaces between them while some are interpenetrating. Also it is not about the noise movement. I use the avoid collision setting but it just doesn't seem to help. Is it simply because the amount is not enough.
What parameter should I set to achieve surface fully covered with scatter objects but without colliding at a resting frame?


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