Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - romullus

Pages: 1 ... 471 472 [473] 474 475 ... 589
7081
Sure, look for it in: your_3dsmax_root_folder\scripts\CoronaRenderer

7082
Work in Progress/Tests / Re: Who's faster?
« on: 2015-10-09, 09:30:28 »
I would go with 3d DOF and MB - would be much nicer result IMHO.

7083
You're using wrong converter version. Corona A6.1 (free) should install right converter version in 3ds max scrpit folder. Use that script and you will not get errors.

Merged with main converter topic.

7084
[Max] Resolved Bugs / Re: Render Elements crash 3DSMAX 2015
« on: 2015-10-08, 20:24:24 »
Does windows has all updates installed? Does max has all service packs installed? What version of Corona you're using? Does this happens with all scenes, even freshly created or just with particular scene?

7085
I'm talking about right clicking on map node in slate material editor window. Converter is great and powerful, but sometimes you want to quickly convert single map and my proposed way would be perfect for that. But if that's to much hassle to code than it's probably not worth it.

7086
Don't know if possible, but would be nice to have ability to convert between native bitmap and CoronaBitmap via right click menu, i.e. you can right click on bitmap node in SME and choose convert to CoronaBitmap and vice versa.

7087
Here's small trick with CoronaScatter. Lets say you want to distribute with CScatter some number of instances on certain area as evenly as possible. Usually results are not that good - in some places instances forms clusters, in other places there are large gaps left. That's not exactly what we want. Luckily, there is simple solution. Set scatter count to relatively large number so instances would cover all area without bigger gaps, enable Avoid collisions and adjust spacing until you reach desired density.

7088
[Max] Tutorials & Guides / Displacement bluring
« on: 2015-10-07, 22:58:01 »
Blur displacement maps. Usually generic textures contains too much high frequency details to be used for displacement. Plug such texture directly into displacement slot and results won't be good (1). One can try to play with color map curve, but this doesn't work well with every map (2), but if one adds a little amount of blurring, wonderful results may be achieved (3). One can always mix blurred texture with original one to bring back a little bit detail (4).

7089
[Max] Tutorials & Guides / Displacement adaptivity
« on: 2015-10-07, 21:05:35 »
Take advantage of displacement adaptivity. If you have a map that contains quite large areas of almost pure white or black color, you can clamp those colors with color map curve and Corona's adaptivity algorithm will kick in with full strength, saving you a lot of RAM and possibly render time. See attached pictures for proof.

7090
[Max] Tutorials & Guides / Corona Tips & Tricks
« on: 2015-10-07, 21:03:55 »
This topic is for collecting various tips and tricks related to Corona. If you have some small secrets that helps you while working with Corona, do not hestitate to share it with comunity. I'm sure everyone will be thankfull for that.

To keep topic nice and tidy here's few simple rules that i ask you to follow before posting something:
  • One advice or technique per post. No need to cram everything you know into single space - it just makes search more difficult.
  • No chatter. Please, do not post something like thanks, cool, didn't know that. Lets keep this topic for useful information only. Posts that contains no value will be deleted.
  • Don't ask for advice or help, we have aprropriate board for that. However, you can ask if there's something unclear in previous posts or you want to add something from yourself. Bear in mind that lengthy discussions may be split into separate topics.

So, lets get started!

7091
It is known issue and it's largely addressed in daily builds. Hopefully V1.3 will come out sooner than your demo period runs out and you will have chance to test if it's fixes your problem.

7092
[Max] Resolved Bugs / Re: Anisotropy
« on: 2015-10-07, 19:13:24 »
Does your material's anisotropy rotation is set to UVW space by any chance?

7093
Work in Progress/Tests / Re: romullus's wips
« on: 2015-10-07, 16:25:01 »
Sorry, don't have a time for a making of right now, but i can share material if you want.

7094
How about that: change precomp method to calculate from scratch, render one frame, change it back to try to load + append and render your sequence. No need to delete anything.

7095
[Max] Daily Builds / Re: Daily Builds
« on: 2015-10-07, 11:06:56 »
Got it! Customize>preferences>mental ray>enable mental ray extensions - it has to be unchecked and mr connections are gone. Great!

Pages: 1 ... 471 472 [473] 474 475 ... 589