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 - maru

Pages: 1 [2] 3 4 ... 823
[Max] Daily Builds / Re: Cryptomatte playground!
« on: 2023-09-18, 16:46:36 »
Cryptomatte relies on shading (things like reflections, refractions, etc). So I don't think this is possible. If you need "simpler" masking with no shading, then using the other masking elements sounds like a better approach:

[Max] Feature Requests / Re: The most wanted feature?
« on: 2023-09-01, 17:17:36 »
@marchik - CPattern overlapping and many more requests are already logged in our internal system and here is what happens next:
here is a message listing what was logged: 
and another one here:

[C4D] I need help! / Re: IOR and Fresnel
« on: 2023-09-01, 16:38:04 »
There are different models of material appearance which give different results even with the same values. Those models are called Bidirectional Reflectance Distribution Functions (or BSDFs if we are talking about light scattering in general, or BxDF if we are talking about whatever that can be a bidirectional distribution function :) ).
The Corona Physical Material is using Oren-Nayar BRDF (or a slightly modified version of it) while Corona Legacy Material is using GGX. That's why they will produce different results even with the same parameters.
It's the same with the C4D native materials - they are using a different model.
If you wish to keep things physical and working as intended with Corona - it's best to use Corona Physical Mtl.
If you don't like the appearance of Corona Physical Mtl or you find the other material types better suitable for the image you are working on - feel free to use them!

You can check out the training from Common Point:
They share in-depth lighting, tone mapping, and post-processing knowledge in their videos. There are free lessons and a paid course.
It's for 3ds Max, but the settings such as VFB tone mapping are the same.

Sorry, but I don't understand this request. Going back to the original example: a colored ball in a reflective room where you change the color of the ball. How exactly could we render those configurations without re-rendering the whole scene? Changing the color of the ball affects pretty much all the rest of the scene (reflections but also the overall global illumination bounces). So if we do not re-render the whole thing, then there is no way to capture all changes.

[Max] I need help! / Re: High noise level
« on: 2023-09-01, 15:59:40 »
Oh i see! But why does some objects have no noise, while others do?

The Corona HQ denoiser is less aggressive on materials which are using bump maps. The ones without bump maps will get "smoother" denoising.

The solution which worked for the original user was enabling the "use real world size" option for their objects. You can either enable it in object settings (for example the 3ds Max procedural geometry like planes, boxes, teapots, etc have it in their UI), or you can add, for example, a UVW Mapping modifier and enable the real world size option there.
You can find out more here:

I hope that helps. If not, please submit a support ticket at

I am sorry, but I really do not understand what exactly you are reporting and what the images are showing. Please describe in detail what exactly is going on and preferably, as Romullus explained, submit a new support ticket with the problematic scene attached.
My guess would be that maybe the glass geometry has some overlapping faces (Z-fighting) or is corrupted in some other way.
Is there also a problem if you use Corona Physical Material instead of the Legacy one?

Gallery / Re: Liff House
« on: 2023-09-01, 15:23:32 »

[Max] Feature Requests / Re: The most wanted feature?
« on: 2023-08-31, 14:57:18 »
And further improvement of CoronaPattern with the ability to scale samples

If you mean the ability to randomize the scale of the pattern nodes (and other transformations), then this is already logged as well.
If you mean something else, please explain. I could not find the keyword "scale" in the thread you linked.

(Internal ID=1194718655)

[Max] Feature Requests / Re: The most wanted feature?
« on: 2023-08-31, 14:47:13 »
I just wanted to remind about the improvement of the curvature map for which the option to ignore the bump is sorely lacking.

I wouldnt mind this option for both Curvature and AO.

This is logged. Looking into the other items now...

(Internal ID=1194718655)

Gallery / Re: Rose Product Render
« on: 2023-08-31, 11:27:22 »
The image is generally very nice. I am just sharing the things that immediately caught my eye.

[Max] General Discussion / Re: IR not working
« on: 2023-08-31, 11:23:45 »
Please capture a minidump during the freeze:
Then send it to us:
If you could attach any problematic scene, that would be awesome.

Hi, can you clarify what exactly you mean? Is it:
- getting the "wrong gamma" warning but the image actually renders correct
- getting the "wrong gamma" warning and the image renders incorrectly

We will perform some internal tests, but if you could share a sample scene with us, that would greatly help us:

Thanks in advance!

Hmm, I mean only thing that seems a bit off to me is that you have absorption set to full on black. I'm not sure if I understand what kind of hazy effect you're after but setting it to grey might help?

Would be glad to help, do you happen to have any examples of the hazy effect you're after?

Hey Nejc, I'm attaching here an example.
As suggested by Pokoy I'm trying to tweak the directionality and it kinda helps to improve the effect

The attached image looks more like bloom and glare + some additional post processing than actual volumes. But yes, playing with directionality is a good idea.

Pages: 1 [2] 3 4 ... 823