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Messages - TomG

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4276
[C4D] Resolved Bugs / Re: Animated Textures do not work
« on: 2018-03-28, 16:42:21 »
On a regular object, an animated material from a sequence of bitmaps works just fine here - can't use Corona Bitmap as it doesn't have animation, but just loading it as a regular Load Image in the  Texture slot works fine. But as noted the Background object is not supported so could be the culprit - does it all work for you on a normal object?

4277
[Max] General Discussion / Re: Know Your Devs - Ondra Karlik
« on: 2018-03-28, 15:48:53 »
Thanks for the questions everyone! Ondra's answers are out now:

https://corona-renderer.com/blog/know-your-devs-ondra-karlik/

Now, who shall we pick for next time.... :)

4278
Still present in Daily Builds at the moment - as noted, only with a Custom Bokeh map, and only with the "New Improved" random sampler (changing that to Stratified made the lines go away)

4279
Just to add to the testing, when I tried your to open your scene in 1.7.4, I get no Legacy checkbox (opened in Max 2018 3 and 4) as you report.

If I load the scene using Corona 1.7.2 and then save it without making any changes (just saving to a different file name) and then open the resaved version it in 1.7.4, I then do see the Legacy checkbox.

If I load the scene in 1.7.4 and resave it, this resave still does not show the Legacy checkbox on loading - so only if I resave from 1.7.2 does it fix it.

I created a simple test scene in with 1.7.2 and saved it, but it opened fine in 1.7.3 - so I haven't found any way to duplicate saving a scene where the Legacy checkbox doesn't work, unfortunately. I did try saving a scene with 1.7.2 and Max 2018 patch 3 and opening in Max 2018 patch 4 , but that didn't duplicate the issue either.

4280
The Library will be getting an update in Corona Renderer 2, yes. Not sure with what materials though, that will be a "watch this space!"

4281
[Max] I need help! / Re: Volumetric Light isn't working
« on: 2018-03-27, 15:03:09 »
That's because you set absorption distance to very small value. Increase it and you should start to see volumetric effect.

As he says :) With 10mm as the distance you are basically saying "You can only see 10mm into the scene" - this is where the use of real world scale in setting up your scene comes in handy :)

4282
[Max] I need help! / Re: Volumetric Light isn't working
« on: 2018-03-26, 21:31:54 »
Is the Absorption pure white? If it's 255,255,255 then no effect will show up - anything other than pure white will show an effect though.

4283
The limitation on that page is listed as:

"LightMix (3ds Max | C4D) does not interactively update shadow catcher material shading results.
Solution: use the ">Scene" button in LightMix to bake light properties into scene objects."

So it would be impossible to turn a light off in LightMix and have the ShadowCatcher update, as the Shadowcatcher doesn't update with LightMix changes at this time.

4284
The linked webpage has info under "2. Crashes, Errors, Freezes - Collecting the Minidump File if Autodesk Error Report Window is not Available" for when there is no crash window (ie when Max just disappears).

4285
Quick question, had you used A/B comparison at all during your workflow?

4286
Sounds like the known limitation for LightMix with the ShadowCatcher, as listed on https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations ?

4287
Displacement is either calculated by "screen" or "world" - when screen, it is based on what is included in the camera FOV, to reduce having to calculate displacement for things not seen in the camera. It is only calculated once at the beginning of IR, so changing the FOV can bring into view things where displacement is not calculated to as much detail, or not calculated at all. Recalculating it would of course slow down IR, which leaves the option of swapping displacement to World (with the penalties involved - it will likely take longer to calculate when you first run IR, and it will likely need quite a bit more memory).

4288
There is no AO rendered or used unless it is used as a separate pass, or used in a material with the CoronaAO map. Some image examples showing results, and something that shows the scene set up (materials, position of lights - the scene itself even) would be good, to see the effect you are referring to.

4289
Corona Renderer 1.7 for 3ds Max (Hotfix 4) is out!

- Provides compatibility with the newly-released 3ds Max 2019
- Fixes rare crashes when parsing geometry on some machines

Download the new version from https://corona-renderer.com/download


Read what's new in Autodesk 3ds Max 2019 at https://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-40222876-7E08-42F8-A912-F6CDC597A3FD


4290
[Max] I need help! / Re: Previewing DOF
« on: 2018-03-24, 14:01:18 »
I am not sure what you mean - the usual method would be to adjust with Interactive Rendering running. There is no way to see it without some sort of rendered image - if it's for the client to view, then you'd need to have some image to send to them (unless you can screen share with IR running), but then rendering needn't be expensive, smaller images that still have some noise in them would do for picking which DOF they want to go with, and then can do the longer full quality image once they've picked what they like. You could even simplify the scene down to speed things up even further, so that it is acting as a quick illustration for how the DOF will look and not a full, final render.

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