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I think you slightly misunderstood my intent. Im saying that to match the coronaPhysical metal in with a physical material i have to set the physical material IOR to 2.5-3.

Maybe it would better if you would show side by side comparison with the same settings then, i.e. metal mode is on, metalness is mapped.

Coronas metal mode locks the IOR of course, which is physically incorrect anyway because metal ior has a fairly broad range range and absolutely cannot be defined by a single arbitrary number. I would hope this is something that gets changed in future so we can get physically correct metals.

You can switch to complex IOR mode which is more physically correct for metals.

Its the Nvidia GPU denoiser in IR. It just seems to handle the physical materials faster for whatever reason.

Maybe try to switch to Intel AI denoiser, i think it shows slightly better results than Optix. Anyway the difference in denoising quality in your example is really huge, perhaps it's worth to post it as a bug?
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#1. Corona colour correct is not linear, if you want to get the same result as with invert in Max's bitmap or output nodes, then you can use curve adjustments in CCC.

Good answer thank you, i did not know that.

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#2. If you want metal, then switch Corona physical to metal node. 2-3 IOR is not metal.

I think you slightly misunderstood my intent. Im saying that to match the coronaPhysical metal in with a physical material i have to set the physical material IOR to 2.5-3. Coronas metal mode locks the IOR of course, which is physically incorrect anyway because metal ior has a fairly broad range range and absolutely cannot be defined by a single arbitrary number. I would hope this is something that gets changed in future so we can get physically correct metals.

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#3. what denoising you are using and what image filtering. If that's Corona HQ denoiser, then filtering also should be set to HQ, otherwise it will severely underperform. I didn't notice dependency on material type, but maybe that's because i almost exclusively use Corona physical.

Its the Nvidia GPU denoiser in IR. It just seems to handle the physical materials faster for whatever reason.

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Same here, camera doesn't sync. C4DR26 running on MacBook Pro i9
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[Max] I need help! / Re: mapping help
« Last post by romullus on Yesterday at 22:37:59 »
Should not happen, but it's 3ds Max - expect unexpected :]
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No such issues here. Camera works in sync both ways and Cosmos asset textures are just fine.

What specifically seems to be off? Care to describe steps to reproduce and post your specs...
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[Max] I need help! / Re: mapping help
« Last post by Erich on Yesterday at 21:20:19 »
Hey Romullus. I am able to see the maps in the viewport now. I had to turn on "Show shaded materials in viewport" in the material editor once again (initially, I assumed it was still on, but when I checked it again, it was turned off).

But one thing I am noticing is when I activate "Show shaded materials in viewport" in the material editor, for a specific material (by selecting the material and clicking the button), then select another material, and then go back to the first material, the button has switched back to off! It seems like it doesn't stay enabled after I click on something else. Is this normal behavior, or is there a way to keep it on?
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[Max] General Discussion / Re: Corona DR + deadline problem
« Last post by Olivernov on Yesterday at 21:09:32 »
Hi,

any news on Deadline and Corona DR ? it looks like the latest version supported is Corona 7 DR server.
It would be good to be able to manage Corona DR as well as regular jobs launched from Max.

A scenario could be that once there is only one worker left with a single job to render, then all the other available workers would help with their DR.
Sounds natural, and obvious, but it is even possible in Deadline ?

How do you do to workaround that issue. Being sure that no worker are doing nothing, like in real life ;)


Best,
Olivr
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[Max] I need help! / Re: mapping help
« Last post by Erich on Yesterday at 20:28:00 »
I think you might be confusing map channels with material IDs. They are not the same! I think you're not seeing anything in the viewport because your bottle has no map 2 channel. Simply add another UVW map modifier and set its channel to 2, then you start seeing something and adjust things as you need.

Hey Romullus. Thanks for clarifying that. I added another UVW map and set the Map channel to 2, but I am still not seeing any materials in the viewport. I have attached a screenshot....
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[Max] I need help! / Re: mapping help
« Last post by romullus on Yesterday at 20:02:11 »
Material IDs can be really useful in your scene too, but first you need to address map channel issue, otherwise you will not be able to advance anywhere.
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[Max] I need help! / Re: mapping help
« Last post by romullus on Yesterday at 20:00:20 »
I think you might be confusing map channels with material IDs. They are not the same! I think you're not seeing anything in the viewport because your bottle has no map 2 channel. Simply add another UVW map modifier and set its channel to 2, then you start seeing something and adjust things as you need.
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