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Messages - hika

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1
Hello,

When I bring in an xref object that contains a corona scatter, it does not render.  You can see it in the viewport though.

Corona 4 Build Apr 5 2019
3ds max 2019


2
Thanks for the tip!
I was aware about the bug with absorption color and multi/sub-object materials but didn't know it applied to corona layered materials as well.

3
I ran into an issue where 2 corona materials with absorption color within a corona layered material isn't rendering properly. I'm using a mask inside the layered material to define the 2 separate colored glass materials and only the one plugged into the base material slot will render. Is this a known bug?  Thanks

4
[Max] Resolved Bugs / Re: Corona 1.6 Hotfix 2 and Noise
« on: 2017-08-22, 20:06:01 »
Render times are actually longer with noticeable noise, and denoise amount set to 1.0 has almost no effect.

We did encounter a thread located here - https://forum.corona-renderer.com/index.php/topic,16959.0.html - in which maru suggests changing random sampler to stratified in development/debug mode.  Doing that helped out a lot with cleaning up noise and cutting render times.

We're still having issues with DR slaves randomly disconnecting or stalling though

5
[Max] Resolved Bugs / Corona 1.6 Hotfix 2 and Noise
« on: 2017-08-11, 20:44:11 »
Since upgrading to hotfix 2, we have been seeing excess noise in all of our scene files that rendered just fine previously on 1.6 hotfix 1.

Some of our DR slaves also have to constantly be restarted for almost every send. Sometimes 1 or 2 have to be restarted, other times all slaves have to be restarted

Perhaps this is a bug of some sort? Any input who be greatly appreciated. Thanks!

6
Hello, I'm having issues when piping a coronalightmtl into the GI Override slot of CoronaRaySwitchMtl.
It appears that the bitmap being used in the Coronalightmtl also shows up a bit in Direct visibility when theoretically it shouldnt.

The 2nd material that's piped into Reflect/Refract/Direct of the rayswitchmtl is a simple CoronaMtl with a different map in the diffuse and self illum

I was wondering if this is a type of bug or if I'm using the switchmtl incorrectly. Any advice would be appreciated. Thanks!

7
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-12, 03:44:48 »
The scene was created from a new scene.  Nothing was brought over from Corona 1.2

8
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-11, 19:02:56 »
The box was made using standard primitive and we are using max 2016/corona 1.3

9
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-10, 22:15:58 »
Here you go.  Thank You

10
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-10, 19:18:49 »
and yes the transforms are reset.  thx

11
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-10, 18:47:46 »
the box is 3' x 3' x 3'

12
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-10, 17:34:01 »
here's what the bump looks like without real world scale applied.  "Use Real World Scale" on coronabitmap is disabled and tiling is set to 1.0,1.0

Thanks

13
[Max] Resolved Bugs / Re: CoronaBitmaps in Bump Slot
« on: 2015-11-10, 17:26:29 »
hi guys, here are a few screen shots. 

Im using version 1.3 at work/home and experiencing similar results. my system units are set to 1 unit = 1 inch

Ive tested this using different bitmap scale sizes ranging from 6"x6" to 12'x12' real world scale and still no bump. 

Thank for the replies

14
[Max] Resolved Bugs / CoronaBitmaps in Bump Slot
« on: 2015-11-10, 05:17:35 »
Hello, noticed that bump effect does not work when using real world scale within coronabitmap, however using real world scale within 3dsmax bitmap works just fine

Thanks!

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