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.


Topics - romullus

Pages: 1 [2] 3 4 ... 19
16
I sometimes orient simple plane to the camera and link it to its target, so i would have nice focal plane representation in the viewport. It helps a lot in heavier scenes, or when DOF is not shallow enough to reliably judge position of focal plane from the render. Wouldn't it be nice if we could have such feature natively in Corona camera? It would also help in cases when one wants to use focus override and the plane trick doesn't help anymore.

17
[Scatter] Feature Requests / Spline scatter on surface
« on: 2022-11-06, 12:11:45 »
I would love to see spline scatter mode enhanced by the option to project instances on surface. The projection could be performed in spline's local Z direction (preferably), or in world selectable direction. I imagine UI for the feature could look something like in attached screenshot. Such feature would be very useful in many practical scenarios.

18
Could someone with maxsript knowledge could help me and write two simple macroscripts to decrease and increase simple exposure by 0,333 EV? I never use photographic exposure and i rarely even use a camera, so one of the most disappointing thing with the new tone mapping in Corona for me, is that it became much less convenient to quickly adjust exposure with my workflow. So many clicks are needed for such a simple task :[ I figure that couple simple scripts which i could assign to keyboard shortcuts, would make my work much more convenient.

19
[Max] Resolved Bugs / UVW randomization issue
« on: 2022-10-20, 15:28:34 »
I tried to setup atlas texture randomization in decals, but i found that UVW randomizer gives unexpected results if decal mode is used in conjunction with mesh element mode. The setup works with either of those modes alone.

Select any UVW randomizer map in the attached scene and turn on/off mesh element mode. Watch how result is breaking when both decal and mesh element modes are on. Don't mind the missing bolts - that is by design.

P.S. i'm not sure, but i think i did similar setup in the past and there were no issues with it, so it could be that the bug is pretty recent.


20
[Max] Resolved Bugs / UVW randomizer and CoronaMix issue
« on: 2022-10-15, 16:54:06 »
I found that if you plug CoronaMix in to UVW randomizer, the latter will change its randomization behaviour. Watch the video for details.


21
[Max] I need help! / How to add alpha to EXR
« on: 2022-10-12, 16:48:50 »
I have few photo-light exr which have black border. It looks bad in reflections, so i figured out that i could make opacity map, so the border become invisible in render. I painted mask in Affinity Photo, saved the file as exr with alpha channel and loaded it in Corona light material. It kinda works, but the problem is, that as soon as i enable opacity, the exr in light material becomes much more contrasty and significantly brighter. If i save opacity map as separate 8bit file and load it into light material's opacity slot, then it works perfectly and doesn't affect contrast, nor brightness. The problem with this method is, that now i have 2 separate files and i don't like it for several reasons. Now the question - am i doing something wrong in how i author and save exr with alpha, or it's Corona that handles that alpha channel incorrectly?

22
[Max] Feature Requests / Base tale to affect clearcoat
« on: 2022-10-12, 15:55:04 »
I noticed that base tail parameter only affects base roughness and not clearcoat. In my mind it would make more sense if it would affect clearcoat too, afterall IRL when an object receives wear and tear, it primarily affects outmost layer's look and usually that's a clearcoat. Ideally we should be able to choose what layer should be affected by base tail - base, clearcoat, or both.

23
[Max] General Discussion / Anisotropy V Translucency
« on: 2022-09-22, 12:18:55 »
I wonder if i'm the only one who constantly confuses translucency with anisotropy in the physical material? I think their placement in current UI is unfortunate - i've lost count how many times i intended to set or adjust translucency fraction, just to be puzzled few moments later why my material looks so weird (that's because you've set anisotropy instead of translucency, dumbass!). I wanted to submit request to spread those two parameters further apart, so there would be less chance to mistakenly adjust wrong parameter, but if nobody else have this problem, then i guess i'll somehow have to live with that.

24
Fit to assigned material always sets decal's aspect ratio to the whole texture and disregards active bitmap cropping, which may have completely different AR to the not cropped bitmap. Please fix it.

25
[Max] Feature Requests / Corona Decal - lock aspect ratio
« on: 2022-09-05, 14:24:20 »
Please add the option to lock decal's aspect ratio. I know that you can simply uniformly scale decal object, but having non 100% scaled objects in the scene doesn't play nicely with my OCD. UI elements locking is very common thing and there's plenty of them in Max UI and in fact in Corona itself. I see no reason why it shouldn't be there in Corona decal too. Please :]


26
Scatter V1 HF4

I noticed that when you're scattering instances on the spline and set spacing to be exactly the same as spline's segment length, so that each instance would be placed at the spline's knot, they follow direction of previous segment and not the segment ahead. To fix this, you need to increase instances spacing by about 0,2-1% This solves the issue, but leads to another problem - instances are no longer placed exactly at spline's knots and sometimes this is not desirable. I suspect that this might be more of a Max's spline issue, rather than the Scatter's bug, but it would be nice if you could look at this and see if this behaviour could be somehow improved.

I recorded a video, since i think my description might seem a little cryptic.



27
[Max] Feature Requests / Smart sharpening/blurring
« on: 2022-09-04, 12:00:49 »
I think that current sharpening/blurring (S/B) implementation in VFB is not very useful, you can get the same and most often significantly better results in post. But since Corona has access to raw 3D data, then why not to use this to its advantage? If Corona could use DOF and z-depth data to enhance its S/B algorithms, then it would be big win. I imagine it could be something like couple additional parameters to current S/B UI - "DOF influence" and "Z-Depth influence", where if you increase DOF influence parameter it would sharpen focused areas and blur de-focused areas more. Same with z-depth influence - sharpen foreground and blur background more.

I know that z-depth based sharpening/blurring can be easily achieved in post, but i think DOF based sharpening would be truly unique feature in Corona.

28
Recently i discovered that you can load multi-tiles in V-ray bitmap by using name tags: https://docs.chaos.com/display/VMAX/VRayBitmap I think it's brilliant idea and would love to see something similar in Corona bitmap. I'm aware that 3ds Max has dedicated multi-tile map, but it's retarded and buggy and it doesn't look that autodesk has plans to fix it in foreseeable future - i saw bug reports as old as 2019 and it still isn't fixed in the latest versions!

29
[Max] Resolved Bugs / Multi-map batch naming issue
« on: 2022-08-16, 15:34:35 »
Technically speaking it's not a bug, but it looks very odd and confusing when you batch load multiple maps in Corona multi-map and it automatically generates their names that numerically does not correspond their assigned slot name, so "Color 1" gets "Subtex 0" map, "Color 2" - "Subtex 1" and so on. Could this be fixed please?

30
[Max] Resolved Bugs / Displacement adaptivity cut-off issue
« on: 2022-08-08, 16:19:51 »
3ds Max 2023.1 Corona 9 Aug 2 build

It looks like in certain situations Corona is culling adaptive displacement subdivision way to soon behind the view frustum. I was able partially fix it by adding unreasonable amount of subdivision, or by setting displacement bias towards positive direction, but that's not always viable solution.


Pages: 1 [2] 3 4 ... 19