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[Max] I need help! / Re: Render multiples camera matching
« Last post by Frood on Today at 12:43:36 »
That can be a good idea to have "Active camera overrides" checkbox for shadowcatcher, then it should work fine

Yes it would in this case, but there are others. If you think the above is technically possible, then a way to implement it more generally would be a (new) CameraEnvOverride map node where you just can pipe in conveniently any map into all four Corona environment slots. You would reference the corresponding camera into that node (like e.g. CoronaDistanceTexmap does) or activate a checkbox "Select camera automatically" to use the render camera - whichever it is. In this case (automatically) we would need outputs for all slots as well, one of them (presumably direct visibility override) could go to the standard max environment to drive the viewport background (option "Use Environment Background").

Sounds appealing to me at first. But I bet the obvious and straight way has been already taken: referenced maps in the Camera node. So it will work the other way round.

Even then, a generally usable CameraEnvOverride map node (now simpler), where you can get access to the active overrides is imho better than having some checkbox in a single, special material (here:CoronaShadowCatcherMtl). The output could still be used for other maps/materials (not only shadow catcher) or setting the viewport background. The hypothetical CameraEnvOverride node would need to update itself permanently to follow the overrides of the active Camera, or fallback to (Corona) scene settings if the Camera has no overrides or the view is no CoronaCamera view.
 
All in all it still does not solve some standard situations you usually have. For example, in case of Sun+Sky: how should it be handled if you have to set different time/intensity settings? You'd have to fallback to animation or 3dsMax states again.

Just a few thoughts about that idea, let's see :)


Good Luck



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Tried the new build released today but could not open a 4Gb file. Reinstalled CR to 11 and all was fine again. The same file opened in seconds.
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[Max] I need help! / Re: Reflections on car paint
« Last post by romullus on Today at 11:59:02 »
I might be wrong, but it looks that you are using normal map for simulating the flakes, so the broken reflections kinda expected.
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[Max] I need help! / Re: mapping help
« Last post by romullus on Today at 11:54:57 »
Well of course you can author your textures in photoshop or wherever else and if you find it to be a lot easier and more flexible, then go for it. I see the situation completely opposite from you, for me procedural building of texture in 3ds Max is way more flexible and very often much faster too. If i need to adjust something, most of the time it's just a matter of moving a slider or two, or entering different numeric value instead of rebuilding texture from scratch in photoshop. And let's not forget memory savings - according to Corona report your bespoke texture takes 110 MB of RAM and my tiling texture is taking just a 770 kB (in fact i could've easily replace it with gradient ramp, so my memory footprint could have been zero). One more thing - if you would need to use this texture on different size or shape bottle, you most likely would have to rebuilt it from scratch, while with my approach, it's just a matter of adjusting some parameters and tiling, which all can be done with Corona IR running and having clear visual guidance.

I'm not forcing you to adopt my workflows, if you're more comfortable with your way of doing things, then by all means do it the way you like it and ignore my setup. After all there's many ways of doing the same thing in 3ds Max and everyone is free to chose what works for them ;]
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For what it's worth - Gamma operator lets you use lut files in Image Editor in the same manner as in every other software. just makes things simpler for the time being.
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[Max] I need help! / Reflections on car paint
« Last post by dzdesign on Today at 11:06:45 »
Hi,
I'm trying to render some car models for paint options/swatches etc etc.

But the lights reflections are coming out a bit weird.

Attached are images and closeups.

Any idea why this would be?

Thank Yu
Dimitris
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[C4D] I need help! / Re: Instances with Decals. Problem
« Last post by Beanzvision on Today at 11:02:16 »
Thanks @ Beanz
I assume this will work fine.
Thanks again :)

You're welcome! If not, let me know :)
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[C4D] I need help! / Re: Instances with Decals. Problem
« Last post by wardy_mk on Today at 11:01:14 »
Thanks @ Beanz
I assume this will work fine.
Thanks again :)
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The new Daily ( 19.4.) is still UNUSABLE!!!!!!!!
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[C4D] I need help! / Re: Instances with Decals. Problem
« Last post by Beanzvision on Today at 10:43:47 »
@Beanz

Here's the scene.... I've left out the HDRI as it's too large.

Thanks in advance.

Hi, in the decals include/exclude, try adding the instance here as well. I hope this helps :)

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