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Topics - Monkeybrother

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16
[Max] Resolved Bugs / Denoising and render regions (slow)
« on: 2018-01-23, 10:08:56 »
I've been rendering regions from an image and no matter how big the region is, it takes the same amount of time to denoise (which is the same as when rendering the whole image). Is this expected behaviour? Shouldn't denoising scale with the region size?

17
[Max] I need help! / Prevent render window stealing focus?
« on: 2017-12-12, 10:17:01 »
I'm batch rendering a lot of light maps in max/corona, for use in Unity. Each time a new render starts, the render window pops on top of everything, disrupting what I'm doing and basically making it impossible to do any work while rendering (for 2-3 hours). Is there a way to prevent this? I don't know if it's a windows, 3ds max or corona problem, but maybe someone here knows a solution regardless?

18
I bet a large majority of users of Corona (the archviz crowd) uses the camera shift function on a daily basis and right now the corona camera is useless in 1.7 because of this not working. I see that shift is working in the dailies, but you yourself (corona team) are saying that they're not recommended for production use. 1.7 is incomplete, please release a hotfix.

edit: typo

19
[Max] I need help! / Patches of noise in render
« on: 2017-12-05, 10:05:41 »
When baking using Corona 1.7, I get weird patches of noise. I never experienced this in 1.5.2. I'm doing fast previews (10% noise level limit and 0.65 denoise amount), but I still think it shouldn't be this noticable and such a big difference between smooth and noisy areas?


20
Hi. I'm making a script that renders out different lightmaps and I know how to create the bake render element (obj.INodeBakeProperties.addBakeElement Corona_Beauty(), for example), but how do I turn on "apply denoising also to this render element"?

21
[Max] I need help! / Lightmap baking confusion
« on: 2017-08-21, 19:22:07 »
I'm using Flatiron to unwrap and bake textures for exporting to Unity, but I can't find a way to get just light/shadows or indirect lighting (without textures etc). I've searched the forums, and I see people talking about baking lightmaps, so I assume it's possible. How can I bake lightmaps using Corona? I thought about using an override material on the scene and use the diffuse map, but then I won't get the color bleeding/bounce.

22
General CG Discussion / Unwrapping/baking, best solution?
« on: 2017-08-21, 10:08:59 »
Hi. I'm starting an experimental project to get archviz stuff in to unity (for VR) and I need to unwrap and bake interiors/exteriors and models in the scenes. A long time ago I used the Flatiron plugin, but I'm wondering if there's a new, better way to do it now? What would you recommend?

23
Hi. I've been slowly building a set of materials for Corona, but every now and then I need to make mass changes to several materials or entire libraries and doing it inside max is very time consuming.

Does anyone know of any scripts or external tools that can mass rename/change id's/move/change texture path etc on materials and/or libraries? Prefereably free, or cheap. Thanks.

24
What the title says. If I have an open IR window and open the Light Lister, I get a crash every time.

25
I thought I'd finally do a real project using 1.6 and the first thing I noticed is that the IR restarts randomly and often, even when I'm just looking at it, doing nothing. The other things is that regions are ignored, the whole scene is rendered. Are these known bugs?

Edit: I doesn't restart if I just let go of the mouse and leave it, but when I move the mouse around, it happens (even if don't click anything).

26
There have been some discussion in "I need help" (https://forum.corona-renderer.com/index.php/topic,15892.0.html) about the new rounded edges in 1.6, but regardless of the arguments for keeping the new behaviour, the new rounded edges makes it unusable for many situations.

The new workflow means that you have to remove faces between objects that sit flush againt eachother, but when I get a large revit model with thousands of objects, that's not an option. This also means that scenes made with 1.5.2 are broken. The old behaviour worked very well and I can't fathom why it was changed without an option to keep the old behaviour.

In real world use, the new rounded edges are broken, and therefore I consider this a bug.

27
General CG Discussion / Color profiles on final images?
« on: 2017-03-28, 22:14:58 »
I'm not a beginner, but I have a beginner's question. I know there are probably thousands of posts and tutorials about this, but I wanted to ask your opinion anyway.
I come from an art education and accidentally got into archviz, so there's a lot of theory that I've missed and I've just done what I think works. So. What is your workflow when it comes to color profiles? Do you embed color profiles into your final delivery? Apart from the fact that the client's screen probably isn't calibrated, I've had some confusion regarding colors because the images viewer they use ignores color profiles (for example). If I skip color profiles, will this make it harder down the line, when they want to print the images?

28
IR works very well for simple scenes, but if I introduce scatterers and/or trees, IR just isn't an option anymore. In many cases Max just gets stuck in a loop and I have to restart it, or sometimes the computer, to get it back on track (for a while). Of course it's going to be slower with more comples scenes, but I'm wondering what exactly is the heaviest for IR; is it the sheer amout of geometry, or is it something else, like the opacity maps on the leaves for example? IR seems to hate Evermotion trees the most, but I have heavier tree models from other vendors that seem to work better.

29
[Max] I need help! / Bump map error
« on: 2017-02-07, 15:48:11 »
How can I fix this?:



Left is without bump map, right is with. It doesn't matter what bump amount, as soon as I enable the bump map, this shows up. I've checked that gamma is correct.

30
I'm building a new portfolio and started on this image today. The white box will be replaced by a house (that I haven't designed/decided on yet). A lot of work to be done, but I'm happy that the rock turned out pretty good with not a lot of effort, I was not looking forward to doing those.

The rocks are based on a low poly object that I tesselated/turbosmoothed/noised and put some displacement maps on. The water is made with a plugin for modo called aaOcean. A brightness/contrast layer in PS.

edit: comments and critique always welcome.

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