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Messages - Duron

Pages: [1] 2 3 ... 8
1
Hi,

i get frequently max to a crash while working on some material attributes. Nothing fancy just random value changes and it crashes 6/10.
The interesting part is that Corona freezes for a second and then the crash window comes up while the IPR continues.... but I can't do anything else because you're stuck in the crashed window where I can save or close the scene.
It seems that the issue is happening with mat editor thumbnail rendering. i had some crashes only by opening the mat editor while the thumbs get rendered. Also here and there when mat previews get rendered from mat libraries.
It also crashes when custom previews are turned off.

Nothing has changes on my system since Corona 7. Corona 8 worked without any noticable issues compared to 9.

Best,
Onur

2
Today I noticed for the first time a difference in reflections when I changed the roughness IOR from 0.00 to 0.01.

I am not sure if this is already known. So sorry if this is a double post.

Simple reflective plastic material is used with no clear coat.
Everything looks fine at IOR 0.00. Once it goes above 0.01, the reflections change. It reminds of switching the reflection mode in UE4 from nonRT to RT.
Normally this wouldn't bother me at all, but I very often use a value of 0.00 to get softer highlights like from the sun. So almost all my materials are at 0.01. But this example shows why I had problems when creating my physical materials.

Please focus on the BMW badge.

UPDATE:
Did more tests and I can narrow down the cause a bit. The material does reflect an HDR in Dome mode. When the mode is set to Spherical everything is fine.

In Dome mode it seems that the lower hemisphere is displayed as black for materials with a Roughness of >0.01

UPDATE 2:
Updated with new images showing the issue with dome mode.

3
We have green + purple tint in RC4 again.. guys? how?
It looks like rainbow now.. horizontal colour tint all over the image changing by distance to object.

4
noticed this pixel missmatch in the center of the image while using IR.. If i copy to max window it isn't visible anymore. I tried to reproduce it in a new scene but i couldn't. So it happens when using CoronaCamera or in my specific scene.

5
Is there any fix in the pipeline about CR7 combined with ForestPack 7?

Working with FP7 in the latest builds/RC's is really hard. Not only that the scene/IR is reacting slow, i also get crashes very often. I didn't used FP until v7 came out - so i don't know if FP is generally struggling to work with CoronaRenderer. Just noticed some responisvenes issues with latest builds.

6
[Max] Daily Builds / Re: Aerial Perspective Playground !
« on: 2021-06-25, 00:50:36 »
Using RC3 and the green tint is gone. However it tints now the scene in purple.. especially visible in refractions. Even if you activate the effect, then turn down to 0 the scene is still affected/tinted in purple slightly.

7
I'm liking the volume effect in the sky, guys! Well done. It seems to be fast and probably helpful. No idea how you did it...

Now, the question I suspect will come up from many others; is there a way to integrate this new volume effect when using a HDRI?

Thanks!

I wanted to ask the same question today. +1

8
Hi,

Try increasing the altitude? The greeny haze is something we are aware of and it will be fixed in RC3.

Thanks,

Rowan

Already did. The only thing which helps slightly is to increase the turbidity but it feels like beeing limited to use this feature only for 10-20%. It somewhat works only for sunset/rise scenarios.

I am coming from the last daily build before RC1 and have been working on a project for many days. Immediately after installing RC2 I noticed a big loss of responsiveness with IR. Only selecting objects like the sun or a dummy in the scene takes a few seconds for IR to update.

9
Installed RC2 to try the new atmosphere shader. but i get weird result out of the box.

10
Just wanted to share my excitement with you as i saw the latest build change log. WOW!

Thank you soo much for fixing the base bump and metal colour issue! You guys rrrrrrrrrrrrrrock!

11
[Max] Feature Requests / Denoiser Exclude List
« on: 2021-04-14, 17:51:27 »
Is it possible to have an exclude list for Denoising?

When i render automotive stuff, i very often would like to exclude the carpaint from any denoise opperation since it kills the metallic flakes.
I'm currently doing it by saving different beauty's with and without denoiser.

It would be just amazing to have something like a internal masking with exclusion.

Thank you.

12
Is the PhysicalMtl supports MultiTile Map for using UDIMS already?

13
One thing which was always a difficult approach for me was, light behind frosted glass.

In the attachement you can see an example of Roughness 0 to Roughness 0.01.
I quite not understand why a frosted glas can block soo much light. I understand that at some point like 0.4-0.6 you loose a lot but why already at 0.01? It seems like it clamps right above 0.

This behavior is also happening with the LegacyMtl. Can somebody maybe explain if this is intentional? Thank you.

14
Ok from what i can tell you today is that the new PhysicalMtl is not made for carpaints and other painted metallic mixed surfaces with clearcoats.

I don't know if this is intentional, but uncontrollable things happen.
If you make a fresh new physicalMtl and change metallnes to metal and add a full red base colour 128.0.0 with roughness to 0.3, you can see that the red colour is changing to your light source by angle. Weird...
Now if you change the base colour to 64.0.0 you get a pinkish output which doesn't makes sense.

Im working with the phsyical material for few days now and it makes much fun. I really would like to use it as my standard mtl.

15
I have installed the latest build today to check the new physical material and the first issue i came accross is this one with base bump affecting clearcoat.

Not only that the base bump is affecting the coat layer, even the bump isn't calculated like it should (see first two images below).

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