Recent Posts

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A corner of a Japanese antique shop.

Assets modelling in Autodesk 3ds Max, texturing in Quixel Mixer, rendered in Chaos Corona, full 32 bit linear workflow and tone mapping made in DaVinci Resolve.

Full CGI personal project.

High resolution images at: https://www.behance.net/gallery/180290953/-Japanese-Antique-Shop
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[Max] General Discussion / Building a new workstation
« Last post by MSJ on Today at 17:42:09 »
Hi 👋 Im building a new PC and are wondering if this setup is good for heavy work in 3ds Max ? Or what should i use instead?

1. KFA2 GeForce RTX 4080 SG 1-Click OC 16GB GDDR6X Grafikkarte - 16GB GDDR6X, 1x HDMI, 3x DP
2. ASUS ROG Strix 850W Gold Aura Edition
3. ASUS ROG STRIX B650E-F GAMING WIFI Mainboard Sockel AM5
4. AMD Ryzen 97900X CPU
5. Corsair Vengeance RGB RT Schwarz 128GB Kit (4x32GB) DDR4-3600 CL18 DIMM Arbeitsspeicher
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[Max] Bug Reporting / Re: Corona Sun getting detached from target
« Last post by kkinross on Today at 17:16:43 »
I also have this issue a lot. It's a big problem if I want to submit my file to network rendering (Backburner), since I cannot fix it before it renders (because the targets is always detached when the file is opened.)
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[Max] I need help! / Re: Scene Converter Solution
« Last post by Illuminatu90 on Today at 16:29:21 »
That solved it, thank you. Added Smooth modifier default options.

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Gallery / PORSCHE 911 TECHART
« Last post by onb.artdesign on Today at 16:25:15 »
Hello to everyone.
Today I will share with you my Porsche 911 Techart Project. HDR dome was used as light source and environmental design.
It was designed with Corona 11 and 3d max software.
 I hope you like it.
 If you want to follow me, my Instagram address is https://www.instagram.com/onb.artdesign/
HDR by: magroung.com
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[Max] I need help! / Re: Scene Converter Solution
« Last post by romullus on Today at 16:18:44 »
The issue is probably in smoothing groups or vertex normals, try to add smooth modifier and see if that fixes the issue.
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[Max] I need help! / Scene Converter Solution
« Last post by Illuminatu90 on Today at 16:12:03 »
Hi,

I've just downloaded 3d models from String Furniture website but cant get them to work properly within Max + Corona.
I guess there is a problem with converting Vray to Corona which mess up the surface. Actually I just closed the scene converter window
without converting because I dont have Vray. It's not important to keep textures in this case, I just want the geometry to be rendered correctly.

https://stringfurniture.com/3d-images/string-3d-images

How can I open these files and get them to render correctly in Max + Corona?

Attachment is rendered with CoronaPhysicalMtl with Sun & Sky.

/Andreas
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[Max] I need help! / Re: Texture map colour in RawComponent (diffuse)
« Last post by maru on Today at 15:52:01 »
Sorry, I somehow missed this thread. I tested this on a simple scene and it seems to be working as expected.
I am saving to 32-bit EXR. With 16-bits I was never able to get the correct lighting (the highlights looked too dark).
Added all CShading_SourceColor and CShading_RawComponent render elements (diffuse, reflect, refract, in this case I didn't need translucency or opacity).
Then in Photoshop:

[CShading_Raw_diffuse x CShading_SourceColor_diffuse] + [CShading_Raw_reflect x CShading_SourceColor_reflect] + [CShading_Raw_refract x CShading_SourceColor_refract]





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This was requested in the past and I am afraid there are some technical reasons why this cannot be done. I will double check that and will report it as a feature request if it's not there yet.
There is however a workaround that you can use to get "true" motion blur whatever you are rendering:
- Render a sequence
- Save each frame as a CXR file
- Use a low pass limit (e.g. 2 passes - if we render 100 frames with 2 passes the quality will be like rendering a single frame for 200 passes)
- Once the rendering is completed, open the Corona Image Editor, click the "Merge" button and pick your rendered frames
This should result in correctly blending all frames just as if it was single frame rendered for x number of passes. The result should look exactly like a photo with long exposure. The advantage here is that you can still control exposure and other post/tone mapping params.
The disadvantage is that you cannot control the shutter curve.
Thanks for your reply!
Although this is one of the stupidest things I've ever done, but yes, it works) unfortunately this method does not allow you to interactively see a preview of what will happen with different shutter speeds, which slightly destroys the continuity of the creative process and is not suitable for not such long shutter speeds, like shooting a mountain river at 1/10 s

Well, let's hope for the best, considering that you guys have already implemented the main layer of features that Corona required, I will accept if the only change in the 13th version of Corona will be just expanded support for motion blur for different use cases :D
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An idea - what if the devs would add "advanced motion blur hack" checkbox somewhere in the UI, that would automatically do what Marcin described here, i.e. split the selected time range in multiple sub-frames, render them out in sequence, then merge them all and output result to VFB. I think that would be simple enough to implement solution that would be very useful for so many users, at least until devs could figure proper changing topology MB support.
This is not about changing topology (I don't think we'll ever see that btw...), it's about animated textures, which would be useful on its own.

But I fully support the 'under-the-hood' automated hack. It would make things way easier for all things that don't support motion blur. Quite a good suggestion, actually! Doing it manually is a no go for animations (imagine the amount of work needed), so anything that allows for this to be automated would be very welcome.
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