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Messages - Mohammadreza Mohseni

Pages: 1 ... 3 4 [5] 6 7 ... 11
61
Gallery / Re: Modern Residential apartment
« on: 2020-12-26, 13:41:38 »
fantastic design and renders. keep up the good job

62
[Max] General Discussion / Chaos Group Vantage and Corona
« on: 2020-12-17, 07:22:33 »
Hi,
Is there a future plan for Chaos Group Vantage to support Corona Renderer as well? Or we will require to convert corona to vray and then use vantage for several years?

63
I am gonna have so much fun to test this daily build.


64
I hope not to post unrelated advice here, but I will share my way here too, it may benefits somebody.

of course, we can always modify the source distribution surface of scattering to get the desired effect using vol selection by an object (and then delete the selected faces) this way you can determine the scattering places in any way you want or attach several objects to get an even more complex selection. it is very practical and I use it all the time. this can be used for clipping, exclude or include or many other possible effects. it can be even used with corona distance, vertex map ( to hand paint objects placements), or even particle flow or tyflow to simulate very complex scattering effects.


click to play the gif


you may also use a data channel modifier to bake distance map to a channel of your choice then mix it with any map you desire like vertex paint map to exclude some area as well. there are literally endless possibilities for creating a very complex scattering effect using corona scatter. you are not limited to corona scatter features you have osl, modifiers, particles and so much more at your disposal to make corona scatter even better.

66
thanks guys so much for the response...

Mohammed, that is amazing man, im going to try that now, if i was to use REAL WORLD SCALE - how would the script go?

if you you need to go with real world scale you need to change the script to this one which enable the real-world scale :
sel = getcurrentselection(); resetxform sel; for o in sel do addModifier o (Uvwmap maptype:4 realWorldMapSize:true);

but I do not recommend this for your purpose. because you want this to be object size fitting for uv to show correctly.

67
[Max] General Discussion / Re: infinity mirror error?
« on: 2020-10-08, 08:17:36 »
it would be very intersting to see the reaction of client when he sees it in real-world.
I saw similar design effect in real-world and it was not a good experience. to see this every day in a house would be devastating

68
there is some prerequisites for this:
1- each element need proper uv
2- elements need random id sets (you may want to have equal id sets to number of textures)
3- you need a map which distribute the textures properly

for first one:
if you model (bricks) does not have any proper uv you will not see the textures correctly. to do that use a script to detach elements of brick model so you have each brick separately then add uvw map modifier to each of them (you can use another script for that so this can be done in a few seconds), then attach them again. this way each element will have a proper uv. (ofcourse there are other ways to do this as well.)

script:
sel = getcurrentselection(); resetxform sel; for o in sel do addModifier o (Uvwmap maptype:4 ); collapsestack sel;

this script will resetxform your selection then add uvwmap in box type and collapse selection after using this script you can attach again and continue the process.

if you are using corona then 2 and 3 is so simple, just add "Corona Multi Map" and set its "mode" to "mesh elements" and "item count" to "number of your textures set". if you try this road you will not need the "MaterialByElement" modifier

if you use "Corona Multi Map" using "mode" set to "Material ID"  or some other plugin like "Multi Texture", you may want the "MaterialByElement" modifier (or any other script which can assign random id to elements)






69
3ds max does not apply any material after creating an object. however, you have some alternatives, you can use callback system in maxscript to apply any desired material to objects just right after creating them automatically which need a line of maxscript. for second alternative you may not want to use callbacks which in that case you can make a macro script and use a shortcut to apply predefined material to objects that you create (ofcourse it require you to use a shortcut every single time after creating objects - although, it is definitely possible to select several objects and apply a material to selection using shortcut as well)

70
there is some about it here:
https://blog.corona-renderer.com/behind-the-scenes-what-now-after-corona-renderer-6/

also the trello road map has been updated apparently which you can find what features has been consider for corona 7
https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

the new pbr shader and also tone mapping (I do not know that OCIO and ACEScg would be finally added or not but it has been implanted by VRay so maybe we would benefit from it in Corona as well.) would be very nice.

71
Auto Colorcast Remover for Corona Renderer

Hello everyone,

Auto Colorcast Remover (Corona Renderer version) is intended to calculate and then remove the color-cast of a render. It follows an entirely different approach for its calculation than automatic white balance and it may more reliable in various types of scenes.

it is free.

you can read more about it and also download it from here:
https://mohseni.info/accr





72
really an interesting topic. I will surely test this method.

73
Gallery / Re: Office Building
« on: 2020-07-29, 07:26:58 »
fantastic renders. hope to see more.

74
[Max] General Discussion / Re: Corona 6 for 3ds Max
« on: 2020-07-12, 06:55:52 »
It seems that Corona team members are busy with other things now :]

https://corona-renderer.com/blog/company-news-and-new-team-members/

That's why then.

Congratulation to the Corona team.

75
[Max] General Discussion / Re: Corona 6 for 3ds Max
« on: 2020-07-11, 13:47:58 »
it seems that the development is slowed down significantly in the last months. (based on corona trello)

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