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Messages - romullus

Pages: 1 [2] 3 4 ... 584
16
Gallery / Re: Ivy Sofa
« on: 2024-03-07, 16:53:56 »
It's not the length of animation that's bothering me, it's that it looks very unrealistic, which stands in stark contrast compared to the rest of the animation.

17
Gallery / Re: Ivy Sofa
« on: 2024-03-07, 14:26:40 »
I like your style. The images looks super realistic, yet very artistic. The only thing i didn't like, is the ivy growth animation, feels very artificial and out of place/style.

18
[Max] I need help! / Re: Wire Map Edge Fading Issue
« on: 2024-03-07, 11:43:38 »
It is not very obvious, that's true, but it also true that it gives Corona wire renders untidy, messy look in almost every scenarios, even if sometimes you can't point your finger at exact cause of it.

19
[Max] I need help! / Re: Wire Map Edge Fading Issue
« on: 2024-03-07, 09:37:34 »
I'm pretty sure you have this issue too, it's just it's not always very obvious. Try to render more close-up shots, also play with wire map settings, like edge width and falloff and at some point you should see the issue quite clearly.

20
[Max] I need help! / Re: Wire Map Edge Fading Issue
« on: 2024-03-06, 09:48:38 »
It's not an issue caused by a bad geometry, nor a bug per se. It's just the way how Corona wire map works. It looks even worse when you use turbosmooth with isoline display ON. This and few other issues has been plaguing Corona wire since the beginning,  devs are aware about it and improvements are promised, but no one knows when that might happen.

21
Gallery / Re: SOUTHERN POLAND
« on: 2024-03-05, 19:01:50 »
I can see the images on my pc, but not on my phone. I think it would be the best if you could attach the images to the forum, so that everyone would be able to see them.

22
You can do layering per map instead per material. That way you could get away without layered material and decals would work without limitations.

23
Edit:
I've just achieved an acceptable result by adding my borderless (images masked) version to diffuse channel and a greyscale border shape map to the clearcoat amoun. It worked but the border needs some thickness. Any ideas? Guess it requires a second decal here?

You can plug opacity map to the bump slot, it gives quite nice impression of thickness.

24
Gallery / Re: sport life
« on: 2024-03-03, 23:24:32 »
The elephant looks fantastic, but i agree that solid colour background probably would look better than blurred photo which unnecessary draws attention from the subject.

25
You're welcome. To be honest i find it strange too, but IIRC devs said that there's no other way how to address specific object in 3ds Max, other than by its name.

26
[Max] I need help! / Re: Corona Slicer
« on: 2024-03-03, 19:36:48 »
Boolean modifier? In recent 3ds Max boolean was reworked to the level that there's very little excuses not to use it.

27
It's not a bug. All your objects share exactly the same name. Corona multi map uses object's names to identify them. Assign unique names to the objects and multi map will work as expected.

28
[Max] I need help! / Re: UV mapping issue
« on: 2024-03-02, 18:57:35 »
You're welcome!

29
[Max] I need help! / Re: Displacement issue
« on: 2024-03-02, 09:40:43 »
The issue is clearly not with displacement, but with the UV mapping, which is why adding UV map modifier fixed it. If for some reason you can't use UV map modifier, then maybe UVW xform modifier would suit you better? Contrary to the former it doesn't replace the mapping, but lets you modify already existing one. In your case you would need to change U tile from 1,0 to -1,0 to invert mapping on U axis. If you can't or don't want to use modifiers, you can do the same in the bitmap, that would be -1,0 U tiling in Corona or standard bitmap. Mind you that you would have to do this in all the bitmap nodes that are assigned to that object, so it's less convenient than modifier option.

30
Could be a scale issue, try to check/uncheck real-world scale, or adjust tiling in Corona pattern mod.

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