Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: mtanasiewicz on 2015-09-07, 12:11:34
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Hi,
I noticed that under override material there is an option "preserve displacement". It would be great if it also had an option to preserve opacity maps. It would help a lot with rendering volumetric pass for example :)
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No? No one interested? :P
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This has been requested before so it should be on the radar, but let's wait until a mod/dev approves.
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Already suggested.
The problem is, once there is "preserve opacity", someone else will need "preserve bump" and someone "preserve reflectivity", ..... and suddenly override mtl will not be needed at all. ;)
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No, even if You tick all these options, except "preserve diffuse" it won't be the same. But I don't know what for someone would use "preserve bump" or "preserve reflectivity", because I can't see a clear situation where it would be needed. Opacity maps on the other hand would save a lot work with volumetrics if You wan't to composite it in post. For example if You work with many 3d vegetation objects and wan't to render a separate pass of volumetrics, if You don't change the leafs materials manually with preserving opacity maps, You get bad results. So it would be very useful option, especially for animation :). Right now You have to save another file, change all the leaves manually - imagine 20 foliage models like bushes, trees, ivies and so on. Than try to make any changes, like moving some objects in the scene, and if You need another volumetrics pass, you have to redo the same work twice...
A one click solution for this problem is worth some programming I think :)
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The problem is, once there is "preserve opacity", someone else will need "preserve bump" and someone "preserve reflectivity", [...]
I think it´s really a difference. Why was "preserve displacement" introduced? To maintain the visual appearance of geometry to be used for various needs. For me, bump and opacitiy is therefore valid in this context while reflectivity and others are not.
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Preserve opacity makes sense. So does preserve displacement. And that's because you want silhouette of your custom render passes to be consistent with beauty pass. Only thing other than displacement that affects silhouette of the scene is opacity. That's why it would be good to have. Bump nor reflection affect silhouette.
But imagine you are rendering just a volume fog pass, and you assign black material override to everything. If you have for example trees with opacity mapped leaves in the scene, they will render as square polygons without opacity maps in the volume pass, and it will be very obvious once comped over beauty. So you would have to work around it by manually creating multiple materials with opacity maps for each different leaf type. And since you would have to apply those materials physically to the scene, and exclude them from override, it would completely defeat the purpose of material override.
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Exactly, that's what I meant :) for reflection You have a reflection pass so u don't need it, bump is not usable, but those square polygon leaves... It drives me crazy all the time and I always choose to make volumetrics manually in post instead of render it. If I had this "preserve opacity" option I'd definately go into creating great fogs in 3D. But it is too hard to get it good on beauty. Having it on a separate pass is a must!
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So how about this option? Will You consider adding it?
Right now I'm creating a short animation where I have to separate volumetrics pass from beauty. And I'll have really much work to do, to override all trees and bushes materials. :)
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bump by popular demand ;)
also added mantis entry #1386
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Bump - yes, absolutely!!
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Bump!!
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Bump!!
not bump, opacity map
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Bump!!
not bump, opacity map
Bump too! :]
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Bump!!
not bump, opacity map
Bump too! :]
Please x 1000, make it work with bump too!!
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Bump!!
not bump, opacity map
Bump too! :]
Please x 1000, make it work with bump too!!
OPACIIIIIIIIIITTTYYYYYY! :)
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see https://forum.corona-renderer.com/index.php?topic=11864.new#new
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One of the topics have been marked as resolved, but the respect opacity maps function still isn't present in 1.6. Ondra said 1.5 is believable. I'm waiting for this really simple thing for a long long time... Is it dead?
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nope, will be done
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+1 for opacity map in override preserve list?
In Arch Viz rendering it would seem logical that you can use an override material and preserve the silhouette and correct shadowing of the scene. Such as opacity mapped screens and leaves.
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Here +1 too
I'm dealing with a complex building with perforated sheets of different sizes, and the client wants both standard and override renderings.
Unfortunately in Corona 7 this feature is still missing.
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I was JUST needing this.
+1 here too