Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Frood

Pages: [1] 2 3 ... 111
1
You would also have to add the distributionobjectsdensity and scatteredObjectsFrequency properties. These arrays are initially empty as well. So your code would look like this:

Code: [Select]
ScatteredObj= sphere radius: 1 position:[0,0,0] --ScatteredObj
b = plane length: 100 width:100 pos: [150,150,0] --distrib object

--SCATTER CREATION
Cscatter isselected: on iconsize: 50 pos: ScatteredObj.pos


--APPENDING
append $.distributionobjects b
append $.distributionobjectsdensity 1.0
append $.scatteredobjects ScatteredObj
append $.scatteredObjectsFrequency 1.0

max zoomext sel -- zooms scatter


Good Luck




2
I recently added some material libraries and the problem has increased.

Do those libs make use of CoronaBitmaps? If yes, try to remove them from SME and restart max. It might be a similar issue described here and below:

https://forum.corona-renderer.com/index.php?topic=21189.msg130891#msg130891

I just tested with Corona 8 DB and it's still the same. And it also happens when having scanline renderer activated after starting max.


Good Luck




3
General CG Discussion / Re: Arrange / Distribute Objects
« on: 2021-09-16, 11:00:10 »
If plugin dependency is not an issue for you:

1. there is a free version of RC
2. you might try the (also free) Clone modifier: Select all objects you want to distribute, apply modifier twice to create a grid with them. All parametric and adjustable.


Good Luck



4
Hi,

see Maxscript Class and Object Inspector Functions. In most cases, if you want to change anything by script, select an object and type "show $". It's not hard to figure out what the properties mean or do. If you cannot find what you are searching for, check for interfaces. If you issue "showinterfaces $" while having a CScatter object selected, you will see the interfaces and the methods listed in the Wiki already mentioned by Maru. For properties of objects which are not selectable (e.g. Render Elements, objects which are properties etc.), you need to use "show" on an object reference, for example "show renderers.current" to see a list of all CoronaRenderer properties (if Corona is the currently active renderer).


Hope it helps,
Good Luck




5
Yes, please consider :) I know it is hard to do but this one and the fact that the effect ends up in the "Rest" element when using light mix are restrictions making the feature hard to use.


Good Luck




6
This is what you would need to use in a (macro)script:

To set render selected mode to include/exclude list:

Code: [Select]
renderers.current.renderSelected_mode = 3 -- 0: disabled, 1: viewport selection, 2: buffer ID
To change inlcude/exclude mode:

Code: [Select]
renderers.current.renderSelected_includeMode = true --- or false
To set your selection as the node array:

Code: [Select]
renderers.current.renderSelected_list=$selection as array

Good Luck




7
[Max] I need help! / Re: shadow catcher
« on: 2021-07-26, 19:40:45 »
(Report ID=CRMAX-844)

Perfect, thank you Avi


Good Luck





8
[Max] I need help! / Re: shadow catcher
« on: 2021-07-23, 18:21:25 »
but not sure why the saved jpg looks different from the VFB.

Presumably because gamma is applied.

@Avi: Have you confirmed and logged this one?


Good Luck


9
Can you please put a checkbox next to each map.

Yes please, this.


Good Luck




10
[Max] I need help! / Re: shadow catcher
« on: 2021-07-15, 17:57:46 »
Me either when rendering that scene with v6.1 - at least visible.

But if you use RMB in that VFB area, you see values !=0. I think the screenshot isn't from Corona VFB but from Photoshop where gamma is (wrongly) applied also to the alpha channel when opening a linear file. But anyway: the alpha is wrong: it should be plain zero there.


Good Luck




11
[Max] I need help! / Re: shadow catcher
« on: 2021-07-15, 15:47:07 »
Disabling "occlude other lights" in this light's settings should resolve it.

Yes, but it's already turned off in the scene, just had a look at it.


Good Luck





12
Hey Alex,

You only quoted the first half of my message?

Yes, because I refer to what I quote usually ;] Didn't wanted to falsify. I just wanted to encourage you (and others maybe) to make use of that option. And the quoted part was the core of the message - matching generally. Having 5 years+ projects as well, using the multiloaders avoided already a lot of trouble here and I think it is calming to know that you always can fallback without destroying your production environment.


Good Luck




13
[Max] I need help! / Re: shadow catcher
« on: 2021-07-15, 15:05:56 »
simply make your plane bigger

I'm not referring to the edge where the plane meets the background but that edge (and area) marked with a question mark from here:





Good Luck




14
We rely on being able to re-render scenes correctly all the time, sometimes years later.

Then there is no other option but using exactly that software version which was used to create the scene originally. Many features will change, just think of post processing in v8 and what that means to the resulting image(s).  You cannot expect to get 1:1 results in future versions, but fortunately we can use the Corona multiloaders to easily load an older version side by side for that reason (amongst others).


Good Luck




15
[Max] I need help! / Re: shadow catcher
« on: 2021-07-15, 14:07:17 »
But that edge in alpha at the left side when using compositing mode looks wrong. Like the light as an infinite plane is cutting into the floor and casts a (gi) shadow -  which would be a bug.


Good Luck



Pages: [1] 2 3 ... 111