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Messages - TomG

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[C4D] Daily Builds / Re: Chaos Licensing Feedback/Help
« on: 2022-08-07, 14:45:13 »
This question was posted in a separate thread ( ) so as not to continue the conversation in two places the answer will be over there :)

[Max] Feature Requests / Re: Displacement control
« on: 2022-08-07, 14:41:45 »
With this being an 8 minute video, some of it showing painting displacement, some of it showing layered materials, can you be more specific about what tool it is you want in Corona?

Work in Progress/Tests / Re: romullus wips
« on: 2022-08-05, 13:35:38 »
Now that is good news, hurrah for the extra juice :) Looking forward to the next project!

Work in Progress/Tests / Re: romullus wips
« on: 2022-08-04, 20:56:19 »
Nice! Fix it some more, with even more renders! :)

[Max] Feature Requests / Re: The most wanted feature?
« on: 2022-08-04, 18:53:59 »
Render times are really good, because these are not true volumes in the 3D scene. Going from the experience on V-Ray, adding a few clouds makes no noticeable difference compared to an empty sky, but if you make it super cloudy and have ground shadows you may notice a slight impact on render times (still nothing compared to adding OpenVDB or VolumeMtl clouds though!) You can basically activate these whenever you like without being concerned about render time impact (of course, still waiting to test this in Corona myself, but I can't imagine it would be THAT different from the V-Ray situation).

[Max] Feature Requests / Re: The most wanted feature?
« on: 2022-08-04, 18:00:29 »
It varies with each feature, so we can't give a global overall answer to that :)

Most welcome!

Hi, where can I post feedback about Chaos Scatter?
CS losing instanced objects on Max's Batch rendering (CS instances clipped by camera in the option Camera Clipping - Enable Active render camera).

In the dedicated Scatter section of the forum, e.g. the Scatter Max bug reporting thread is there at

[Max] Feature Requests / Re: The most wanted feature?
« on: 2022-08-04, 13:17:41 »
They do affect the lighting (basing this on the V-Ray ones which I played with quite a lot), so you can have them cast shadows on the ground for instance, and as the clouds animate and move, so the lighting changes and an area can move from being in shadow to being illuminated. It's rather cool. Of course the clouds are rarely the "point" of an image and not meant to be what people are looking at, just to fill in the background, and they work great for that (without the render time hit that comes from a full volumetric solution).

You wouldn't have to remake the tone mapping for each camera, as you can use Copy from global to bring in the tone mapping stack from the global settings to the camera, then adjust the exposure as needed. Of course if you change the global settings, you'd need to copy in again to each camera and then redo the exposure adjustments, but still beats trying to recreate the stack for each camera.

(Not to negate the request/suggestion, just a point that might make it easier to do what you want in the meantime)

Great that it's fixed and now you can enjoy the new machine!

Hardware / Re: Extreme mouse lag on a new Ryzen system
« on: 2022-07-28, 18:07:36 »
I didn't get mouse lag from a super high polling rate (wireless mouse, USB receiver), but I did get laggy window dragging in 3ds Max. Not sure that is CPU related though (3960X here), could equally be Windows, or the mouse drivers.

[C4D] I need help! / Re: How to reduce Rendertime
« on: 2022-07-27, 16:09:37 »
That is quite a slow CPU, at almost 4 minutes for the benchmark ( ), and volumetrics are usually slow to render because they add a lot of complex calculations to the scene, so I would not expect great render times here. Whether they can be improved any, can't really say without seeing the scene - links in our signatures would let you raise a ticket where you can send the scene to us privately, if needed (but again, no promises anything can be done to make much of a difference).

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-07-27, 16:06:36 »
Probably because the Pattern geometry only exists at render time (which is how it has such great memory savings etc. afaik), meaning there is nothing in the scene for the Decal to project onto as it doesn't exist until render is pressed. Whether that can be cunningly solved by amazing coding, I don't know, but it sounds like it would fall into the "very hard" category - devs can say otherwise of course!

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