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Messages - romullus

Pages: [1] 2 3 ... 481
1
[Max] Daily Builds / Re: CoronaDecals playground!
« on: Today at 10:44:23 »
C is how it was always supposed to look, if it does not, that means a bug got in at some point and we will fix it.
D would still be doable if requested

That's great news! I'm looking forward for displacement issues to be fixed and method D introduced when/if possible.

2
[Max] Daily Builds / Re: CoronaDecals playground!
« on: Yesterday at 20:08:47 »
if I understand it right as "the displacement from decal should be added on top of the original displacement, not replace it", that is very easy to do, and can be added as a mode

I think there's too much ambiguity in the words "on top" and "replace", so i draw some picture. What i, and i think many others, expected from decals, that it could work like in a, b and c examples. a - only decal is mapped, b - only target is mapped and c - both are mapped (i'm talking only about displacement here). Currently we have a and b, but not c.

I think some people also asked for d - where displacements are mathematically added through some blend modes. This can be useful in some cases, but i think it's not crucial to have it right now.

3
there is another problem [..]

There are enviroment overrides for direct, reflect and refract, there is also ray switch material. All the tools are already there to use different maps for lighting, reflections and background. Why would anyone want such frankenstein color correct map that you're proposing? That makes no sense to me.

4
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-14, 11:31:44 »
Yep, I tested everything well again, the fact that the displacements does not mix together removes half of the use cases, I am a little disappointed with that.

A logical option would be when the base layer displacement is ignored only at the place where the decal is overlaid, or giving some options like Only A, Only B, A+B

Wait, i was under impression that that's exactly how decals are working now, i.e. you can have displacement from both, target and projection surfaces, but it looks i was wrong and indeed you can only have displacement either from one or another, but not from both at the same time. That's a huge disappoitment :[ I hope it can be improved before release, otherwise i too find decals' usefulness pretty limited.

5
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2021-10-13, 19:10:26 »
One constraint I see is that when I gave it displacement (so it's popping out from the base surface) the base materials displacement is lost. In the same way as only 1 displacement is supported on Layered Material. I'm sure you're well aware of this.

In many cases this is desirable effect (you don't want that asphalt displacement would mix with manhole displacement, right?). An request for option to override some maps and at the same time retain others, is already requested and logged by the team for consideration.

6
No problem!

7
Here's the proof that sRGB switch is working as intended. Just remember that you need to look at RGB values, not at HSV, because for some strange reason Corona shows the former with respect to sRGB switch, but the latter are always displayed in linear.

8
Wow, i'm working with 3ds max for nearly two decades and never knew that's possible. Thanks PROH for the info!

9
Why are the colors in corona color picker as if with the wrong gamma? I enter the color data (HSV) 147/51/53 and in the standard color picker - the color is what you need.
When I do the same in corona color picker, the color is dark. But if I add Corona Color Correct and enter gamma 2.2 into the frame instead of the standard 1.1, then the color matches.

It seems that the corona Color Picker does not put gamma 2.2 by default.
I don't know if it's a bug or I just didn't understand what I did wrong. But this has not been observed before. The colors in both color pickers were the same.

here's your answer (look at the attachment).

10
My guess it's scale issue. Did you change scene units recently? Try to increase absorption distance of the glass material and see if that helps.

11
Not directly, but converter has an option to convert materials from selected objects only, so if you can select all the objects that has Vray materials (maybe by script?), you could convert them to Corona physical.

12
Yes of course, we can use mesh with light material, but i'm old fashioned dude, i try to use light object whenever i can. I believe that to add one more shape would cost next to nothing and it even wouldn't take any UI space, so why not to have it? :]

13
I noticed that too. Maybe devs tweaked IR settings for it to be more responsive?

14
Gallery / Re: Once Upon a Time... in NYC
« on: 2021-10-09, 20:33:19 »
Very impressive work! Reminds me "The wet bird" from early 2000.

15
I would like to have hemisphere or dome shape for Corona light. It would be perfect for lighting fixtures like in attached picture.

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