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Messages - jasond

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[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-11, 19:00:46 »
The idea is, that you don't need to mask anything, if you'll set texture's mapping source to world, or reference node space, it will "stick" in place and you will be able to either move decal, or increase its length and this should create illusion of revealing new tyre tracks.

I see what you mean. Took a bit of trial and error to get triplanar to scale the map properly but it does work as you said. I could move the decal and it sticks but resize doesn't work for this case as the decal object resizes from the centre, not an edge, even when changing the pivot.

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[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-11, 15:03:46 »
Ah learn something new every day, thanks for that real world mapping tip / clip for tiling. I have it working now.

As for masking part of a decal, are you masking with another object / slicer or within the decal itself?


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[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-10, 17:30:24 »
Tiling a decal would be great! I just had a use for it today, tire tracks. Ended up having to make a super long decal and manually tile it in the bitmap options. Tedious. Same for caution tape, I use it all the time on construction machinery. Workaround has been to create a plane, UVW map to the right size and set the proper tiling. Doesn't work well for non-flat objects though.

Aside from tiling a decal, would be great if you could mask it off, use corona slice or even the slice modifier on them. Use case > mask a length of tire tracks where a moving car hasn't been yet and reveal it as the car moves. I tried to create a moving mask with all three options mentioned as well as a corona distance tex but could not get any to work.

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[Max] I need help! / Re: Decals Alpha in Ctexmap
« on: 2024-02-07, 13:57:22 »
Coincidentally I had the same issue yesterday when using cryptomatte. I switched to using a plane instead of a decal in this case and the mask worked. Ideally, decals appear in masks and may or may not have been a requested option.

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[Max] General Discussion / Re: Price Increase
« on: 2024-01-24, 16:12:17 »
The USP remains as always, our focus on absolute realism for archviz rather than being a general render engine

Please keep in mind that you have customers that are not using Corona strictly for archviz. While those users are clearly a major percentage of your user-base, please don't alienate those that aren't. We use it for animations of heavy machinery and most certainly use non-realistic features like the slicer that was introduced after years of requesting it and now the toon shader that people have mentioned to make stylized outlines.

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[Max] General Discussion / Re: Price Increase
« on: 2024-01-12, 14:03:07 »
No mention in the email about what happens with long term, legacy FairSaaS users with render nodes. If I recall from the last price increase, those on the 'Premium' plan got to keep the nodes. What is happening this time? We're in for a €2000 increase that wasn't budgeted for if this changes. Not the best timing to release this increase after annual budgets are submitted.

For clarity on the Render Nodes, nothing has changed here - extra render nodes were dropped with the release of Corona 8, not with Corona 9, so it's been this way since April. That is, unless you were an existing user before Corona 8 in which case you got to keep whatever render nodes you used to have, and you still get to keep those with Corona 9 too so long as your Premium subscription remains renewed.

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[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2023-03-13, 13:18:39 »
For example, right now I have a project where I need to brand 10 different objects which have different sizes. Decal texture and its pattern scale stays the same – it looks like barricade tape (red/white) and it differs only by length.
So in such case it has no sense to prepare a set of different textures only because the length differs, it has sense to use one tiled part.
It also has sense to control the object properties with one shader.

Because Decal element has no tiling option build in (and I can not apply UVW mapping on it), I decided to create such construction:

I created a similar pattern for black and yellow caution tape and just like you wish coronadecal could tile as we use this tape frequently. The only way I've managed to get it work is either create a plane the height/width you want and set a UVW map to the correct size. Another way is to set up a layered material and add UVW to that with the correct size. It automatically tiles.

Would definitely be easier if the decal had a tile option after picking / setting the initial size as well as an option to bend around curves without stretching.

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[Max] Daily Builds / Re: Chaos Licensing Feedback/Help
« on: 2022-05-13, 19:46:21 »
Hm our IT guy did a test reboot and the server/service did not restart. He had to manually click the "start chaos license server" from the start menu. Windows Server 2019.

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[Max] Daily Builds / Re: Chaos Licensing Feedback/Help
« on: 2022-05-13, 19:06:06 »
Is there a way to have the license server restart on its own if the server reboots? As it stands, it looks like you have to manually start it. Do we have to use nssm on vrol.exe?

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[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2022-05-05, 14:56:40 »
Additional functionality to allow for different cap colours based on object/material id would be so helpful for when you're slicing many objects at a time with a single slicer. Drop a multimap in there for cap colour and bam, done. As it is now, looks like you can only have a single cap colour for everything. Sure you can have  many instances of a slicer to cut multiple objects to allow for multiple cap colours but that's very tedious when in theory you only need one.

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[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2022-02-08, 16:03:50 »
I'm so glad this feature will finally be implemented! Will save many headaches.

In its current form, can the coronaslicer only cap in one colour? For the icing on the cake, is there a way to set up multiple cap colours?

Currently when using the slice modifier, I simply create a 2 mat multi-subobject material to give the sliced part of an object a different colour. (Slice modifier + cap typically assigns mat id 2). This allows you to differentiate between sliced, nested objects and have the slice plane as an instanced modifier.

Attached is a crude example


You can also use it with Multimap in "instance" or "material id" mode - https://support.corona-renderer.com/hc/en-us/articles/4402649799441
Then the cap will have a different color depending on what object is capped.

Just tried with both options. Unless I'm doing something wrong, neither work. In the attached example, the inside tube is set to material id 3 for both tests. The multimap in 'material id' mode (left) never gets to the third colour (purple) plus there's an anomaly when the cutter doesn't fully pass through the object being sliced and switches to id 2. The inside tube should have purple caps, the outside should be red since its id 1.

Not sure how instance would work here in the case that we do not have instanced objects. Also, I have not tested objects that are assigned multi-subobject materials which we use often.


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[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2022-01-18, 15:55:13 »
I thought of this as well but then you'd have to keep instancing slicer objects / materials. I sometimes have to section 10-20 objects (machine parts) at once to create a section view so this would be a tedious option...

I suppose more complex slice scenarios like this may still be a job for the slice modifier. It's just no good at complex imported CAD geometry as it often creates lots of artifacts and distorted geometry.

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[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2022-01-18, 15:39:40 »
I'm so glad this feature will finally be implemented! Will save many headaches.

In its current form, can the coronaslicer only cap in one colour? For the icing on the cake, is there a way to set up multiple cap colours?

Currently when using the slice modifier, I simply create a 2 mat multi-subobject material to give the sliced part of an object a different colour. (Slice modifier + cap typically assigns mat id 2). This allows you to differentiate between sliced, nested objects and have the slice plane as an instanced modifier.

Attached is a crude example

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Quote
throw us non-arch/viz users a bone once in a while.

Corona Slicer would be useful for archi/viz users too

Hehe true, I've seen lots of great arch/viz renders where a slice is used. Correction to my post.... throw us all a bone and at least try to get coronaslice implemented sooner rather than later :)

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I've been waiting for 'corona slice' since it went on the trello list since at least 2017. That's a long time to keep pushing a feature :(

Though tyslice is better than the default slice modifier, it's nowhere near as feature-rich as vrayclipper. Corona decision makers... throw us non-arch/viz users a bone once in a while.

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