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Messages - marchik

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1
For some reason all of the 3 latest daily builds give me this error on the converter start

the error appears when starting any of the "new" versions of the converter, I checked starting from 2.04
"old" 1.46 version runs without problems

I have 2 versions of 3ds max installed on my machine 2022.3 and 2023.2, Corona is in each

I've tried
  • reinstalling Corona in different configs multiple times
  • deleting the ENU folder
  • deleting CoronaConverter.ini
  • increasing initial heap allocation

2
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-09-03, 15:06:08 »

My 2 cents:
 Aside from obvious cases like a rug or grass or simliar we used this feature to add any type of larger more widespread detail to geometry we patterned. Dirt, color gradiation, variation, atc...
Yep, exactly, I just wanted to pick up some more obvious option :D

3
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-09-03, 07:53:15 »
it's nice that we have an option to choose UVWs between pattern and base objects, but sometimes (quite often) i want to have both. Maybe good solution would be to have dedicated surface map, like Chaos Scatter has, which would let to get base object's colours without sacrificing pattern object's UVs. In fact both, the Scatter and The Pattern could share the same map
just once again faced with such a need, after all, when you make carpets or fabric, it is very important to be able to impose, say, a print on top of the finished product, while maintaining the texture coordinates for individual fibers on the pattern itself
so +1 for this feature
@Marchik + @Romullus + anyone else who would like this - Could you please describe the exact use case for this? I think we do understand what is being requested, but we do not understand why.

Obviously this will be necessary when modeling a carpet with sufficient details, we need to store the UVs for the pattern object to simulate for example fibers using normal maps and so on. (As far as I know from my experience, even the correct display of fibers in the CoronaHairMtl material depends on the direction of the UVs)
In turn, to simulate a pattern on a carpet, we need the UV coordinates of the base object, so we need both of the UV coordinates.


similarly applicable to other fabrics with a color pattern


Quote
Randomization per pattern node in Multimap and UVW Randomize
@Marchik + anyone who finds this useful - can you explain in what exact scenario you would use this?
Let's say that we are making a pattern (repeating some geometry tile). If we use the Multimap or UVW Randomizer, this will affect each tile creating visible color/texturing differences between each tile. How is this useful? (in what practical cases) Otherwise, we can use the Mesh Element randomization to have a different color of each tile part (e.g. one carpet strand in case of scattering a tile consisting of many strands).
yes, we also found out above that the mesh element mode works fine, I made a request while I still thought that it would not work at all. So I apologize and withdraw the request, a separate pattern randomization method can be useful for complex tiling, but these are too rare cases to waste resources on it

Quote
Scaling Corona Pattern tiles individually so that they could overlap with each other / Offset and scaling randomization in CPattern
We believe his is a better job for Scatter. If you have some specific example where you would like to use this with CPattern, please share it here.

And this is the most wanted feature for me, I don’t touch on randomization (I can do without it), but overlapping would add a huge number of use cases for CPattern in general.
But I really don't know what else to add about this, (in that post above I recorded a detailed video why this would be useful).

This has nothing to do with the scatter as the scatter cannot bend individual parts of the pattern along a curved surface.

I mainly use CPattern for patterns that have an organic shape, such as weaving fabrics, patterns include sticking out and intersecting fibers and in general - weaving does not always have a square structure, so it is convenient to seamlessly tile it. The time to prepare the perfect pattern that can be used for close-ups (with the current method of perfectly square cutting when tiling) sometimes exceeds what I would need to weave the final product in its entirety (only strong hardware resource savings remains from the benefits)


I don’t know if I explained clearly, but I really hope that you will listen to the last point, it could save me a lot of time, thanks in advance))


4
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-08-20, 19:51:03 »
By the way, did I understand correctly that cirrus clouds cannot be randomized?

5
I hope sooner or later we will get a separate adjustment to extend the displacement culling beyond the camera, at the moment it is not possible to use displacement in combination with a fisheye camera, you can check it yourself using the water surface created with PhoenixFDOceanTex

Ouch, that sounds like a bug, we will investigate!

Meanwhile, you can use the following string option to calculate displacement even outside of camera frustum:

Code: [Select]
float geometry.displace.maxSizeScreenOutFrustumMultiplier = 1
Using string options: https://support.chaos.com/hc/en-us/articles/4528609584017
Thanks, Maru! Works perfectly!

6
At the moment the clouds look great, I haven't tested them with interiors but in general using the available options you can get a sane result

The sun behaves strangely, disappearing and reappearing in front of and behind the clouds.

I think the most important point is that the Volume effect treats clouds like any other Hdri map, drawing a uniform fill strip along the horizon line. I would like these 2 effects to work together without limitation. (see the attachment)

I didn’t notice any dramatic performance drops, I didn’t measure the exact comparison, but it feels like everything is fast enough

Thank you guys for listening to us and adding clouds in this development iteration)

PS I already mentioned in another topic, but I will repeat here, while I was testing clouds on this scene with the sea, I noticed that the fisheye camera cannot be used normally with displacement, subdivision culling does not work correctly and right in front of the camera, displacement does not give the desired level of subdivisions. Given that you added DOF for the fisheye camera, can you please fix that too.

PPS I will additionally mention that I did not manage to achieve an acceptable look of an almost evenly overcast sky, as if there is always not enough range of parameters, for example, I would gladly set the cirrus amount to more than 1.0.

Similarly, it would be convenient to be able to slightly randomize the position of the clouds in height relative to each other, if you set the "Altitude" parameter to a sufficiently high value, then the repeatability becomes clearly noticeable

It would be cool to have access to the parameters of the cloud shading itself, (make them more transparent without changing the thickness for example, or slightly change the parameters for scattering in them) + I would like to have a greater variety of real-life cloud shapes.
As a result, from all these parameters it will be possible to form presets (low cloudy / rainy / cirrus, etc., which can be used by ordinary users who do not like to "play"

7
I hope sooner or later we will get a separate adjustment to extend the displacement culling beyond the camera, at the moment it is not possible to use displacement in combination with a fisheye camera, you can check it yourself using the water surface created with PhoenixFDOceanTex

8
[Max] Feature Requests / Re: Aerial Perspective for HDRIs
« on: 2022-08-09, 23:01:12 »
Didn't somebody make it "work" by using LightMix? Sorta.
by using CoronaSelectMap with hdri & coronasky, but its very "Sorta". The horizon line becomes weird.

9
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-09, 04:19:22 »

it's nice that we have an option to choose UVWs between pattern and base objects, but sometimes (quite often) i want to have both. Maybe good solution would be to have dedicated surface map, like Chaos Scatter has, which would let to get base object's colours without sacrificing pattern object's UVs. In fact both, the Scatter and The Pattern could share the same map
just once again faced with such a need, after all, when you make carpets or fabric, it is very important to be able to impose, say, a print on top of the finished product, while maintaining the texture coordinates for individual fibers on the pattern itself

so +1 for this feature

10
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-03, 16:14:33 »
This may have been mentioned before but we're finding that IR needs to be manually restarted all the time when making changes to materials used by coronapatternmod e.g. whatever's assigned to the pattern object or the underlying object. the changes don't visually update at all/properly until IR is restarted.
by the way, yes, it’s very annoying)

Besides, I mentioned a little earlier, but no one answered, in VFB it seems that the Refresh button does not work, it just does nothing when you click on it, maybe you should remove it  and make vfb a little more compact in width?)

11
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-02, 21:31:19 »
But that's not how the pattern would look, right? In previous example you shown that the pattern would produce gaps when tiles are rotated, hence my question about its usefulness. On the other hand, why would you want use the pattern for things like grass when the scatter is clearly superior at such tasks?
This is how it will look like in this case, i made a small grass sample for the pattern by scattering small samples of grass inside a rectangular shape (you can see it on the right) and applied it via geopattern in V-ray. If you scatter not just boxes, then the gaps do not seem to be noticeable during rotation.

There are quite a lot of applications like this, i would use it for example on complex surfaces to create fine moss on rocks, for gravel, mulch, stabilized grass for say visualization of dioramas, these are just what came to my mind right now. Controlling the distribution by changing the UV coordinates is generally quite convenient, all I need right now is overlapping.

PS and I also just thought that it would be pretty handy if CoronaPatternMod wil take into account the CoronaDisplacementMod lying under it and applied the patterns to the already deformed mesh, anyway, because both of these effects are render-time only

12
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-02, 18:02:32 »
Thanks for the video, but it does make me question about usefulness of such feature. On the other hand i like your idea about scaling and overlapping, especially if it could be randomized.

Basically, here is usefulness, without random rotation on the left / with random rotation on the right


13
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-01, 22:36:34 »
And since I’ve already been distracted from work, I’ll illustrate with the help of a video (check the attachments) my request for overlapping and scaling, I still don’t understand whether this is possible to do or the technology itself will not allow.

14
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-01, 19:14:04 »
Oh, now i got it, you need to change the ID Mode to "Pattern object". My bad, but maybe it's better to make it the default?


Can you explain some more how exactly this is working? Could you share a material editor screenshot + the result you are getting in V-Ray?
anyways I've already recorded the video, so I'll attach it :D


Curious to see how that works. Does the pattern leaves the gaps between tiles when they rotate, or does it automatically adjust its cropping box for each tile? Would you mind to show some example?
I can’t make a full-fledged example with a working case right now, I just recorded a short video, yes, it just cuts out everything that does not fit and leaves gaps

15
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-01, 17:13:27 »
just tested one more time both in V-ray and Corona, in V-ray we can randomize textures of the pattern object by using MultiSubTex and it doesn't work for me with CoronaMultiMap in Corona for some reason, fix it please

and by the way V-ray has random rotation parameter, very handy)

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