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Messages - pokoy

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1
Hi,
I want to use the dome projection with a hdri and strange result here. Can you confirm a bug ?
Thanks
With dome mode you have to keep the radius/camera values somewhat realistic. A too small radius may end up looking like what you have, try increasing it.

2
Same here - I don't get it. There are cases where this is useful, technical or artistic, removing it just doesn't make sense. On the contrary, it was something that was missing for some users and requested, please bring it back.

3
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-12, 12:18:11 »
Surprisingly difficult problem :D
I thought BerconMapping Map could help but it doesn't work on environment maps, only 2D/Object/Screen.
UVW Randomizer does funny things, too.

4
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-04-10, 18:57:29 »
Man that's some impressive work, I wouldn't know how to do some of the materials displayed there. Insanely good and beautiful.

5
I see you are using meters, maybe change to cm would help ?
This might be not practical. Most archviz scenes or anything showing real world scenarios of larger scale will have to be setup in meters. At the same time, a tiles map might be one of the most useful things to have for archviz especially. If there are limits to how small values can get within the tiles map then this needs a second thought, some users just have to work in meters.

6
I'd like to follow up on this - having a way to bake to PBR would be so beneficial. We lack a way to bake some material channels right now and it needs either workarounds or is just impossible due to the setup and work needed.

7
When scaling on object level you need to keep in mind that the scale factor is inhibited by any children hierarchy linked to it, which is especially problematic with animations and non-uniform scaling but generally with anything further down the road - controllers, procedural map scaling, modifiers etc. Let's say you scale a plane to 25%, that way units in modifiers (for example shell thickness) is also 25% of what the value actually is (so now, 10 mm in the modifier become 2,5mm in actual thickness on the plane).
When scaling, either scale in sub-object mode or use an XForm modifier, that way scale on object level still remains 100%.

8
[Max] I need help! / Re: Exposure Control vs. Linear Output
« on: 2024-04-03, 17:01:41 »
Yes, using Exposure only is still linear - but since you're linear you can set the same exposure in whatever app you're going to comp in later (and just disable tone mapping in the VFB), it should produce the same result wherever you take it.

9
Thank you for your effort, Pokoy! This has to be one of the greatest bug reports ever made.
We already have a similar report (Report ID=CMAX-251), but I will double check to make sure it's the same issue.
Glad you like it :D
Seriously, I wish I had tested this sooner, did lots of jobs that way and sometimes the results were strange, for some reason I never sat down and tested it with a simple straightforward case.

Glad it's reported already and hopefully a fix is coming soon.

10
This one popped up some years ago during an online discussion and I had some funky results myself. Recently, I was using a dome-mapped environment with a ground plane with a ShadowCatcherMtl and realized that a reflective surface was reflecting something that was *behind* it which was clearly wrong. I decided to find out why that happened, turns out there's a bug when an environment is using dome mapping and is then used on a geometry with ShadowCatcherMtl.

1 - REFERENCE
In order to have a ground truth reference to test against I modeled simple test case scene - 4 different textures for the ground with 4 lights with some reflective objects. I then rendered a spherical panorama of that scene (with the reflective objects disabled for the pano). The Camera's Z-pos is at 5 meters.

Here's what the reference renderings looks like, one with spheres for lighting and reflections, another one with a box for flat reflections.





2 - VALIDATION - using the rendered pano as an environment in Dome mode
This is the scene using the reference panorama rendered before. It's set to dome mapping, 'Camera Height' is set to 5 meters to match the camera's height used to render the pano.
So far this looks good - except for the blurry environment, which is due to the low resolution of the environment map, so it's expected. Other than that, it matches the 'ground truth' reference renders from step 1.





This however is missing shadows since we don't have a ground plane. So let's add that...

3 - VALIDATION - add a ground plane with ShadowCatcherMtl (this is where the BUG is)
Now let's introduce a ground plane with a ShadowCatcherMtl using the environment map in its 'Enviro/Backplate' Slot and 'Projection mode' set to 'Enviro projection' (the correct way).

Have a look at the images, you can clearly see that reflections and GI are way off.
Notice the strange GI on the white sphere and the wrong reflections on the metal sphere.
Notice how the reflections on the metallic box are wrong. We should never see the red area of the ground being reflected since it's *behind* the box, and why is the reflected environment mirrored in a strange place? Nothing here makes sense.





This is clearly a bug. We're all using dome mapping with a ShadowCatcherMtl on some geometry in order to get shadows. Dome mapping alone works fine, but as soon as a ShadowCatcherMtl is used (and uses the same environment) it's doing something unexpected.

4 - WORKAROUND
Luckily there's a simple workaround but it may not be applicable in all cases.
Instead of using the environment's dome mapping mode in the ShadowCatcherMtl, we can reproject the panorama on the ground plane, and this reprojected panorama will then be used.
To do this, use a UVW Mapping modifier on your groundplane, set it to spherical (since our environment is a spherical pano), set the modifier gizmo to Z=5 meters (or the height that your panorama was taken at) and rotate if needed to align with your background/reference. In the ShadowCatcherMtl, set 'Projection Mode' to 'Do not alter projection' - that way, we're using the UVs from the UVW modifier, not the environment map's mapping.

However, for this to work, the ground plane (or whatever you want to use as ground geometry) needs high tessellation, otherwise UVs will stretch quite a bit. In this case, the ground plane needs 80 segments in length and width.

Here are the images, GI and reflections are now correct.





@Corona Team - this is a long standing bug and it's amazing to me this was never reported or validated/caught internally. I'd really expect this to work, hopefully it'll be fixed soon.
I'm attaching the zipped scene+environment map. Scene is from Max 2021 with Corona 9HF1 but I'm pretty sure the bug is present in recent Corona versions.

11
Hmm, caustics should definitely be made to work with baking. They depend on light position/direction, viewing angle isn't really part of how caustics are produced in an otherwise static scene, just like GI.

12
[C4D] I need help! / Re: Alpha is cutting bloom/glare
« on: 2024-03-26, 14:56:28 »
Unless I did something wrong the AE file should be attached to my answer above along with the image.

13
[C4D] I need help! / Re: Alpha is cutting bloom/glare
« on: 2024-03-26, 13:52:49 »
It's 'Use for Matte' - full/plain color or no color, either will work, one of them needs to be inverted (depending on whether it produces full white or black).
When you set the layer to add (or screen if you're not working in linear mode) you will see immediately which one is producing the right output.

14
[C4D] I need help! / Re: Alpha is cutting bloom/glare
« on: 2024-03-26, 11:16:13 »
Here you go, AE file (v2021) and a Screenshot attached.
Disregard the background, it's just a random gradient to help seeing the result.

In AE, you can tell a layer (file input, whatever) to use its own alpha, another layer's or file's alpha, or any arbitrary alpha channel, by using one of the Matte effects on it.
To make it work you need to:
- set the original base layer (your beauty) to use the file alpha (done automatically by EXtractoR) - that's what you probably did already
- duplicate that layer, set EXtractoR to use the bloom&glare channel
- with that layer selected, add a 'Set Matte' effect
- in the 'Set Matte' effect UI, set matte to 'full color' or 'plain color' (I'm using a german OS so no idea what it's called in english)

Now you've effectively told that layer to use a fully white mask instead the one in the original EXR file.

15
[Max] I need help! / Re: Corona License Not Found
« on: 2024-03-25, 19:45:00 »
I had exactly the same happen whenever my PC lost internet due to network or ISP problems.

Corona is supposed to 'remember' the license status for some time (hours or days, Chaos won't share that info with you or nobody knows) but clearly it fails just like it failed in my case - the instant internet connectivity breaks Corona will hang max for a while and stop working, then spit out the prompt you have posted.

I'd contact support, but FYI they will suggest you to borrow/lend a license file. Frankly, they should finally sort this out, something's clearly not working the way it should.

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