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Topics - Jens

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I'm having an issue where the reflection suddenly is completely black on certain objects in an animation i'm doing. Corona 10 hotfix2, 3ds max 2023. This is the first time I see it happen and it's been around 5000 frames rendered so far. I've checked if the object, object materials or lights had any accidental animated settings in them for this frame number, but all looks good.

Restarted the PC. Tried rendering in perspective mode instead of camera. Nothing changes the fact that for exactly these 4 frames, reflection is missing on certain objects!

Have tried deleting corona lights and making new ones. Still bug in these 4 frames no matter where in the scene I click "render". Be it with the corona camera or just in perspective

Ran sini forensic and deleted anim layers. No effect.

Am I missing something?

Hi guys

I'm currently experimenting with corona vol objects (cloud vdb's scaled up many times) to get to a specific mood/look with great effect, but scene performance and scene parsing quickly becomes horrible (even on a threadripper 3990X). While increasing step size of the volumes and overall tweaking help on render performance, I still get 30-50sec of scene parsing per frame. Is it still only the saving of 4k/uhd cache that can speed this up for the final animation?

Also, is there anything in the works that would allow cameras to be placed in or pass through vol objects? It's very limiting doing animations and not have the camera touch the vol objects as it will then just disappear + i still see some "boxing/edges" of volumes overlapping (daily v9 RC2).

Hi guys

Anyone else having issues when archiving projects and the scene has corona proxies?

I've tried both the Sini tools archive function and with 3ds max native one. More often than not, it will either completely skip some of the corona proxies in the scene or it will keep the position and just leave an empty corona proxy that we then have to relink manually - not always easy because of the auto naming when making a proxy and we don't rename then ;)

This happens to us in different projects, different proxies (max 2020, max 2022, max 2023, corona 8 and corona 9 dailies). Mostly it's proxies that are linked locally on the workstation.

I was wondering if anyone has had a go at Nvidia's omniverse and the USD format in a production setup?

Been trying to read up on things and watching their stuff on youtube, but I'm still not sure what it would benefint us. I can see the USD format and use of omniverse to maybe be relevant cross software suites. I.e. people sitting with a revit model, could share and visualize the exact same images as people with 3ds max, sketchup, rhino etc. Maybe also all could use the same asset library? Is this the gist of it or am I missing something? Else I can't see the benefit of it vs corona or any other renderer really.

Hi guys, I'm doing a birdseye view were I have an aerial photo mapped via the coronashadowcatcher material on the terrain.

I'm trying to use extruded splines and the coronadistance map to project new roads/paths onto the terrain, but it's not working correctly in the beauty pass with the shadowcatcher as the base material. If I use a normal corona material it works great (see white+black screenshot).

Is there something obvious I should enable/disable?

Hi guys

I've tried running the convert in both max 2020 and 2022 with corona 7 hotfix1. I have imported a sketchup file with textures. When i click convert scene it seems to run and the script lister states:

Successfully converted 0 / 121 maps.
Attempted to convert 0 lights.
Conversion finished.
Successfully converted 0 / 2064 materials.
Conversion finished.

Which I find kind of funny to "succesfully" convert "0" things :D

Anyway, no materials has been converted. When I colorpick an object material it's the standard max physical mat.

I do not have vray installed, but this shouldn't be needed when importing a sketchup file (no vray things in it) right?

Hi guys

I'm doing a very large scale project of an artificial island in a stormy sea. There will be several fly over animations and so far I'm doing okay with using a trial of phoenix fd and the ocean tex shader in corona. But I can't post on their forum regarding help since it's only a trial. Hence I post here hoping there's some experts who can give me a few pointers :) This is the first time I try Phoenix, so it's a bit overwhelming.

Basically when I get close to the island in the animation I want waves crashing against the concrete walls. Waves out here are huge and the walls around the island range from 20-30m high. Whole island is around 700m x 700m. So creating one big phoenix sim is not really possible (or is it?).

I finally found an okay setup after many trials (and crashes), but then the sim is "only" a 100x300x30m container. That's fine for 1/8th of the walls (island is octagon shape). So my thinking is, if it's possible to copy this sim container as an instance all around the island walls and have them maybe offset a little in frames so they blend?

Or how would you approach this so they blend okay together and also with the surrounding sea? I tried with "pure ocean" turned on and adaptive grid size, but there still seems to be an obvious "cut-off".

Bonus question: I'm doing the wave sim in a separate instance of max, is there any thing to be aware of in regards to xref'ing that into the main scene?

Hi guys

I've never worked with all these fancy schmancy volumegrids, openVDPBFBP clouds etc, but I'm having a lot of fun. However, I notice that when the bounding boxes of the volume grinds overlap I'm getting these "artifacts". I know it's the same when using normal geometry with the volume material added, but then it's much easier to move volume objects around so they don't intersect. Here I can't get the result I want as I can't influence the cloud data other than scale the volumegrids. And to get the look I want I have to have them overlap. Is there a workaround for having multiple clouds in different altitudes so I can fly through them (animation)?

Hi guys

I'm trying out the Scene Manager from Pulze aka Brick. So far so good. It's a nice way to set up multiple views in the same file. I was wondering if it would be possible to do a script that will load a specified postprocess and lightmix conf file? Then I could setup each view to load that on a per camera basis. Instead of having to go in and browse and load manually.

Anyone tried that or could help w. a script for it? Pulze support says they don't have access to the VFB and are talking w. Corona devs. But I wonder if this also applies for scripts?

Also, how are you guys using lightmix for scenes where you have more than one view? Here I'm thinking of renderpasses getting messed up if you don't apply lightmix settings to scene and rerender. That is however not a possibility when doing multiple views w. different light in a scene.

Hi guys

We are experiencing heavy slow downs on our 2990WX workstations when multitasking. I.e. when max is rendering it is damn near impossible to work in other softwares at the same time.

First we thought it was just a photoshop thing as it seemed to occur after a PS update, but now it feels like the overall experience in windows is very slow and laggy when rendering (I tried to set used threads to -1 and -2 in the Corona system settings with no difference).

We tend to grab a copy of the interactive render image after a couple of passes and then start work on it in PS while corona finishes the final image. This is nearly impossible now due to the lag.

Anyone else experienced the same thing?

Hi guys

I would love the option to choose which render element the extended IR viewport should be showing. Especially when using the interactive lightmix. It just defaults to the beauty pass which makes it rather useless for lightmix use.

There was an earlier post regarding render elements here:


I'm experiencing the attached result when rendering on 1.7 RC2. Scene was done in this version, so I don't know if it has always behaved like this. It doesn't matter if I have DR enabled or not.

It seems like the opacity map doesn't ignore the reflections cast on the mesh backside.

Here I have some simple shop awnings behind street trees. If the material on the awning is reflective, it will bounce the light on the backside of the tree leaves mesh and produce the attached result.

I'm just removing the reflection on the awning material as a quick fix for the project, but I don't think it should behave like this right?

Hi guys

I'm looking for a solution to 3ds max that works like when you want to resize the Canvas Size in photoshop. Basically adding X amount of pixels to only the top of my image.

If I change the height in render output I will also get "extra" ground that I have to render.

There's this script: but it requires you to render twice and comp in PS.

Can it be done without comping, region renders and all sorts of other workarounds? :)

Hi guys

I've gone through the boards here and over at iToo's forum.

Can someone clarify what the status is on getting instancing to work with iToo's plugins?

On their boards they say you guys have been in contact, but the ball is currently on the Corona Devs' court. Here on the Corona forum it seems like you think the ball is on the iToo's court?

It's a big time waster not being able to use the instancing mode on RC and FP. Lots of extra tweaks has to be done to get the plugins and presets to work as they as they do with vray.

I don't know if it's related, but I'm also experiencing very large slow downs on render starts in scenes with heavy FP and RC items. "transforming vertices" "parsing scene" takes ages, but once the rendering starts, all is pretty fast.


I'm do a few aerial views and I'm getting annoying indirect illumination on my shadowcatcher plane. Is there a way to keep this from happening? I kind of managed to do it with the rayswitchmtl, but then I loose the shadow itself too on the shadowcatcher, which just seems silly :)

Tried all possible settings on the shadowcatcher material itself and also on the object seemingly reflecting light on to the plane, but no dice. I must be doing something complete wrong or ?

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