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Messages - Jens

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1
[Max] I need help! / Re: Node to rotate a texture?
« on: Today at 10:54:38 »
Well it can be, just leave all values at 0 (including blending and uncheck randomize tile) and put in a fixed interval in rotation like 45-45. Or am I missing something here?

It does, but I use Pulze scene manager for this. It works great, but I still find it a hassle and silly having to load in the same HDRI multiple times just to be able to rotate it on a per camera basis.

I've just posted it as a feature request btw.

2
[Max] I need help! / Re: Node to rotate a texture?
« on: Today at 10:43:13 »
I would love for the uv randomizer node to be able to work on HDRI/envir bitmaps. I have the exact same issue as OP. Having to load multiple bitmap nodes of the same HDRI for different camera angles or reflection overrides feels like a waste. Just being able to drop a rotation node inbetween would be amazing. Just like we can do with color correction etc and reuse the same HDRI/bitmap.

If uv randomizer node had an "environment" checkbox so we could just do a fixed rotation, would be lovely :)

3
Hardware / Re: Setup ryzen 9 7950x
« on: 2024-10-22, 14:30:34 »
I would get more ram, minimum 96gb. Especially if you do exterior shots with lots of vegetation etc. You'll run out of ram fast also when you consider if you have a couple of psd files open or an extra instance of 3ds max, chrome etc.

4
[Max] I need help! / Converting imported revit light emitter
« on: 2024-10-21, 16:19:41 »
So I've imported a huge fbx, the lights came in as a "Free Rectangle". With some testing in regards to intensity and making the shadows to CoronaShadows, it works okay. But I miss the corona light controls, so I tried to convert the lights. The converter runs and in listener window it says: "Attempted to convert 313 lights. Conversion finished.". But they were not converted.

Is this a bug or just how it is? max 2024, corona 12 hotfix 1.

Any other way to do this? Ideally I'd like to avoid having to use a script that replaces an instance with something else etc as there are so many lights and they are already nicely instanced for different areas in the model.

5
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2024-09-09, 13:54:32 »
Is there a way to alternate "flip" the coronapattern on an object? I.e. the way floorgenerator plugin works where it can flip boards randomly. So every now and then, my panel would flip on x or y axis to give more randomization?

I found the rotate function and set increments, but it doesn't give the result i'm after. I'm trying to do something like these facade panels (attached). Could probably get the effect I want by dividing the object and flip the UV mapping in some areas, but it would be very tedious and loose the flexibility coronapattern offers.

Also, I can't seem to get the "auto-gen caps" function to do anything (example attached).

And I'm having issues with seems. The object it's "scattered on" is fully welded in the corner, but I still get this result (attached)

Hi,

Generating caps works just like as if you used slice, and then cap holes modifier. Maybe it is capping, but you have shell modifier and it caps just the shell/thickness part. If you have the patter as a volume (rather than as a sheet of metal), it should work.

For flow/integrity of the pattern - as probably you have different faces at the intersection, the "cut" at the corner is expected, unless you play around with the height and offset of pattern to make it invisible. Another option will be to make a little chamfer at the corner (to smooth the transition) and check the UVs of the chamfered part.

Hope this helps.

So it's recommended that the object we use pattern on, to have a thickness and not just be a single plane?

Good tip with chamfering the corner, will give that a go.

6
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2024-09-06, 08:57:49 »
Is there a way to alternate "flip" the coronapattern on an object? I.e. the way floorgenerator plugin works where it can flip boards randomly. So every now and then, my panel would flip on x or y axis to give more randomization?

I found the rotate function and set increments, but it doesn't give the result i'm after. I'm trying to do something like these facade panels (attached). Could probably get the effect I want by dividing the object and flip the UV mapping in some areas, but it would be very tedious and loose the flexibility coronapattern offers.

Also, I can't seem to get the "auto-gen caps" function to do anything (example attached).

And I'm having issues with seems. The object it's "scattered on" is fully welded in the corner, but I still get this result (attached)

7
General CG Discussion / Re: Need help in 3dsmax modelling
« on: 2024-09-02, 10:50:55 »
maybe you could devide the table surfaces into "strips" and then use this addon to floorgenerator and generate different angles to the "boards"?
https://hqdetails.com/shop/floorgen-tools

8
Is there a log/report or something stored after file open, where I can see loading time and name of the assets causing the issue?

Unfortunately, no. If you send us a scene, our developers will be able to find out which assets are taking most of the opening time. You need special debugging files for this.

Cheers Maru, is scene parsing also linked to network/storage speed of assets? I.e. if there's proxies not loading in to ram?

9
*local IT dep confirms there's network issues today, so that might explain my sudden issues ;)*

I'm having the slow loading of a scene ("loading corona assets") appear again in V12hf1 max 2024. Is there a log/report or something stored after file open, where I can see loading time and name of the assets causing the issue?

Some of the assets are on a network drive, so could also be that. But the scene is taking several minutes longer to load than similar projects. Also scene parsing on last render was around 6mins - which I think is crazy, so something must be slowing it all down.

"Updating views" on scene load is also taking ages/seems to be stuck at 82% while I write this.

10
uuuuh this looks interesting! Thanks :)

11
working on NDA project, so can't share scene. But just wanted to chime in, that scene loading has increased dramatically since corona 11. Maybe it's also related to max 2024 as I didn't update until a couple of months ago?
I'm using max 2024.2 with corona11HF2.

Also had instant crashes with just trying to rename corona materials. Might have been a one off event though. Just trying to mention things in case you can make a connection with other reports. Opening up the material editor in the scene would usually cause max to freeze and no longer respond. Having to force shut down.

Just tried opening the file with 10HF3 and it was a bit faster, but not much. There's a chaos scatter item in this specific scene.

Now I tried the latest daily from may 10th and here the scene opens up much much faster. Such a big improvement. I'd say we are back to "normal" loading times for a scene like this. The material editor gave me a bit of a scare again, but actually opened soon after.
I'm a bit hesitant to update the render farm, but the latest daily seems to have fixed a lot of things!


12
I can recommend a spacemouse from 3dconnexion. Takes a bit of time getting used to, but I find navigation in the viewport and setting up compositions soooo much better with it. I only wish you could track the camera movement with it for animations, but doesn't quite work.

13
[Max] I need help! / Re: animating mat ID on path deform?
« on: 2024-05-21, 13:49:52 »
ha! didn't even think to look at the path deform modifier's roll outs. This was in there :)

14
[Max] I need help! / animating mat ID on path deform?
« on: 2024-05-21, 12:55:44 »
so, I've got a spline on to which I've put a box with path deform. So the spline is kind of drawn/animated as the animation plays.
What I want to do is have the spline change material on different sections of the spline. i.e. from a full stroke line to a dashed line and then back to full stroke again etc. Normally with a sweep modifier it's easy with just changing mat ID on sections of the spline, but this doesn't work with path deform object. And due to reasons, I have to stick with the path deform.

So is there a way to control mat ID timing on the path deform object on specific parts of the spline?

I tried keyframing a corona select mat, but the issue with that is, it will change the "already drawn" part of the spline/path deform object for the remainder of the animation.

15
thank you guys!!

Since im pretty much clueless in this regard I managed to feed Frood's response to it and it actually (with some iterations) managed to get the script working. Came back here to post the working script, but Avi just beat me to it :)

Still, where can I find more info to how/what to call and name certain functions in maxscript that I can feed to chatgpt if it makes a mistake like this?

It's super powerful for a non-code type of guy like me to be able to make scripts via just my "normal" description of a function I want. If an error happens, I can feed that back to chatgpt and usually it corrects it. Was just this case it couldn't crack what was wrong with the corona bitmap naming.

Yes I know, it would probably be best if I got a basic understanding of this myself, but so far it's been working for 10 years without it ;)

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