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Topics - Byteman3D

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1
[Max] I need help! / Strange Corona Camera Track Name
« on: 2024-10-17, 19:35:42 »
Corona camera object has two animatable tracks containing a name with strange characters. Any ideas what are these?

2
I need to assign a panoramic animated background via IFL format. I also need the background blurred so that no detail is identifyable.

3dsmax Bitmap works with IFL but Bitmap blurring unusable. Corona Bitmap on the other hand works perfect in terms of blur filtering but it did not work with the same IFL file.
 
Please check the attached image. Corona Bitmap displays an error on the material editor panel.

"Could not load texture file...."
"Texture source's content type not specified."

I can blur the image files in a video editor, but it will add to the work and fine tuning will take more time.
Is there any workaround to this?

3
Hi,

I'm working on a medical animation and some of my materials were Autodesk Physical Material. We've had a weeks break in the project so I decided to upgrade all  PC's in the office to hotfix 1.
After a week, I have opened the latest files of the project and to my surprise, my reddish transparent material was simply frost white glass. Actually all my Physical materials have become somewhat different. Skimming through dozens of copies and backup files, I couldn't find a single max file with my original reddish glass material. I decided to look at the files on the only PC that doesn't have the upgrade just in case there might be some backups and the only scene file on the computer opened just fine.
I took the files to the other desktops and that is when I realized its about the upgrade.

You can see in the attachment both versions of the same material.

Luckily I 've had a PC that I haven't yet updated. Is there a simple workaround  option button to revert the Physical Material effect to the previous version.

I needed the physical material for seamless fades between different material effects and the material properties are already animated.That's why switching to some other material is risky.


Edit: The Scale parameter under the Scatter Color seems inoperational in hotfix 1. It renders as if Scale value is set to 0.

4
As the title implies, I have a sphere with an animated noise, and a number of scattered objects depicting the spike proteins in a virus. (Title doesn't imply this, you're right. :D)
I need to make the scattered objects disappear as it enters the cell, and wish to scale them down to %0 as they cross the cell membrane.

Tried the Map mathod, with a max Gradient Map. My instances start to move as I move the UVW Map gizmo. Tried to achieve the effect with slice modifier, No go.

How can I resize th instances from one side to the opposite side to 0%, without changing the instances' placement?

5
I report this issue, assuming that hiding a scatter object would turn off its calculations.

I have a virus model, a geosphere and two highly detailed spike protein structures scattered on the surface with a total amount of 62. Sphere is also animated with noise modifier.

A slowdown during viewport playback is expected and experienced. I can't restore the perfomance by hiding all components of the scattered model. I have also tried to delete the noise modifier.

Deleting the the same hidden objects reverts back the playback performance.

Performance change is like from 80 fps to 10 fps. (approximately) File is in the attachment.

3DS Max 2024 with Corona 11

6
[Max] I need help! / Scatter Update During Preview
« on: 2024-05-14, 12:55:22 »
I have a spherical virus model with spikes on the surface, created by Chaos Scatter, supposed to stay locked on the waving surface by Noise modifier. I wish to preview both the scatter effect and the speed of the noise, but 3dsmax Viewport Grab Preview doesn't update in each frame.

I am previewing to an avi format encoded as mp4. Sphere is moving in preview but but the scatter spikes remain still. (At the time where the time slider was at the time preview command is initiated.

Is the only way to see the action preview by render?

7
[Max] I need help! / Help on Decal with Clear Acetate Tag
« on: 2024-03-04, 16:11:19 »
I've been struggling with a scene using decal.  Shampoo bottle in the attachment.
Previously I was given an opaque tag and used the decal function perfectly. Finished everyting, but it turned out the tags were printed on transparent acetate.

As you can imagine there has to be two opacity maps here. One for the transparent tag shape and one for the printed colors.
Actually the tag shape has to have a more glossy material entirely and image. I'd normally do that with assigning glossiness maps, may be multiple materials and UV IDs but I have completed the entire animation with decal and there are 12 bottles.

I couldn't figure out two cutouts in a single material on decal. (one will be representing a different glossiness only)





8
Material Output Selector Material causes 3DS Max to crash when Corona is the active renderer.

Normally, the Show Incompatible option is disabled in the Material/Map Browser, so you can't reproduce the crash unless,

a. you preview this particular material by enabling the display of  incompatible materials
b. open a scene in which this material is used and see the material in Editor Slot or Render the object with that material.

Occured on 3DS Max Version 2024 and Corona 11

9
Hi,
I had a crash on a scene which was imported into 3ds Max as an STP file. Just wanted to report. Can't open the scene directly anymore but merge some of the objects.

The scene consists of a seven piece robot arm, which I have linked each piece, top to bottom. Did not collapse the objects. Assigned separate materials to faces in Body Object form.

Then copied each piece one by one, applied a push modifier to slightly push the copied object outward slightly. This would serve as a "glowing" net surrounding the object by a material assigned to it. This net was supposed to somehow ripple upon touch, during animation.

Net material is a layered material -not yet finished- which had a base material and a second material with opacity and self illum. maps, containing Mask map to mask a red Corona Color map with a png file assigned through a Triplanar map. Same without the mask exists in Opacity. I guess I was working on a noise map at the time as a mask to the layered material's layer.

After not being able to assign Face IDs to one piece, (matl. was not showing correctly) saved the file and exited. File doesn't open anymore.

Could merge the robot pieces, but not the net copies. They are copies of the same objects only exception is their materials. They all have the net material.

https://1drv.ms/u/s!AoFN063z_3UOgdNhZ7xB5Zg9FGNtOw?e=kV4xY7

Here is a link to the file. 90 mb max plus two maps. I thought you might want to check.

10
[Max] Feature Requests / Selection Render Improvement
« on: 2022-09-15, 14:21:34 »
Hi,
I'm really disappointed to see the Render Selected option not helping reduce the rendering times as much as it can. Let me clarify what I mean and discuss what can be done:

I needed to change the texture of a small box object in one of my scenes, and I've had the chance to use selection render for the first time.
Whole frame rendering of 500 frames animation would last about 5.5 hours.
Selection mode with single object selection reported  3 hours 25 minutes, which according to my experience with other renderers, I found unnecessarily long.

I've set a region along with Selected option and now the predicted time is 1 hour 25 minutes.

The predictions are solid.

It seems a feature to set a border region around selected object's extents and render only that region would help reduce rendering times drastically.

This reduced the rendering time to almost a half.

In my case, as the camera was moving, I've set the region extents to cover the object's extents throughout the entire animation so this is even less efficient than what you can implement as a feature.

Feature Name : Auto Region Selected :D - or just go on with the Selected but set a region. ı guess it will work.

11
I have about 60 materials with 60 different maps of different pieces of an oil painting. The glossiness of each piece is the same. Textures will not change during the animation but I may need to change glossiness and reflection amounts from time to time.

These 60 materials may be sub materials of a Multi-Sub Object Material. I wonder if there is a method to change the glossiness of all 60 materials from one place. Wire parameters is not an option. A separate reflective layer like the clearcoat -as we often use it- is not what I want either, however I'd like to know if it would work like the primary glossiness channel to achieve the look of oil paint, and what numbers should I set for the reflection, roughness... values of the base materials?



12
[Max] I need help! / Corona MultiMap Usage
« on: 2022-08-13, 13:09:03 »
It seems Corona Multi Map randomizes textures. I wonder if it can be used to assign Maps by Material ID's but without randomizing. Map1 to ID1, Map2 to ID2 etc.

PS. I couldn't understand why there are several "Randomize by" choices, when eventually all are randomized?

13
[Max] I need help! / Clipping Issues with VR Camera Roll
« on: 2022-08-07, 09:18:31 »
I'm working on a flythrough animation between mountain like structures (Actually the details of an oil painting) and this is a stereoscopic VR scene.

This painting was initially in its original size (13x13 cms) and in order to achive the effect of moving inside some huge structure,  I've managed to reduce the eye distance to 1/100 th of its default and the painting became something like 13 meters, but there appeared a well known clipping issue in the viewport. As I come close to surfaces I see the interior of the painting.

I've reduced the camera Near Clip to 0 but the problem was still there. (Tried Viewport Clipping too) Made some search and found in Autodesk forums the exact same question but without a definite answer. Some clues made me think I'm close to the smallest size limit of my System Units Setup, so I decided to Scale up the objects. It helped. There were no clipping issues as I rotate the camera to any 360 degrees. Yet, I tried to be extremely careful because if there is a spherical near region and this is a 360 degree animation, any part getting closer than any near clipping value would be visible. I didn't move very close to faces.

This is a radial motion with a large radius - the paint tracks are like ripples-  so just to keep things natural I used some banking (By using the cameras Roll command), while taking this large rotational motion.

It seems the clipping issues are present again when the Roll amount reaches certain values.

I seem to understand but I don't have a lot of time to test. (Clipping is not visible in the viewports) Any ideas about the exact reason of this? Should I not Roll the camera or is it only because I'm rendering in Stereoscopic mode (This makes sense)
Would it help if I scale up even more?

Thank you

Edit: Just reduced my eye separation to 2.0 and there is no more clipping for my animation. I presume the technique behind stereoscopic panorama creation requires more clearance no matter what the clipping value is and there is no way to preview it in the viewports yet. I'm eager to see the end result.

14
I wonder if there is a way to match the darkness of the shadows of the 3D objects and the background image? (In the 3D software- not in post)

15
Hi,

There is a warning about motion blur on objects with changing topology which is pretty much acceptable. The message also says   those objects will be excluded from motion blur calculations, which is what I want but it doesn't seem to work this way. Objects with changing topology are not excluded and create artifacts. I've had these artifacts on an object with animated Slice modifier and an animated Symmetry modifier. I need to turn off motion blur for these objects. Standard Max motion blur switches on the Object Properties dialog don't help. Should I completely disable moblur on geometry from Camera settings?

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