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Messages - Byteman3D

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[Max] Feature Requests / Selection Render Improvement
« on: 2022-09-15, 14:21:34 »
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.

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?

[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?

[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.

I just wondered if there is any way to "blend" the shadow layer with some blending mode like in Photoshop, or like in Corona Mix map.

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)


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?

Oops!! :) I'm so sorry I opened a 3ds Max question in C4D thread, got my answer anyways.

I'm not a C4d user and I have no experience on this software, however many people in 3ds Max side do suffer from the same frustrating experiences. What I often tell them is, 25Million polygons is nothing for a graphics card to actually "shade" the scene, but it is the topology modifiers or sorts of calculations "which depend on the CPU", causing these lags.

You can benefit from your GPU on applications like Lumion or during the rendering of GPU renderers like Iray, Vray GPU, Octane etc.

Most parts of these software don't even benefit the patented technologies of the CPU's, with glamorously shining names and still rely on the raw CPU power.


you can try "stacking" the material - applying both of them on the same object (2 texture tags rather than a layered material) with an opacity map and some UV offset tweaking, the resulting displacement is an addition of the two materials.

Thanks and let me know if you need further information,

I couldn't get a  clear picture of "stacking" and "texture tags", can you detail this a little more?

I need two displacement maps on two separate materials of a Corona layered material.

In the image I have a base material of a human body and two different layers of scar tissue applied by radial gradient masks. Diffuse maps seem to combine well with masks but I can't manage to assign a displacement map along with other maps.

Is there a limitation or an I missing something?

I need to fade out a Shadow Catcher floor plane and I've tried lowering the visibility or blending the material with some transparent material. None of them seems to work. (Shadows disappear instantly) Is it not possible within 3ds Max with Corona Renderer?

[Max] I need help! / Re: Problem with PNG maps
« on: 2021-09-17, 12:22:28 »
I think you can consider resizing the UVW Map gizmo to keep the border outside the object.
The border naturally occurs due to the fact that the image has a border and the area other than the image is some other color, which eventually results in a depth or height depending on the tonal difference.

This is an old feature I used to benefit a lot with Mental Ray, named as "Render Subset of Scene/Masking"

There are times we need to add people, plants or other objects after an animation rendering is completed. The Render Selected feature can be used to render objects separately with alpha, but this way you can't have shadows, reflections, GI effects of the object in relation to the existing surrounding objects. Adding Shadow Catcher Material to the rest of the objects can help render shadows but it requires extra work and poses a risk of saving the scene with Shadow Catcher Materials assigned, unless you save it with another name.

I'd be more than happy to have this feature at hand.

* * * I really appreciate your efforts  * * *
*    T   H   A    N    K         Y    O   U    !   *
:D :D :D

Rendering is moving on.

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