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Messages - Byteman3D

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46
I'm rendering a cell membrane like the one in the image. I'm using Corona Scatter, thanks to the creators of this renderer, Scatter is highly efficient and reliable.
You might guess my scatter objects --the blue balls with legs on them-- I also added animated noise to the scatter surface so that my cell membrane looks alive, always in slight motion. Enabled Temporal Consistency so that scattered copies move with the surface, but right at the edge of my scatter surface, some of the scattered objects disappear and re appear (Due to the noise movement for certain) Not only appear and disappear but as one disappears others appear due to the empty space - or so I think.

I must add one more detail, that my scene size might be causing trouble. This was a tiny portion of a very large eye object. The eye extents were about 240000 centimeters, and the tiniest atom object in the cell was 0.02 cms. This size difference is way large for 3dsmax to handle together. My tiny objects were indeed shaking during a straight motion.

That is why I have seperated the scenes. Brought the cell portion closer to the origin and deleted even the camera motion other than  the 50 frame close up and zoom out sequences, and the cell animation in between those.

I haven't rescaled the cell as the shaking movement of the straight moving objects are no longer noticable. Precision problem seems to be solved but this scatter problem.

Is is common for scatter objects to come and go arbitrarily at surface edges with noise modifier, or is this still related to the scene scale? As I look at the scattered copies far from the edges , I see not even a single one disappear. This is about the edge.
What do you recommend?

Edit 3: Limiting the noise to only to Z axis does not help. 



Any ideas?


47
[Max] I need help! / Nesting Multi-Sub Object Materials
« on: 2020-12-25, 11:02:26 »
Is there any possible way to blend (nest) multi-sub object materials with a second material to fade between each other?
Neither Blend nor Layered Material works as you know? Is it currently not possible?

48
[Max] I need help! / Fading Out Objects Help
« on: 2020-12-24, 16:26:33 »
I need to make objects with Corona Materials disappear at certain frames of the animation. Material has some Volumetric Scattering and translucency. 0 Invisibility turns the object into a reddish and still visible holo. Blend material is just the same, so is the 0 opacity. I have tried layered material as well. No way!

I haven't yet tried reducing all translucent parameters with opacity but I wish to have a single parameter control for easy fade in and out.

Is there any possible way in Corona?

edit: Decreasing Opacity seems to work when there is no volume scattering but a nice gradual fade effect is possible only if there is no scattering or the scattering distance increases while the opacity decreases.

another edit: Layered material actually works when the base material is set as the transparent and o layer material as the scatter material :D


49
[Scatter] I need help! / Scatter Objects as Particle Shapes
« on: 2020-12-13, 14:23:01 »
Corona Scatter is a very useful tool for medical animation. It handles vast number of particles over surfaces without having to display them at detail levels which is hard to cope with, even for a high end computer. I wonder if it is possible to use it with particle flow integration and disintegrate the scattered objects as particle shapes, without collapsing the scatter source into a mesh?


50
Unfortunately PNG without that much bit depth, but I guess a certain brightness value addition should help match approximately without perceivable difference.

51
[Max] I need help! / Need help to correct Corona Exposure
« on: 2020-11-26, 16:16:39 »
I'm rendering two versions of an animation project, parts of which are quite the same. I have rendered version one entirely, and I was planning to render the different plans of the version two only and get the rest from version one. Unfortunately I have rendered the first version with exposure set to -0.5 while left the second version 0 as default.

Now I need to correct the exposure of one of the frame sets to match the other. I can try to match by trial and error but I wonder if anyone can tell me the exact value of a certain exposure workflow which will match this 0.5 eV shift in Corona?

52
[Max] Feature Requests / Rendering Performance Suggestion
« on: 2020-09-06, 06:23:25 »
Hi,
I've been trying to catch a deadline waiting for an animation to finish for about a week. Currently each frame takes 67 seconds to finish and total expected rendering time is reported as 51 hours. I just thought what if I hide the exterior objects while the camera is inside, it should at least reduce some object preparation, and in the course of 2500 frames, even a 2 second gain matters.

I hid the objects and the rendering time is reduced down to 31 seconds. This is a serious gain.

It may not be possible but, an object visibility check after the camera motion is determined and auto hiding the occluded objects would drastically improve rendering time. If it can be done fast enough this might even improve the rendering times of still renders.

Regards

53
Thank you for the idea. I'm sometimes astonished by the vast amount of usage alternatives each single feature can have.
I used front back map with some falloff in transparencies and wire map until I got lost in the material :D

54
[Max] I need help! / Matte/Shadow (Shadow Catcher) Help
« on: 2020-07-27, 10:17:31 »
I'm trying to mask some objects in the foreground by using Shadow Catcher material but I don't want the Shadow Catching foreground objects to receive any shadows, reflections (diffuse GI whatsoever).
I just want the Shadow Catcher assigned objects to appear transparent in Alpha Channel. There is always a diffuse reflection like AO in Alpha of the shadow catcher objects.
I have turned down reflection and shadow (to 0.1) as well for the Shadow Catcher material.

I guess it is due to some sort of GI coming from the HDR in the Scene Environment. How do I turn it down?

Thanks



Edit: I see from this tutorial that I need to use a RaySwitch Material (or map) to handle the job, however I still couldn't figure it out.

https://coronarenderer.freshdesk.com/support/solutions/articles/5000529341

The attachment images contain full building, one of the parts of the building that's supposed to rise out of the full plan and come forward towards the viewer. There is also the alpha I'm trying to get rid of. The black blocks receiving illumination in alpha are shadow catcher objects.

I was actually trying to assign the catcher material to all other parts of the building and render the part that is supposed to come out with real materials, but as the GI or shadows in Alpha didn't give a good result (There were never dissappearing grains and shadows different than those on the full building image) I put the seperate rooms in alpha boxes. Tried to render without any shadows on catcher objects. I couldn't get rid of the GI reflections on catcher materials.



55
Hi I'm working on a presentation to display certain parts of a building.

I wish the entire building to stay at the back, somewhat faded as a sort of wireframe, and the rooms to be displeyed will come to the front as a full render version just as in the sample image.

I'm still working on it but I couldn't find a better material alternative for the background wireframe model. It doesn't necessarily be wireframe but I wish to make it more distinct. May be more Hidden Line rendering (Background Occluded lines less visible) The building also has two floors. Lower floor is not to come forward but it is there and it should be more faded may be.

Any material suggestion fading by distance is appreciated. Please feel free to recommend your choice of rendering such a scene any ink-paint material plugins etc. compatible with Corona.

56
Thank you very much indeed for you time.

57
[Max] I need help! / Re: Corona not using cpu power
« on: 2020-07-23, 09:57:20 »
I'm not sure it is about low ram as the CPU usage percent resembles single core operation. I use a Dell workstation and on some occasions, I have the exactly similar single core operation instead of all core usage. Used to happen with Mental Ray in my case. Never had it with Corona. Could never understand why. Restarting the computer solved in my case.

I wonder if the grass might be the reason. Hide the objects and give it a try. You may also try hiding many objects and leave a simple ground plane to see if it reaches the expected 100% Cpu use. One by one, revealing the rest of the object might help you pinpoint.

Good luck.

58
Thank you for the replies. My major concern was keeping the separate objects intact, instead of attaching them, as that would create a large population of sub materials. I was thinking that I can easily blend materials from a multi/sub object to the faded material. Eventually I have attached all objects in each room that I will highlight by changing materials.

Just today I'm actually surprised to find out that there is a more serious problem: material blending between a Multi/Sub-object material and another one is not possible. Neither Blend Material nor Corona Layered Material works with Multi/Sub-Obj. Mat.

Is there a way to blend that material type?


59
There are some features known to cause crashes in certain cases. One is Substance as far as I remember crashing during interactive render.

Crashes during slider movement is something I do experience often on certain scenes, but I can assure you it is not specific to Corona. I heve most frequently had it with Max 2018, when Mental Ray was my renderer of choice.
3dsmax itself has something to do with slider manipulation. The case has become so predictable that I forsee it just as I click one slider. :)

60
I have a 3d building plan scene with a hundred materials assigned to the objects. Walls, tables chairs etc. I wish to fade all rooms (to a transparent or wire -technical drawing style- material) except one to reveal its details. The revealed section will be in original materials. Then it will be faded while another room is revealed back to its materials.

I can do it with material morphing, attach several objects then I'll then blend the multi sub object material into the faded material.

I just wonder if it is possible to do it without attaching objects and directly to groups?

A second question is do you have any material recommendation for the faded material type to make it look appealing and not a crowded line mess? Some transparency some wire some falloffs... Wireframe rendering is definitely a mess for what I'm trying to do. :)

Thank you


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