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Messages - Byteman3D

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76
It might work for sure, but that's the kind of workflow I'm not very fond of, and not used to very much. I wish to see the effect instantly and if any change is requested, this way it requires at least 2 renders everytime.

77
You can adjust falloff so that front faces would be as transparent as you want.

Falloff all alone does not help. Let's say, when the arm is behind the body it should be hidden, but with any transparency effect, either its front or the back faces are visible causing irregular shapes.

I have achieved the perfect hide effect with 3dsmax's Front Back Material with a transparent material with falloff in opacity in the front and shadow catcher on the back material. Unfortunately internal organs are totally invisible also.

Is there an Occlusion Exclusion for Shadow Catcher?

78
I need something more like the Hide command in AutoCad, or the Hidden Line viewport shading type. (With the nice Falloff) On most of my attempts, front faces of the behing faces are also visible, crowding the image.

Still looking for ideas.

Edit : By the way, Front Back Map confuses me a lot. It doesn't seem to be working. If I assign black to Opacity, it works as expected. A Falloff map works as expected. When I assign Front/Back Map, as any of its colors black and the other white, I don't think the effect is as expected. There is no transparancy at all. I was having problems in a simple tube a few days ago. I just wanted the front face to be invisible but backface visible. Interior was always black like casting shadows.

79

https://www.shutterstock.com/video/clip-5362736-medical-animation-tennis-player--visible-skeletons

I'm working on a medical animation and trying to create the body material used in the above video. 
Some opacity with sort of Fresnel Falloff used in Self Illumination does the trick to some extent but backfaces whose front sides are looking at the camera are also visible. In the video, the effect is like the Hidden Line Viewport Shading mode. The lef at the back is not visible at all. What could be a simple approach to such material.

Thanks in advace.

 

80
Thank you very much indeed for the valuable input. I still couldn't achieve an acceptable result with the Front/Back Map. I've tried it as a mask for Blend Material, too. It seems to work but outer face is black and doesn't let the light through. Disabling shadow casting of object proves that the blackness is the transparent face's shadow. May be it is the interior face that casts shadows.

Eventually I turned to achieve the effect by modelling. Created a loft object with an arc as shape as in the image, turned off banking and this is the result.



81
You could use the Corona Front Back map for this. Just place it in the opacity slot, and if the object has no thickness, it will make one side transparent and the other one solid.

I actually tried this but my intestine was just black. After your answer, tried once again, this time using a checker map for the front map. I then realized that it actually works but the interior is not illuminated. I think transparent faces cast opaque shadows on the interior faces. Disabled shadow casting of the object and it is no longer black, but I need shadows for an appealing image. Still trying to solve this.

edit: I currently have an hdr map in Corona Environment Slot in Render Settings Window , Scene tab. I've added a sun just incase hdr's might not be casting shadows. It is the same with corona sun.

82
[Max] I need help! / Help on Seeing the Interior of a Tube
« on: 2019-11-12, 16:15:59 »
I'm working on a medical animation. My particles are supposed to be moving through the small intestine (sort of a tube) and I need to see them from outside. A fully transparent material is not so appealing.

I need a material and/or map type, to keep the concave interior a solid material, but the sides looking at the camera transparent, just like the tube is sliced to half with the slice modifier in 3dsmax. Or some sort of top/bottom material would do the trick but I might be looking for something literally impossible since the tube is not uniform but moves in several direction.

The hemisphere (or hemi-cylinder:)  looking at the camera should be transparent. The other opaque. And the model has thickness.

83
Thank you all. Esp. Frood for writing down what is in the image.
Cause I couldn't see the image in external link either.
I don't know why I can't see embedded images. The same in Chrome and IE.

84
Which options? Something missing in message?

85
[Max] Resolved Bugs / Assigned Maps Not Updating
« on: 2019-08-02, 09:59:33 »
3DS Max has been extremely slow in viewport playback in versions around 2012 due to the updates of literally hundreds of parameters all around the UI. I've had experiences of not being able to complete an undo operation of deleting a single object within a group, as the program goes back and forth in a nightmare number of objects. Fortunately they have come up with a solution and the program seems to work much better since a few versions back and getting much better every upcoming version?? But at the expense of what? I guess many parameters are not updated anymore. Sorry for the gibberish talk; the problem I'm about to mention may be about 3ds Max's new UI update strategy, and may not be a Corona bug, but it really sucks:

I have added maps to the Environment Overrides slots. I have instanced them to a Material Editor slot. If I change any of them in the Material Editor, the names in the assigned slot do not change. As the bitmap name is also visible in the slot it causes serious misunderstanding from time to time. If I instance a 'modified-in-Material-Editor-but-not-updated-in-slot' override to another override slot (eg.from reflection to refraction) the new instance gets the correct name but the old one still remains the same incorrect map name.

 I'm pretty sure this assignment misrepresentation it is the same all around the software. This type of update issues disrupt your workflow and cause serious waste of time.

86
[Max] I need help! / Opaque Alpha for Refractive Material
« on: 2019-08-02, 09:40:41 »
I have a refractive glass material in my scene and naturally it has alpha with shades of grey. Is there an option to render the alpha of that certain glass material as (white) opaque. (If I remember the name correctly; like the Transparency Propagates Alpha Channel option in Mental Ray.)

87
[Max] I need help! / Re: Pinning Active Shade Viewport
« on: 2019-07-19, 17:49:39 »
I said Active Shade but actually mean Corona's IR. :) Thank you very much for the help.

88
[Max] I need help! / Pinning Active Shade Viewport
« on: 2019-07-17, 10:02:26 »
When you start Active Shade for a perspective viewport and try to move the objects in other viewports, like top or front, Active Shade window turns to the viewpoint of that viewport. That is not an efficient workflow.
I wonder if its possible to pin the Active Shade viewport to the view I want and have it stay that way even if I click and move the object in the top viewport.

89
Thank you all, very much indeed.

It works perfectly!

90
Currently I want to illuminate the objects with the hdr background, but render the background as a solid color (or another background).
I've added the hdr on the Global Illumination (1st) slot. It is also visible in the background.

I can render it with alpha and change the background in post, but I need to see the appearance on that certain background and adjust some material parameters accordingly.

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