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Messages - aldaryn

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[Max] Daily Builds / Re: Clouds playground!
« on: 2022-09-09, 13:03:55 »
Unfortunately it is not straightforward to fix, and therefore I cannot provide a timescale on when this may happen.

Care to elaborate? I'm just courius.

To me, it seemed, that the clouds are not actually "in the scene", they appear to be "baked in" the sky shader (thus the speed). So, for my layman mind, they should behave just like a bitmap in the background of the scene. Also, putting the volumeetric effect inside the sky shader felt a bit strange from the beginning. Don't you guys want to give the purpuse built fast aerial perspective shader a separate volumetric shader that we can drop onto a geometry or put it into some global volume shader slot?

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[Max] Daily Builds / Re: Clouds playground!
« on: 2022-09-07, 09:24:11 »
I did a quick live session to my team explaining the system's exceptional ability to iterate and explore moods interactively. Two things popped up.

1.: Really nice moods and skys. :D
2.: A bug blending the volume effect with the clouds. (second image, on the left, volume effect is set to 1.0, right it is off)

Since the clouds look so nice and there are so few images in this thred, thought I grow their numbers a bit.

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[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-09-03, 14:19:26 »

it's nice that we have an option to choose UVWs between pattern and base objects, but sometimes (quite often) i want to have both. Maybe good solution would be to have dedicated surface map, like Chaos Scatter has, which would let to get base object's colours without sacrificing pattern object's UVs. In fact both, the Scatter and The Pattern could share the same map
just once again faced with such a need, after all, when you make carpets or fabric, it is very important to be able to impose, say, a print on top of the finished product, while maintaining the texture coordinates for individual fibers on the pattern itself
so +1 for this feature
@Marchik + @Romullus + anyone else who would like this - Could you please describe the exact use case for this? I think we do understand what is being requested, but we do not understand why.

My 2 cents:

Fur us, this would the most important feature. Our studio was using ICube's VRayPattern (coed by Karba if 'Im not mistaken) for almost everything back in the days and being able to access both the underlying geometry's UV space and the pattern object's UVs that is quite important. Aside from obvious cases like a rug or grass or simliar we used this feature to add any type of larger more widespread detail to geometry we patterned. Dirt, color gradiation, variation, atc...

If there was an option to pass on the data of even a single mapping channel from the underlying geometry, that would be wonderful.

Anyway, I think the implementation of such sytem was, at least for me, the most anticipated feature in the Corona ecosystem. We do a lot's of fast paced archviz and having a tool to quickly lay out architectural details on complex surfaces is a life saver for us. When we switched to Corona from VRay I think the only thing that almost held us back was the unavailability of sapatial texture type of thing.

But now it's here. So thank you for putting all the work into it. Much appreciated.

4
Ah, so tehre it was...

I could remember such a parameter existed, but completely missed it. I've even opened up the "Options" group to hunt for it and found a "Double sided" option and thought that I've remembered wrong and this was the parameter my mind remembered as "reflect on back side" Thanks! Been a while since I last used VRay and got rusty I guess. :D

I've tried to look for a workaround on the original issue and for now opted to use the legacy shader with a refractive IOR of 1.0 (for planar glass panels it will make no visible difference), this completely shuts off any internal reflections and the render element remains "clean". For the time being this will do the job well. For the glass edges, where visible, a different shader with proper IOR takes care of the refractions.

Many thanks!

5
Hi Maru,

Many thanks for your reply!

I had the feeling that this is how it should work and the reflection I see in the refraction AOV is there because it's an internal reflection that was refracted, hence contributes to the refraction component from there on after.

I did a quick test with VRay as well, and, interestingly, this internal reflected component is entirely missing in those renders. So the VRay rendering should be considered incorrect? I always thought that reflections/refractions have been something that were completely physically accurately rendered for some time now in all engines. Nevertheless, our studio uses Corona, and I doubt that this will be an issues that forces us to switch back to VRay. :)

I believe there is no way not to render internal reflections, so we're stuck with this. Cryptomatte or any other matte won't help us here, because our 2D post department explicitly requests us to supply a reflection channel without reflections. Guess the only option is to fake the glass with a thin geometry with no actual refraction.

But again, thaks for your insight!

cheers!

6
Hi Everyone,

I'm not sure where to post this issue. At first, I was thinking to post is as a bug, but I have a hunch that this is actually a feature how corona handles things, so this might be more of a feature request or help request.

Our studio mainly does architectural and product visuals and ever since the new propagate maks options were implemented for reflective and refractive rays the refract render element contains a portion of the reflected rays as well. This makes our work rather complicated, as we use the refract element extensively during image and animation post processing. To be able to manipulate only the stuff that is refracted is quite important for us.

I've included a very simple scene/image to show the problem.
Two teapots, and a simple box in between. All have Corona Physical shaders. Yellow teapot is in front, magenta teapot is behind the "glass wall". The glass wall, (a simple box) has the Corona Physical hader preset "Glass" applied, again, to make thing as simple as possible.
You can see that the refract render element contains the reflection of the yellow teapot superimposed on the refracted image of the magenta teapot.

( Note: when using VRay for example, the reflected part is not visible in the refracted render element. This would be the preferred behavior, I suppose. )

Should this be considered a bug? Is there a workaround? Right now we have to render each scene twice. Once with glass shaders visible and once with all geometry with glass shaders (or any refractive shader for that matter...) hidden and this is very cumbersome so to speak.

Many thanks for any info or suggestions!

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[Max] Daily Builds / Re: Chaos Licensing Feedback/Help
« on: 2022-04-26, 20:37:54 »
hi,
try to open setvrlservice.exe, yuo find it in:
C:\Program Files\Corona\Corona Renderer for 3ds Max\2022\Utils\setvrlservice.exe
or similar depending on max version you are using

That's it, thank you!

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[Max] Daily Builds / Re: Chaos Licensing Feedback/Help
« on: 2022-04-26, 20:08:44 »
Hi Everyone,

I'm trying to configure the license server address on our render farm nodes and can't seem to start the 'Change license settings' dialog. Tthere is no Start menu link to access this function after installing Corona 8 (stable, not a daily).

How can I acess the dialog manually, or set a variable or registry entry to point the application to our license server's address? Or just point me to the right manual. :) I've tried to look for a solution here in the forums and in the manuals but could'n find anything.

Many thanks!

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