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Messages - moleytron

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[Scatter] I need help! / Re: Corona Scatter Maxscript
« on: 2022-01-05, 10:15:42 »
So, I've made a little progress with this. It turns out the method getModelNode doesn't give the result of the scatter, but rather it gives access to the models in the list of scattered objects. As per the code below. So this doesn't appear to be able to do what I want directly. However it seems I can add and remove items from this list dynamically. So maybe there is a way to achieve it by swapping out models in the list. I will keep trying. If anybody has any advice. I'm all ears!

The following will print the first model in the distribution list for each frame:

Code: [Select]
for t = animationRange.start to animationRange.end do
     animate on
    at time t

  ting = ($'Corona Scatter001'.getModelNode 0).name
  print ting


[Scatter] I need help! / Corona Scatter Maxscript
« on: 2022-01-05, 01:26:53 »
Hey Everybody!

So I am using Cscatter to randomly display a small selection of objects one at a time. I have 5 objects distributed on a plane, with Max Limit set to 1, so only one object is displayed at a time. I have then animated the seed to have the displayed object change each frame.

It would be really useful to have maxscript print the name of the single object that is displayed on each frame. I am a total maxcript novice, but have got as far as the code below. Can anybody suggest how I can do this? Many thanks in advance!

Code: [Select]
for t = animationRange.start to animationRange.end do
     animate on
    at time t
  print $'Corona Scatter001'.scatteredObjects

[Max] I need help! / Re: Tips for Dispersion Rendering
« on: 2021-03-04, 12:24:06 »
So I got a small bump in speed by lowering the GI vs AA.


[Max] I need help! / Re: Tips for Dispersion Rendering
« on: 2021-03-04, 12:11:36 »
Hi Romulus

Thank you so much for responding. I will try that out and report back.
I appreciate you sharing.


[Max] I need help! / Tips for Dispersion Rendering
« on: 2021-03-04, 10:54:40 »
Hi Folks

Hope I've posted this in the right place. Apologies if not.

So I am rendering a fractured box to get some nice prism effects. I have the image looking pretty good. It's a really simple scene just some fractured geometry and two rectangular lights, a glass material with a low dispersion abbe number.

My question relates to GI and Performance render settings. I know Corona default settings work great out of the box for most scenes, but my suspicion is that this is a scene that might benefit in render time by tweaking some settings.

Specifically do you think I should set secondary solver to UHD, Path Tracing or 4K cache?
Should I be tweaking GI vs AA or Max samples.

As this is an abstract motion graphic I'm not interested in physical accuracy, I'd just like to get something like my screenshot that cleans up in a reasonable time.

Any advice or tips are greatly appreciated


Great! Works as Romullus describes, which is very helpful for my workflow.

This feature could definitely be fleshed out with DOF and really just a completely independent plate seems like a feature with lots of practical applications - particularly in VFX.


Ooh Interesting! I'll check that out. Exposure is the big hurdle for me. Thanks for the heads up!

[Max] Feature Requests / Render-Independent Background Plate
« on: 2021-01-17, 13:34:21 »
Apologies if this is a duplicate.

In my VFX if often need to match a render to a background plate. Currently changing, exposure, depth of field, tonemapping etc effects the background plate, which makes matching difficult.
It would really improve my workflow to able to have a background plate that is completely unaffected by Corona and is therefore useful as a matching reference.

Awesome work. Looks great!

Yeah, mostly for convenience, so as not to have to switch renderers with different files and or state sets.

On a related point.....

Is there a way to have baked items render quickly in Corona?

So in the scanline render if I have a standard material, load a diffuse texture and push self-illumination up to 100%, it renders super quick and just displays the mapped texture, no shadow or further shading are applied, it can however cast shadows, be motion blurred and be reflected in other surfaces.

Is there a good equivalent for this technique in Corona?



Thanks Maru!

So after thinking about it some I realised by far the quickest way to render was to bake my textures!
So most of the scene is a static environment, with nothing reflective. Ideally suited to baking.
This gives the lovely and subtle shading of Corona sunlight with near real-time rendering once the bake is loaded back into the scanline renderer.

Obviously, this isn't necessarily the solution I was looking for when I posed the question, but it will work nicely for my project.

Thanks everybody for your help.


Hi SairesArt

Yep  you're right. I'm definitely gonna bump up the passes to get a nice result on the motion blur. Thanks for all your advice.

There are some intersecting artefacts going on, I'll be cleaning those up as I go, it's all very much a work in progress at the moment.

Do you think I'm better off sticking with default settings? Do you think there is anything to my hunch that because it's all paper I may be able to alter some settings to optimise?

Many thanks


Hi Everyone

So I've run out a test render. Which you can see below. Any advice on how I could optimise this would be greatly appreciated.

The Render
Size 1920 x 1080px
64,000 polys
No DoF
Geometry Motion Blur
I'm using two 2K maps for all the textures
Single Coronasun light
Tone mapping
Secondary Solver - Pass tracing
5 passes
50% Denoise
Everything else is default settings
Render time 2min 48 sec

My Specs

Windows 10
Intel Core -i7 6700HQ CPU @ 2.60 GHZ
12GB DDR Ram

Hi fellazb

Thanks for the reply. I'll run out some tests tomorrow and post the here.

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