Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Paul Jones

Pages: [1] 2
[Max] General Discussion / Caustics and dispersion
« on: 2017-11-25, 15:50:37 »
I've got to produce some sample render of some jewelery, and will need dispersion and caustics. Having done some years ago in finalrender what was great was to have a separate Caustics RE, and also a caustics multiplier per material. VMC and bidir seems to have disappeared at the moment, any info would be appreciated!

[Max] General Discussion / Max versions
« on: 2017-07-05, 11:35:54 »
I'm thinking of kicking the adesk subscription out as I just don't like the way they are doing business, but wondering for future how many versions back of max will Corona support? Seems most plugin devs support the last 3, could be beneficial to everyone to support from say max 2015 then the last 3? I imagine Im not the only person thinking of pulling the plug on Adesk and sticking with my perpetual license..

General CG Discussion / VR or realtime type software
« on: 2016-03-24, 09:53:37 »
A client has asked if I can do a web based setup where the customer can add kitchen units to a scene, choose materials and get a print out. My part would be all the modelling and texturing. Anyone got any experience of this?

Just copied over the dailies onto workstation and slave. Slave reporting above error, workstation rendering fin in bb mode. Any ideas folks?

[Max] General Discussion / Corona Lights
« on: 2015-09-07, 18:21:44 »
Would it be possible to have an overide for the actual lightshape, or a check box to always have it illuminated? OK in the lab a directlight will not cast any light sideways, but it's a pita to have to retouch lights in post to show a 'lamp' or self illuminating object. Think MR and show shape in render

[Max] General Discussion / Fully Biased version
« on: 2015-05-15, 16:35:03 »
Is there in the roadmap a fully biased gi primary solver similar to mr fg, fr aqmc, vray etc? This would be especially handy for fast animations whilst leaving the current path tracing to do a superb job of stills.

[Max] General Discussion / Corona Material
« on: 2013-11-28, 15:01:26 »
Just an idea here, but what was initially one of the nicest workflows for materials has changed slightly, and in my opinion is a step backwards. It was great to have emission in the normal corona material, now we seem to have lost this but gained a corona light material. Is there any chance of moving it back, as in some material setups you want light emission from some parts and not others,  lava for example - which ok can be done with 2 materials and a blend but it's just not as nice a workflow imho.

Whilst we're on it can the emission have physical units please?

[Max] General Discussion / Hardware
« on: 2012-09-25, 10:32:12 »
Just wondering what hardware you guys are running, maybe it's time for a benchmark scene?

Just so my trees don't clash with intersecting geom, also maybe in future possibility of having an animated distribution object and the instanced object being fixed?

[Max] Resolved Feature Requests / Multi sub obj map
« on: 2012-09-20, 10:14:58 »
As per mr and fr versions

[Max] General Discussion / Renderfarm
« on: 2012-09-17, 22:51:21 »
Guys - just wondering if anyone has a renderfarm with corona up and running - ideally max 2013. May have a potential 1080 animation to run :)

So very damn handy to be able to select all the meshes that are to be excluded. Works brilliantlt in finalrender, a great help in workflow.

[Max] Resolved Feature Requests / Ies Lights
« on: 2012-09-17, 12:06:45 »
Can/will these be implemented? Invaluable for interior renders IMHO.

1. Light source as per mr ies - so you can assign a shape for the glow, disc, rect, spgere, box or better still mesh select.

[Max] General Discussion / GPU
« on: 2012-09-11, 23:34:12 »
Is corona roadmapped to have gpu render as well at some stage?

Gallery / can you dig it?
« on: 2012-09-11, 22:57:06 »
First play about - frame of an animation, plenty to do still.

Pages: [1] 2