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Messages - LorenzoS

Pages: 1 [2] 3 4 ... 20
16
[Max] Daily Builds / Re: New Corona Lister Feedback
« on: 2023-10-06, 18:14:23 »
Hi,
would it be possible to add  lights grouped from lightmix?

thanks

17
[Max] I need help! / Re: Reflection problem.
« on: 2023-06-13, 14:29:47 »
Quote
....., first time to hear about Place Highlight tool lol, will check this now thanks
the same for me.

fantastic romullus

18
[Max] I need help! / Re: [Solved] light include only decals
« on: 2023-06-01, 09:45:40 »
I don't know, I haven't installed yet Corona 10

19
[Max] I need help! / Re: [Solved] light include only decals
« on: 2023-05-31, 20:34:37 »
Quote
It will only work if environment is unobstructed by other objects, i.e. if object with decal is rendered isolated against solid background, or global environment. In most cases this won't work, because object in question can't see environment, because it is surrounded by other objects.
I've tried everything but can't get it to work

20
[Max] I need help! / Re: [Solved] light include only decals
« on: 2023-05-31, 18:32:43 »
Quote
Another option I can think of would be using an environment reflection override in the material which is assigned to the decal object.
seems don't work for me.

21
[Max] I need help! / Re: light include only decals
« on: 2023-05-31, 14:40:01 »
Quote
consider replacing it with floating plane object with opacity. You can use it in combination with rayswitch material
Thank you romullus,
works well in my case.

22
[Max] I need help! / Re: light include only decals
« on: 2023-05-31, 12:19:22 »
Thank you Aram for replay,
the files i attached in post is only a sample, i can't post for copyright reason the real image.
Yes, the decal material is set to metal on my work project obviously.
In my workflow many times i use a ligth only to increase refection on metal surface, but with decal not works.

23
[Max] I need help! / Re: light include only decals
« on: 2023-05-31, 10:51:47 »
Quote
You want a light to illuminate only the projected part of the decal on the surface, and nothing else, right?
yes.

Quote
It makes sense, but why would you do so?
becouse decals are metallic letters on floor and i need more reflection on those (my client ask for that).

24
[Max] I need help! / Re: light include only decals
« on: 2023-05-31, 08:34:44 »
see attachments,
in 2.jpg, where CoronaLight001 include only corona Decal001, the result is not as aspecteded.

25
[Max] I need help! / [Solved] light include only decals
« on: 2023-05-30, 18:50:15 »
Hi,
there is a way to use a ligth that include only a decals and not the surface to witch it is applied?
I cann't do it.

Max 2022 corona 9 hotfix3.

thanks

26
A good solution could be to have the 'bloom and glare element' calculated only at the end or at the stop of the render even if   b & g in the frame buffer is uncheck

27
Quote
I tried to use the bloom and glare render element and uncheck b & g in the frame buffer, but then there is no b & g at all.
yes, it does not work.

Quote
As a workaround, you can try using Bloom and Glare as render elements in post-production.
it does not work.

28
[Max] Resolved Bugs / Re: Bad resulto Uvw randomizer
« on: 2023-02-14, 14:28:58 »
Clear now,
so:
Quote
Meanwhile you can simply move UVW map gizmo outside the mesh boundaries
and
Quote
but also its projection in X and Y direction can't cross the mesh
.

Thank you

29
[Max] Resolved Bugs / Re: Bad resulto Uvw randomizer
« on: 2023-02-14, 12:47:04 »
this is my result

30
[Max] Resolved Bugs / Re: Bad resulto Uvw randomizer
« on: 2023-02-14, 11:19:57 »
Thank you for answer,
Quote
Meanwhile you can simply move UVW map gizmo outside the mesh boundaries
..does not solve

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