Recent Posts

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21
100%.
It's not difficult for the program to say "it's got the same name but IS it the same material? No? Let's import it as a new material" just like with any other material...
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[C4D] I need help! / Re: Instances with Decals. Problem
« Last post by wardy_mk on Today at 07:51:49 »
Ooh tried it, no joy....!
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[Max] I need help! / Re: geosphere as background
« Last post by Tom on Today at 04:36:39 »
Interestingly, I just discovered that I had encountered this bug in my last scene without knowing where it came from. I had thought that my backplate was the culprit but didn't have time to address the issue. So thank you @leo_surrealismo for this very informative thread.

The workaround seems effective, it's always better than fixing the bug in Photoshop :) but I see that the post dates back to 2021: so it's not planned to find a fix in a future Corona version?
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[Max] I need help! / Re: mapping help
« Last post by Erich on Today at 03:08:44 »

It's combination of material ID and Corona multi-map. Polygons of the bottle has two different material IDs assigned to them - ID1 for polygons that should have knurling and ID2 for polygons that shouldn't have it. On material side, it's Corona multi-map that's defining which ID will have knurling and which will have 0 displacement. Hope that makes sense.

Hey Romullus. I was able to figure it out based on your description. Thank you once again from your very detailed help. I have learned a lot from you in this project. One thing I am realizing is that some of the effects you created using Corona nodes could also be done just in Photoshop. For example, you used gradient ramps to hide parts of the displacement texture. I think I could do the same thing just using photoshop and hiding the areas that I don't want to be displaced by covering those areas of the displacement texture with black in Photoshop. I wonder if just using photoshop for these effects might be a lot easier to achieve and allow for greater flexibility?
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[Max] I need help! / Re: Render multiples camera matching
« Last post by Aram Avetisyan on Today at 00:47:51 »
That can be a good idea to have "Active camera overrides" checkbox for shadowcatcher, then it should work fine (besides the currently available option to animate it with maps).
I'll see how/if this can be implemented.

Depending on the exact thing needed, if there is animation, if there is changing environment and lighting, Scene states worked pretty robustly.
Yes, they are not the best when setting up and UI/UX wise, but they reliably work with batch rendering, which is one of the most important things for rendering animation.
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[Max] I need help! / Re: mapping help
« Last post by romullus on Today at 00:11:48 »
I was wondering how were you able to stop the black label from reflecting in the liquid object

I didn't do anything special about that, i'm sure the label is actually reflecting, like it would naturally do, but since the setup does not include any non-physical hacks, everything just looks normal and plausible.

how you were able to make the displacement only affect the outside of the glass?

It's combination of material ID and Corona multi-map. Polygons of the bottle has two different material IDs assigned to them - ID1 for polygons that should have knurling and ID2 for polygons that shouldn't have it. On material side, it's Corona multi-map that's defining which ID will have knurling and which will have 0 displacement. Hope that makes sense.
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[Max] I need help! / Re: mapping help
« Last post by Erich on Yesterday at 23:41:04 »
Hi Romullus. I am still going over your material setup - there is a lot of things in there to digest!. I was wondering how were you able to stop the black label from reflecting in the liquid object and also how you were able to make the displacement only affect the outside of the glass?
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[Max] I need help! / Re: CoronaMtl>Standard?
« Last post by stallfish88 on Yesterday at 22:48:26 »
I apologize for resuscitating an old topic. A few days ago I needed to convert a lot of files from Corona to Standard and I was looking for any information about what methods there are for this. I tried some free scripts, but I was not satisfied with the result. As a result, I came across this old topic, but the UMC listed here turned out to be very expensive for me, so I began to search further and finally found a tool that completely satisfied me, although it is also paid, but costs much less than UMC. Just want to tell other people who will be looking for such a tool to also consider a tool called V-RayMax Converter Pro, https://maxtools.3dzver.ru/vmcpro


Thanks for the info about this tool!
I was also looking for a long time for some tool to convert Corona to standard and found your info about V-RayMax Converter Pro.

By the way, this tool not only converts from corona to standard, but can also convert from vray to corona, and it does some things even better than the built-in corona converter.
for example, only with it I was able to convert the VrayUvwRandomizer map to CoronaMappingRandomizer.
29
Thanks for the reply TomG, I do understand that it was only introduced to fix/correct a technical issue, but now that we've seen and used it for artistic purposes it becomes hard to forget, and it does beg the question, why has it taken so long to be included?

Would it be possible to reintroduce the operator under a different name so as to avoid the colour management connection, something like 'midtone depth or midtone contrast'?

Seems a shame to leave such a useful and effective post-production tool on the shelf when all of the work has already been done by the developers.
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I always assumed Corona would merge materials base on name alone as each material can have drastically different contents. I haven't run into this situation, but if it's true then Corona needs to do a scan of each to determine that they are indeed exact duplicates. In addition to that, a warning box should pop up informing you that the materials with the same name are are actually different and then ask if you want to merge or keep both. Something like that.
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