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Topics - lupaz

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1
[Max] General Discussion / Caustics working really well!
« on: 2024-03-14, 16:01:49 »
I just wanted to say that. They are working really well.
So fast and very accurate.
Thanks!

Corona 11.1

2
Hi.

A minor bug it seems.

Scene attached.
Video below.

On scene open and until I plug something else into the material, I get the message "===== Warning(22) =====
A normal map appears to be using input image with incorrect gamma. This can cause shading artifacts.
Map with the problem: "Map #2138799162"

As you can see on the video, the message is not related to the normal map itself, and it goes away after plugging in the only slot that was not plugged in.

https://youtu.be/mF7DcdZ-l7g



3
Hi,

I was looking for a way to use a spline to generate a mask. The spline would be the boundary for the shape and it would be projected onto the object I need a mask for.

Currently with CoronaDistance you'd need to use a volume AFAK, which can be messy and you'd need to set it to not-renderable and show as box if you don't want to have an annoying volume.
It would be interesting if there was a mode in CoronaDistance that allows to use a spline in projection mode without having to actually extrude the shape.

3DS Max's ShapeMap is slow to render with Corona.

Here's a discussion on Stack:
https://www.facebook.com/groups/stackthis/permalink/2125242507822234/

4
Hi all,

If a texture has white in it, then I need to darken the whole texture. Right?
But why should I darken the texture that has white in it, together with all the other colors in the texture, and not all other textures in the scene, that don't have such bright colors,  at the same rate?

Here Chaos suggests:
Quote
Each material component is calculated as LEVEL * COLOR (with 255 = albedo 1). So to decrease too high albedo of a white material, you can either:

leave diffuse color at RGB255 and lower diffuse level to about 0,7
or

leave diffuse level at 1 and change color to about RGB180

https://support.chaos.com/hc/en-us/articles/4528323859601-What-is-Albedo

It doesn't specify between just single colors and textures with millions of colors.

Why doesn't the corona material have the level value at 0.7 by default?
Would that be a good strategy to keep realism in ALL materials with and without diffuse textures?

Here CGTricks is sharing a script to automatically control this, but I 'm not sure if I should blindly trust in it. So I wanted to ask the Corona team about all this, including whether the script is a vialble solution for homogeneous Albedo control.
https://forum.corona-renderer.com/index.php?topic=29928.msg172508#msg172508

Thank you!
Guido.

5
Not sure if this was requested already.
In my case, without being able to save my own material to the library, I have no use for it.

Thank you.

6
Hi all.
I get a NaN error window.
Just open the scene, and start IR (the viewport IR).
If you don't get the error try opening the material editor or moving the perspective view.
I'm not getting the error on the VFB IR.

3ds max 2023 - Corona 11 hotfix 1


7
Hi.

There seems to be a strange behavior with corona slice material.
I'm adding a video below, and attaching the archive of the problematic scene.

Thank you.

3Ds max 2023 and Corona 11


8
Hi.
Please, see the image attached.
Currently with Corona Pattern it's only possible to use a square prism to define the geometry for the pattern.
This doesn't allow for overlapping of useful parts that fit like a puzzle.

Thank you.

9
[Max] Feature Requests / Displacement in Corona Pattern
« on: 2024-01-10, 16:27:13 »
Please, add compatibility with displacement in Corona Pattern.
Thank you.

10
Hi,

Is there a render element that shows two colors: one for pixels above RGB 1.0 and another for pixel from RGB 0 TO 0.99?

If not, it'd be very helpful to identify, with certain exposure and tone mapping, those areas that are burnt out.

Thanks.
Guido.
Hi,

you can add another LUT operator in VFB and load a false color LUT on top (bottom) of the stack any time.


Good Luck

11
It'd be nice to have a one button solution for creating grayscale zdepth based height maps.
With one click you get the render element ready with the selected object's bounding box as the limits for black and white

12
It would be convenient for us to be able to raise the base layer level above 1 as a quick way of controlling brightness for the whole material.

13
[Max] Feature Requests / Tone mapping - Grouping
« on: 2023-12-15, 15:43:32 »
I'd like to suggest the option to group operators in the Tone Mapping stack.

This will allow users to compare different options of multiple operators by just checking on and off a certain group.

Ideally, if there's a way to go back and forth from one group to another (when you turn on one group, a second group switches off automatically), that would be great.

Thanks

14
Hi all,

As far as I can see in my tests, volume effect makes renderings take twice the time, making it unusable in my workflow.

With Unreal engine and other render engines having real time atmospheric effects, I wonder if it would be possible to have a much cheaper option to adding depth.

Thank you.

15
Hi,

Please, take a look at the videos below.

On the first video:
When I isolate the object the reflection looks as expected: screen mode.
When I exit isolation mode it becomes stretched. Why?

The object is a box with a reflective material.

On the second video:
An empty scene with a box with reflection and a bitmap on reflections override.
It doesn't look stretched, but there's a second image being reflected.
Is this normal?


I'm working with Max 2023 and Corona 9, windows 11.

Thank you.


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