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Messages - JG_monomiru

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31
I realized that too - not sure if that was corona 5.2 specific or even before...
At least i stopped using corona color correct and standard-color-correction in same maps-tree - somehow the texture information got lost or it didn't behaved at all.

32
of course...

Scene is without any textures... but feel free to add any textures of your own.

33
update....

reinstalled Corona 5 Hotfix 2 ... to be sure, I wasn't remembering it wrong.... but yes CoronaColorCorrect was working properly in version 5.

34
Recently i started using Corona 6 hotfix 1 on 3Dsmax 2018/2020 and realized some textures won't appear as previously set up in corona 5.

I was using a Material with Bercon Tiles and Multitexture maps - put an Corona Color Correct in between.
When using CoronaColorCorrect the Texture isn't mapped properly.

Wen overriding the CoronaColorCorrect it appears as it should be.

Originall i was using the CoronaColorCorrect to alter the appearance of Textures before applying Bercon Tiles... so Gaps/Edges appear differently than the tile texture.


35
Same with normal-render-element. Its a bit odd, when you want "glass" objects not interferring with z-depth and normal - so you can alter pixels behind this object.
Rendering it a second time with "glass" objects turned off - is not an option, as i mainly use multimaterial on my objects - so it would turn off even those material areas, who needs to be visible in those render-elements.

Hope there will be an Hotfix-Release which brings back the option "visible in mask"

36
[Max] I need help! / Re: corona 6 / visible in mask options
« on: 2020-10-22, 16:30:30 »
hope the "visible to mask" option will return to v6 hotfix ? at some point  - as its quite a long time until v7 will be released.
Its quite disapointing this feature has been removed - as it was the only way to work around the RGB-masking problem - when comparing it with Vray and multi-matte-elements.

Now it adds quite unnecessary steps to get all the masks for post-production - or multiple render-sessions.


37
found the verdict with the green objekt/mask ... it was a thin-refraction material... when unset thin-refraction for the green and red object... they behave as they should (except the probably better rgb channel-mixing)

so basically if you use "thin no refraction" materials you won't get a proper mask - even when set to "never"

38
Hello Maru,

its behaving weird somehow.

I've several objects... all of them the materials are set to "propagate mask - never" except the red object - it has "through refraction"
as I understand your help-file .. the green object should appear full in mask .. covering the hidden parts of blue object. The red object should be open for the other masks... but the green also shows the blue object in full?

Also i thought the "refractive masks" would work a bit like this "photoshopped" version... when using "intersection mixed (ADD)" in multiple conditions unter Cmask?


39
hmm... should have read the help-file.
hoped it will behave like in vray when using RGB masks, where you can render full masks of each overlapping-refractive and non refractive objects.

So i still need to render 2 times to get the mask of the foremost and hidden objects?


40
currently I dont exactly understand how it should work.

I expected to get some combined color in viewpoint overlapping refractive objects. But it seems it shows just the mask of the foremost object, where non object is behind - so showing every mask behind.


41
Is there some tutorial how to use this new masking feature for "through reflection / through refraction"

I thought it would behave like in Vray - where a "red" and a "green" masked objeckt would appear yellow when they overlap in view.
But currently mask show either full mask for the foremost object in "never" mode, or parts of the refractive object appear just where no object is behind (except the thick boarders) in "through refraction" mode.


42
Is it possible in RenderElements (like CShading_rawdiffuse etc) to chose which of the maps from (multiple maps) has an effect on?
Right now if i render with 4 different maps - they all affect the renderelements - there is only a selection for LightSelect-renderelement.

Or is that technically not possible - and i need to run 2 rendersessions - one with those multiple maps - and one with my preferred Environmentmap for all other passes?

43
[Max] Bug Reporting / Re: autosave feature...
« on: 2019-12-12, 08:56:20 »
sorry maru...
might be a bit of confusion when writing it in a hurry.
I thought, that autosave does indeed just delete the number of files with the same file-name, instead of deleting all autosaved files. I had rendered 3 diferent cameras and set the number of images kept on render end to "2"... so i actually lost the first rendered one.
I believed that when autonaming the filenames by current camera name "%v" i could prevent the autosave-feature deleting the previous rendered versions.

But now i know - maybe its misleading, that i put it into bug/feature thread. although it be great to have it as a feature, not deleting different names.


44
[Max] Bug Reporting / autosave feature...
« on: 2019-12-08, 14:37:16 »
its a bit confusing, that you have the choice to autname the files "_%v" (or like that) ... but the nr. of kept files will even delete "autosaves" with different namings.

Feel a bit disappointed that i lost a complete CXR-autosave file from a different camera, after a batch-rendering.

45
[Max] Resolved Bugs / Re: Color Tint resets to blue
« on: 2019-07-03, 09:19:46 »
TomG

yes you might be right - it was confusing me, that the camera post-processing isn't overriding that "white balancing" in physical camera, maybe i should have turned on Tone-Mapping in camera modifyer.

About corona camera - i kind of stuck to using standard max physical camera to have it interchangeable with Vray - not sure yet, if Vray can handle Corona-Camera or vice-versa.

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