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Messages - romullus

Pages: [1] 2 3 ... 489
1
Triplanar is not messing with aspect ratio. If you have non square texture, first you need to setup tiling correctly in the bitmap node itself and then triplanar will work as expected. It's not triplanar's job to work with aspect ratio.

2
@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

4
Unfortunately materials in 3ds max are system units agnostic, so if you importing materials in the scene that has different system units that they were saved in, then you will have mismatching scale issue. AFAIK it has nothing to do with Corona and it's the same for all renderers. Usually the difference is 0.1, 10, 2.5, 0.4 and so on, depending on the system units being used. It shouldn't be arbitrary numbers like in your case, unless you have some non orthodox system units setup.

5
You can make frankenstein map by stitching randomizer, triplanar and color correct to Corona bitmap, but that still would not solve the problem of adjusting multiple maps at once, not to mention that native bitmap users would be left at big disadvantage. I think that much better solution is to implement master control option in all those maps, the one like Corona color correction already has. It works great, is much flexible and doesn't clutter UI.

6
Material library has not been converted to the new physical materials yet, but eventually it should happen. Meanwhile you can use library materials as they are, or you can convert them to physical with Corona converter by yourself.

7
If curtain blocks most of the light that's coming to a room, then indeed it can negatively impact render performance. Luckily, in Corona there's no need to render twice to exclude curtain from affecting the lighting. You can do this by assigning rayswitch material to the curtain and plugging your old curtain material to all its slots, except GI. You can read more about rayswitch and its uses here: https://support.corona-renderer.com/hc/en-us/articles/4402649577105-Corona-Ray-Switch-Material-and-Map

8
Jobs / MOVED: Deceiver
« on: 2022-01-17, 14:03:34 »

9
[Max] General Discussion / Re: Reducing RAM usage
« on: 2022-01-17, 10:25:36 »
Texture file format doesn't matter, heavily compressed JPG will take as much RAM, as uncompressed TIF. What matters is resolution, bit depth and number of channels.

Edit: here's the confirmation from one of the devs: https://forum.corona-renderer.com/index.php?topic=22406.msg137912#msg137912

10
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2022-01-15, 13:46:45 »
Also "Include" model would be very useful

Include/exclude is already possible.

11
[Max] General Discussion / Re: 4K Cache questions
« on: 2022-01-14, 10:10:36 »
Apart from occasional bugs already mentioned, there is also performance difference. UHD tends to be faster than 4K on low core count CPUs (e.g. 4-core i7s), while 4K cache tends to be faster than UHD on higher count CPUs (e.g. 16-core threadrippers).

That's useful information. Thank you!

12
Hi,

I think you would get much faster response if you'd submit a ticket through the support portal: https://support.corona-renderer.com/hc/en-us

13
[Max] I need help! / Re: Find displacement materials
« on: 2022-01-13, 09:41:54 »
You could use batch material edit script to disable displacement map slot on all materials and then enable it back by hand on the materials that you want.

14
Or you can simply use rayswitcher material and leave the GI slot empty.

15
[Max] I need help! / Re: Hair and fur. Hide base mesh
« on: 2022-01-12, 19:38:38 »
Something tells me that something has changed in Corona and not in the 3ds Max. I have character that i've been rendering since Corona alpha 5 and if i open this character in V8, the trick with making base mesh non renderable via object properties is working, i.e. the mesh itself is not rendering, but the hair that grows on it, is rendering. I can't make it work like this on freshly created mesh though.

I checked this back to Corona v5 and it has behaved the same all along.

I think you need to roll back even more, possibly to V1.6 when there were no hair material.

I can log this as a bug, but the behaviour seems logical to me. If the base object is set to non renderable then the modifier shouldn't be rendered.

Using low-poly non-renderable mesh for growing hair is pretty common with CG characters. I think all the renders that i've tried, supports rendering hair from non-renderable mesh.

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