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Topics - Njen

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Often when I am checking various AOV's of a render, I want to be able to expose up or down the information there to quickly check the data, but the exposure change only affects the beauty pass. For example, I have pRef and world position passes that I want to just quickly expose down to visually confirm something, but I don't want the exposure adjustment burnt into the image. This is possible in Vray.

Currently I have to manually save out the AOV image from the VFB, then throw the image into Nuke to check.


Is there any way to disable the gamma warning on normal maps that are loaded in as 'Automatic' for the gamma setting? I have exported my own normal maps that I know are correct that don't need to have their gamma modified, but I'm stuck with a stack of warnings when I render.

It would be helpful if there was an AOV that was able to automatically output the glossiness value of surfaces (similar to Vray). Currently I have to use a combination of composite and data maps with geometry tagged correctly in the object user properties.


[Max] General Discussion / Render selected inside a volume?
« on: 2018-09-06, 10:06:44 »
This is an interesting situation. Using 'Render Selected' to hold out an object that is inside a volume doesn't cause the object to be held out.

I realise that if an object is inside a volume, then technically the surface of the volume is occluding the object, however, I feel that the object should still be held out inside of the volume somehow.

In the example below, there is a box on the left that is half inside a volume.

I've come across a scenario that I'm having trouble working with. I have a number of lamps in a scene, and to help speed up the render, instead of using the actual complex filament geometry to light the scene, I am using a simple corona light. So I apply a CoronaLightMtl to the filament geo and turn off 'Emit Light', so it shows up in the beauty but doesn't cast light. All of this looks good in the beauty pass.

However, when setting up my LightSelect AOV's, it appears that a non-emitting light material will only show up in the 'Rest (unassigned)' set. There is no way for me to properly build an exact beauty pass using all of the light select AOV's if I have non-emitting light materials.

I understand the technical reasons why a non-emitting light material should not appear in a ligh select AOV, however there still needs to be a solution to the problem of not being able to recreate the beauty pass from only using light select AOV's.

Or am I missing something?

I'm not sure if this is an Ornatrix or Corona issue, nevertheless I'm posting the same problem on both forums.

I have an object with a Point Cache modifier that I am scattering Ornatrix hair over to act as fuzz. The object that is point cached seems to motion blur fine, however, as you can see in the image (alpha channel), the Ornatrix hair fuzz is not motion blurred. I've tried increasing all of the motion blur related settings, but nothing changes.

[Max] General Discussion / CProxy and Smoothing Groups?
« on: 2018-07-23, 01:01:54 »
It looks like that the CProxy object doesn't store smoothing groups, is this true? And if so, could it?

Disney released two amazing data sets yesterday from Moana, a detailed volumetric cloud, and practically a whole island with various plant and other natural assets. All up about 6gb in total:

Using a gradient ramp to control hair thickness is fine, as you can see in the first image by comparing the render to the viewport.

But when I try to use vertex paint to control thickness, as you can see in the second image, the render does not look like the viewport.

I am using the latest build of Ornatrix (15953),

If you want to test this in the Max file, it is set up initially to use a gradient ramp. Then to test the issue with vertex paint:
1. Select 'geo_prt_featherL_002'
2. In the top modifier 'Ox Render Settings', clear the 'Existing 'Thickness Map' (right click on the map -> 'Clear').
3. Click on the 'Assign Map' button (green button), select 'Channel 4', then click on 'Assign'.

[Max] Bug Reporting / CoronaSun can't rotate downwards...
« on: 2018-06-22, 07:24:58 »
I found an issue where if I try to lower the sun below what I am guessing is the horizon, the sun won't represent that translation.

For example I have linked the sun to its target, and in the first image below, the sun is in a defualt orientation near the horizon. In the second image, I have rotated the sun 5 degrees in elevation above the original location. In the third image, I have rotated the sun -5 degrees below the original location, and it doesn't look like it has moved the expected amount. Then in the fourth image I have rotated the sun -10 degrees below, and it looks lilke it is in the same position as the previous render.

I need the sun to be able to go lower than the horizon, as the scene I am working on takes place in the sky, and I want to simulate the natural movement of a skyship by gently rotating the environment HDRI and sun, instead of having to rotate all of the geometry, cameras, lights, etc.

What was the reason to use a point3 controller for the U and V offset in CoronaBitmap?

I want to wire two seperate values to the U and V offset, but both of them use a single controller. So I can't connect up what I want, or is there another method?

For example, the following allows me to wire the Z rotation value of my sun to my HDRI:
Code: [Select]
paramWire.connect $'lgt_sun.Target'.rotation.controller[#Z_Rotation] meditMaterials[24][#uvwOffset] "[-(radToDeg Z_Rotation / 360), 0, 0]"
But I also want to tilt the map in Y as well, and I can't figure out how to do it. If the U and V values were separate single float controllers, this would be easy to do.

[Max] I need help! / Multiple env lights...
« on: 2018-06-03, 01:46:45 »
I want to be able to illuminate my scene with two HDRI's, and to be able to have light selects for them.

For example, I want to split my sky into top and side, then be able to dial them in separately.

[Max] Feature Requests / CoronaBitmap VW and WU space...
« on: 2018-05-25, 09:33:15 »
Does the CoronaBitmap node have the ability to project a map in VW and WU space like the standard Max one?

Hey all, I thought I'd start a work in progress thread of the animated short film I am making. I'll write more soon, but for now, let's just straight into some images. These are all individual frames taken from a selection of shots recently rendered as 'raw lighting' renders, as in, they have not been comped yet, or have any sort of colour correction or LUT applied. The background is a 16k digital HDRI I made in Terragen and will also under go improvements for the final look.


[Max] General Discussion / CPU performance discussion...
« on: 2018-02-16, 23:50:39 »
Does Corona see more benefit from more cores, or faster threads? For example, a dual Intel Xeon E5-2630 v4 setup has 40 threads at 2.2 GHz for a theoretical maximum of 88GHz, while the Intel i9-7940X has 28 threads at 3.1 GHz for a theoretical maximum if 86.8 GHz. Attempting to put aside the fact that one is a Xeon, and the other is a 'prosumer' CPU, which of the two would have an advantage when rendering with Corona?

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