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Messages - Frood

Pages: [1] 2 3 ... 122
1
Hi,

it's controlled by the renderer property "renderSelected_mode":

0=Disabled
1=Viewport selection
2=Object GBuffer ID
3=Include/Exclude list

Switching to viewport selection would be:

Code: [Select]
renderers.current.renderSelected_mode=1

Good Luck




2
Hi,

no DR or similar mentioned by OP, just batch rendering. It's more like this:

• the issue is that scatter uses camera clipping, the first camera clips the scatter, and then it never updates for other cameras - ?
ChaosScatter clips the objects for the currently active viewport and never updates. If you have a perspective view active where no objects are in the frustum, no scattered objects are rendered at all, see scene:

Open scene (Max 2023, Corona v9.1, ChaosScatter 2(Hotfix 4)), go to Rendering -> Batch Render and press Render.


Good Luck



3
Hi,

it's not a bug but a feature and it can be done either or other way. Corona uses either currently :)

Create 3 boxes, link box2 to box1 and box3 to box2. Then create a renderElement CMasking_Mask and include just box1. You will get a mask of the entire chain.

Also see

https://forum.corona-renderer.com/index.php?topic=15201.0


Good Luck




4
[C4D] Bug Reporting / Re: Displacement problem
« on: 2023-02-17, 10:40:07 »
could someone please provide us with reproducible steps and relevant files?


Good Luck


Edit: This is 3dsMax, but shows the same issue

5
I don't recall this happening in previous versions.

I don't recall that it ever has been differently :)


Good Luck





6
Hi,

the missing line seems to be a Max bug. But the daylight system works and the sun is actually connected. When I create a new daylight system (Max 2023.2.2), the line is missing here as well. I never done it in Max 2023 until now because I have one in the startup scene, created with an older Max version - so I never noticed.

As for "washed out", you are using the tone mapping stack wrongly. Just move photographic exposure on top of the stack and use reasonable photographic settings, matching a daylight situation.


Good Luck




7
Hi,

How come it works like this? The only reason I can think of is that saving is also turned on for the render elements??


Yes, elements have a dedicated setting ("Elements Active" in Render Elements tab, you can switch them on/off at once there). And this is how Max behaves, Corona just uses the Max output.

If you want to be sure that no files are written, use the "Iterative Rendering Mode", see

https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/3DSMax-Rendering/files/GUID-BE358D30-AB74-4AE3-81DF-0BA3908065C3-htm.html

It's my usual render mode while preparing/testing a scene, however Corona currently violates that mode by (over)writing light cache files - already reported.


Good Luck




8
Hi,

CoronaBitmap uses the "Baked Procedural Map" value, not "Texture Maps" of the viewport configuration.


Good Luck




9
Hi,

If I wanted to do a wall with graffiti, then dirt over the top

You could setup the dirt mask as triplanar node (good for dirt on curved shapes anyway) and tell it to use world mapping.


Good Luck




10
[Max] I need help! / Re: Corona Pattern UV mapping
« on: 2023-01-13, 14:50:04 »
Yes, CoronaBitmap lacks mapping types, but you have Bitmap for it which is supported by Corona :)

That was my point. The use case image is just an extended scenario which comes for free when using global mapping. Basically what's in the scene file is the basic issue - even if not spreading outside the pattern mod area. And even for this case I know of no solution to do it with CoronaBitmap.


Good Luck




11
[Max] I need help! / Re: Corona Pattern UV mapping
« on: 2023-01-13, 14:12:50 »
Yes, I missed to mention decals in the line of "getting complicated or mad or both" but thought about it :)

Anyway I think it's a common use case (and maybe what the OP wanted to do) and you just cannot do it with CoronaBitmap due to the lack of mapping features. Thus my advice to use a standard max bitmap.


Good Luck




12
[Max] I need help! / Re: Corona Pattern UV mapping
« on: 2023-01-13, 13:15:55 »
Then please someone tell me how to achieve this with CoronaBitmap without getting complicated or mad or both. See scene; the goal would be to add a texture that continues even outside the pattern mod seamlessly as shown in the use case image (dirt even spreads across the decal used for the e-car logo).


Good Luck



13
[Max] I need help! / Re: Corona Pattern UV mapping
« on: 2023-01-11, 17:29:36 »
Hi,

try to use a standard max bitmap node and set the mapping to "Planar from World XYZ" (or "Planar from Object XYZ").


Good Luck



14
[Max] Feature Requests / Re: Tonemapping & Maxscript
« on: 2023-01-11, 09:41:00 »
It would be nice if the operators were managed almost more like how render elements are.

This was exactly my suggestion when I once was asked how it should/could look at the maxscript side. Now, everybody who wants to do serious scripting stuff with tone mapping has to write libraries instead.

I don't know if you aware of this one:

https://forum.corona-renderer.com/index.php?topic=36778.msg201269#msg201269

Have not tried/used it yet and it would need some changes to be able to use it for Camera tone mapping as well though. I almost never use global tone mapping so I'd have to modify it anyway.


Good Luck




15
General CG Discussion / Re: [Useful Scripts\Tools]
« on: 2023-01-10, 09:28:59 »
When I start it again it doesn't recognize the macroScript

Looks like a Max bug, it seems to dislike the continuation characters ("\") in the definition. If you remove them, it works.


Good Luck



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