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Messages - Frood

Pages: 1 2 [3] 4 5 ... 129
31
General CG Discussion / Re: Help with Max scripting
« on: 2024-01-11, 13:21:42 »
Yes, thanks for letting me steal that idea to use them for myself - which is my daily deed ;)


Good Luck




32
https://forum.corona-renderer.com/index.php?topic=41647.0

Yes, thanks, seen it, working of course but it's cumbersome (especially if you have two directions to match/shift, not only one).


Good Luck




33
General CG Discussion / Re: Help with Max scripting
« on: 2024-01-11, 09:17:53 »
Hi,

picked up the idea but implemented it as file menu item. Additionally, saving only happens if a save is required (no changed made to scene, relying on getSaveRequired()). Script goes to any autostart folder (usually scripts\startup). Sharing it as an alternate option.


Good Luck




34
Hi Aram,

I am not sure I clearly understand what you are trying to do.

Have a look at id=1078410170, hoped that it would be possible with render time generated geometry internally, but obviously not.


Good Luck




35
even in a non-teapot scene ;)

Don't use such scenes, you may encounter bugs ;]


Good Luck





36
[Max] Feature Requests / Re: My VFB Redesign
« on: 2023-12-08, 08:54:09 »
I hope not. Yes, it looks good, not as dusty as the current one with nice icons, but I'd not like to work with it: needs a lot of space (scroll party if expanded) and -most important- you cannot see the main values without permanently stepping through the operators. I'd like to see the main parameter as in current VFB next to the operator name at least, then: yes, please some modern touch for VFB (I prefer option 2) :)


Good Luck




37
[Max] Daily Builds / Re: Tiles playground
« on: 2023-12-07, 12:02:35 »
Is it a technical reason with displacement calculation in IR?

Displacement would have to be calculated at every viewport change, the "I" from IR would be lost :) But you can use this one:

https://forum.corona-renderer.com/index.php?topic=36556.0

It basically does something similar like changing some material as you mentioned and updates displacement without reparsing the scene while limiting itself to materials with enabled displacement.


Good Luck




38
Lol exactly what we've been discussing.

Amazing, yes. A destitute and clinical "message" that reads more like a "don't tell unsuccessful stories about 'success team' in public" directive. And 'Warm regards' feels rather like being welcomed in a fridge. I should really start to use AI to train myself being able to communicate with the disembodied :)


Good Luck




39
So basically is still a known issue and we'll see it being solved in Corona V11?

Yes. You can try the current release candidate here if you like to see the difference:
https://forum.corona-renderer.com/index.php?topic=40442.msg219200#msg219200
Or just wait for v11 final, should be out soon.

I tried dj_buckley's suggestions (thanks btw) to use low values but unfortunately I still get the offset in the displacement.

I'm not aware that using [0;1] range could solve anything in this case.


Good Luck



40
Hi,

I searched the forum before posting and I'm aware this was a logged issue around Corona 7 but apparently it was solved and it only occurred when setting the then w UVW randomizer was set in mesh mode.

Polygon mode arrived later in Corona v8, that's why it is not mentioned in most of the threads regarding this issue. But it is (was) affected as well (v8 to v10). The issue is finally solved in Corona v11 (current dailies/release candidates and v11 final of course).


Good Luck



Edit: typo

41
[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-28, 17:27:37 »
What I dont understand its, since the first time I tried Corona in v4, BerconTiles seemed to be incompatible (at least this is what the VFB says), but the ressults doesnt seem to be failing, could someone elaborate on this?

The error message is a bit missleading. It's just about the fact that you can easily get it to crash, especially if you have "show in viewport" activated on the material using it. But it works flawlessly (there has been even a fix for some -if not all- Corona maps a while ago to work properly with BerconTile - it did not made it into the changelogs for some reason though).


Good Luck




42
[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-28, 17:05:08 »
The idea is to have constant width gradient independent from gap bump/displacement.

Yes, I just wanted to point out, that you can get something similiar like using your combined gradient ramp approach by using the CoronaTile map itself more easily. Still it suffers from the corner edges (as blended gradient ramp in box mode does) but it is not distorted by scaling. And the maps have to be wired to be able to change one and get the proper gradient automatically - not convenient but works.


Good Luck




43
[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-28, 15:15:33 »
That does not make any sense to me. Corona edge is working on geometry, not on UVWs/tiles. Additionally, the output is ugly like gradient ramp currently :) But maybe there is another solution.

When tiles proportions significantly differs from square, gradient ramp is noticeably stretched.

You could use the same tiles map with b/w setting and gap blur - looks similar to gradient ramp but stays absolute in distance. Maybe piped through any curve operator (output map / CoronaColorCorrect etc.) to further shape the gradient. Yes, a map able to create absolute borders in a tile would be great. Afaik not "even" BerconTiles/Maps are able to do something similar.


Good Luck




44
My life is just full of undefined lately :D

Fortunate :) Everything is possible then.


Good Luck




45
Hey James,

have not (again :) looked at the script but it should work straight like this:

Code: [Select]
if (sme.getview sme.activeView)!=undefined then (
selectedNodes = (sme.getview sme.activeView).GetSelectedNodes()
if selectedNodes.count!=0 then (
for sNode in selectedNodes do (
if (superclassof sNode.reference == material) then (
format "Doing something with '%'\n" sNode.reference.name
)
)
)
)


Good Luck

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