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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
Good Luck
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https://forum.corona-renderer.com/index.php?topic=41647.0
I am not sure I clearly understand what you are trying to do.
even in a non-teapot scene ;)
Is it a technical reason with displacement calculation in IR?
Lol exactly what we've been discussing.
So basically is still a known issue and we'll see it being solved in Corona V11?
I tried dj_buckley's suggestions (thanks btw) to use low values but unfortunately I still get the offset in the displacement.
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.
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 idea is to have constant width gradient independent from gap bump/displacement.
When tiles proportions significantly differs from square, gradient ramp is noticeably stretched.
My life is just full of undefined lately :D
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
)
)
)
)