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Topics - Tanakov

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I need to use my PNG files that have alpha map baked into them, I want to use those images Alpha channel so that I don't need to create lots of otherwise useless alpha maps on my drive.

In Normal Circumstances, you can use:

CoronaBitmap > Channel Outputs > Mono: Image Alpha

But doing that for 30 textures seems like a chore.
Especially that I have again 15 products, with 30 variations times 12 for colours.
That would mean around 10800 clicks to handle that task, yes there are some scripts that might help but Im not sure if its that easy to get one working with 2023 and Corona 8.2

I would like to propose CoronaMultiMap > Advanced Tab or "Batch Texture Handler" so that you can add options like blur, change channels or projection modes.

I think this might help a lot of people, kind regards.

General CG Discussion / 3D News and other technologies
« on: 2022-02-12, 17:57:48 »
For over a year Im following all sorts of news found online about 3ds Max, new technologies in 3D or simulations and one thing isn't really clicking for me.

There are multiple papers published on very interesting topics and exciting solutions yet I rarely or never see them make their way into any of the products that I know of.

This is Adobe related technique so I guess Substance will have it soon, but please check out this:

Can anyone tell me what general route such technology has to take in order to be part of some products?

Also generally what YT channels do you guys follow related to 3D? What is your general source of news related to 3D if you use any...
Im really looking forward to having some conversations on this topic.


[Max] Feature Requests / Corona VFB - History Tab
« on: 2019-11-02, 13:41:29 »
as VFB rescaling is still a big issue, I think that won't be possible yet.

How about "LOAD" for the VFB history? So you have your History of progress, but 3ds max crashes as it always does.

So how about that
1. Each project could have an option to specify where to store the VFB history so that all the bits are saved.
2. Each time you turn on the project you can restore those bits to see the comparison or just the progress.
3. Automatic save at destination

What do you think? This could also be an option to set your IR to the XXXxYYY size of the bit in order to keep consistent results.


[Max] Bug Reporting / Corona Distance Map - ProOptimizer
« on: 2019-09-11, 14:20:54 »
using "ProOptimizer" modifier on objects with Distance map plugged in shader results in instant 3ds max crash.

Best regards,

[Max] Resolved Bugs / Corona Distance Map (Again)
« on: 2019-09-11, 14:20:16 »
using "ProOptimizer" modifier on objects with Distance map plugged in shader results in instant 3ds max crash.

Best regards,

Set Focus point is ignored by "Auto Key"

Can this be changed?


[Max] Feature Requests / Mega-Max-Layered Material-XXExtreme
« on: 2019-08-16, 12:28:48 »
recently I was working on a snow shader that would cover all surface using the Z-axis of the object.
I noticed that changing all my materials in to "Layered material" with exactly the same Coat and different base will be very time-consuming.

I thought about some kind of "Global Layered material" that could work with some kind of list like "distance" does or even
"Material Override Add Coat"

Does that sound good?

[Max] General Discussion / Shadow Catcher - PNG
« on: 2019-07-23, 09:19:23 »
Quite some time ago I reported that saving files to PNG's does not work as expected.

So Examples are but not limited to:
- Refraction (If your refracted objects have other objects with solid alpha behind them, you will end up with holes in your image)
- Bloom and Glare (Just ignored by the PNG, unless there is a solid object behind it)
- Reflection (Ignored on windows due to refraction)
- Shadow Catcher (Some settings work the same way as Refraction)
- VDB (Same as Bloom and Glare it's just ignored)

So my question is, how can I save my files with those effects, but still keep the transparent background?

Image attached is
- Left regular shadow catcher on a black background to avoid white halos after hundreds of passes loots of noise.
- Right same image but with "Recieve shadows" option off, at that point shadow catcher is just noise.

as Im working on a project that requires me to create a bit of fake light using IES method, I was met with unfortunate news, IES GEN no longer works with Corona.

So this effect is no longer possible with Corona 4.0


Is there someone who knows a way how to convert Images to IES?

Best Regards

[Max] Feature Requests / CoronaMask - Upgrade
« on: 2019-07-04, 09:16:32 »
as the "Render Selected" option works, Im guessing this is pretty possible to do.

So the thing is that Im working a lot on product shots, almost mainly. Im often met with this situation where I need to render

X parts of my shot, so in this case take a look at the image.
I will have to create 4 masks for:
- Small product
- Product Family
- Product Family with Shadow/Reflection
- Product Family as JPG as it is

Ok so just use masks and shut up right? Yeah. no. I will have to create similar sets for 6 products in multiple sets with similar requirements.
So X products times X versions times 4 options, so my request?

Please add "Beauty" cut or BeautyMask option so that would allow us to create this automatically. I created thousands of images so far and this is just part that I can't automate easy. This would be a good option for some of my future projects where I will have 14 x 16 x 3 +/- 20 (approx 672 renders overall) Doing similar stuff for all of them? Bruh...

[Max] General Discussion / Corona - Projection + Workaround
« on: 2019-06-11, 08:39:22 »
due to current corona limitation render to texture does not support "Projection" as part of this process. Simply ignoring the "Cage" and rendering over the surface.

I found a workaround that might be helpful to some of you, here it is:

(I'm sorry if its well-known thing and I'm just late to the party)

- To do projection mapping all you need to do is create your regular retopology mesh as you would in normal conditions
- Unwrap the mesh
- Collapse it
- Copy the mesh and start moving vertexes around just as you would with projection mesh, use push and regular vertex manipulation
- Make sure that each element is covered by a new mesh cage just like you would with projection
- Render to Texture - pick the elements that you desire
- Use the rendered elements with Original Mesh

In my case, the effects are good enough to call this usable. So hope that it helps someone here :)

[Max] Resolved Bugs / Render to texture loop
« on: 2019-06-06, 10:42:12 »

Render to texture, if you close the VFB instead of "STOP" you are stuck in an endless loop of rendering as the Corona VFB is different to the Render To texture Corona VFB.

So.. fix would be cool

Just a suggestion

"Advanced" option to crop or UV Tile all images at once? In UVW or Multimap it self
(Yes you can scale, but you can't "stack" images)

Simple use example:

Your texture is 20x100 and you want to put it on 10x100 plank, as a result, you have squashed texture. Possible solutions now?
- Go to photoshop and create +20 heavy halves of texture that you probably won't use for any other project
- Go to each map and manually change the cropping
- Set the cropping in one texture and copy it 20 times then change the path and file
- Set the Tiling of the texture to 0.5 on mass again 20+ clicks

Best Regards

[Max] Feature Requests / CornaMultimap - Rotation
« on: 2019-05-09, 16:58:42 »
Plix plax plox add "Rotation" param in Corona Multimap

CornaMultimap without it creates some problems with "portrait" textures

Off-Topic / Nvidia GP 100 Quatro
« on: 2019-04-25, 08:24:41 »
For sale:

Used in pc that was mainly used to render on CPU, fully functional.

If you are interested we can talk about prices.

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