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Messages - romullus

Pages: [1] 2 3 ... 589
1
Did you check UV mapping of the wall object, maybe it's wrong?

2
Shouldn't happen, AFAIK 0 in Corona is just another valid seed, unlike in some other programs where seed 0, or -1 means random seed on each evaluation.

Splitting and moving the messages to bug reporting board.

3
[Max] I need help! / Re: Reflections on car paint
« on: Today at 11:59:02 »
I might be wrong, but it looks that you are using normal map for simulating the flakes, so the broken reflections kinda expected.

4
[Max] I need help! / Re: mapping help
« on: Today at 11:54:57 »
Well of course you can author your textures in photoshop or wherever else and if you find it to be a lot easier and more flexible, then go for it. I see the situation completely opposite from you, for me procedural building of texture in 3ds Max is way more flexible and very often much faster too. If i need to adjust something, most of the time it's just a matter of moving a slider or two, or entering different numeric value instead of rebuilding texture from scratch in photoshop. And let's not forget memory savings - according to Corona report your bespoke texture takes 110 MB of RAM and my tiling texture is taking just a 770 kB (in fact i could've easily replace it with gradient ramp, so my memory footprint could have been zero). One more thing - if you would need to use this texture on different size or shape bottle, you most likely would have to rebuilt it from scratch, while with my approach, it's just a matter of adjusting some parameters and tiling, which all can be done with Corona IR running and having clear visual guidance.

I'm not forcing you to adopt my workflows, if you're more comfortable with your way of doing things, then by all means do it the way you like it and ignore my setup. After all there's many ways of doing the same thing in 3ds Max and everyone is free to chose what works for them ;]

5
[Max] I need help! / Re: mapping help
« on: Today at 00:11:48 »
I was wondering how were you able to stop the black label from reflecting in the liquid object

I didn't do anything special about that, i'm sure the label is actually reflecting, like it would naturally do, but since the setup does not include any non-physical hacks, everything just looks normal and plausible.

how you were able to make the displacement only affect the outside of the glass?

It's combination of material ID and Corona multi-map. Polygons of the bottle has two different material IDs assigned to them - ID1 for polygons that should have knurling and ID2 for polygons that shouldn't have it. On material side, it's Corona multi-map that's defining which ID will have knurling and which will have 0 displacement. Hope that makes sense.

6
[Max] I need help! / Re: mapping help
« on: 2024-04-21, 23:44:21 »
I'm glad to hear that you find my effort useful :]

There is, at the moment, one thing I don't understand in your setup. In the modifier panel, there is something called "transform gold text" and "transform cut-out". what are these doing exactly? Also if I search for that modifier in the modifier list, I cannot find it. Is it a 3rd party plugin? If so, where can I get it?

Those are standard 3ds Max UVW xform modifiers, i just renamed them to inform you what's their purpose (it didn't help though ;]). They're there so you could procedurally adjust size and location of label and its graphics. I think i also instanced one of them to the bottle object, so if you adjust the label, bottle's displacement should follow along. P.S. you can rename any modifier in the stack by right clicking on it - sometimes it's useful to help you keep track in a bigger scene, especially if you know that you'll have to come back to it sometime in the future.

Label mesh uses live boolean, so be careful if you'll want to move the bottle in your scene, make sure to also move hidden "cutter" object, or better yet just collapse boolean modifier - it's not needed for your scene, i added it just to show how the scene can be made a bit more procedural.

Couple things i forgot to mention in my previous message - i noticed that your bottle's walls are unrealistically thin. I'd suggest to make them thicker if you want to get more realistic result. Also for glass with varying thickness you almost always want to use absorption. It's turned on in the new glass material, you can turn it on and off and observe how it changes the look. And don't be afraid to experiment with absorption colour and thickness - i just entered quite random values, i'm sure you'll be able to achieve even better results by experimenting with those two values.

And finally - your liquid was open mesh, that's a big no no for any material that has non zero refraction or volumetrics. I fixed this, but try to keep this in mind for the future.

7
[Max] I need help! / Re: Corona displacement mod problem
« on: 2024-04-21, 22:00:55 »
Hmm, that makes no sense, because if there were issues with UVs or unwrap modifier, you would see problems with diffuse texture as well. Can you try to replicate it with any other displacement texture, preferably with the one that you could safely share.

8
[Max] I need help! / Re: Corona displacement mod problem
« on: 2024-04-21, 15:43:11 »
If you're checking displacement in IR (interactive rendering), then be aware, that Corona uses adaptive tessellation and surfaces that are not in view at the start of the rendering will have much lower, or no subdivision at all and thus displacement will be significantly worse, or even non existent. When you change the view in IR, the displacement will not be updated, until you restart the rendering.

9
[Max] I need help! / Re: mapping help
« on: 2024-04-20, 15:49:36 »
So i had some spare time to mess with your scene. I moved my edits to separate layer, so you can switch it on and off and see how it compares to the original. I tried to add the names to the changes i've made, so that it would be easier for you to understand everything. You'll notice that the look has changed significantly, this is mostly due to the fact that i removed knurling where it technically shouldn't be. If you prefer the old look, you can go to the bottle's edit poly modifier and change material IDs for the inside of the bottle from 1 to 2 (or vice versa, i can't remember now what is what :]).

BTW, the issue with not displaying textures was with your viewport setup and the issue with the label opacity texture not working was in Corona bitmap - for some reason it does not handle correctly images with alpha. I would recommend to refrain from using textures with alpha, unless you really need it and you know what you're doing.

10
I think you slightly misunderstood my intent. Im saying that to match the coronaPhysical metal in with a physical material i have to set the physical material IOR to 2.5-3.

Maybe it would better if you would show side by side comparison with the same settings then, i.e. metal mode is on, metalness is mapped.

Coronas metal mode locks the IOR of course, which is physically incorrect anyway because metal ior has a fairly broad range range and absolutely cannot be defined by a single arbitrary number. I would hope this is something that gets changed in future so we can get physically correct metals.

You can switch to complex IOR mode which is more physically correct for metals.

Its the Nvidia GPU denoiser in IR. It just seems to handle the physical materials faster for whatever reason.

Maybe try to switch to Intel AI denoiser, i think it shows slightly better results than Optix. Anyway the difference in denoising quality in your example is really huge, perhaps it's worth to post it as a bug?

11
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 22:37:59 »
Should not happen, but it's 3ds Max - expect unexpected :]

12
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 20:02:11 »
Material IDs can be really useful in your scene too, but first you need to address map channel issue, otherwise you will not be able to advance anywhere.

13
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 20:00:20 »
I think you might be confusing map channels with material IDs. They are not the same! I think you're not seeing anything in the viewport because your bottle has no map 2 channel. Simply add another UVW map modifier and set its channel to 2, then you start seeing something and adjust things as you need.

14
#1. Corona colour correct is not linear, if you want to get the same result as with invert in Max's bitmap or output nodes, then you can use curve adjustments in CCC.

#2. If you want metal, then switch Corona physical to metal node. 2-3 IOR is not metal.

#3. what denoising you are using and what image filtering. If that's Corona HQ denoiser, then filtering also should be set to HQ, otherwise it will severely underperform. I didn't notice dependency on material type, but maybe that's because i almost exclusively use Corona physical.

15
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 12:21:36 »
Sorry, i don't have much time to decipher your scene at the moment, i just took brief glimpse at it and noticed that your label mask is set to 2nd map channel, but your bottle has only one map channel, so the label is unmapped and can't work correctly. You need either set the texture to the channel that exists (channel 1 in your case), or create 2nd map channel on the bottle. Hope that helps.

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