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Messages - James Vella

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241
Script attached to this post

Version 1.7 Features:
- Bugfix for CoronaNormal resetting bitmap settings (U/V offset etc.) when using CoronaBitmaps

242
1) What is ACES Colour space? I know that 3ds Max + Corona cannot natively work in it but it can be applied in Post through the VFB but I typically play with the value until I get a satisfying result, depending on the image. Do real-life photographers work in ACES?

That value in the Corona VFB is just a tone mapping curve. 3dsmax + Vray can use ACES. No Photographers don't use ACES (mostly), if you work in Broadcast then you would have probably had to use it at one point or another. If you would like to understand what ACES is I recommend this article:
https://chrisbrejon.com/cg-cinematography/chapter-1-5-academy-color-encoding-system-aces/

2) Is it better to work with Photographic exposure turned on? I find it produces more "boring" results compared to it being turned off, less punchy images etc.

Depends, if you are matching a photo 1:1 then its easier to follow the setup of the camera used to take the 'backplate'. Otherwise its just personal choice.

3) What is the difference between Highlight compression, Filmic tone mapping, Tone Curve etc?

Highlight compression is simply just compressing highlights/burnout.
Tone Curves are just basically Curves like in Photoshop - left side is darkest shadows (blacks), middle is midpoint, right side is brightest highlights (whites), adjust to suit.
Tone mapping is just controlling the dynamic range in the image to suit whatever it is you are trying to achieve. There's plenty of different methods, an LUT is basically a preset of a tone map, same with Filmic, its just a term that was used to mimic traditional film photography but can look different in different scenarios or render engines. There's more to it then that but its about as basic as I can put it.

243
No worries.

One thing that got me thinking is that since it takes the whole node tree (Falloff > Mix > Bitmap) it could potentially be an issue for those who use any Corona classes such as (CoronaColorCorrect > Bitmap) or (CoronaMultiMap). Considering those 2 classes alone have things that dont translate to standard (Color Correct) then it wouldn't appear the same anyway. I would also like to keep the script simple (for now) with just a click/run scenario instead of building a UI that asks you questions.

Maybe once this one is bug free and covers most user requests (which is just you so far romullus haha) ill just adapt it to a second script that removes all corona class nodes between the Diffuse > Bitmap. This would be the FBX exporter version of this script. Just me thinking out loud FYI.

244
Script attached to this post

Version 1.6 Features:
- Converting now works with stripped texture paths

Test it out and let me know if its working how you expect.

245
Script attached to this post.

Version 2.1 Features:
- Able to search/replace bitmaps in Blend/Multi-Sub/Nested Multi-Sub etc.

246
Script attached to this post.

Version 1.5 Features:
- Bugfix: Normal_Bump, when 'add gamma' is used and texture is loaded as 2.2, automatically applies gamma 1.0 to Normal_Bump texture.
- Updated replace CoronaPhysicalMtl method: thanks to Frood. Which means it searches through all hierarchies such as Blend/Multi-Sub/Nested Multi-sub etc.

Corona Physical Material:
corona" border="0

Autodesk Physical Material:
phys" border="0

247
Hi,

Thanks for your work, just a note because I quickly looked at the script. As you have discovered, using the getClassInstances way is the best to go. I'd not just walk through the materials and convert if CoronaPhysicalMtl or Multisub classes are found ("for i in sceneMaterials do"), but just like this instead:

Code: [Select]
for i in getClassInstances CoronaPhysicalMtl do
(
p = convertToPhysicalMtl i
replaceInstances i p
)

This way you get all CoronaPhysicalMtls, even those plugged into a Blend material for example. And you do not have to care about supporting all classes able to handle multiple material inputs. Same of course when it comes to CoronaBitmap conversion. For the latter, you may examine Martin Geupels original Corona converter script. Search for function "convertCoronaBitmapToBitmap" and "convertFrom_CoronaBitmap". Not sure when looking at the license info in the header if you would be allowed to just copy convertFrom_CoronaBitmap().

And: please check "animate off" context :) You could wrap the entire script into one to make it easy :)


Good Luck

Holy crap, thanks Frood that is one hell of a shortcut. Thank you!

This is very helpful while I stumble my way through maxscript :D

Please feel free to join in the thread every now and then and guide my stupidity :D

248
Thanks Frood! Ill take a look at this when I'm fresh tomorrow.

Very good point about Blend materials, I didnt even consider that!

Yes I did see some script references with animate off, I was wondering if it makes much of a difference. Is that for the user in case they have it switched on?

249
Ok fixed the CoronaBitmap conversion issue scene wide, turns out I was just overcomplicating it - noob mistake.Script attached to this post.

Version 1.4 Features:
- Converts CoronaBitmap to Standard Bitmap scene wide
- Keeps all nodes in the hierarchy eg. Diffuse > Falloff > Basecolor.png or Composite nodes etc. Doesnt really matter how deep the hierarchy goes it just searches for the Bitmaps/CoronaBitmaps.

Notes:
The official Corona converter which converts CoronaBitmap to Bitmap is far more fleshed out than this. It also handles Curves in the Output which mine doesn't. Ill get to this one day if its a user request. For now more interested in finding bugs in the current code or implementing other features that are necessary (user feedback).

250
Hah yeah I also just use simple setups, but it would be nice for it to keep those nodes. Hopefully when I get my head around it ill post an update on that but... there is a workaround for now since its far more complicated than I expected.

Before you use the script use the Corona Converter to convert CoronaBitmap to Bitmap. This will keep all nodes in-tact mix/falloff etc and also makes sure all Bitmaps work correctly. This also means all your Output Curves and specific Bitmap settings all carry over correctly too:
cbitmap" border="0

Script attached to this post.

Version 1.3 Features:
- Fixed Normal node for Physical material with Normal/Bump textures

Edit:
Also if any devs would like to chime in as to why its so hard to recursively look for CoronaBitmaps that would be very useful insight. For example when recurvisely looking for standard bitmaps it works fine, when I try the same method with CoronaBitmaps I keep hitting walls.
All good, think I worked it out. Think it has to do with classinstances, probably easier to use that than what Im currently doing.

251
I tried 1.2 and i see some issues has been fixed. Thank you!

#1 anisotropy [partially fixed] - zero anisotropy is now converting to 0 in Autodesk physical as well, all other settings are still wrong. I think that might be because i'm using Max 2024 and it seems you're still on the older version. It seems that Autodesk has changed something in the Physical material code, because i see in your screenshots that anisotropy has 0 to 100 (or -100 to 100) range, but in Max 2024 it has -1 to 1 range. Either way, i'm quite happy with this result so far, because i rarely use anisotropy, especially in materials that i need to "downgrade" to ADSK physical.

Ah yes that would be much better actually with a -1 to 1 range. Unfortunately Im not using 3dsmax 2024 yet but might look into it soon. Dont hold your breath on this one.

#2 - bump strength is now handled correctly, but the script no longer converts Corona normal node to Max normal node - i think it did so in previous version. Could you look into that please?

Ah crap I broke it, thanks ill address this in the next update.

#3 - it looks that the issue with the stripped Corona bitmap paths is gone. Script works correctly here.

Great!

One additional issue - i noticed that if Corona bitmap is not plugged directly to material, but through some other Max node, like mix, composite, etc., then script does not convert those Corona bitmaps to regular bitmaps and leaves them like they are. It would be great if this can be fixed.

Ah yes you are correct, I can take a look at this for the next update. It wasn't working previously (it does work with standard bitmaps, not corona bitmaps). Thanks for spotting this. Also on this you want to keep those mix / composite nodes right? Hmm composite node should be fun lol.

252
Sorry, i realized that i had confused the topics and posted to the wrong one. All the issues mentioned in my previous message are related to Corona to Autodesk physical converter script. I will leave my reply there after i'll do few more tests.

Edit: i moved conversation about the other script to the correct topic.

Perfect thanks!

253
Ok give it a try, let me know your findings. Script attached to this post.

Version 1.2 Features:
- Bump & Normal map numeric values copied from Corona.
- Bitmap gamma from Corona and Corona Bitmap.
- All bitmap settings copied from Corona Bitmap (excluding the Output Curves).
- Anisotropy fix (hopefully, might need further testing as I have my doubts).

254
Tried both scripts briefly and i love them! I found few small issues with CP->AP script.

1 - anisotropy mapping is completely wrong. Judging from the visual preview the tool sets anisotropy to some off the charts value that's not even possible to set with the spinner. And that happens even if Corona material has zero anisotropy.
2 - bump strength gets ignored, it always converted to Autodesk's stupid default 0,3 which is really annoying. On the other hand i love when that happens with your other script, because in that case script inadvertently fixes stupid incoming bump to Corona's proper default, which is not good when you're working with old fashioned bump maps and arbitrary strength values, but great when you're dealing with normal maps.
3 - cosmetic issue - when Corona physical is populated with Corona bitmaps, the script replaces them with standard bitmaps and strips paths from the Corona bitmaps, which leaves empty CB husks. Maybe it would be possible to handle this somehow more elegant if not too much work for you?

Overall i really like those two little tools a lot - saves quite some manual work!

Sure thing.

1. Yeah the anisotropy is very different between the 2 engines. I had a feeling there was more work to do on this. Actually I made a typo so actually broken so ill update this soon and try it out and let me know your findings. This is with the typo fixed, weirdly the values show the same but the material ball looks correct, take a look at the bottom of this post. Its almost like the material editor doesnt update the values correctly but should be working... I might be missing something.

2. Can you show me what you prefer to happen with the bump map with some screenshots?

3. What do you mean empty CB husks? Can you show some screenshots?

Anisotropy:
anis-0" border="0

anis-1" border="0

anis-2" border="0

anis-3" border="0


Maybe also put your feedback for the Corona Physical to Autodesk Physical in that thread to keep it separate from this script for less confusion. - Conversation moved back to this thread, ignore this comment.

255
Script attached to this post.

Hmm it works but not in the way I wanted it to. I wanted it to be recursive, ill work it out later but for now you can use the updated version which will do the job (Corona Bitmap to Bitmap).

Notes:
- Just a test for now since it should copy all the bitmap settings as well like coordinate offsets, real-world, blur etc. That will be the next small update.

Version 1.1 Features:
- Corona Bitmap to Standard Bitmap conversion

Corona Physical Material:
cb-corona" border="0

Autodesk Physical Material:
cb-phys" border="0

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