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Messages - James Vella

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271
I've done a few material conversion scripts in the past, I can give it a shot in my free time.

What I need from you:
The sketchup file with materials/textures.
The 3dsmax file - how it appears directly after you import the model.

I tried with one from the 3dwarehouse however I work with 3dsmax 2021 and it only accepts sketchup v8 export. These also import into 3dsmax as standard (legacy) materials instead of physical, so I need to know why this is the case for you (to clarify - why are they importing as Physical Materials instead of Legacy). If Sketchup imports as legacy by default this is important to know.

Also give me a detailed material so I can cover all situations if possible, diffuse/roughness/normal/opacity etc or whatever it is that's "standard" workflow for you. The model doesn't have to be complicated, a box will do. Or if you have a few different material setups then a few boxes will suffice.

Last thing is since I work in 3dsmax 2021 so not sure about forward compatibility but ill see what's possible.

Also devs reading this, has much changed in the Physical Corona material since Corona 7.0? We are still using this version due to our current pipeline.

272
Gallery / Re: Photometric PBR
« on: 2023-06-16, 14:36:26 »
7pkfmz" border="0

=D

273
Yeah at this point the only thing I can think of is just duplicate the object, adjust and render with a mask. While a 'bake' would be an interesting idea I think the whole point of Mesh Element is exactly for that purpose, to give instant randomization as you extend/change the tile arrangement.

Edit:
Oh actually here's an idea. Not sure if it overcomplicates your setup but why not:

1. Use a Multisub as your main material
2. Plug in your current MultiMap into Material ID 1
3. Set the whole floorgen to Material ID 1
4. Polyselect the tile you want
5. Assign Material ID 2 (grey in the screenshot below)
6. Rince repeat for the other 5 tiles.

It just means you cannot change the floorgen later but should fix the issue for now and give you control over those 6 tiles to change them as the client needs (if they want more changes, which is probably lol).

meshelem" border="0

meshelem2" border="0

274
Instead of Mesh Element why not use Material ID?

You can put a MaterialByElement modifier with Random Distribution for the floorgen object.
random" border="0

Then when you use a PolySelect modifier you can select the tile and put a MaterialID modifier on that to control the ones you want.
stack" border="0

Edit:
Hmm I suppose thats just 'in hindsight', since you are already down the rabbit hole you could just create 2 scenes (or a duplicate object in the same scene), change those 6 tiles and then render it with a mask.


275
[Max] General Discussion / Re: Max extremely slow to close
« on: 2023-06-05, 14:28:08 »
hm interesting, thanks for the update.

276
[Max] General Discussion / Re: Max extremely slow to close
« on: 2023-06-04, 17:49:50 »
I remember this from years ago when I worked on a network but now I work locally I don't get this hang. Try this:

If you 3dsmax is hanging, pull out the ethernet cable. Wait about 3-5 seconds, if the problem is resolved then its because of the network/asset location.

If not, carry on.

277
Have you tried "show shaded material in viewport" button for the diffuse bitmap?

bitmap" border="0

Actually I think I can see it selected in your screenshot. I see what you mean when you plug the diffuse into both AO it goes grey, try pressing that button again.

bitmap2" border="0

278
Hardware / Re: Best PSU for a RTX 4090 build?
« on: 2023-05-31, 21:14:46 »
Theres a few websites around for wattage calculation. This is one.
https://www.coolermaster.com/power-supply-calculator/

For your current setup I would say 1000w (as @Juraj mentioned) is enough here is your current setup (i guessed a few things):
1" border="0

If you were to upgrade to 5x 1TB SSD, 160GB RAM (weird number), but then you still are under 1000w:
2" border="0

279
[C4D] Daily Builds / Re: Real World Map Size
« on: 2023-05-30, 11:04:51 »
Oh I think I get it, looks like you can inherit from the parent node the settings. Is this about right Stefan-L? (Not specific to scale/measurements, just the technique to create new objects and inherit the scale of the parent texture)

cubic" border="0

280
[C4D] Daily Builds / Re: Real World Map Size
« on: 2023-05-30, 08:08:19 »
When you apply the UV Projection, ensure "Use all objects" is selected. These are 2 cubes one is 200cm, the other is 50cm, the texture scale appears consistent (mind you the small cube is 1m back so looks a bit smaller but its the same on orthographic view).

scale" border="0

There is more in the Help menu about this:
https://help.maxon.net/c4d/en-us/Default.htm#html/55318.html

After trying to replicate this by adding new boxes, I cant seem to get it to match the previous scale or easily edit the size and keep UVs in tact. For example you can apply this method to multiple objects and their scale is consistent, but adding new ones it appears you have to re apply the projection to all objects again, and the scale changes.

Seems much easier in 3dsmax to keep sizes consistent. My only other thought would be, what c4d version are you using, if its newer than R21 maybe check if there is a Texel Density option somewhere. If you can keep the texel density consistent with a click of a button it should keep consistent.

281
Hardware / Re: PC vs Macbook Pro for rendering speed
« on: 2023-05-30, 07:22:44 »
This is from the Corona benchmark, so only CPU scores.

https://corona-renderer.com/benchmark/results

282
Hardware / Re: PC vs Macbook Pro for rendering speed
« on: 2023-05-29, 13:53:09 »
Im sure people here with experience with both platforms can give you better insight, but just looking at the benchmark results can give you a rough idea:

bench" border="0

283
[C4D] Daily Builds / Re: Real World Map Size
« on: 2023-05-28, 14:02:50 »
Im a max user but I remember doing this in C4D awhile ago. I think its called Project - World System.

Create a box:
1" border="0

Scaled it (looks wrong of course):
2" border="0

Hit projection: World, box 2 (texture scale is consistent with different size box):
3" border="0

UV Mapping options (World System):
4" border="0


284
[Max] I need help! / Re: FDD Macroscript Help
« on: 2023-05-27, 15:07:12 »
Great to hear it :)

285
[Max] I need help! / Re: FDD Macroscript Help
« on: 2023-05-27, 14:05:12 »
Code may be different depending on your 3dsmax version. Also I picked 4x4 FFD so up to you if you want a different one.

You can use the MacroRecorder in the MAXScript listener to do exactly what I did here, I just recorded the steps and then you can save it to the MAXScript editor.

Code: [Select]
modPanel.addModToSelection (FFD_4x4x4 ()) ui:on
modPanel.setCurrentObject $.modifiers[#FFD_4x4x4]
subobjectLevel = 1

I also attached the .ms file.

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