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Messages - JoachimArt

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16
It would have been very useful to have a blur feature the same way you have with bitmaps inside the color correction node so you can blur everything you add to the node.

17
thanks, then I think it should be completely disabled unless one switches to HQ quality view mode. The way it is now at least, it just feels buggy and hard to work with. ANd most people don't need to constantly see an accurate interpretation in the viewport at all times.

18
Ok thanks for letting me know. I don't understand why though, the triplanar does not show an accurate representation in the viewport for me at least anyway, just a stretched material based on the initial UVs. So unless it can give a perfect representation of the triplanar, I rather have a fast interface. when it is this slow, it actually affect working efficiency.

19
WHenever I want to drag a image into the new triplanar with multiple slots, 3ds max halts/freezes for like 10 seconds. Seems to me to be a bug with the new triplanar map.

20
Corona bitmap in Corona 10 in 3ds max 2024 the ticker for gamma and automatic will not change. The bitmap changes but the ticker is not. So if you want to change from SRGB to linear and back, you have to guess which Corona is sticking with. Its not buggy in 3ds max default bitmap node, only in corona bitmaps.

TO reproduce, just add a corona bitmap to gamma 1 and then open it a second time, you will see it has reverted back to automatic despite not changing the image to automatic.

21
[Max] Feature Requests / Re: The most wanted feature?
« on: 2023-07-13, 13:15:22 »
I would love for a Cartoon shader. Or especially a outline render like in Vray. It one of the only features that some time forces me to do stuff in other renders than Corona.

22
Hi I just sent a scene through a support ticket, and if I reset xform on the model it worked, so that was the problem. I need to be more careful on that then in the future :)

23
Hi, i'm often experiencing that convert to geometry, if I have scatters with a few parameters and scattered on complex shapes (not primitives), doe not end up at the same place as they are in the corona scatter. This is a bit problematic because you cannot just turn the scatter into a single mesh currently.

I can give you a scene if you are not able to reproduce.

PS! It would also be great to be able to convert the entire scatter into a single shape, because its a handy tool for making various things that you need to export in a game engine.

24
thank you for doing this! Ah I think the error is that I misunderstood what object should have the different gbuffer ID. Because I changed the gbuffer ID of the decal, not the object itself.

25
Can you explain what exactly your setup looks like and what kind of result you are after? Screenshots showing your material setup would be great.

Hi, yes, I have this decal with some text, where I use the layered material to vary between different decal text. And I'm using a CoronaMultimap to swap out the text mask. With this I can change the material on all tags at once. But since it is not working I need to make unique materials for every Decal and therefor a lot more tedious to make changes. Hope this helps

26
I saww this was reporten in 2018, but it still doesn't work. I was using layered materials with a Corona Multimap to vary the mask, but this doesn't work currently. It would be nice if this was added the same way as with other materials.

27
Hi, yeah moving them away works, it's what I did. The reason it is different is that Im using a render manager and render the scene multiple times with different objects visible, and therefor it would have been easier to just set up everything in one timeline. That's why I had to make the different render passes happening on different areas of the timeline, because I could not hide the distance maps, only move them away.

28
That makes it clearer, ty! So if I understand, you have groups of objects driving an animation, and want them all in the include list for the distance map and then have them affect or not affect the distance map via animating some other feature of the groups (where you have chosen hiding the groups as that other effect).

You COULD put it under a feature request to have some checkbox (it's not a bug, though), not sure that it would get accepted but you can ask.

As a note there are definitely other things you can do. So if I want Group A of objects to affect the animation from 0 to 89, then Group B that gives a different result from 90 to 179, I'd just animate the positions of Group A and Group B. For the first 90 frames, Group A is "in position" to affect the animation, and Group B is "way far away to not affect the scene", then between 89 and 90 I would just keyframe group A from being "in position" at 89 to "way far away" at 90, and group B doing the opposite, KF'ed to "way far away" and 89 and then "in position" at 90. There are probably other ways to do this too, though :)

Yes, you understood correctly now :) The reason why I thought it was a bug is that i'm just used to 3ds max treating all hidden objects as not active and everything else you do through the object properties of the object, like renderable, visible to camera etc etc - which is why I never hidden distance map objects before, just turned them into wireboxes....But I guess it makes sense in most cases for it to be as it currently is - just not in this case :D
ANyway, I split it up so that each box animation has its own timeline and are keyframes to a different location while not being active. So it works ok, just had to make a workaround.

29
The first post is a double negative ("doesn't not") so I am not entirely sure what you were requesting. You would like hidden objects to NOT affect a Distance Map? Or you would like them TO affect a Distance Map?

I am also not clear of the example you give about animated objects to turn lights on and off, can you explain, or show in a video would probably be best.

Right now, if an object is hidden, it continues to affect the distance map, which is the most useful set up as then you can have invisible controllers in the scene, e.g. you can slide a box closer to a light to make the light grow brighter or dimmer (and naturally you don't want the box to be seen in the render, it's just a controller), or use a simplified shape to drive any Distance Map effect with that parented to an (animated) more complex shape. Right now, I don't understand how a visible object would make a good controller for light intensity, or why that object would need to change it's hidden/unhidden status? If you need the object visible in the viewport (to control it), but invisible in the render, this can be done by unchecking the "Renderable" property of the object rather than hiding it.

Hmm, sorry for the bad explanation.
For what you explain with multiple controllers you can easily do this without a messy scene when they are visible. Just making all objects to be displayed as boxes and not renderable. They don't need to be hidden to not be renderered.
But in my scene, I have a wheel of fortune model with many lights around it, and I want to animate the lights in different ways, using boxes that are animated as distance map....I can't hide the lights as you suggest they are lightbulb models and they need to be visible, just showing different strengths of light. But the wheel lights has different behaviors, like circling lights, pulsating light etc. which I use different boxes for. But I then want to render animations with all these behaviors without having to set up multiple scenes, so it can be rendered in one sequence. In order to do that I wanted to hide the objects that are not being active at the current moment. But since the distance map renders all the hidden objects it's not possible.  Best options would be to have a tick box in the material to give you the option to include hidden objects or not in my opinion, since you often build up complex scenes in max and turn layers on and off for different renders. I guess you guys don't see the problem, so I'll just find workrounds...

30
I don't agree with that. If you want some object not to affect distance, you simply remove it from the list. I find it very helpful when i can use objects that are influencing distance shader and are hidden from view at the same time. It would be fine if we could choose which behaviour we want to use, but definitely not ok if proposed option would be the only one.

It can be hidden froom view nonetheless, or nearly by displaying it as a box - so I disagree.
But here's an instance where the current solution is nearly unusable. Right now I animate objects to turn lights on/off. and I want to turn some meshes off during the timeline. In it's current form that is impossible and I have to then stop the rendering of the animation and manually remove the object from the list, start the rendering from that frame, and keep doing this over the course of the animation. Which makes it impossible to set up an animation using the distance map to control the lights. Basically, if you had this option it would increase the use case of the shader a lot.

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