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Messages - racoonart

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61
Update! Just the VrayHairMtl for now. I'd appreciate if someone who uses hair (I don't) could comment on that. I bypassed the melanin and pheomelanin parameters and just used the vray secondary specular and transmission as tint colors. That works relatively good with the presets in the VrayHairMtl. I also do not convert any glossiness values since that likely makes it worse than better (Please tell me if you disagree).

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html

changelog:
v1.39 - [2017/31/10]
  • added VRayHairMtl conversion

62
Yes, it is definitely on my todo list! There's just so many different things I'm doing right now.. a bit chaotic... There are some holidays in Germany right now, so chances are good I'll get to it :)

63
Can you try to delete this file? "C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU\en-US\plugcfg\CoronaRendererMenus.ini"
That should reset the quad menu state and "reinstall" it (I hope).

64
Thanks for the report. I would actually appreciate if people updated their vray version (it's a point release, so it's a free update ;) ). Looks like vray 3.4 didn't have support for displacement in the SkinMtl. So these kind of problems will pop up all the time. I will fix this one in the next version nonetheless ;)

65
I've got no idea what you're requesting ?!

66
[Max] I need help! / Re: corona converter script
« on: 2017-10-19, 11:09:19 »
The purpose of this button is to disable displacement maps in scenes where you do not know where the original author used them (like an evermotion scene). In your case you can simply turn of displacement in the render settings temporarily.
If I wanted to add an "enable" button I'd have to track all the states of all displacement maps in the scene (and save it somewhere). In the meantime, the user might be changing some of them or new ones will be added etc, this gets messy pretty quickly.

67
Sorry for the late answer. The ior is set to 999 when your original vray material does not have fresnel reflection activated. The ior 25 option is there to clamp that value. So, this is not an error but caused by the materials you are converting.

68
Off-Topic / Re: crypto mining
« on: 2017-10-17, 17:23:51 »
Render Token will yield $477 a day for 7 GPU rig, that seems like a good option for mining https://twitter.com/JulesUrbach/status/908882461307789312

69
I would suggest to delete the following ini file: "C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\en-US\plugcfg\CoronaConverter.ini" and try it again. Please let us know if that helped.

70
If it's technically possible, script could look if some multimap uses more than 25 slots before conversion and give user warning, that after conversion some maps will be inaccessible through editor.
Yes, I'm currently discussing a "depends-on.." solution with warnings. I'm just not too happy about it.

I wonder why this button is needed in the first place, when displacement can be globally toggled from render setup?
Well, you might open and convert an evermotion scene with hundreds of displacements in it (which you probably want to disable). You can of course disable it globally but you will not be able to add a single displacement on any of your own materials then.

71
Converting Vray MultiMap to Corona MultiTexture would be very useful, instead of redoing all 25 maps by hand:))
So far so good, but this doesn't solve the problem I talked about.

Ok, I think to add Dome texture (with multiplier, etc... ) to Environment is a good idea ;-)
Ok, I'll look into it :)

Sorry, not White balance, but White point!
I mean: when in 3ds max you need to load a HDRI and you change the HDRI white point  (for example, to 3.0) 3ds max will remember this input.
So, if you open another VRay scene and you will convert VRayHDRI to Bitmap, everything will be ok, except that the White point of this Bitmap will remain 3.0.

I think I haven't completely understood what happens but I will try it out. I'm not sure however if I have direct access to one specific bitmap's file type settings. I can change global settings (the current "default" hdri load settings) but I don't know if I can read them from nodes already created. Will investigate.
[Edit] Ok, found the problem. It loads bitmaps with the current global settings for this file type. This will actually also happen every time with bitmap <-> coronaBitmap conversions. ... which is worrying... But nobody complained in the last 5 years so it can't be so bad :D . I will have to try to find a fix, but I'm not very positive that I can fix it.
 
Oh, another button. If, with the script, we are able to disable all CoronaMap displacement (Disable displacement map button) we should be able to do the opposite =) 

How do I know which ones were off before you pressed the "disable all" button? I can only turn on all of them - which I don't know is a good idea. I would have to track the states of all the displacements somewhere in the scene.

Also, a bug with Output Amount. Look at the video
Ok, even though I think I know why it happens I cannot reproduce it here. Which max version are you using? I can add you on skype and send a blind fix for you to test if you want :)

72
Ok guys, I need a bit of feedback.
I did the first version of VraySkinMtl and VrayFastSSS2 conversions. Both are rather ... "experimental".. to put it this way. Since the shaders are really different I cannot guarantee a matching result - or a close one. It depends on what features the original shader uses. Some conversions are pretty close, others are not. Especially VraySkinMtl conversions tend to differ due to the fact that CoronaSkinMtl needs an Overall Color, which does not exist in the VraySkinMtl. If you have any feedback, ideas, test cases I can use... please let me know :)

P.S.: Currently, the radius of the Corona SSS seems to be off (in my scenes). If you multiply the radius by 2.54 it's way closer. It may be a mismatch of system units - I use centimeters instead of inches. Please let me know if you notice the same.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html

changelog:
v1.37 - [2017/09/22]
  • added first version of VraySkinMtl and VrayFastSSS2 conversions

The VrayALSurfaceMtl is also on the Todo list and should go rather smootly due to it's similarity to the CoronaSkinMtl. It's just a lot of values and map slots to hook up.

I also had a look at conversion of VrayMultiSubTex to CoronaMultiMap but ran into an issue. Vray has configurable IDs, Corona has not. So if you use ID 100 in Vray, you will create a corona map with 100 slots... technically. Since Corona will only display 25 Ids you are basically stuck with Ids 1 to 25, which is not much, and the rest is only accessible via maxscript. So, if I convert this map the average user will never be able able to access their maps. I use higher Ids all the time and hence a conversion doesn't make sense to me - that's why I will skip it. If someone has additional feedback, please let me know.

73
(*) Is it possible to convert VRayDome? It seems not possible.
I can just put the dome map into the environment slot, if that's what you're after =)

(*) VRayHDRI Overall Mult isn't recognized well by the Converter. I mean, if I put VRayHDRI in the Environment, with and HDRI as a light source and I change the Overall Mutl=3, when I convert the scene, I have the VRayHDRI conveted in a Bitmpap with Output amount=3, but the light isn't enough. The other light is ok. (look at the attachment pictures)
If I want to have the same result, I need to change Bitmap Output amount=21

EDIT: I understood the problem about Bitmap Output amount. When the script try to convert the VRayHDRI in Bitmap, the HDRI was loaded with White balance= 3.1 (maybe because my old settings). If I change manually the HDRI white balance to 0, everything is ok,
That sounds pretty odd. White balance affecting brightness? Let me know if you encounter this behavior again.

(*) If I have converted already a VRayHDRI into Bitmap with the converter, but I want to run again the script (with convert vrayHDRI option on), every time I click the STAT CONVERSION button, the Output Amount grow up!!! It's weird =)
The converter should ignore bitmaps completely, not matter where it came from (a vrayHdri in your case). Can you save me a max file containing the specific bitmap?

If possible could you add a converter from physical cam to the new corona cam ?
Yes, it's on the list. It will rather be a separate script however.

74
Their maxwell shaders are very nice but built in the complex layered BRDF style so their in-house script converts them to nonsensical CoronaBlend shader where the whole architecture of former shader no longer makes sense.

It still renders ok but have to be scratched completely if you need to tweak it.
Yes, that kind of matches my experience. You can do it that way - just "brute force" it - but I don't think it's something you want to do for your projects.

75
I've been looking at maxwell for the corona converter in 3dsmax, but found the concepts way too different to be able to do any "usable" conversion. I don't know how maxwell in c4d looks like but I would assume it's basically the same thing. Just out of curiosity: Can anyone elaborate on how "good" you think a conversion result could be (just by trying to do it by hand, one parameter at a time)?

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