Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - wilbertvandenbroek

Pages: [1] 2 3
1
Hi all,

I'm running into a weird problem with Max and Photoshop. Some background info, we are trying to import Browzwears VStitcher models in 3ds max. All textures are baked and exported as png's except for the displacement which are 16 bit Tiff files.
We see that the exported displacement maps have very little visible displacement, almost invisible to see. When I open them in Photoshop and really crank up the levels we get a decent map to use in Max. So far so good.

I would like to do the same in Max as Photoshop in order to save the hassle of converting all displacements. Setting the corona displacement modifier to a higher number doesn't work here because it blows up the entire model. I tried many different color correction nodes, LUT's exported from Photoshop, curves you name it and each time the resulting map is different from what Photoshop does. There seems to be a different way in handling the color correction in Max.

I have attached some images to make things clear, also the original displacement map to see for yourself.

2
Hi guys, I'm having trouble fixing something in translation from Clo to 3ds max. In Clo you have something called Puckering. You can see it in the attached screenshot. It works as a normal map without any diffuse or whatsoever. With one puckering texture I can add it to 3 different garment patches and it works. The materials seem to sort of overlay the normal in Clo.

In max however I don't have this option. As you can see in the render and the slate editor, the puckering is separate material in the multi/sub-object using a white diffuse. I need this to match the color of the object beneath it. The first thing that comes to mind is plugging the multi sub-object in a blend shader but that isn't supported. I tried different options with blending of maps, but because I want to automate this setup in the future I really need this one normal to apply to the whole underlying object.

If anyone could point me in the right direction that would be great. Thanks.

3
Hi all,

I would like to present you with a challenge.
For our company I have been given the task to create a fuzz layer on top of existing 3d models.
The models are clothing items from Clo3d which are really high poly and have a lot of materials in a multi sub object material.
For the fuzz I'm simply scattering a lot of squiggly lines (edit poly), 8 different ones in total. I'm using forest pack for this, the corona scatter fails in some area's to place the fuzz correct on the surface.
The whole setup needs to be able to be automated in the future, so less (simpler) is more.

There are two problems I'm facing, one of which I think I can fix with the new version 7 of Forest Pack.

One

Assigning the fuzz to a few material id's only. The fuzz needs to be seen on clothing but not on stitches (which are also 3d geometry in the same model)
With the new version of forest pack I can use reference distribution with material id's it seems, this would fix my first issue.

Two

I need to assign a single Forest pack that will show multiple textures acquired from the material id's. For instance a t-shirt can have a body with a striped black and white texture  but the collar is full red.
I want the forest pack to use multiple textures as a color input that go with the id's from the model.
So far I have tried using the Forest color, but that doesn't seem to work, also tried the corona multi map but that also doesn't work.

I could try exporting the clothing from clo as individual objects instead of a single piece of clothing but that will maybe create other problems in our pipeline.

I managed to create some really nice renders with the fuzz by detaching every single material id and creating a forest pack for each one but that is not the way to go for us.

It seems that forest pack creates it's own multi subobject material with all the materials but the scattered meshes don't have a clue on which material ID surface part they are scattered. Is there a way to make the forest pack material 'look' at those properties?

If anyone could point me in the right direction it would be greatly appreciated.


4
Gallery / Apartment visualization
« on: 2021-05-02, 20:46:05 »
Hi all. It has been a while since I last posted work here. I made a visualization of an apartment that a friend of mine is building as we speak. To promote this for sales he wanted a few nice interior shots, so I had a go at it. Took me 40 hours from start to completion. Software used: 3ds max, Corona 3 (I know I have to upgrade soon:-), After Effects and Photoshop.
I would love to hear your feedback to improve my next work.

5
Hi all, I would like to ask for your help. I'm working on this sales image in which we are going to present a fashion model. The goal is to create the most
realistic looking picture. Because of nda and what not I'm not allowed to show our own created model so instead I've put in an Anima drag and drop model.

What I would love to hear from you all is how I can improve the realism of the background. Most of the assets are from megascans. I've added a few extra material layers to some object to give more detail.

Lighting is done with a single hdri and a sun light connected to it.

Thanks in advance.

6
So I have a character from Character Creator 3 imported in 3ds  max, I reasigned each shader with a skin material. The resulting renders shows of black lines
on the place where two material ID's edges meet.

Any Idea on how to fix this? Seems a subsurface scattering issue. When I remove the SSS amount maps the lines get even worse. Settings for the skinshader are practically default. The model has a multi-subobject material to it.

7
Hi all,

When I render ornatrix hair in corona 3 hf2 the hair thickness is completely wrong, about 10 times to thick.

If I render normal, the thickness is fine. Any idea's on how to fix this? This takes a bit of speed away on iterating the model.

8
So we are rendering with corona 3 hotfix 2 still. We have found a bug that when we render a batch sequence the
render elements for volumetrics are randomly saving with and with an alpha chanel in the tiff file.

Is this a know bug? Anyone ever encounterd this on version 3 or higher?

Thanks in advance

9
Is this a bug or behaviour that I need to be aware of?
When I import a vdb cache I need to scale my volume grid to match my scene size.
Rendertimes then increase exponentially to a point where you can't render at all.

I can fix this by adjusting the step size. Is this the right workflow or am I working around a bug?

10
[Scatter] I need help! / Forest pack vs Corona scatter
« on: 2020-01-16, 11:00:11 »
Hi all,

For an upcomming project we need to re-use a huge city environment scene. At the time we used
Corona scatter for all nature objects.

We are now thinking of using Forestpack to replace the Corona scatter.

Does anybody know if there is a big performance gain with Forestpack?

Thanks

11
General CG Discussion / Point cache animation gets destroyed
« on: 2019-10-24, 10:39:25 »
Hi guys,

 
I'm assigned with a job to export cloth animations from

Clo3d to 3ds max for rendering.

Clo3d has a few exporting options for animation: Point cache, mdd cache, alembic, fbx with cache.

Alembic works fine but does not send material id's out of Clo3d so I can't use it.

Point cache with an OBJ works fine at first but as you can see in the movie my trousers are getting smashed.

I exported the shirt and pants separate so there's a bit clipping but that is not the issue.

The shirt exports just fine without any collapse of geometry, the pants however get destroyed every time.

In Clo3d this is not the case, everything works fine there.

 

Anybody got an idea what could cause this behavour?

 

Thanks in advance,

 

Wilbert

12
[Max] I need help! / Megascans flickering materials
« on: 2019-09-05, 10:50:13 »
Hi,

So we are currently producing a short animation in which we use a lot of megascans maps.
Great assets and easy to use with the current plugin, I love it.

However when looking at rendered animation sometimes shaders are flickering on and of.
I've pinpointed this to the Fresnel IOR map that megascans generates. How is this possible?

Perhaps the same issue occurs on our network with different cpu's (amd ryzen and intels)

When I delete  the IOR map it solves the problem.

Anybody else got this strange behaviour?

13
Hey guys,

I've been working on a short animation at work and I'm having a lot of trouble with fixing this flicker that happpens on a water sequence.
Attached is a short render. The setup is simple;

-sun and sky system for lighting with the sun only used for lighting (no reflection or refraction)
-one water plane
-visibility override with hdr clouds
-a few objects are visible in the render, I also tested without them (only water plane) and the problem still occurs
- see attached image for material properties of the water
-3ds max 2020.2 with corona 3 hf 2

We have got a render farm consisting of many different systems, i7, dell poweredge servers and older and new ryzen cpu's.
So far I can't see a pattern in which frame is flickering on which system.

Our render setup uses UHD cache with flickr free animation. We have moving objects so caching once won't work.
The material has an animated offset and phase in both noise and cellular maps.

Anybody got an idea? We are running into a deadline here :-(

Any help would be greatly appreciated.

14
[Max] Bug Reporting / Selecting corona camera's
« on: 2019-05-01, 11:30:10 »
Not sure if this is a bug but i find that with Corona 3 the selecting of camera's is inconsistent.
Sometimes it will take up to a second for the camera object to be selected. It's not instant like other native primitives.
Strange thing is that it's not all of the time and I don't know how to recreate it.
Empty scene no other software and it sometimes still occurs.

Anybody else got this behaviour?

15
Gallery / Architectural daylight scene
« on: 2019-02-11, 20:12:32 »
After rendering a night time setting I'd thought why not do a quick daylight version?
Rendered using a combination of sun & sky with an HDRI map. A bit of colorgrading in Photoshop.

Pages: [1] 2 3