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Messages - elindell

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1
That's really awesome, is the stylit demo available at http://stylit.org/ limited? From your youtube video it looks like you have a version with many more options, the one I tried from stylit.org doesn't have many options (I don't see a way to try this technique on my own models just the presets).

I'd love to try this out on a more complicated scene.  Thanks for sharing.

2
Hello, was working on a scene and noticed I was not able to change the color of a max standard light (I use them for gobo/projection lights since corona doesn't really support that yet). When I tried to change the color it would look like it change but the render would be the default value and when I select again its back to default. I was using corona color picker doing this, when I revert back to the max color picker it would allow me to make color changes. So having corona color picker prevents you from selecting standard light colors, it seemed to only be affecting the standard max lights (photometric seemed fine)

its pretty easy to replicate, would like to confirm its a bug. Open a blank max scene, make sure you have corona color picker enabled, create a standard target spot and try to change the color.

using corona 1.6.2 and was happening in max 2017 and 2018, thanks

3
[Max] General Discussion / corona forever
« on: 2017-06-16, 01:45:22 »
First off, I just want to say I really love corona renderer.

I want to broach a topic that may be prickly. That topic is the ownership of corona, not a license, I'm talking about the Corona renderer as a piece of IP itself. I really respect Ondra as a developer, my fear is that an offer could be made for Ondra and company's work that would be difficult to turn down. This is my request: if a deal like that ever occurs, give us, the community, a chance to match it via crowdsourcing.

Just a thought.

Thanks.

4
[Max] General Discussion / Re: Subscription Terms part 2
« on: 2017-03-07, 18:10:22 »
I too am waiting for vdb support, and I do believe its been on the "vote for feature" for a long time just under a bad description until now (I know I've voted for it twice before the current list, glad to see a better description get peoples attention).

But I also like the ease of life features, like bloom and lightmix, I do a lot of iterable concept work so having to do all that stuff post just gets tedious after awhile, somethings you don't know you need till you use it... my two cents.


5
[Max] General Discussion / Re: PBR kinda materials
« on: 2016-07-15, 22:53:29 »
I like the idea of adding CoronaPBRmat and keeping the old one for compatibility or preference.

6
[Max] Resolved Feature Requests / Re: Open VDB support
« on: 2016-05-18, 17:46:03 »
+1 would also like this

7
News / Re: Corona 1.4 for 3ds Max
« on: 2016-05-17, 18:24:37 »
great update!

8
thanks for the info about the time stamps

this is what I was thinking as far as UI

a paint tool would also be handy.

just an idea, thanks.

9
Love the new vfb history feature, would it be possible so that you could add your own custom notes ?  Would be nice to distinguish what the difference is between frames in case it's not obvious. Also, how much time elapsed for each frame in addition to the passes would be useful. Thanks! love 1.4 so far :)

10
Hi,
thanks for taking the time to conduct the report!

I have just had a look at it, but I couldn't spot any difference between cmesh and cgeo proxy. What I did notice is that in both cases normals on backrest are inverted. Couldn't find any place in legacy cmesh proxy loader that could be causing this. Do you by any chance have the object from which you have created the cmesh proxy? Would it be possible to share the original scene you couldn't render?

Thanks,
Robin

Thank you Robin, here you go, hopefully this helps you see what I'm talking about, also found a setting that may help you pinpoint it.  In the max file are 4 layers of chairs,

1. corona proxy with hotelchair.cmesh loaded with 'keep in memory' checked
2. corona proxy with hotelchair.cmesh loaded with 'keep in memory' UNchecked
3. corona proxy with hotelchair.cgeo loaded ('keep in memory' didn't change anything)
4. the proxies converted to a mesh.

the corona proxy with cmesh loaded and "keep in memory" checked is the one that renders differently than the rest, unchecking that option and the cmesh proxy renders as expected.

Maru they all use same material and didn't see any anisotropy settings enabled so doubt its that, thanks though.

11
[Max] Resolved Bugs / 1.2 -> 1.3 proxy rendering discrepency
« on: 2015-11-03, 18:52:27 »
Hello, just downloaded and installed 1.3 this morning. My first test is to go back to a render I just worked on and see if I noticed anything odd or, more hopefully, faster noise free render. Unfortunately I found couple issues with 1.3 this morning.

1st issue is that when I opened a scene and hit render I get black frame buffer, its like nothing is in the scene. After a bit of mucking about looking to see if there were any new settings I need to check I just opened a blank file and merged everything. Rendered fine, so something is fishy about rendering old scenes unfortunately I didn't have time to isolated this down to easy to reproduce steps but maybe I can in the future.

2nd issue is that when I merged my old scene and hit render I am able to compare it to a render I did a few days ago with 1.2 and immediately noticed that the reflections were way off on certain objects. In my scene I have several thousand chairs so naturally I have to use cproxy, I was noticing that the reflection on these objects were behaving differently. I converted the proxy's to a mesh and after rendering again they appear like they did in 1.2. Looks like a issue with proxies so I remade the chairs into proxies again and this is where I noticed you guys changed the extension format for your proxies, again. So I had a .cmesh type proxy, which I guess wasn't even up to date with 1.2, oops. I converted the old proxies to new .cgeo and it solved my issues with reflection.

So not sure if this is a bug but it looks like something is wrong with the old .cmesh files, just an FYI for the developers but also anyone else who comes across weird issues with proxies make sure you are up to date with those.

I included the cmesh and cgeo proxy files in a zip file

direct mesh render (correct)


cmesh proxy render (incorrect)

12
Gallery / Re: Exterior in the bottle
« on: 2015-09-25, 17:20:59 »
Awesome! I love seeing corona renders of non typical arch viz stuff, thanks for sharing

13
News / Re: Spring 2015: Roadmap and Project Update
« on: 2015-09-02, 21:17:43 »
dang, no texture baking anywhere on that map, I'm really surprised this isn't a bigger priority especially since so many use corona for arch viz, this would essentially make flythroughs very cheap to render, and potentially great for some game engine uses.
ok, you win, I will investigate what it would take ;)

fantastic! I understand it probably a hefty feature to add so will be awhile (if at all) but I and I know others appreciate you looking into it, thanks!

14
thanks for taking a look all, changing the light solver was a quick fix that worked, I guess I will use geometry for light in the future until this is fixed

15
News / Re: Spring 2015: Roadmap and Project Update
« on: 2015-09-01, 16:04:18 »
dang, no texture baking anywhere on that map, I'm really surprised this isn't a bigger priority especially since so many use corona for arch viz, this would essentially make flythroughs very cheap to render, and potentially great for some game engine uses.

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