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Messages - ktulu

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1
[Max] Tutorials & Guides / Re: Vegetation shader
« on: 2017-06-10, 11:13:34 »
Would love to see how you are using Megascans' Atlases for your vegetation workflow.

2
[Max] Feature Requests / Re: 3DS max point cloud render
« on: 2017-05-01, 16:46:30 »
+1 from me as well.
In our office (landscape architecture & civil engineering) we are using point clouds to quickly display existing context for our designs. For our needs it would be enough if Corona had something similar to Mental Ray's Point Cloud Shader:
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-49CE0ACB-1345-4D50-B6E5-361DBFDB5B33-htm.html

Currently we can display the point cloud in the viewport, but it doesn't render at all.

3
Gallery / Re: Diorama and construction details
« on: 2016-12-12, 10:43:18 »
Thanks a lot for a pointer to some additional resources and sharing these images here.
Like it a lot.

4
Gallery / Re: Diorama and construction details
« on: 2016-12-09, 16:20:25 »
Fantastic Mr.Schorsch,
would you mind sharing the remaining close up views as well?
We have been toying with a similar type of presentation for stormwater management tools like swales, runnels etc. and would love to add these to our inspiration pool.

5
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-11-25, 15:57:10 »
it always worked with displacement, now it works with bump as well ;)
Right, got this mixed up - for a second I thought it was CoronaLayeredMaterial which currently takes both displacement and bump from the base layer.

6
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-11-25, 14:35:31 »
CoronaMix + bump... ;)

Does it work with displacement too?

7
[Archive] Corona Scatter 2.0 / Re: Feature requests
« on: 2016-11-10, 14:31:00 »
Please add a way to manually define the position of scattered objects. In Forest Pack its referred to as 'custom edit mode'.
I couldn't find this setting anywhere in corona scatter and it's a major deal breaker for workflows, where one needs to precisely define the position of say trees and still wants to benefit from all the goodies like random scaling, rotation and instancing.

8
I don't want to hijack this thread, but wanted to know if there was any way to manually define the position of scattered objects. In Forest Pack its referred to as 'custom edit mode'.
I couldn't find this setting anywhere in corona scatter and it's a major deal breaker for workflows, where one needs to precisely define the position of say trees and still wants to benefit from all the goodies like random scaling, rotation and instancing.

9
[Max] Resolved Bugs / Re: Light leaks on intersecting edges
« on: 2016-11-05, 13:48:27 »

... but the problem is most of the time the CAD planners will move their design around in cad space and then when it comes into Max its nowhere near the old design in Max space so it becomes a constant struggle to realign stuff. Such a pain in the ass!
...

Have you tried exporting from CAD with a user coordinate system defined somewhere close to the actual design? We do it all the time in our office (civil engineering & landscape architecture). Our CAD files are georeffed, thus typically have huge coordinates which max can't handle well so we define a UCS and export to max using this one.
Everything works like a charm and aligns perfectly between the two environments.

10
OK, so I redid the 8K tests.

1. 8K resolution (except displacement 4K), Blur 1,0, Pass limit 25
Bitmap: 02:57
CoronaBitmap: 02:57

2. 8K resolution (except displacement 4K), Blur 0,01, Pass limit 25
Bitmap: 03:29
CoronaBitmap: 02:53

With default Blur value set to 1,0 the difference is negligible (or there is none). The moment one lowers the blur value to get a crisper image CoronaBitmap starts to shine.
Notice the difference in Rays/s amount:
6.013.059 (CoronaBitmap)
5.312.145 (Bitmap)

Now, on another note. Why does the same scene, with the same settings render 20-30 seconds longer than yesterday will remain a mystery to me.

11
I went ahead and made a very quick comparison. Sample material was Rock 01 from real displacement textures volume one, which I have organized in Megascans Bridge library hence they get pushed to max via Dubcat's script.

I did two batches:
1. All maps in 1K resolution, Blur 1,0, Pass limit 25
Bitmap: 02:22
CoronaBitmap: 02:27

2. All maps in 8K resolution (except displacement 4K), Blur 0,01, Pass limit 25
Bitmap: 02:53
CoronaBitmap: 02:30

Is it the resolution, or the blurring that is responsible for the performance hit?

Edit: Added a screengrab of the shader tree...

12
Oh, good to know. I was under the impression that CoronaBitmap would speed things up, but I've learned to trust your tests now.
Will stick to regular Bitmap then.

13
Hey Dubcat,
first, thanks a million for developing this script - it works like a charm and is a real time saver!

I was just wondering, why doesn't the script load bitmaps as CoronaBitmaps but regular max ones? Is there any reason why you chose not to do it?
I know I could run DeadClowns script and batch convert them after the import process, but this is one step I would like to do without if possible.

Cheers

14
You don't need to own a version of vray to be able to convert vray materials to corona. Just install a demo version of vray and you're good to go.

15
[Max] I need help! / Re: Best vegetation pack for corona
« on: 2016-05-02, 12:01:22 »
I did the same, while also pointing him to this thread.

His answer below:
Quote
Thanks for letting me know there is interest from 3ds Max users. I've given a lot of thought to creating plugins for other software and it would sure be great. And 3ds Max is a logical choice for a tool aimed at architectural/landscape architecture. I actually created a 3ds Max plugin about 15 years ago, nothing to do with trees though... The thing is that I know too well how much time it takes to code a plugin properly, whether for blender or 3ds Max. Even if the functionality side is done. Let alone to update multiple plugins. So if I'm doing this, I need a lot of time for it.

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