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Messages - BardhylM

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1
I happen to notice it sometimes, as where the same material in surfaces that are perpendicular or in general different directions, appears to have two different colors (in value).
Often clients tell me to make them the same material, and I just make two different materials to match each other and not bother explaining.
I took it as GI thing where other surfaces affect the geometry, but yes that is a thing I notice when creating flat color materials. Can't say if it is right or wrong, just wanted to share.

2
Understandable, I agree now with the practice and it is not an issue as it is working as it should I guess.
Just thought that as a Volume material it was being calculated differently in a sense similar to voxel gridding.
But again how does Max know what is a Volume. Other solution would be adding a exclude option in clipping, but that would just complicate more the UI and the concept of simplicity.

3
Glad to hear that it is fixed and is not a lot of work!
As per clustering the thread with "problems", I did not want to spam the forum with threads or hijack another post with similar content.
I was more of team oriented ask if I was doing something wrong.

But noted, I see that it would be better to classify and order threads for others to find easier if needed.

4
[Max] Resolved Bugs / Some Bugs in the released Corona 10
« on: 2023-07-12, 20:21:49 »
Just wanted to share a few problems I came across while in the new Corona 10 version.
- First is not a bug probably just more of a problem in workflow and I do not know if this was always the case (as we couldn't use the camera inside volumes) but with camera clipping turned on, the box that is with a volume material if it is being clipped the fog completely disappears. I know that a box clipped would be an open geometry, but isn't the volume material supposed to be working different in this matter.
- Tried giving the camera a physical size other than 0 (the new option) and the VFB just stops working. This happens while the camera clipping is on and also off, does not matter I think. Just in a new scene, create a plane and a teapot, a sun with sky to light the scene and add a camera from the view. If I go to the camera settings and add a value to camera physical size, I can not work in Interactive render anymore.
- A minor thing in VFB, when you save a view in history panel and want to compare with the new changed image, with the "Show with original postprocessing" on it does not actually show the bloom in saved image.
I'm on 3ds Max 2024 and Corona 10 released version.

5
It is a easy thing to test out:



I would say the model is not 100% right, but close enough to see the point. The video is sped up obviously, but I saw quite an improvement in intensity of caustics with version 10.
As romullus said, wouldn't mind inaccuracy too much If it was in exchange with that speed. If it was possible to use GPU for anything, it would help a lot, even if it meant as a separate Render Element. We could merge those in postproduction.

I also tried to add a plane with displacement above this to simulate water with caustics falling in, but this was the result:


You should just about see where the outline of the object is, don't know If this is how it should be working.
 

6
Just wanted to update a tutorial was made for CGAwardUA:
https://cgaward.com.ua/blog/tutorials/3d-rendering-of-the-22nd-gneiss-road-tutorial-by-b.html

If anyone is interested go and check it out. Glad I had the opportunity to share it.

Also I've made some new renders with different lighting setups.




7
Thank you both of you for the kind words. I appreciate them really!

@romullus- Completely agree, but I truly wanted to make it 1to1 replication as much as I could. Took as few liberties as I could.
I thought maybe in the tower adding some minor rust patches here and there, and also snow would make sense, but It strayed far from the illustration.
Not my intention to make "My" addition or rendition, as I do not prefer in these cases.
But I feel honored to hear I achieved a pretty close recreation.

I made a 12 minute time-lapse of the main work done, if anyone is interested to find how some things were made (simple things really) here is the link:
https://vimeo.com/800507051

8
Gallery / Stålenhag Scene Recreation - The 22nd Gneiss Road
« on: 2023-02-20, 10:24:44 »
              - THE 22ND GNEISS ROAD-

-A 3d recreation of Simon Stålenhags 2d Illustration.







9
[Max] I need help! / Re: Physical camera to Corona Camera
« on: 2023-01-19, 12:31:20 »
It is a simple process as romullus explained but there can be a problem with going out of a camera in perspective with "P" and not be in the same position.
It has to do with the shift option I would guess, as if you have the "Auto Vertical Tilt Correction" or "Automatic Vertical shift" the shift it normally hidden. And transitioning in perspective it places in a different height from camera, and in some extreme perspectives the change can be quite drastic.
Maybe just turn off those options before doing this "Conversion".

10
Thanks Maru for the clarification, that is perfect. No need for extra "ticks" as it is.
I've applied it on some occasions the bump randomization with rotation for a plaster material and got some funky results, so I've set a mental note to ask here if it is correct workflow.
As I stand corrected, it was probably the error of texture, because I tested now with some textures from megascans and it works flawlessly.
Thanks again and sorry for hijacking the thread!

11
Gallery / Green Wood Interior
« on: 2023-01-05, 11:22:20 »
GREEN WOOD ROOM

A personal design of an interior with a midcentury modern style and minimal design furniture.















12
Yeah that makes sense, I just thought does Corona recognize somehow this as a baked height after the CoronaNormalMap option.
It would be a neat thing to have an option in which you can tick "normal map" in Randomiser which would take in consideration this, and have the normals rotated.
Don't know how complicated that is though, as some external programs need computing power to "rotate" those normal maps, keeping the color orientation fixed.

13
May I ask another question in this thread related to this, it's about UVW Randomiser and been wondering for a while now.
If you plug UVW Randomiser on Normal maps, I would think it should be in hierarchy above CoronaNormalMap. As that is defined the bump is a Normal map.
But the bump results in wrong normal orientation because of the Randomiser, obviously with the rotation option turned on 360 degrees.
Am I doing this wrong, should I add another node before connecting in the bump slot, or is Randomiser not meant for Normal Maps.

14
It is how it works in Corona, as I think the displacement is projected from the middle of the polygons or something like that.
You can add some supporting loops near edges, chamfer edges or split edges around object where you want straight displacement (perpendicular to the surface).
As why is it like this, it has been discussed here a while and you can find topics that explain this I think.
It is the simplest way of doing displacement and it works in most of the cases, until it is found a new "revolutionary" way of dealing with it.
Hope it helps a little!

15
Gallery / The Beginnings of a New Winter
« on: 2022-11-03, 13:57:41 »
 -Witnessing the flash of a new winter, not the kind we expect. At least it creates a nice sunset going out!

Just a simple doodle messing around, done with Kitbash 3d models to test atmospherics and simple lights for mood.

https://vimeo.com/766875811

P.S. Why are Vimeo links not working?

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