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Messages - romullus

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Some tests. Basic metal with falloff vs metal with curvature. I think the latter looks better, but also is slower to render.

[Max] Daily Builds / Re: Corona Curvature Map playground!
« on: Yesterday at 14:47:01 »
I'm very happy to finally get Corona curvature! Few small notes from initial testing:
  • default max distance of 100 units is way too much, i think 1 unit would be more sensible default.
  • distance should be mapable, like it is in CoronaAO.
  • someone already mentioned issue, where convex colour can't be darker than base colour.

[Max] I need help! / Re: Abstract gradient displaced material
« on: Yesterday at 14:34:28 »
Wow thank you, this is exactly what I was looking for.
Unfortunately I have old Corona v4 so I will try to play with what I got :)

You can still use the file, just replace physical material with regular Corona material and Corona curvature with Corona AO. Displacement part does not use any Corona specific maps.

Sorry for off-topic: I guess this the first time curvature can be seen out in the wild. Memorable moment :D


Try to put some geometry around and below the terrain. The easiest way is to create big box and delete its top face. Its material doesn't matter, but you can assign it rayswitcher to exclude the box from the lighting (direct slot must be populated, otherwise the trick won't work).

If you want to keep things procedural, you can use gradient ramp for such type of displacement. I'm attaching the file to play with, just be aware that you'll need Jan-26 Corona build, since i used new curvature map for colour.

Maybe, but i think you should start new request for that. I'm moving this topic to resolved board.

Triplanar is not messing with aspect ratio. If you have non square texture, first you need to setup tiling correctly in the bitmap node itself and then triplanar will work as expected. It's not triplanar's job to work with aspect ratio.

@danio1011, similar reports has been all over the forum lately. Apparently it's some issue with the V8 dailies.

Unfortunately materials in 3ds max are system units agnostic, so if you importing materials in the scene that has different system units that they were saved in, then you will have mismatching scale issue. AFAIK it has nothing to do with Corona and it's the same for all renderers. Usually the difference is 0.1, 10, 2.5, 0.4 and so on, depending on the system units being used. It shouldn't be arbitrary numbers like in your case, unless you have some non orthodox system units setup.

You can make frankenstein map by stitching randomizer, triplanar and color correct to Corona bitmap, but that still would not solve the problem of adjusting multiple maps at once, not to mention that native bitmap users would be left at big disadvantage. I think that much better solution is to implement master control option in all those maps, the one like Corona color correction already has. It works great, is much flexible and doesn't clutter UI.

Material library has not been converted to the new physical materials yet, but eventually it should happen. Meanwhile you can use library materials as they are, or you can convert them to physical with Corona converter by yourself.

If curtain blocks most of the light that's coming to a room, then indeed it can negatively impact render performance. Luckily, in Corona there's no need to render twice to exclude curtain from affecting the lighting. You can do this by assigning rayswitch material to the curtain and plugging your old curtain material to all its slots, except GI. You can read more about rayswitch and its uses here:

[Max] General Discussion / Re: Reducing RAM usage
« on: 2022-01-17, 10:25:36 »
Texture file format doesn't matter, heavily compressed JPG will take as much RAM, as uncompressed TIF. What matters is resolution, bit depth and number of channels.

Edit: here's the confirmation from one of the devs:

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