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Messages - romullus

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[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:

[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2022-01-15, 13:46:45 »
Also "Include" model would be very useful

Include/exclude is already possible.

[Max] General Discussion / Re: 4K Cache questions
« on: 2022-01-14, 10:10:36 »
Apart from occasional bugs already mentioned, there is also performance difference. UHD tends to be faster than 4K on low core count CPUs (e.g. 4-core i7s), while 4K cache tends to be faster than UHD on higher count CPUs (e.g. 16-core threadrippers).

That's useful information. Thank you!


I think you would get much faster response if you'd submit a ticket through the support portal:

[Max] I need help! / Re: Find displacement materials
« on: 2022-01-13, 09:41:54 »
You could use batch material edit script to disable displacement map slot on all materials and then enable it back by hand on the materials that you want.

Or you can simply use rayswitcher material and leave the GI slot empty.

[Max] I need help! / Re: Hair and fur. Hide base mesh
« on: 2022-01-12, 19:38:38 »
Something tells me that something has changed in Corona and not in the 3ds Max. I have character that i've been rendering since Corona alpha 5 and if i open this character in V8, the trick with making base mesh non renderable via object properties is working, i.e. the mesh itself is not rendering, but the hair that grows on it, is rendering. I can't make it work like this on freshly created mesh though.

I checked this back to Corona v5 and it has behaved the same all along.

I think you need to roll back even more, possibly to V1.6 when there were no hair material.

I can log this as a bug, but the behaviour seems logical to me. If the base object is set to non renderable then the modifier shouldn't be rendered.

Using low-poly non-renderable mesh for growing hair is pretty common with CG characters. I think all the renders that i've tried, supports rendering hair from non-renderable mesh.

[Max] I need help! / Re: Override Reflex and Refraction
« on: 2022-01-12, 16:28:45 »
You're welcome!

[Max] I need help! / Re: Override Reflex and Refraction
« on: 2022-01-12, 15:20:05 »
Reduce IOR until you will get reflection that you want.

[Max] I need help! / Re: Override Reflex and Refraction
« on: 2022-01-12, 14:43:40 »
I would like the glass to have a black background, with a reflection of a normal glass and not a reflection like of a mirror

Imthink what you see is mostly refraction, not reflection. To get what you want, use solid black colour in refraction override, like you did with direct visibility override.

[Max] I need help! / Re: setting up camera
« on: 2022-01-11, 10:15:01 »
Not sure what distortion you have in mind, but if you want parallel vertical lines, then you need to turn on automatic vertical tilt in Corona camera.

[Max] I need help! / Re: Render help needed
« on: 2022-01-10, 10:10:51 »
That's aliasing. Take a look at this article to find out how you can mitigate its effects:

[Max] I need help! / Re: Hair and Fur noise
« on: 2022-01-08, 19:00:13 »
I think this is expected, GI has to work harder when bouncing from each individual hair, therefore Corona needs much longer time to resolve noise.

Work in Progress/Tests / Re: Straight out of Corona renders
« on: 2022-01-04, 16:43:20 »
If the wood texture is seamless, then you could tweak UVW randomizer a little bit more to hide some obvious repetition.


I suggest you to contact the Corona team directly by submitting your request here:

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