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Messages - matsu

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16
[Max] Feature Requests / Re: Can I get a proxy preview?
« on: 2018-04-17, 11:29:13 »
I turn on "Show Full Mesh" when I need to see the proxy. Then turn it back to box or pcloud so as not to slow down the viewport too much.

17
The theoretical scenario where this would be preferred method is in my opinion outside of common usage.

Quoted for emphasis. In 99.999% of the cases, I want triplanar mapping to behave the way normal UVWmapping does.

Option (even though I'm genereally opposed to adding more and more buttons/checkboxes) would be to add a switch that lets you decide the mapping behaviour - if you want mapping applied before or after displacement.

18
I was setting up a brick material using triplanar mapping in the texture slots, and noticed something funny. (Not funny, really.)

Displacement is calculated first, then the other mapping is applied to the displaced geometry, resulting in mapping mismatch.

Attaching images. First with triplanar, and then without (using ordinary UVW mapping).



19
Well, if you keep the material name the same, it shouldn't be any problem.

Like, if I want to make a material called "Gravel" and I want it to be 200mm in proximity to a material called "Asphalt" then thouse names should carry over as long as the names stay the same.
I usually group my materials in Muliti/Subs, and if you link to materials within the same Multi/Sub the naming issue isn't any problem.

Another idea would be to set it to MatID or even ObjectID instead of specific objects.

20
Problem: I create a nice material using distance texture, and link the distance to geometry or splines in the scene. I add the material to my library. I open the material in another scene, and get the red "error texture" all over my materials since to objects it was refering to isn't in the scene.

Solution: Add an option to set the distance from another material. In this way you can create great masks by using various Multi/sub materials, which will carry over no matter the geometry.


If this isn't possible, please keep the name of the deleted objects, instead of just having it say "<deleted>". Would make debugging a lot easier.

21
[Max] Feature Requests / Make Autodesk Materials renderable
« on: 2018-02-21, 14:35:58 »
I often work with importing and rendering architect models coming from Revit, and more often than not, they are a complete mess when it comes to materials. Being able to render Autodesk Materials would help immensely - it wouldn't even have to be a perfect representation of the original material - just make it so it doesn't render that red warning material!

Alternatively, provide the option to override non renderable materials with a corona material of your choice Like the "Mtl. override" we have now, but with the added option to only replace the problem materials. 


Also, a side note: It would be very useful to be able to ignore material warnings in the render all together. Thinking primarily of the message you get if you have an undefined distance texture.
I don't need it to screw up my render; a note in the Error Message log is more than enough.

Cheers!

22
I just tried CIE for the first time, and.. I'm actually very surprised by lack of save options. 16 bit TIFFs are very useful, so please implement that.

23
Gallery / Re: DARTOFANG sketchbook
« on: 2017-10-09, 10:27:29 »
Just wanna say I really like your work. Consistantly high quality. Keep it up!

24
First of all: The matlib is a great addition!! Will definitely help even advanced users if made right.

Critique/suggestions:

• Real world scale is necessary.
• Triplanar mapping should be used for all bitmaps.
• Avoid making lots of materials where color is the only difference. It clutters the matlib, and having a CoronaColor-map/Multimap to change the base color to whatever suits your need is better.
• I see little use for materials with small bitmaps. Making a texture that only looks good on the shader ball, but not on a 3x3m wall is pretty pointless.
• Making "wet" and "dy" variants of common exterior materials would be great. (Pavement, concrete etc)

• No "Pilsner" shader?! Come on!

Hi

Thanks for your feedback . Actually using triplanar maps for all shaders is not possible as some textures have defined direction e.g. woods and triplanar is used in cases when there is no defined direction of texture like scratches dirt etc

Which materials do you feel have small textures not usable on large surfaces ?

True that. Wood is kind of an exception, yes. :)

Didn't go through every single material, but I reacted when I saw the stucco materials. The texture seems to be about 1x1m. Repetitions will be very obvious when applied to something larger.

25
First of all: The matlib is a great addition!! Will definitely help even advanced users if made right.

Critique/suggestions:

• Real world scale is necessary.
• Triplanar mapping should be used for all bitmaps.
• Avoid making lots of materials where color is the only difference. It clutters the matlib, and having a CoronaColor-map/Multimap to change the base color to whatever suits your need is better.
• I see little use for materials with small bitmaps. Making a texture that only looks good on the shader ball, but not on a 3x3m wall is pretty pointless.
• Making "wet" and "dy" variants of common exterior materials would be great. (Pavement, concrete etc)

• No "Pilsner" shader?! Come on!

26
I always remove the sun from my HDRis and use Corona sun. Pretty flexible, and best quality. Photoshopping out the sun only takes like 10 minutes anyway...

27
What does the float controller do? Never used it before.
It's just to be able to quickly see and manipulate the values that would otherwise require you to click into each of the maps. And as Pokoy said, it's great because you can instance that value to drive several maps, if you so wish.

28
I moved from Vray to Corona a year ago. I work exclusively with archviz, and often close to the architect, which means a lot of sketching and trying out early design drafts.

There are so far only three things I really miss from Vray.

1. Vray toon. Great to get those "hidden line" renders that work very well when doing "npr" images.

2. Clean masks. Vray always produce perfectly clean edges on the render elements. Corona's are very noisy, and working with them in PS is not as nice.

3. 2D displacement. Often worked even better than 3D displacement, was quick to render and used little memory. Being the memory hog it is, Corona should really try to implement this technology.

Then there are little things, like being able to use the "shellac mode" in the layered material. In spite of it being "unrealistic" it's very useful for creating a coat of varnish on another material.
The aerial perspective was rather nice too, but I think Corona's global fog is better, even though it's not "free" the way aerial persp is.
Vray plane was also rather useful. 

29
I'll try that!

The first output really doesn't do anything though. It's merely there so I only have to link the map at one location.

30
This is my approach:

Keep a couple of HDRI's in the slate mat editor. The "Env map" Output is a "container" that is linked to the rest of the slots. Change here, and change all over. Very simple.

I've set this up in my template file, so I only need to set it up once.


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