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Hi Ben,

I changed the setting, but it didn't change the result, see the video in the attachment.
A question for everyone reading this. Am I the only one with this problem?
I'm also attaching my start file and my layout. Maybe the error is somewhere here?

greetings tiglat
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Hello.
I'm on version 11.
I've since realised it's when you paste something in which has materials of the same name. It'll sometimes 'merge' them. Which is disastrous in most cases if you're like me and don't name all of your textures....
I'll have a look at that other build when I get a moment.
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[Max] I need help! / Re: mapping help
« Last post by Erich on Today at 06:37:47 »
I'm glad to hear that you find my effort useful :]

There is, at the moment, one thing I don't understand in your setup. In the modifier panel, there is something called "transform gold text" and "transform cut-out". what are these doing exactly? Also if I search for that modifier in the modifier list, I cannot find it. Is it a 3rd party plugin? If so, where can I get it?

Those are standard 3ds Max UVW xform modifiers, i just renamed them to inform you what's their purpose (it didn't help though ;]). They're there so you could procedurally adjust size and location of label and its graphics. I think i also instanced one of them to the bottle object, so if you adjust the label, bottle's displacement should follow along. P.S. you can rename any modifier in the stack by right clicking on it - sometimes it's useful to help you keep track in a bigger scene, especially if you know that you'll have to come back to it sometime in the future.

Label mesh uses live boolean, so be careful if you'll want to move the bottle in your scene, make sure to also move hidden "cutter" object, or better yet just collapse boolean modifier - it's not needed for your scene, i added it just to show how the scene can be made a bit more procedural.

Couple things i forgot to mention in my previous message - i noticed that your bottle's walls are unrealistically thin. I'd suggest to make them thicker if you want to get more realistic result. Also for glass with varying thickness you almost always want to use absorption. It's turned on in the new glass material, you can turn it on and off and observe how it changes the look. And don't be afraid to experiment with absorption colour and thickness - i just entered quite random values, i'm sure you'll be able to achieve even better results by experimenting with those two values.

And finally - your liquid was open mesh, that's a big no no for any material that has non zero refraction or volumetrics. I fixed this, but try to keep this in mind for the future.

Hey Romullus. Thank you for that extra feedback and info. I really appreciate it. I wil definitely look into your suggestions. Cheers. :)
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[C4D] General Discussion / Re: C4D 2024.4 Particles
« Last post by aler on Today at 04:44:17 »
It's killing me that Corona is sooo behind on rendering particles. I thought with C4D 2024.4 releasing a new and improved particle system, Chaos would have taken the opportunity to finally support native particles. And before you say Redshift, I like to have the ability to render a complete scene in one renderer instead of doing multiple passes and compositing in post.
+1
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yeah i know thanks - but we shouldnt have to!  its been an ongong issue thats been here before and im not sure what exactly causes it - could it be forest pack?

had these a bunch of times, you can hover your mouse over the 3dsmax interface, just not on the viewports for it to restart

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(there was too much of a chance of people breaking color management by thinking it was needed when it wasn't based on the brief period of time where it was needed, which is why it doesn't just hang around in its previous form until something new can be considered)
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Pretty sure there was a reply in another thread about this where it was answered, but just in case not - the Gamma operator in its previous form was added purely to overcome a technical issue with color management in Max, which is no longer relevant so it has been removed. In terms of having it as an artistic parameter, we'll look into how that might fit in with tone mapping in a way that makes sense there, e.g. similar to how you find adjustments in Photoshop, which may be something different than the parameter that was there before (stuff like Offset etc. too). So we'll look into re-adding it, at the same time we look into other VFB 2 things that we may be changing (which may not be 12, as the work there will focus first on the recode and reskin and then we'll see how far we get otherwise).
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I would to hear it is back!
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[C4D] General Discussion / Re: C4D 2024.4 Particles
« Last post by dirktorrijos on Yesterday at 20:32:49 »
It's killing me that Corona is sooo behind on rendering particles. I thought with C4D 2024.4 releasing a new and improved particle system, Chaos would have taken the opportunity to finally support native particles. And before you say Redshift, I like to have the ability to render a complete scene in one renderer instead of doing multiple passes and compositing in post.
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[Max] I need help! / Weird Reflection - Tiling Error on Interiors
« Last post by rafaele_gb on Yesterday at 20:25:25 »
Hey Everyone,

Need some help figuring out why this is happening on interior renderings. I am getting some wrong shadows on the floor and some furniture. It seems like its leaving rendered tiles in weird spots. My assumption is that the glass is causing this issue, but it is completely transparent, so I'm not sure how to solve the issue.

I am providing the latest renders and other iterations with the glass turned off. Thoughts?
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