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Messages - ParticleSkull

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1
[Max] I need help! / Re: Light Mix - Self Illumintation Pass
« on: 2016-10-31, 14:41:05 »
Cool,
thank you, Marcin.

/Alvaro

2
[Max] I need help! / Re: Light Mix - Self Illumintation Pass
« on: 2016-10-31, 14:33:40 »
Alright, that's exellent :D

Thank you very much,  cecofuli;

Cheers,
Alvaro

3
[Max] I need help! / Light Mix - Self Illumintation Pass
« on: 2016-10-31, 12:28:46 »
Hey guys, I can see all my self iluminated objects are in the Rest (unassigned) field of the frame buffer.

How can I assign it and render it as a pass?

Thanks,
Alvaro

4
Awesome! Thx, Romullus :)

/Alvaro

5
[Max] I need help! / Goo Bubbles with flipped faces inside
« on: 2016-10-09, 04:07:45 »
Hey guys, I need to render goo with bubbles inside.

That's my reference. On this case the guy (Simon) put bubbles with flipped normals inside the goo. This causes the cool thin transparent areas.
https://vimeo.com/136953197



That's what I get when I try the same technique on Corona, the bubbles also get the volume. Is there a way to make it transparent, "killing" the volume of that area?

The left side one have no bubbles inside.



and that's how the bubbles looks like without the mesh:



Is there, maybe, another way to achieve this effect?

Here's the scene file, just in case ;) https://www.dropbox.com/s/tmzgmkgq41e7fq6/Snot%20v1-b%20-%20optimized%20%282013%29.rar?dl=0

Thank's,
/Alvaro

6
[Max] I need help! / PFlow - Mapping Object workaround
« on: 2016-09-05, 18:19:29 »
Hey guys, is there a workaround for the PFlow's Mapping Object operator?
This operator transfer the mapping from an object to the particles.

Let's say you want to disintegrate an object and all of the particles must have it's uvws matching the original object's maps.

 A common workaround for this would be using vertex color but it also doesn't seems to work with Corona.

here's a scene file in case anyone want to test it:
https://drive.google.com/file/d/0ByXkyEXdv3loR1NtdEZwMjBHblk/view

Cheers,
Alvaro

7
[Max] I need help! / Re: Massive Render Dimensions
« on: 2016-06-24, 14:42:24 »
Thx belly, I'll give it a try right now. I do have the denoiser on, i'll swithc it off
PROH, it can be my last resort ;)

8
[Max] I need help! / Re: Massive Render Dimensions
« on: 2016-06-24, 14:31:58 »
Thx for the quick reply guys,

I have a lot of render elements, 12 I think, could it be the problem?

Beside of that my scene is not that complex. It have around 500k vertices, a couple of 1200p textures and no animation. It have a Corona Sun + Corona Sky on the background and the lighter blue parts (inside the object and contourning some fragments) are light. I'm attaching a print screen of it.

https://1drv.ms/i/s!AgYbcqSddOAHgvMLIBD3PlReOYyuFw

Daniel, in fact i managed to start rendering it here on my machine but, since it would take forever, i've decided to send it to RebusFarm but i'm getting this problem there. I will give their support this idea though, thx - edit: i've just realize what u mean and they probably have it disabled

Maru, it's a 5m print with 150dpi. I believe it would be totally fine to print it at 72dpi using 14174p but my client want it like this so i'm giving my best. If it doesn't work and somehow I manage to render it with the lower-res, i'll try to convince them ;)

Thx,
Alvaro

9
[Max] I need help! / Massive Render Dimensions
« on: 2016-06-24, 13:59:58 »
Hey guys, how's things going?

A client just asked me to render some images on the huge dimensions of 29528 x 29528p

i've successufully done it through backburner, using slices, but it would take forever on my machine. Then I've tried to send it to Rebus Farm but i'm getting an error saying:

The renderer is running out
of memory. Please optimize
your scene for smaller memory
footprint. If it takes more
than 64GB we cannot render it.


What would optimize my scene for render? Reduce the amount vertex, smaller textures, less lights? Sincerelly, I have no idea.

Does anyone had a similar problem? Should I render it somewhere else?
Any tips will helpful.

Thx,
Alvaro

10
[Max] I need help! / Exclude object from motion blur
« on: 2016-06-02, 21:06:20 »
Hey guys,

Since Corona can't render motion blur on deforming objects, is it possible to generate motion blur for the other objects ignoring those deforming ones?

Thx,
Alvaro

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