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[Max] I need help! / CoronaPhysical Mtl & Physical Mtl Questions
« Last post by Jpjapers on Today at 17:21:21 »
Recently ive been confused by a few things in the the Corona Physical Material that over the years ive learned to live with. Its possible im completely using the physical material incorrectly and im just used to the simplicity of the corona material.

A few questions;

1. Why does inverting a map in the bitmap node result in a different result than if i invert it within a corona colour correct node?

2. Why do the same PBR maps connected to both a corona physical material and an autodesk physical material render very differently to each other?  Ive attached an example compariso_galv.jpg. On the left is a physical material, the right is a corona material.

3. Why do PBR maps appear different when rendered in corona vs the previews of the material? See the attached material preview from Poliigon and the render from corona comparison_galv.jpg

5. Physical Materials also appear to render faster than Corona Physical Materials or at the very least the gpu denoiser handles them much faster and much better. See passes comparison.jpg for both materials after 5 passes and the gpu denoiser has kicked in.

6. Finally, To get a similar result with metals in the physical material vs the corona physical material it appears that i need to connect the diffuse map to the base weight, base color and reflection color slot. Why? See attached passes comparison for the result of this and the material graphs.

Ive never really questioned these things before but just learned to live with them.

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[C4D] Bug Reporting / LegacyVRayShader
« Last post by Chules on Today at 17:18:01 »
Cinema 4d starts some crown models with this message:

Several plugins used in this project are missing.
Saving may result in loss of plugin data
Plugin 'LegacyVRayShader' (ID 1026701)

How can I locate this reference to vray? I don't have vray, I only use corona. But I get this message with some objects. Can I identify the material in some way so I can delete it?
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4
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« Last post by luca2063 on Today at 17:07:25 »
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@Jpjapers by saying "more complex material graphs in viewport", what exactly do you mean? What would you like to be added?

Great question! Currently as far as i can tell, corona materials will only display the diffuse channel and the viewport does not reflect (no pun intended) any of the gloss/roughness maps or bump/normal either. Ive attached images below showing the difference in coronaPhysical vs PhysicalMaterial with the same maps and settings. Corona of course on the right.

I should have phrased my request differently as it was less about more complex graphs and just a more complete interpretation of the material.
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[Max] I need help! / Re: Render multiples camera matching
« Last post by piotrus3333 on Today at 16:06:35 »
3dsMax State Sets?
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[C4D] I need help! / Re: Multishader multipass masks?
« Last post by Beanzvision on Today at 15:19:07 »
Hi there, this should work. Here's another sample scene. I have my objects in the cloner, each object has a comp tag with it's own object ID, a material using the mutli-shader (set to object ID) and then two masks in the multipass settings. Each mask also has Object ID enabled. If this works for you, maybe this can be applied to your scene as well?
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Off-Topic / Re: Any experience with EnvisionVR
« Last post by aaouviz on Today at 14:20:09 »
Ok, thanks.

I'll report back on my experience so far:

I engaged them to work with one of my clients but it didn't work out in the end. Essentially they take our work (a 3d model from Max) and convert it into a webgl playable format. So they don't offer any modelling or design help, that's all on us still, and what they offer is an additional service.

The quote was a bit too high for my client. I thought the price was indeed high, but all things considered probably fairly reasonable.

So unfortunately I didn't follow through. This time.

I was pretty impressed with their platform and service. Some of the demos really wowed me and their client list  was impressive (some of the big guys we all know have hired them).

I'll definitely be pushing their service to other clients but this time it didn't work out.
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[Max] I need help! / Re: Render multiples camera matching
« Last post by Frood on Today at 14:02:30 »
Hi,

I'm trying to insert a different background image for each camera to do different photomatching in the same scene, but I don't understand how

you cannot set a different background for each camera, except when using any "xyz manager" out there, but you can do this (and much more) for different frames of the timeline:

Name your background images "bg_00.jpg", "bg_01.jpg" and so on, then create an IFL ("Image File List") sequence by selecting "Load as sequence" when choosing the file "bg_00.jpg" as bitmap for a standard max bitmap (Corona bitmap is not able to create or use IFL sequences).

This creates a file named Edit: "bg_01.ifl" "bg_00.ifl" which is a simple text file containing the names of all background bitmaps and is used as movie file by the bitmap node with one image per frame in the timeline. At frame 0 you will get bg_00.jpg, at frame 1 you'd have bg_01.jpg and so on by default.

Then animate your camera (and its settings) to match in every frame. You can use your already created cameras to align the animated one to them at every frame, having the Auto Key button activated. Or just choose the correct camera for the current background image to render if you do not want to animate it. I'm doing this since decades with the exception that I usually take 5 frames for one background/shot to have enough space for motion blur if required.

Alternatively you could use a corona select map instead of an IFL sequence and animate/change the selected map. You will not be able to feed the viewport background with it unless you use it as environment map though.

Attaching an (low version, Max2021, Corona v9 since I do not know what versions you are on) example scene. Start IR and scrub to frames 0 to 6 to see what's happening. Background images are piped through CoronaTonemapControl, the viewport uses the IFL sequence directly with "Animate Background" enabled.


Good Luck



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[Max] I need help! / Re: Render multiples camera matching
« Last post by dzintas on Today at 13:14:19 »
You can load different background images into separate viewports.
If you need to render with background, then you need to change direct visibility override everytime you switch cameras.
But you can have multiple cameras. Creating new ones won't break anything.
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