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Topics - busseynova

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[Max] I need help! / Corona Proxy internal pivot point
« on: 2024-03-14, 11:04:40 »
I have created a single proxy from a bunch of geometry, when I create the proxy the version created in-scene seems fine, the pivot point is at the original (model on the left below)

However when I load the .cgeo file in to a new corona proxy object it appears to have been created in Y up and the pivot seems to be in an arbitrary position.

How is this [internal] pivot created and stored?

If I'm not mistaken, V-Ray will create a single object proxy as pivot at origin and Z up, so I Proxy created in-scene will have the same pivot point as one created by making a new Proxy object and loading the vrmesh file, this is what I was expecting

Obviously, for now, I can use the one created in-scene, copy across to my new scene and place, but I'm concerned that changes to the bounds of the object will cause a shift in this internal origin, if it's updated, and hence a shift in the referenced geometry in my target scene.

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I have a glazed partition with a thin glass material , the mesh is arrayed with railclone and the segment itself is just a single face - no thickness.

At glancing angles (less than about 30 degrees) there appears to be no light passing through the glass.

Is the single face approach correct when using thin glass material? Any ideas what's causing this problem?


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[Max] I need help! / object attributes in Corona
« on: 2023-10-31, 18:32:01 »
I'm trying to create a master material for a range of fabrics. I've used this method before with Vray, but something isn't playing nicely now. My method then was to use a custom user attribute to pass on an index to an OSL 1ofN node which picks the appropriate map and passes it on to the material.

I just found this in the OSL documentation:

Quote
'OSL also allows the generic getattribute() function to get a named attribute from the scene. It is up to the renderer executing the OSL code to populate these named attributes, which means it is outside the control of the OSL Map itself to guarantee whether these attributes are defined.'

Does this mean that Corona can't get object attributes for shader level functions?

Any alternative mathods anyone would like to suggest? I am trying to use object ID as an alternative via a CoronaMultiMap, but it doesn't seem to be working currently.


4
Not sure if this is an option, I can't find anything in the setting. I'm fairly new migrating back to Corona from VRay after a while with the latter.

I have a few objects with displacment textures, when I have a Corona displacment modifier on top, they work fine, taking the map from the material. When I turn off this modifier it interprets the displacment via the Max scene units (meters in this case, so the object blows up)

I VRay there was an option to interpret the displacment via a set figure (1x scene unit by default I think) which could be turned off so that displacment only happened if a Displacment modifier was present and turned on.

Is there similar in Corona?

The reason I ask is I'm trying to debug some displcment that is looking wrong on an object, so wanted to just see with/without by flicking the modifier on and off.

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[Max] General Discussion / Coming back to Corona
« on: 2023-07-26, 13:49:20 »
Hi guys, I've used Corona before, but have been using Vray for the last few years, in which time I think the merger/buyout happened. I guess the last version I used was probably 5? Would have been at the start of 2018 and I can't remember whether we were on the latest version by then.

I've landed a new job and the studio uses Corona, so wondered if anyone has any thoughts on differences between the two. I know these are probably few and far between since the merger, but interested to hear what adjustments you made to your workflow since adopting Corona.

I just finished a project using VRScenes as a kind of Xref, worked well, but this seems like one notable omission (maybe I'm wrong here, I know there's the .cdo filetype, can this just be loaded through a Corona Proxy object?)

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[Max] I need help! / Settings for animation
« on: 2018-08-01, 18:15:10 »
Just going through the process for setting up my next animation and I'd like to get the settings nailed this time. Last one had some issues at the rendering stage which I hope can be avoided without the need for loads more passes.

Attached are two crops of the raw footage. two quite different issues, but they may be caused by the same thing? I am wondering if they can be fixed by AA vs GI setting. On the scene with the glasses, this was set to 16, the glass material is pretty standard with refraction, but no caustics and with a bump map for the pattern.

The brick scene was GIvsAA of 32 (I didn't set the scene up)

I'm wondering whether blur/sharpen could have caused/exacerbated these effects? Would I be better off applying blur and sharpening in AfterEffects, which is maybe better suited to interpolating across the frames of a moving image?

Thanks in advance! Would really like for this project to be less of a bodge than the last, and part of that will be nailing the settings down early on.

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[Max] General Discussion / DR node assignment
« on: 2018-03-28, 17:05:02 »
Is there any way to alter the way nodes are assigned to different clients (?) rendering on the same network?

We have a render farm running in our office, with most of the nodes on DR most of the time. If someone starts off a job that gets all the nodes, and the next job waits rendering only on the client machine until they become available again. It would good if there was a way to split the number of available nodes across the number of jobs rendering, or at least to manually reassign nodes during rendering.

Does this exist already?

8
Good afternoon,

my company has a lot of model packs of Evermotion trees, interior models etc, which I am trying to make more easily and readily accessible on our system. It would look really good to my boss if I was able to convert copies of our existing files to Corona, and maybe turn them to proxies.

I am aware of the page detailing maxscript converter commands, so I guess what I really need is a 3rd party programme or a script that could be set to run on a whole folder of files, open and run a script on them, then save and close (as a previous version of max as some in our office are on 2013). I found this:http://www.scriptspot.com/3ds-max/scripts/batch-it-max but it appears quite out-dated and I can't get it to run.

I am an absolute novice with maxscript by the way, otherwise I'd probably have this nailed by now.

Has anyone had success in anything similar?

Thanks.

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