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Messages - romullus

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1
[Max] I need help! / Re: mapping help
« on: 2024-04-21, 23:44:21 »
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.

2
[Max] I need help! / Re: Corona displacement mod problem
« on: 2024-04-21, 22:00:55 »
Hmm, that makes no sense, because if there were issues with UVs or unwrap modifier, you would see problems with diffuse texture as well. Can you try to replicate it with any other displacement texture, preferably with the one that you could safely share.

3
[Max] I need help! / Re: Corona displacement mod problem
« on: 2024-04-21, 15:43:11 »
If you're checking displacement in IR (interactive rendering), then be aware, that Corona uses adaptive tessellation and surfaces that are not in view at the start of the rendering will have much lower, or no subdivision at all and thus displacement will be significantly worse, or even non existent. When you change the view in IR, the displacement will not be updated, until you restart the rendering.

4
[Max] I need help! / Re: mapping help
« on: 2024-04-20, 15:49:36 »
So i had some spare time to mess with your scene. I moved my edits to separate layer, so you can switch it on and off and see how it compares to the original. I tried to add the names to the changes i've made, so that it would be easier for you to understand everything. You'll notice that the look has changed significantly, this is mostly due to the fact that i removed knurling where it technically shouldn't be. If you prefer the old look, you can go to the bottle's edit poly modifier and change material IDs for the inside of the bottle from 1 to 2 (or vice versa, i can't remember now what is what :]).

BTW, the issue with not displaying textures was with your viewport setup and the issue with the label opacity texture not working was in Corona bitmap - for some reason it does not handle correctly images with alpha. I would recommend to refrain from using textures with alpha, unless you really need it and you know what you're doing.

5
I think you slightly misunderstood my intent. Im saying that to match the coronaPhysical metal in with a physical material i have to set the physical material IOR to 2.5-3.

Maybe it would better if you would show side by side comparison with the same settings then, i.e. metal mode is on, metalness is mapped.

Coronas metal mode locks the IOR of course, which is physically incorrect anyway because metal ior has a fairly broad range range and absolutely cannot be defined by a single arbitrary number. I would hope this is something that gets changed in future so we can get physically correct metals.

You can switch to complex IOR mode which is more physically correct for metals.

Its the Nvidia GPU denoiser in IR. It just seems to handle the physical materials faster for whatever reason.

Maybe try to switch to Intel AI denoiser, i think it shows slightly better results than Optix. Anyway the difference in denoising quality in your example is really huge, perhaps it's worth to post it as a bug?

6
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 22:37:59 »
Should not happen, but it's 3ds Max - expect unexpected :]

7
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 20:02:11 »
Material IDs can be really useful in your scene too, but first you need to address map channel issue, otherwise you will not be able to advance anywhere.

8
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 20:00:20 »
I think you might be confusing map channels with material IDs. They are not the same! I think you're not seeing anything in the viewport because your bottle has no map 2 channel. Simply add another UVW map modifier and set its channel to 2, then you start seeing something and adjust things as you need.

9
#1. Corona colour correct is not linear, if you want to get the same result as with invert in Max's bitmap or output nodes, then you can use curve adjustments in CCC.

#2. If you want metal, then switch Corona physical to metal node. 2-3 IOR is not metal.

#3. what denoising you are using and what image filtering. If that's Corona HQ denoiser, then filtering also should be set to HQ, otherwise it will severely underperform. I didn't notice dependency on material type, but maybe that's because i almost exclusively use Corona physical.

10
[Max] I need help! / Re: mapping help
« on: 2024-04-19, 12:21:36 »
Sorry, i don't have much time to decipher your scene at the moment, i just took brief glimpse at it and noticed that your label mask is set to 2nd map channel, but your bottle has only one map channel, so the label is unmapped and can't work correctly. You need either set the texture to the channel that exists (channel 1 in your case), or create 2nd map channel on the bottle. Hope that helps.

11
Gallery / Re: The Cat
« on: 2024-04-18, 18:55:51 »
Glad to hear that. Now the images looks much better!

12
Gallery / Re: The Cat
« on: 2024-04-18, 12:32:50 »
Unfortunately i can't help you, i don't use cryptomatte, but i think this should not happen. Maybe try to post a new topic in i need help board, or leave a message in this topic and someone more knowledgeable should help you to solve this issue.

13
Gallery / Re: The Cat
« on: 2024-04-18, 09:59:59 »
That's a cool cat and very nice looking smart materials! But what's with those ugly grey edges? Especially visible on the first couple images.

14
[Max] I need help! / Re: mapping help
« on: 2024-04-16, 23:44:46 »
Your setup is very similar to mine, with the exception of the label and glass roughness additions in the glass base roughness slot. I'm curious about their function – removing them doesn't seem to affect anything visually beyond making the black background darker. Would you be willing to share your thought process behind including them?

My aim was to alter your setup as little as possible, just enough to make label work with decal. To be honest i would setup everything completely differently, but i didn't want to mess up your workflow and also i don't have much time to invest for this. As for the purpose of the mix map, it's there to enable separate controls for glass and label roughness. I named Corona color nodes accordingly, you can adjust them if you want to change the roughness of said elements.

I will try to to answer your other questions tomorrow or sometime later, it's late night here and i'm desperately lacking good sleep.

15
[Max] I need help! / Re: mapping help
« on: 2024-04-16, 16:36:31 »
Hmm, it looks like there are some issues with this setup indeed. Corona to this day have troubles with handling complex refractive materials, so it's best to keep it simple to avoid potential issues. I made your glass and label with single material and decal should be working correctly now. You will probably need to fix your UV mapping, or masks, since there are some spillovers here and there, but i think you should be able to handle that on your own.

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