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Topics - actrask

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Is there a way to get Corona specific maps from Substance player? I need reflection and IOR fresnel maps.

[Max] I need help! / Rendering Velvet from Substance Painter
« on: 2019-08-27, 18:28:27 »
I'm trying to make a velvet material in Substance Painter. I've found the only way to make it look right is to put the pbr-velvet.glsl into the shader settings in Painter.

The issue is when it is brought into Corona, it loses all the sheen that I assume the pbr-velvet.glsl produces. Is there a best practice on how to get the sheen effect in Corona with this velvet material created in SP? Or do I just need to throw a fresnel in the diffuse and manually dial the sheen back in?

Substance started to not work correctly when rendering on the render farm via backburner (same using DR). I've restarted both the render server and my local machine. I created a fresh, simple scene to recreate the problem. It's not throwing any errors, it just looks really wrong.

Does anyone have any ideas?

3ds max 2019
Substance 2.1.1
Corona 4

Regarding the "New High Quality" image sample filtering vs "Old Tent", which one is the new one in the "Type" dropdown under Image filter?

I see Symmetric Tent, Parabolic, Hann, and Blackman-Harris

I've found that having a color value lower than 1.0 in the reflection slot affects the output of the reflection regardless if there is a map in there or not. Is the same true for the diffuse channel?

I want to have my own personal material library available online where the materials can be viewed like this:

What is the best way to export this out of max and have it display on a webpage like this? So far I've stumbled on babylon.js which seems pretty robust.

Does anyone have insight on a workflow to get something like this working?

I'm trying to bring in a Substance material to use with Corona and am having trouble. When do a Substance Batch Import and then run Substance to Corona, some of the wires are blue and missing some Map Output nodes and the material doesn't render correctly. When I run those in 2018, the wires seem fine, but it still doesn't render correctly.

Any ideas? I have uninstalled and re-installed the Substance plugin for 3ds max. I'm using Corona 3 (build Nov 21 2018). 3ds max 2019 version

[Max] I need help! / Plugging Quixel maps into Corona
« on: 2019-05-16, 17:06:55 »
I can't find a straight forward explanation of where Quixel maps are supposed to go in a Corona material.

Here is what I understand and don't:

Albedo - diffuse
AO - multiply over diffuse if needed
Bump - additional bump
Cavity - ??
Displacement - displacement
Gloss - gloss
Normal - bump
Roughness - ?? (works as gloss if inverted)
Specular - reflection?

Sometimes there is a "metallic" map, where does that go?

This is an interesting thread but it's hard for me to parse:,10436.0.html. There is a .zip attachment in that thread that has "Corona.jxs" and "Corona.xml" in it, what are those for?

Let me know if there are other guides for Quixel and Corona workflows that I missed, thanks!

[Max] I need help! / LUTs and render elements
« on: 2019-05-08, 16:23:15 »
If I have a LUT set in the frame buffer and I save out the render elements, is the LUT applied to those render elements? Or only the beauty pass?

[Max] Bug Reporting / Saving embedded .exr files in 3dsmax
« on: 2019-05-07, 22:15:08 »
fyi, if "Automatically Add/Remove Render Elements..." is checked in the OpenEXR configuration dialog when saving a render, and there are still manually added render elements in the table greyed out below, the exr file opens very glitchy in Photoshop.

If you clear out all the manually added render elements and re-check "Automatically Add/Remove..." it fixes the glitchy problem.

[Max] I need help! / Artifacts in direct light
« on: 2019-05-02, 19:42:31 »
I'm getting weird shading artifacts, has anyone seen this before? The ball on the left has the same material applied as the artifact-y mesh on the right. This is the direct pass of a single corona light with a simple corona material applied. This was a purchased model, so I'd like to be able to use this mesh and not have to re-create it.

[Max] Feature Requests / .ifl file support
« on: 2019-04-19, 16:30:12 »
Would it be difficult to support .ifl files in CoronaBitmap? I'm having memory issues from batch rendering tons of shots that use huge bitmap files via .ifl, but I have to use 3dsmax's stock bitmap node. Would having those go through CoronaBitmap help with the memory or do I need to address that elsewhere?

[Max] Feature Requests / "Size Mismatch" in the VFB
« on: 2019-03-29, 17:51:12 »
Can we figure out a solution so users can A/B any image in the history tab regardless of the pixel dimensions? Or have an easy way to snap the VFB back to the pixel dimensions of a given saved history image?

Gallery / actrask thread
« on: 2019-03-28, 16:24:46 »
Hi guys, this forum has been awesome helping me learn Corona and seeing all your work so I thought I would start to share mine.

This is "Streamers". The wall was a pain because the material is almost half metallic and half white cream, so it was a challenge to make it read both ways. The vessels are from Design Connected, I had to tweak the roughness to get the texture to feel right. The wood could use more detail looking at it now.

Jobs / Surfacing Artist in Dallas, TX
« on: 2019-03-26, 19:28:31 »
We're looking for a surfacing artist in Dallas, TX for CG product photography. Must be fluent in Substance Designer.

Please email portfolios to

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