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Messages - IsmaeL

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Darn. Than maybe for the next version. The other day I thought about this topic and I had the idea of integrating it into the CIE, so you could just pick an object with your mouse and save a mask to a "TIFF" file jajaj If we ever get that option.
Honestly, the render mask only is very quick and useful, but you still have to set up your masks and that can be time consuming. So maybe, instead of cryptomate we need a button to generate all the masks automatically. Just like creating the lightmix render elements but with masks in RGB channels. That would be an alternative I could live with.

Gallery / Re: Stoicheia Geometrias
« on: 2018-04-26, 10:29:50 »
amazing atmosphere, great lighting and very interesting concepts

[Max] Corona Goodies - User Contributions / Re: 31 giveaways
« on: 2017-12-13, 08:17:46 »
Looks great! Thanks for your charing, I'm sure I'll use the firewood for this tme of year XD

Hardware / Re: HDD for data
« on: 2017-12-02, 15:45:14 »
We use a 3TB Barracuda over local network at the office. It runs at 7200rpm and has 3 platters with 6 headers.

In general there is not much difference with a 5400rpm HDD, unless you spend more money on a good hard drive, you won't see improvements.

We use the drive to store all the textures, assets are saved on a SSD so I can't tell you how fast the drive works with Max files on it.

The only thing that might get slower over time is when you fill up your drive and access information on the outer part of your platter, since the header has to move further out and the path is getting longer so with lower speeds this means longer read/write time. The WD Black fore example is not so great if you want lots of storage like 4TB or more. In that case there are better options out there.

If you get the chance buy a WD Gold, very good for 8TB storage and the best you can buy right now.

A few things you have to do once you get your HDD, make sure it is a GPT disk. This should be the case for any drive above 4TB since MBR does not work.
Also, if you can, use the new ReFS file system, it replaces the older NTFS.

Use this in Vray all the time XD would be nice in Corona. In fact, does it not already behave like this in the Corona Frame Buffer??

Gallery / Re: Lybrary
« on: 2017-11-25, 11:18:49 »
Very nice details, not to much deco just the right amount

Jjajaj it is available in Clarisse, Vray and Arnold but only for Alshaders in Maya.

This is weird because Arnold does not support it, but the Alshader does??

So I guess that maybe there is some coding reacquired on a shader level.

But honestly, it should be implemented in any render engine by now. The fact that it saves a lot of work and time, especially for compositing.

And that is why Vray is promoting this feature so much, because right now they are the only ones who really support it.

Gallery / Re: O r a n g e g i c.
« on: 2017-10-29, 17:16:12 »
Superb images! Love the lighting and tone mapping, it has a very nice feel to it.
The Coco Rose wall looks great. I'm guessing it was done with displacement.

But what really caught my eye were the panels on the wall with the woven wicker.
Is it an opacity map together with displacement or was it modelled?

You actually don't need anything in terms of shader or render engine. It seams to work just by using object names or materials etc.
The only thing you need is a plugin or node inside your editing software, like Nuke, Aftereffects or Photoshop.

Here is the GitHub page

Most of the work would be to do the plugins, for Aftereffects and Photoshop, since there is already on for Nuke and Fusion.

What we really need, is separate Coordinates node. Waiting for it since first day i started to use slate editor...

How would this node work? What is the exact idea you have in mind?
It means that the Coordinates rollout currently present in maps/textures would be a separate node that would be able to hold as many maps as you need, making it possible to change coordinates on all nested maps in one go.

I guess the Bercon Mapping node is a good replacement for now but yes, this should be a standard map type shipping with Max.

Ahh I get the idea, this is related to what I am talking about in my request for Multimap or UvwRandomizer.

Basically we are getting of topic. This feature request is about the use of a chain link so we don't need to set 2 parameters that are going to be the same.
This gives me an idea for another parameter which should be linked together XD the IOR

[Max] Feature Requests / Link Reflection and Refraction IOR
« on: 2017-10-29, 13:16:54 »
Basically what the title states.

This is something Vray users are used to. The refraction IOR controls the reflection IOR, but can be unlinked.
The reason is that most of the time a material has the same IOR for both, unless you want to fake the reflections for a material.

I would suggest we do it the other way around and control the Refraction IOR with the Reflection IOR, since most materials are not transparent and so you don't need to bother about the Refraction settings.

What we really need, is separate Coordinates node. Waiting for it since first day i started to use slate editor...

How would this node work? What is the exact idea you have in mind?

I am a longtime Vray user and MultiTextures is a common tool. So I was very exited with the CoronaMultiMap.

I know I can still use MultiTexture in Corona but there are several reasons to why I prefer CoronaMultiMap.

The only features that I am missing is the control you have over the bitmaps plugged into the MultiMap.

It would save a lot of time if we had control over the Filter blur, the type of filter and the Rotation of the bitmap. These are the same parameters that you can find in MultiTexture.

Thinking about this made me realise that it would be even better if I had extra options to rotate bitmaps in steps. Just like the new UvwRandomizer.

So there are 2 options:
1. We get the same UvwRandomizer options inside the MultiMap
2. The CoronaUvwRandomizer is able to load more than just one texture, so you don't need the MultiMap.

There is a third option, that would be to connect the MultiMap to a UvwRandomizer, controlling random rotation for all the bitmaps.
I couldn't test this because I haven't used the 1.7 version yet.

Hope you see the usefulness in this feature

Yes second that. It should work just like the frame buffer and you should be able to save a Tiff.

+1 for that, and if this could be expanded with a "link" feature where all bitmaps with "link" activated in a material would follow size changes made to one "linked" bitmap (a'la PS layers), then this would give an even greater speed up = +1000

All of this can be done if you use a bezier float controller and link to the bitmap.
But I do agree that a simple chain-link for aspect in any Map parameter would be useful

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