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Messages - actrask

Pages: 1 [2] 3 4 ... 10
16
Work in Progress/Tests / Re: cjwidd render thread
« on: 2019-06-13, 23:24:35 »
those are incredible XD

17
[Max] Resolved Feature Requests / Re: Cryptomatte support
« on: 2019-06-13, 18:52:28 »
fyi the new EXR-IO 2.0 plugin supports cryptomattes in Photoshop

18
Great info all around, and great tip about blending the color into the map via the % values at the bottom. I would always setup mix nodes to do that, thanks!

19
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?

20
I want to have my own personal material library available online where the materials can be viewed like this:

https://source.substance3d.com/assets/16b21214d928f89d16e92b9e5324a95e903a2895?player=true

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.

https://doc.babylonjs.com/resources/3dsmax_to_gltf

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

21
ok false alarm, turned out to be coordinate issues on the mesh. So are the blue wires normal?

22
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 21.0.0.845

23
My way around this is to put the color to black

24
[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: https://forum.corona-renderer.com/index.php/topic,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!

25
Does this spreadsheet exist somewhere else? The link is broken

26
[Max] I need help! / Re: LUTs and render elements
« on: 2019-05-16, 16:12:20 »
Great, thank you! Please check about the sharpening/blurring being applied to the render elements too, that one is harder to test. Right now I just have it turned off in case it does, but it would be nice to know.

27
I haven't tried this with any other renderers

28
[Max] I need help! / Re: LUTs and render elements
« on: 2019-05-10, 17:41:36 »
I had assumed that the LUT was only applied to the beauty pass, but after noticing my comp looked like it was double up LUTs I dug into it. So then does it apply sharpening/blurring to all the AOVs too?

29
[Max] I need help! / Re: LUTs and render elements
« on: 2019-05-08, 16:52:32 »
I just did a test and the answer is YES, if the LUT is enabled in the frame buffer, it will save the render elements with that LUT applied. I only tested this with direct, indirect, and reflect passes.

30
[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?

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