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Messages - actrask

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Work in Progress/Tests / Re: cjwidd render thread
« on: 2019-06-13, 23:24:35 »
those are incredible XD

[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

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!

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?

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

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

My way around this is to put the color to black

[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!

Does this spreadsheet exist somewhere else? The link is broken

[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.

I haven't tried this with any other renderers

[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?

[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.

[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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