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Messages - marchik

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241
I think you need to look at this image. This is desired behaviour and it seems it's not replicatable in Corona scatter.



sorry for incorrect explanation, romullus is right, this is exactly what i expect from corona scatter and cannot achieve

if we use complex splines, it is impossible to achieve an accurate distribution of objects, most often it concerns curb stones and stitches, probably the forest uses a different algorithm for aligning objects and I would like to see the same in Corona scatter)

and i think there is another way to achieve this - make the curve-controllable rotation around the spline axis, like scale, twist, etc in the standart max loft compound object
PS i use v5 ofc

242
More and more often I notice that it is more convenient for me to use Corona scatter instead of Forest pack, it does not have such a messy interface and in most cases it does its job perfectly.
There is only one case left where I have to use Forest - scattering along the spline.

Let's say we have a curbstone and a complex spline with different Z-coordinates of the vertices (spline and box.jpg)

Let's create corona scatter and Forest and we can notice that the orientation of the boxes is slightly different. In the case of Forest, the boxes are oriented strictly upwards and in the case of Corona scatter, they are rotated along "local spline axis".
(scatters_Top_view_comparison.jpg and scatters_perespective_view_comparison.jpg)

We don’t have many controls to adjust the orientation of objects. In the case of Corona scatter it is "align to normal" and in the case of Forest pack it is "follow path X and Z" (Scatter along splines controls.jpg)

And as we can notice - changing these parameters does virtually the same thing, but this does not solve the problem because we lose the orientation of objects along other axes.
(Corona scatter align to normal 1.jpg and Forest follow path Z unchecked.jpg)

Can we just have an additional "make it straght!" checkbox that aligns objects like in a forest pack?

PS many thanks to the devs for the wonderful render engine and attention to user requests!
 

243
[Max] Feature Requests / Re: Reworking tone mapping
« on: 2019-11-18, 04:58:27 »
  And.... Why not... It would only immensely increase the capability of Corona.
Just because there are so many basic features  like for example clipping material and geopattern and phoenixfd foam support and scatter pro, that we have been waiting for a very long time and which you cannot repeat using third-party applications. But i agree that extended functionality of bloom, glare and lens effects such as lens dust, chromatic aberations will be cool)

244
[Max] Feature Requests / Re: Reworking tone mapping
« on: 2019-11-17, 17:17:15 »
Don’t get me wrong, but I don’t really understand why such color control is needed if we have editors like Photoshop and others. There are many more other features worth spending time on

245
[Max] Daily Builds / Re: 2.5d Displacement Playground!
« on: 2019-10-15, 00:17:27 »
Thanks so much for testing! Your reactions make us happy. :)

This feature is game changer for exterior stuff where are always a lot of things like ground, rocks, cobblestone) you save me a lot of nerves and time)) thanks you guys for implementing this!<3 It remains to add a geopattern and shader with a coat and sheen and we are done.

246
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-09-24, 18:15:06 »
The newest 20.09 V5 daily features many caustics fixes and improvements compared to V4. You can check it out here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015
Further fixes/improvements possibly coming.
ofc i use the latest daily builds as always, and there is another strange thing - sometimes i have black square gaps in big caustic spots, i suppose it is because i use a lot of ornatrix hairs in the scenes, but this is just my guess) i will send some test scenes later, when i finish my current projects

247
[Max] Daily Builds / Re: Caustics playground!
« on: 2019-09-17, 16:08:54 »
Literally in every second scene, caustics cant become clean and remains noisy regardless of the number of passes.
Is it possible to denoise the Cshading_Caustics element with Nvidia denoiser separately and use Corona HQ denoising for other passes? im pretty tired from using photoshop smudge tool every time)

248
guys plz, i need CoronaPattern so much) it will be gamechanging feature for me! hoping to get it in V6

249
thx guys, maybe i change smth accidentially when scrolling down through settings) my bad

250
I've deleted all objects except one with materials causing this bug, metal with glossy ~ 0.90 and glass with refr glossy ~0.95
https://www.dropbox.com/s/0v452jdhvwdt729/Bugrep.zip?dl=0
enviro hdri loaded as CoronaBitmap in "Single map" slot in scene settings but it is the same for multiple maps connected to LightMix and for maps in 3ds max environment tab

251
I have noticed this issue after installing Corona 4 Release version, when i create simple metal (or mirror-like) material with ior 23-999 and glossiness between 0.7-0.99, rendering models with material applied becomes weird and slow, its happens both for IR and Production rendering in all complex scenes no matter of lighting, with hdri or simple Coronalights, caustics on and off, with new lightsolver on/off, the only thing that helped me is a fresh scene with one sphere in it) then it is rendered well.

I attach screenshots of comparison between the 5th and 25th pass
I want to upload GIF but it is too big)

3ds max 2018
Windows 10
Xeon E5-2683 v3
32 GB RAM

252
Hello, I have noticed, when I setup my material using for example 3 maps like diffuse, refgloss and normalbump and when I want to use triplanar projection i have to setup triplanar map, then copy it 3 times and spend some time connecting pins.
And every time I want to change and tweak triplanar projection i need to do it again, copying 3 times and connecting pins, considering that we cant see triplanar changes in the viewport and have to use IR, all that stuff becomes really annoying.
What if we could use multiple inputs  in CoronaTriplanar map  and multiple outputs for every texture we want to use with triplanar(choosing desired amount) or maybe CoronaTriplanarModifier with selectable desired UV channel. It will be great! I am not doing "photoshop-hypothetical" screenshots because it seems  that everything is clear.

253
With 2 latest dailies (2019-05-15 and 2019-05-22) getting Max crashes in the moment when VFB is opening. Not always, but pretty often. Maybe it's connected with "◦The “Show VFB” button in render settings now opens the Corona VFB with correct resolution and render regions even before first render was started" feature?
Hi,

Do you have some specific scenes that this is happening with?
Could you also provide me with the specification of your computer and operating system?

Thanks,

Rowan

Hi
Tested RC1 hoping not to see this problem again, unfortunately it's still there.  But now I can tell more about how it happens.
It's not connected with some certain scene, it happens every time I press Show VFB (button or keyboard shortcut) after docked to viewport IR been used. VFB is appearing with black picture field for a second and Max is crashing.

Windows 10 Pro, Dual Xeon E5-2660, 64GB of RAM, GeForce GTX 1060 6GB

And here is minidump


I have a similar problem, 3dmax crashes at the start of the render when opening a VFB in random scenes without reason
Windows 10 Pro, Xeon E5-2683v3 OC to 3.1 Ghz, 32GB of RAM, GeForce GTX 980Ti

254
I have some strange issue, I cant remember whether it was before or not, but I drew attention to it only in the latest daily build, Interactive rendering  is updating continuously when I move the cursor around the 3dsmax window, not on scene changing, maybe I use wrong parameters or doing smth wrong idk) can u help me?

255
[Max] Bug Reporting / Re: Phoenix Fd foam
« on: 2019-05-01, 14:56:38 »
same for me

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