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Messages - pdaniun

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1
Nice caustics!
The reflective/refractive effect is clearly visible on default Corona Material, skin and layered material, but is not rendered correctly on Ray Switch Material, even with the same default one plugged into every node. The Override is applied on both floor and wall.

2
[Max] Resolved Bugs / Re: Standard light and Translucency
« on: 2019-02-26, 09:57:47 »
Right. Winter break is over so let's get back to business.
Tested the scene with Path tracing, result is the same. In attachements are: screenshot of scene setup, properties for both lights and three examles of translucency in the box material.
With zero translucency the effect is identical for both lights.
With half translucency the corona light looks good, omni starts to look wrong.
With full translucency Corona Light works as expected (the "lit" side of material is on the outside) but Omni Light is totally wrong.

Corona version: 3
Full-speed, Non-debug, MaxSDK 2017
Build timestamp: Nov 21 2018 16:39:47

3
[Max] Resolved Bugs / Re: Standard light and Translucency
« on: 2019-01-09, 15:33:48 »
I was under the impression that translucency depends on the brightness of the polygon backface, not light proximity. As You can see in my example, the brightness on the inside is essentially the same.
Just to clarify, the Decay on the omni light is set to Inverse Square, starting at 5cm radius (that is the Pseudo area for calculating intensity decay for a point light)
The Corona sphere Light is set to 5cm radius. Intensity of both lights are the same, as one can see on the "walls" of the render.

So therefore, one would expect that the same intensity light hitting the inside of the box would produce the same effect on the outside, regardless of the distance from source.

4
[Max] Resolved Bugs / Standard light and Translucency
« on: 2019-01-09, 12:35:57 »
Translucency effect is not consistent between Corona Light and Standard Light, despite creating similar brightness on the "inside" part of the material.
Translucency in the blue boxes material is set to 0,5, the left light is standard Omni Light with CoronaShadows and soft shadows enabled, right light is Corona Light Sphere. The Intensity is more or less matched in both lights, but the translucent effect is much more pronounced in the Corona Light.

5
[Max] I need help! / Re: Lightmix not Showing on CXR
« on: 2018-04-26, 12:57:46 »
Hi. You have to choose the "Save All" option or Save CXR.

6
[Max] Bug Reporting / CoronaLightMtl and shadow
« on: 2018-03-27, 11:24:18 »
A shadow appears on an object illuminated by light passing trough a CoronaLightMtl with "Emit Light" off.
To reproduce:
Set up a scene with a single Corona light and a Plane object.
Put a CoronaMtl on the plane and set the Reflection to 1,0.
Create any Object between the Plane and the light so that the Object cast a shadow on the Plane.
Add a CoronaLightMtl to the Object and turn off the "Emit Light" in the CoronaLightMtl. There should be no shadow visible on the Plane.
Go back to the CoronaMtl and slide the Reflection Glossiness value to about 0,35. A shadow should start to appear on the Plane. The appearance depends on the glossiness and IOR value.

7
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-10-19, 11:42:16 »
RC9, Max 2017
Corona camera with Clipping on displays a red plane in Perspective and ortographic views, regardless of objest selection. It is not visible in Camera view.

8
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-09-22, 12:05:06 »
What 3ds Max version are you using?

I'm using Max 2017.

The general idea was to have a triplanar for easier mapping for materials where there's no inherent directionality (like silk). The rest where directionality actually matters (like wood) don't use triplanar and have to be mapped explicitly.

Ah, I see. That results in UVW Mapping scaling the pattern, in case of silk, whlist bump mapping remains the same. Nice :-)

9
[Max] Daily Builds / Re: Daily Builds 1.7
« on: 2017-09-22, 10:47:45 »
There seems to be no preview for clipping planes in the CoronaCamera and no DOF preview.

The MatLlib materials are nor consistent in mapping scale type - Real-world or Tiled. Some maps are simply tiled, others are mapped with Triplanar Map, forcing real scale mapping. For example the Fabric Silk Damask has two at the same type - Tiled for Diffuse and Reflection, Triplanar for Bump.

Still no denoising of Unassigned LightMix elements.

Otherwise - GREAT WORK GUYS! WOW! AMAZING! LOVE! PEACE! ...drugs and Rock and Roll :-)

10
And now... Photoshop plugin! :-) Yes?

11
The material in Global volume Material slot does not respect Camera clipping. Attached are two images to illustrate this. First image is without clipping, light rays are visible from each light. The second image is clipped in camera settings up to the far wall of the room, light rays are still visible between the camera and clipping plane. This affects both Physical and Standard max camera.

12
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2017-01-30, 09:55:58 »
On the latest build, when "clear VFB inbetween renders" is OFF and denoiser is activated, the last rendered image remains while re-rendering. What i get is a blended image from previous render and current render until the rendering stops and the denoiser executes again. Bug?

Definitely a bug,  looks like this:

13
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-12-07, 10:37:42 »
Triplanar Map looks good, takes a bit longer to render, might mean a lot longer if many maps are used in a scene.
The bump map channel seems also smoother with Triplanar than UVW.
See attachments with a quick comparison, UVW in box mode with real world map size VS. Triplanar with scale to match UVW modifier.

14
[Max] Daily Builds / Re: Daily Builds 1.6
« on: 2016-11-19, 21:02:36 »
CoronaRenderer.CoronaFp.startInteractive() - works great, thanks.
But CoronaRenderer.CoronaFp.showVfb() - throws an error (expected 1 got 0), so how do I make a button that shows the VFB?

15
[Max] I need help! / Re: EXR default values
« on: 2016-11-17, 16:28:50 »
Affinity Beta is making waves i see. I had the same problem with alpha applied to every layer in exr file. I asked on the Affinity forum and it turns out that alpha is applied, if present. There is no option of saving it separately, like with OpenEXR or ArionFX plugin offers in Photoshop.
Turns out I've been saving my files wrongly for years, using RGBA, instead of RGB. But without it one must remember to add Alpha as render element.

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