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Topics - James

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[Max] I need help! / Dr from File - Resolved name?
« on: 2018-08-14, 10:23:58 »
When using a text file to specify the Dr slaves ip addresses - is there a way to have it read the resolved name of the dr machine as well?

I'd prefer to use the from file option because search lan can be a bit hit and miss sometimes, no picking up all of the active slaves. But when when the file just has the Ip addresses in it you lose the convienience of having the resolved name column filed in for each ip address

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[Max] Resolved Bugs / Corona Colour Picker & Object Color
« on: 2018-02-22, 18:14:00 »
Just noticed that I cant change the wirecolor of an object when I have the Corona Improved Color Picker active.

It will change the color to any of the default (basic) colors, but wont change the color when you try to use the 'current color' or any of the 'custom colors'. Switch back to default picker and these work.

3dsmax 2016 & Dailybuild 16 Jan

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Not sure what I'm seeing here, but the scenario was - using maps in the reflection glossiness of a mirror material (for very delicate fingerprints/scratches etc) was causing the reflections of opaque lights in the scene to reflect as hard spheres/shape of the light itself. But a pure mirror material worked ok.

So to try and work out what was going on - in the simple scene here theres a single sphere light inside the opaque glass light. Mirror on the left is a pure simple mirror material (fresnel 999, reflection @ 1.0 & 1.0). Mirror on the right is the exact same material but with the reflection glossiness set to 0.99.

Causes the the sphere light to reflect with a hard edge and even with a faint halo around it.

Am I doing something wrong here?, Cant see that I am, but as it is I cant see a way of adding very fine maps to the reflection glossiness without causing this issue to happen.

Using Dailybuild Jan 16 (Afraid I cant test on a dif version right now - no admin rights on this PC)

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When using a texturemap with a Coronalight Material the intensity value carries through to the viewport. i.e. if my light material is set to 5+ then the viewport texture is just whited out. It gets a bit tiresome to be setting the intensity back to 0 everytime I want to map something different (client changing mind  or trying different images etc). Also leads to the possibility of mistakes - where the intensity has been accidentally left at 0 and not put back to say 35 or whatever it was before.

Would it be possible to add a checkbox for a 'viewport behaves as intensity = 0' override. so that the intensity value can be left at its proper number and uv mapping can be done quicker without having to change the intensity up and down everytime.

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Tried searching but couldn't find anything.

Is it possible to allow the noise level in the stats of the framebuffer to display more than 1 decimal place when the noise gets down to 0.0% ? . for example once it gets below 0.1% can it start reading 0.009% and below rather than just getting stuck reading 0.0%.

I say this because a new scene I'm working on quickly got down to 0.0% noise after around 100 passes, but after being left for 500 passes its much cleaner but still reads 0.0%.

Not a problem if you're sat at the computer, but when using teamviewer to check on a render its impossible to judge the noise visually and the noise level readout can't be relied on when its already down to 0.0%




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Gallery / Morning Walk
« on: 2017-01-05, 16:02:33 »
This is an image done during some sparetime. For me personally it was an excuse to get back into using Corona after a couple of years of having to use Vray. I've basically gone from Corona A7 > Vray 3.3-Vray 3.4> to Corona 1.5  so there are a lot of new features I've not managed to keep up to date with properly.

Simple concept - I wanted to try out Megascans materials and objects for the first time and include some dogs (they're old low poly models, but I couldn't find any newer high polys that were running). So the story was a man walking back to his house in the woods after the morning walk with the dogs.

Rendered at 4k on a single workstation with 32gb of ram. Nearly everything has displacement, there's global fog, DOF & all trees/leaves etc scattered with CoronaScatter. It feels like you can chuck anythign at Corona and the only limiting factor is amount of ram available.

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Hi Congrats and many thanks for all your hard work on Corona. I had been using the alpha version in my previous job for the last year, unfortunately in my new job I'm having to use Vray again. It feels like Ive gone back to the stone age....... but anyway.

After installing the new V1.0 demo. I had a play in a brand new max 2015 file, not problems, all lovely.

But when I tried opening a project from work, created in max 2014 and setup in Vray 3.10, I used the coronaconverter, but when trying to render - Corona will only render in the native max VFB (its doesnt pop up automatically, but it does begin rendering in it). The corona vfb doesnt activate at all. and using the 'show VFB button' in Corona's settings only brings up the Native Max VFB as well.

Edit: P.S. The VFB type is definately set to 'CoronaVFB' on the system tab. I've tried swapping this drop down around etc, but without any luck. It just wont use the CoronaVFB for me on the converted scene.

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