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Messages - James

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16
[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

17
-Appearance of refractive materials changes when reflection glossiness other than 1 is used (even if it's set to 0,999). The workaround here is to enable caustics for the refractive material.


Ah thanks, so this has fixed it. Turned on caustics in the opaque glass material.

No fakes involved like turning off casting shadows etc. That's why I built a quick test scene from scratch to see what was going on. Screenshot of the material attached.

Ok so heres the next question then. With caustics turn on it actually renders faster?? even though its always said "(slow)" - so Ive never gone near it. :-D

Rendering for 2mins. Caustics turned ON = 45 passes. Turned OFF = 35 passes

18
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)

19
[Max] I need help! / Re: Looking for this tile
« on: 2018-01-26, 17:41:13 »
The english term for these is an Encaustic Tile - only learnt that the other day myself!

20
[Max] Resolved Bugs / Re: Corona Camera
« on: 2017-11-15, 11:43:29 »
I'm seeing the same annoying red plane on some scenes, but not on others. Might be something obvious but I can't see it!

21
The problem I'm having is:

-Save CEXR from VFB.
-Open in CIE - all looks the same as in VFB (except Masking ID - see end*)
-Save from CIE to regular exrs
-Open regular exrs in photoshop with ProExr in photoshop
-Exposure is much higher in photoshop for Beauty - all other elements seem the same as in CIE
-Using an 'exposure' layer set to -1 corrects the exposure exactly when in 32bits. Then have to flatten to new layer and continue working as normal


*Also CIE applies the tone mapping to the Masking_ID element - really annoying! Cant imagine why anyone would want that? never had that happen in the VFB I don't think.


22
[Max] I need help! / Re: DR hanging after hotfix 1
« on: 2017-06-13, 14:55:30 »
I was having the exact same problem, until I realised I'd still had just 1.6 on the machine i was rendering from and 1.6.1 on the dr slaves. Could've sworn I installed the hotfix 1 but mustn't have done. So conflicting versions must b the most likely cause?

23
[Max] I need help! / Re: Masking issues in Photoshop
« on: 2017-03-23, 12:08:16 »
That's normal behavior in my experience of both vray and corona. Do you have DOF turned on?, that will make the effect worse.

You can either be more careful with your color selecting method, or refine the selection mask afterwards. Or better still, but takes more work setup, create C_masking_masks for each of your important selections. i.e. floors, lamps, walls, etc.. This gives you 3 selections per element - R.G.B then in photoshop you can go into Channels and Ctrl+click just Red or green etc... Its exactly the same as Multimattes in Vray, but much better - lots more setup options and less effort to do.

24
Off-Topic / Re: those people...
« on: 2017-03-03, 11:34:12 »
My guess is that photo will be a montage of sorts. I know its something Hufton and Crow definitely do with their images. Take multiple shots of the exact same view to capture each person(s) who walks past over minutes/hours. Then they are comped into whichever photo has the lighting they wanted. Maybe even different lightings are comped together as well. end result is a space which might only see a 2 people in shot at any one time has got 20 people in the shot who all bed in perfectly.

http://www.huftonandcrow.com/images/uploads/AL_A_MAAT_Lisbon_Visit_1_%C2%A9Hufton+Crow_033.jpg

25
[Max] I need help! / Re: abstract boxes in corona render
« on: 2017-02-28, 15:53:18 »
That's great. I've got it working now too. In 1.5.2

The trick is to set your bitmap mapping to 'planar from world xyz' then use real world scaling as Frood suggested.

Its not perfect by far, but nice to see that its possible. Would love to see this added to the Corona scatter options properly. i.e. a rollout in Cscatter object and some mapping options. Because at the moment this takes some careful fiddling to move the map around and if you ever want to move a scatter you would have to redo it all I'm guessing?...

26
[Max] I need help! / Re: abstract boxes in corona render
« on: 2017-02-27, 16:07:33 »
You can do it in Forestpack with Corona. Quite a few settings to set up, but it works great. I've used it for rugs.

http://www.ronenbekerman.com/forest-pack-texture-distribution/

I'm not sure how to do it with CoronaScatter. You can definitely drive the size/scale etc with a map just like this, but I'm not sure how you would get the colour of the texture to be transmitted through as well. I'd like to know how if its possible.


27
Awesome, that works! Thanks, I (obviously) never knew that one.

So that makes me wonder why is the color is able to affect anything when you are using the texture slot :-S ... it would make more sense if the texture was totally overriding it when in use.


28
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.

30
+1

This would be a nice addition.

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