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#1. Corona colour correct is not linear, if you want to get the same result as with invert in Max's bitmap or output nodes, then you can use curve adjustments in CCC.

Good answer thank you, i did not know that.

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#2. If you want metal, then switch Corona physical to metal node. 2-3 IOR is not metal.

I think you slightly misunderstood my intent. Im saying that to match the coronaPhysical metal in this material material with a physical material i have to set the physical material IOR to 2.5-3. Coronas metal mode locks the IOR of course, which is physically incorrect anyway because metal ior has a fairly broad range range and absolutely cannot be defined by a single arbitrary number. I would hope this is something that gets changed in future so we can get physically correct metals.

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#3. what denoising you are using and what image filtering. If that's Corona HQ denoiser, then filtering also should be set to HQ, otherwise it will severely underperform. I didn't notice dependency on material type, but maybe that's because i almost exclusively use Corona physical.

Its the Nvidia GPU denoiser in IR. It just seems to handle the physical materials faster for whatever reason.

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Same here, camera doesn't sync. C4DR26 running on MacBook Pro i9
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[Max] I need help! / Re: mapping help
« Last post by romullus on Yesterday at 22:37:59 »
Should not happen, but it's 3ds Max - expect unexpected :]
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No such issues here. Camera works in sync both ways and Cosmos asset textures are just fine.

What specifically seems to be off? Care to describe steps to reproduce and post your specs...
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[Max] I need help! / Re: mapping help
« Last post by Erich on Yesterday at 21:20:19 »
Hey Romullus. I am able to see the maps in the viewport now. I had to turn on "Show shaded materials in viewport" in the material editor once again (initially, I assumed it was still on, but when I checked it again, it was turned off).

But one thing I am noticing is when I activate "Show shaded materials in viewport" in the material editor, for a specific material (by selecting the material and clicking the button), then select another material, and then go back to the first material, the button has switched back to off! It seems like it doesn't stay enabled after I click on something else. Is this normal behavior, or is there a way to keep it on?
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[Max] General Discussion / Re: Corona DR + deadline problem
« Last post by Olivernov on Yesterday at 21:09:32 »
Hi,

any news on Deadline and Corona DR ? it looks like the latest version supported is Corona 7 DR server.
It would be good to be able to manage Corona DR as well as regular jobs launched from Max.

A scenario could be that once there is only one worker left with a single job to render, then all the other available workers would help with their DR.
Sounds natural, and obvious, but it is even possible in Deadline ?

How do you do to workaround that issue. Being sure that no worker are doing nothing, like in real life ;)


Best,
Olivr
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[Max] I need help! / Re: mapping help
« Last post by Erich on Yesterday at 20:28:00 »
I think you might be confusing map channels with material IDs. They are not the same! I think you're not seeing anything in the viewport because your bottle has no map 2 channel. Simply add another UVW map modifier and set its channel to 2, then you start seeing something and adjust things as you need.

Hey Romullus. Thanks for clarifying that. I added another UVW map and set the Map channel to 2, but I am still not seeing any materials in the viewport. I have attached a screenshot....
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[Max] I need help! / Re: mapping help
« Last post by romullus on Yesterday at 20:02:11 »
Material IDs can be really useful in your scene too, but first you need to address map channel issue, otherwise you will not be able to advance anywhere.
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[Max] I need help! / Re: mapping help
« Last post by romullus on Yesterday at 20:00:20 »
I think you might be confusing map channels with material IDs. They are not the same! I think you're not seeing anything in the viewport because your bottle has no map 2 channel. Simply add another UVW map modifier and set its channel to 2, then you start seeing something and adjust things as you need.
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[Max] I need help! / Re: mapping help
« Last post by Erich on Yesterday at 19:52:26 »
Sorry, i don't have much time to decipher your scene at the moment, i just took brief glimpse at it and noticed that your label mask is set to 2nd map channel, but your bottle has only one map channel, so the label is unmapped and can't work correctly. You need either set the texture to the channel that exists (channel 1 in your case), or create 2nd map channel on the bottle. Hope that helps.

Hey Romullus. I completely understand that you have little time to devout to my situation, but I so appreciate any time you are able to provide. Thank you so very much! :)

Thanks for letting me know about the map channels. I did not know about that. So I think what you are saying I need to do, is to select the polygons on the bottle where the label is to be located and assign them a map channel of 2. I tried to do that, but for some reason, I cannot see the displacement mapping in the 3ds max viewport. I need to see the material in the viewport to be able to select the correct polygons for the label. I have tried to turn on both "Shaded materials with maps" and Realistic Materials with Maps" but neither of these show anything at all. I also have turned on "Show shaded materials in viewport" in the material editor but that didn't help either. I don't know if this is a 3ds Max problem or a Corona problem.

If you have any thoughts about this, I would greatly appreciate your help once again.
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