Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dj_buckley

Pages: 1 [2] 3 4 ... 59
16
[Max] I need help! / Corona Slicer
« on: 2024-03-03, 14:30:24 »
How do I get Corona Slicer to do the opposite of what it's doing in my attached screenshot?  i.e. keep the inside bit and slice away the outside bit.

I'm trying to replicate the setup here done with Vray Clipper (14 mins) and clip a Phoenix Ocean Mesh to to specific shape

17
Here is one test, Corona 11 HF1. The scene looks fairly simple, but it has lots of objects and takes over 20 GB while rendering.
The one with black direct override actually rendered a bit faster. Other than that, the stats are almost the same (rays/s).

What's it like using noise threshold instead?  Also 20GB is small :)  The example I posted used over 120GB

Also could it be the massively overexposed sky causing the other one to render slower?

18
[Max] Bug Reporting / Re: MtlOverride - Preserve Glass
« on: 2024-02-21, 11:36:20 »
I think nested material override exclusion is not supported, it may work e.g. for Multi/Sub-object but not for Blend or Rayswitch.

This will be more like a feature request for material override exclusion to support possible nesting.
In your case, I think it is much easier to simply select objects with Select material and just exclude them by adding to the list.

Normally yes, but in this instance the glass is attached to the window frame geometry and it's not practical to detach it all first.  I can work around it, it's all good.  But let's add it as a feature request

19
[Max] Bug Reporting / MtlOverride - Preserve Glass
« on: 2024-02-20, 18:37:01 »
See screenshot.

My glass material 'Glazing' is respected by the 'Preserve' feature usually, but if, for example, i put it inside a Ray Switch then the Mtl Override no longer displays it as Glass despite them all just being instances of each other

20
[Max] I need help! / Re: "Thin Shell"
« on: 2024-02-19, 14:19:34 »
I mean in the very material (CoronaPhysicalMtl or CoronaLegacyMtl) itself:
Base level 1.0, base color white, refraction 1.0, roughness 0.0, thin shell enabled.

Just tested this and it makes zero difference.  The only thing that makes a difference is the IOR.

Base Level 1, Base Colour White, Refraction 1, Roughness 0, Thin Shell, IOR 1.52 = darker scene

Base Level 0, Base Colour White, Refraction 1, Roughness 0, Thin Shell, IOR 1.52 = same as previous

Base Level 1, Base Colour White, Refraction 1, Roughness 0, Thin Shell, IOR 1.00 = brighter scene

Base Level 0, Base Colour White, Refraction 1, Roughness 0, Thin Shell, IOR 1.00 = same as previous

21
[Max] I need help! / Re: "Thin Shell"
« on: 2024-02-19, 09:56:48 »
This way the base layer may still have effect, this is how physical material (and probably the physical phenomenon too) works.
If you put the base layer to full white, it should be as if it was hidden. Give it a try.

Do you mean in my Rayswitch example?

22
[Max] I need help! / Re: "Thin Shell"
« on: 2024-02-19, 00:32:50 »
Yup - as I say, it's a super basic shader.  There isn't even a refraction colour in the Physical Material.  As I say it could be working as expected.  I'm just trying to clarify.  I guess the issue with physically reducing the IOR to 1 would be the reflection strength, so assuming I don't want the 'darkening' I can get around it using RaySwitch and just set IOR to 1 in the GI slot version of the material.

23
[Max] I need help! / "Thin Shell"
« on: 2024-02-18, 21:48:02 »
If I've got some window glass setup as 'thin shell' should the glass block light at all?  I was always under the impression it stops the objects being refractive (the equivalent of ior 1) and from casting shadows/blocking light as the light is now passing straight through and not being refracted.  Now I think my understanding is wrong.  I'm just testing an interior scene and when hiding the glass the brightness of the whole interior increases quite a lot.

It's a super basic shader.  0 diffuse, thin shell, 1 refract. 1.52 ior.

A bit more testing and leaving Thin Shell ticked but changing the IOR to 1, I get the same result as if I'd hidden the glass.  So what exactly does 'thin shell' do.  Does it simply stop light rays bending?

24
[Max] General Discussion / Re: Camera Film width setting
« on: 2024-02-16, 10:40:24 »
I'm correct in thinking you also need to change it when camera matching to a backplate shot in portrait mode?

For example my camera sensor D810 - is 35.9mm x 24mm.

So when I'm matching to a landscape shot I pretty much leave it at 36mm, but if I'm matching to a portrait shot then I'd change it to 24mm

26
If a texture has white in it, then I need to darken the whole texture. Right?
But why should I darken the texture that has white in it, together with all the other colors in the texture, and not all other textures in the scene, that don't have such bright colors,  at the same rate?

This is a mine field. 


"But why should I darken the texture that has white in it, together with all the other colors in the texture"

If a texture contains white as a value of 255,255,255 then it's just wrong and all of the other colours in that texture are likely to be the wrong values relative to the white.  But simply put white whites at 255,255,255 is wrong.  So it's easy for these 'guides' to highlight that.  Same with black, although I personally think that black PBR standard of "30-50" is also wrong.  But I'm no expert.  Far from it in fact so who am I to say.  So take the rest of what I say with a pinch of salt.

Check out Martins article here for more info on 'blacks' - https://www.racoon-artworks.de/blog_PBRfromrulestomeasurements.php


"and not all other textures in the scene, that don't have such bright colors"

As far as the 'other textures' go that are full of mid-range values, who knows.  That's for you to decide (or verify).


"At the same rate"

Not all textures are made equal, I'm assuming you grab textures from various different sources and each creator will have their own workflows and processes to capture said textures, who knows if they're all done to the same "standards" or any standards at all.  So you might have two textures from two different sources and they might both be wrong.  But they might not both be wrong to the same degree relative to each other, if that makes sense.


In my opinion, following a 'strict' PBR workflow is only really possible if you're creating all of your own assets from scratch.  Failing that, ideally you should be checking and correcting each and every texture to get all of your textures from all of your different sources as consistent as possible in terms of the 'correct' values.

Wanna know what I do ... make sure there are no white whites and no black blacks, then eyeball the rest.  As already mentioned, if it looks right, it is right.  When I'm creating a material, I tend to have real world references up on screen, of that material under the same or very similar lighting conditions as the lighting in my 3D scene.  I then get the overall shader looking roughly correct in terms of reflection/roughness/bump etc (I often do this with no albedo texture, just a mid desaturated red colour), and then add the albedo to the mix and tweak using CoronaColorCorrect nodes (brightness, saturation, hue) until my scene and the reference look pretty close.  Once they're pretty close then I'm happy.

I do use the Albedo render pass element as Tom suggested to check my scenes just before rendering, and if anything is red, then I consider it 'out of range', and so I tend to fire up IR and drop the diffuse level on that objects material until it's no longer red in the albedo render element and back 'in range'.  I only do this for small things though where you wouldn't really notice if their textures are really the 'correct' values or not.  And for some reason it always seems to be book covers and artwork that need fixing :)

Jumping back to strict PBR stuff - "In Range" and "Correct" are two very different things.

Hope it helps (assuming what I've written isn't absolute nonsense).


27
[Max] I need help! / Re: wxWidget Debug Error
« on: 2024-02-09, 17:29:37 »
The native one in windows called 'Remote Desktop'.

In answer to your second question.  I wouldn't know.  It's happening on one particular node and I only ever connect to that node through Remote Desktop.  It's just sat in the corner of the room with no monitor or peripherals.  I have another node that I also connect to through Remote Desktop and I've not seen the error on that node.

The problematic node is a Threadripper 3990x running Windows 11.  The other node AND my main workstation are both Intel i9's running Windows 10 if that helps.  Although I should stress I've been using this setup for years with no issues, it's only since upgrading to Corona 11 and now Corona 11 Hotfix 1 that I've started encountering the issue.

28
[Max] I need help! / Re: wxWidget Debug Error
« on: 2024-02-09, 15:11:34 »
If you could send us any random scene where this consistently happens to you

That's the problem, it's not consistent - it's random.

I use Remote Desktop yes.

29
[Max] Feature Requests / Re: Tone mapping - Grouping
« on: 2024-02-07, 14:41:12 »
+1 would save a tonne of clicks for testing different setups.

30
You can use Corona converter to quickly convert standard 3ds Max bitmaps to CoronaBitmaps.

Does this now work safely with all image formats?  There were issues previously with tiff files

Pages: 1 [2] 3 4 ... 59