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Messages - lupaz

Pages: 1 ... 54 55 [56] 57 58 ... 64
826
[Max] I need help! / Re: Refraction depth?
« on: 2018-02-02, 22:50:56 »
I think those black bits are driven by your scattering colour. Try changing the the scatter colour to something closer to your absorption colour.

You're right. Thanks.
I need to turn on scattering in order to have color on those areas.

827
[Max] I need help! / Re: Refraction depth?
« on: 2018-02-02, 22:00:41 »
Thank you Tom!

Yes, as you said, it looks like it's due to small absorption distances.
On your scene, removing the refraction tint (setting it to pure refraction), and lowering the absorption amount till I get the color I want, gives the attached result.

Not that your suggestion is not good enough, but it seems to be a workaround to an actual problem. No?
I tested the scene on another render engine and this doesn't happen, no matter the absorption distance.


828
[Max] I need help! / Re: Refraction depth?
« on: 2018-02-02, 16:51:59 »
Thanks.
None of those two things seem to be working.

It's easy to replicate. Here there's a box in a new scene. It has absorption 2cm and a procedural noise map in bump.

It doesn't look right, no?




829
[Max] I need help! / Refraction depth?
« on: 2018-02-02, 00:05:17 »
Hi there,

Is there a parameter for refraction depth? (maximum depth for refraction on a specific material)

I'm having very dark pixels on glass that has a strong bump on it.
I tried displacement but was the same.

I suspect that has to do with the number of rays allowed for refraction.

The glass has green absorption with Distance 1".

Any other ideas?

Thank you!

830
[Max] I need help! / Re: Motion blur on mapping
« on: 2018-01-26, 21:58:39 »
Nice tutorial! Thanks buddy.


831
[Max] I need help! / Motion blur on mapping
« on: 2018-01-26, 19:26:48 »
Hello,

Is it possible to use motion blur for a moving UVWMap?
At the moment I couldn't make it work.

Using Corona 1.6
3DS Max 2016.

Thank you.

832
Yes! Thank you. That is exactly it.

834
[Scatter] I need help! / Overall mapping for scatter object
« on: 2018-01-05, 21:11:21 »
Hello,

Is there a way to apply a texture that covers all the instances in a Corona Scatter object (random distribution)?
For example, on a surface with grass objects, applying a texture to the field that contains the grass.

Thanks!

835
Off-Topic / Re: Structurising a texture library
« on: 2017-12-21, 00:29:18 »
Thanks! I didn’t know about comnecter either

836
Hardware / Re: Did you keep your ryzen overclocked?
« on: 2017-12-19, 15:16:15 »
Hi Juraj.

You weren't advising against it.
You said something like CPU rendering shouldn't be noisy if things are done right.

Yes, I think for just a 10% it would've been better not to OC in the first place.
There were people saying it was stupid not to overclock being so easy, but...not worth it.

837
Hardware / Did you keep your ryzen overclocked?
« on: 2017-12-18, 16:09:36 »
Hi all,

After reading a comment by Juraj on another thread, I decided to remove the overclocking I've done to my ryzen 1800.

My fan had to go too fast and the noise was distracting.

I was wondering if you guys noticed a real world, everyday difference in performance between OC and not.

I do, but I'm not sure if it's auto suggestive.

Thanks.

838
Thank you Proh.
It does help. How about the way Corona handles it?

Maru, I have two deadlines coming soon, so I thought you guys probably know this already and it saves me testing time.
You know the code mechanisms to be able to tell what way in theory it should behave.
I know your comment was with good intentions though.


839
I understand that the number of polygons affects the calculations that any render engine does.

Is there extra calculations if the polygons are in separate objects in 3ds max?

For example, does a scene with 1 million objects with 10 polygons each equals one object with 10 million polygons for the render engine in 3ds max?

Thanks!

840
[Max] Bug Reporting / Re: Is 1.6 slower than 1.5 ?
« on: 2017-12-14, 14:57:16 »
Got it.
Thanks.

In the office they're using 1.6 hotfix 3.
With a heavy scene, the subsampling was very annoying, because it was erasing the vfb with every move. I lowered the subsampling to 1 and it's the sweet spot.



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