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Topics - GraceKellyPerfect

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So Corona Helpdesk states: "The quality of depth of field is mainly dependent on anti-aliasing (AA samples). To focus computing power more on anti-aliasing than on GI-sampling, you can decrease "GI vs. AA balance" value to about 4-8.".

Is the difference in quality only in less noise or you really get better looking Depth of Field with GI vs AA value lower than default (16)?

In 2 comparison images provided by the same article it looks to me that lowering GI vs AA to something like 4 only gets rid of noise quicker while DOF effect looks pretty much the same?

EDIT: To rephrase, does default value gets rid of jagged edges on sharp object like with lots of passes and small noise level <2% ?


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So this happens only when I use materials from Corona library and the problem is that it produces correct result in viewport (with tiling set to 1) but material preview looks like mess. On the other hand, if I simply load same material and don't touch anything with tiling it looks correct in material preview but blurry mess in viewport and render. Also when I uncheck "Use real world scale" box (I never use real world scale) tiling goes to 0.0/zero because correct tiling would be something extremely low like 0.0003 but Max doesn't allow values lower than 0,001.

Again, this only happens when I load from material from Corona library. Is there a way to load material without real world scale turned on by default because I think that is causing problems.


EDIT2: Actually it is Corona Mix map that is cauing this, and when I create new mix map with same settings it produces correct results in preview and viewport so it must be some bug with library or whatever

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Is it possible to control UV coordinates with Linear Float Controller when using Corona bitmap? When I plug Linear Float into Corona bitmap Tiling U for example it only shifts between tiling modes (Repeat tiling, mirrored tiling...) but it can't change actual tiling (numbers).

3ds Max bitmap can do this (see attached photo)

EDIT: found how to do it, use Point3 XYZ and you will be able to plug into "uvw Scale" or "uvwOffset" and there it is

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Hi, Corona MultiMap is one of my favorite maps, however I want to know would it be possible to add feature to it that would allow blending between polygons/primitives when using these two modes? If it could produce similar blending effect like blending amount under triplanar map that would be marvelous.
See attached picture, picture to the left is what we have now, picture in middle is what I m suggesting.

EDIT:oops, I meant to post this under 3ds Max feature requests

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Hello, I think it would be wonderful if Corona Sky could offer different results than perfectly clear sky. I m aware there are many ways to add clouds (corona volume mtl and similar) but I believe  Corona Sky with ability to create clouds on its own would become superior to HDRIs in almost every way. I would like to have seed option so it never gets the same results  and sliders like cloud density, type of clouds (cirrus, stratus...), size of clouds, color and similar features...

IMO this would be groundbreaking update.

Can it be done?

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[Max] I need help! / What would be reflect map over here?
« on: 2021-07-14, 23:52:27 »
Hello, new user here. I m downloading one material from quixel megascans but don't know what represents reflect map on their downlaod list (picture attached)?
Normally when I use Corona I only use bitmaps for diffuse/albedo, reflect, gloss, normal and displacement. Their download list is either missing reflect map or is it called something else over there?

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[Max] I need help! / Noob needing help with corona sky
« on: 2021-05-27, 17:43:46 »
Hello, as title suggest I m new to 3d modelling and I downloaded Corona render trial after hearing positive stuff about it. So far I have setup simple studio scene with corona lights used following tutorial  and everything turned great. Problems arise when I started using Corona Sun and Sky. I always get almost pure white screen in interactive screen and changing values hardly does anything to fix it. Tested on most basic scene with simple plane and teapot. I add corona sun and boom, there goes white bomb. Adding corona sky in enivornment map only makes scene even more white.

EDIT:I fixed it, go to render setup and then under scene tab, change scene environment from 3ds max settings to single map

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