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Messages - maru

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1
There are two issues here:
1 - The path to CIE is wrong in the script - this will be fixed and the file will be updated in the Help Center
2 - The 33 files limit. I tried it and got a 59 files limit. After consulting with ChatGPT, it turns out there is a limit of characters that can be ran as a single command, and the current .bat script used to hit that limit. The exact number of processed files would depend on your filenames length. After torturing ChatGPT for some more time, I got a working PowerShell script which overcomes the character limit. Simply run the .bat file from the attached archive. It will think for a while and then spit out all the processed files. It may seems slow at first, but I don't think it is.

2
[Max] Bug Reporting / Re: Loading CoronaBitmap Sequence
« on: Yesterday at 15:42:25 »
Unfortunately, Corona Bitmap can't open IFL files. This is reported to our dev team as (Report ID=CMAX-322).

3
There is no gamma override when using the OCIO workflow. :)
I guess the normal map was originally loaded with OCIO/ACES applied and this caused the issue.

4
[C4D] General Discussion / Re: ACES 2 ?
« on: Yesterday at 13:56:15 »
Not yet sure if it will be added or not (my guess is yes), but my personal gripe with it is that in the online examples it seems to make all bright things appear dull gray. Llike the sky, but not only that. Not sure if this kind of look would be appreciated in archviz out of the box.

5
Ok, hopefully this is the final solution to the brightness differences:

Please revert all the changes in normals filtering, or any other advise I shared before. It shouldn't affect the issue.

Reload the texture you are using for your normals, but in the 3ds Max "Select Bitmap" dialog click on the "data image" button and only then open it. This will load the texture in "raw" mode and it should appear correctly, with no brightness variations. You may need to change the settings in your Corona Normal so that the shading is correct. For example, you may need to disable the "add gamma to input" option. I always test this by applying the normal to some simple object and placing a strong light next to it, to see if the shading is ok.

My understanding is that the colors of the normal map were not interpreted correctly and instead of "generally facing upwards" it would render as "generally facing a specific direction", which resulted in shading differences when it was rotated. So this is yet another fun exercise thanks to the 3ds Max color management.

PS. in the attached images Mapping Randomizer blending is set to 0, that's why tiles are visible.

6
Nice! Perhaps this is something we could improve. I'll check with the devs.

7
You can try one more thing: turn random rotation back on and change "normals filtering" to "none". Then check if there are brightness differences.
When set to the default "roughness modulation", this basically turns bump into roughness. My thinking is that when the bump texture is randomized, different tiles may end up with different roughness.

8
That's odd. If it's happening in IR only, it could be due to adaptive light solver / adaptive enviro sampler. Both can be disabled in the Development / Experimental Stuff rollout.

9
My best guess about the brightness differences is that the normal and/or displacement map could be showing more of a single specific direction so that light interacts with it differently depending on the angle. Something like "drawing" with your finger on a plush material.

As to the mushy lines, are you using the "high quality blending" option in the Mapping Randomizer?

10
I made a scene with a material setup similar to yours and I couldn't reproduce it. We will need an image or, even better, a scene to understand what is going on.

11
Could you share an example of those brightness differences?

12
Hi Benjamin,

We already have this behavior reported to the dev team as (Report ID=CMAX-1758). I am currently not aware of any workaround, sorry. I will look into it some more and let you know if I find anything useful.

13
[C4D] I need help! / Re: TEAM RENDERING ISSUE - PLEASE HELP!
« on: 2025-07-17, 12:56:05 »
Just to make sure, I rendered a simple scene via Team Render between a Mac (workstation) and a Threadripper and everything worked fine. No excessive RAM usage.
It seems that the problems in this thread must be caused by licensing, but no idea why that would trigger a memory error.

14
[Max] I need help! / Re: LED Strip and noise levels
« on: 2025-07-17, 09:28:12 »
Corona Lights and Corona Light Mtl should be sampled efficiently, I would not expect noise after 100 passes. Could you share an image or the scene itself? Here or over at https://support.chaos.com/hc/en-us/requests/new

15
[Max] I need help! / Re: LED Strip and noise levels
« on: 2025-07-16, 16:59:52 »
Depends where the noise is coming from. Is it from direct lighting? Or some bounced light? Maybe there is a reflective surface somewhere close to the lights?

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