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 - maru

Pages: [1] 2 3 ... 713
I am still interested in seeing examples of:
- materials that are using IOR textures
- how materials with IOR textures are exported from various commonly used apps - what format are they exported to, what is their bit depth
As for materials with reflection color or IOR textures, basically anything with varying reflection amount on its surface:

- wood
- any sort of stone and minerals (with the exception of those polished for high gloss maybe)
- concrete, especially when mixed with additional stones or gravel etc
- skin (tiny sweat droplets etc)
- metals - almost any metal that's been touched/used will feature oxidation, impurities or stains etc that will result in varying reflection levels
- manmade surfaces that have seen any usage

The more I think about it, the more I'm convinced that almost everything will display varying reflection level. Absolute perfection will look artificial... an exception would be a water surface, maybe :D

Thanks a lot. These examples are awesome. Some of them really opened my eyes. Just a few ideas, of course without discrediting your list:
- some of these effects could be achieved by using Layered Mtl with masks (mixing two or more different Physical Mtls)
- metal with oxidation - could be done with a metalness texture rather than IOR? (maybe?)
- some things (maybe skin with sweat) could be done with uniform IOR and a roughness map rather than IOR map

But even with that said, yes, I see the point.

The question now is:
If you were to create such materials with varying IOR - how would you do it? Procedural textures in 3ds Max? Some textures generated with 3rd party apps? If they were bitmaps, what file format and bit depth would you use?
What would be the simplest, most ideal solution for you?

[Max] I need help! / Re: massive issur with masks
« on: Today at 10:28:51 »
Yes, as Romullus hinted, the solution is to disable the mask propagation option for all diffuse materials, possibly using the script mentioned in this comment:

Let us know if you need any further help!

Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.

I think that script should be in corona converter =)

That is actually not a bad idea. :)

(Internal ID=494874855)

This is actually a 3ds Max feature:
- Stop button stops the current process and proceeds with the next steps (e.g. denoising, saving the file, going to the next frame)
- Cancel button stops the current process and cancels any next steps (e.g. no denoising is applied, the file is not saved, no next frame is being rendered)

[Max] I need help! / Re: Color correction techniques
« on: Yesterday at 09:25:38 »
Noted. We will do our best to cover this feature in our help docs and also to explain the new features coming in the newest versions of Corona.

I am still interested in seeing examples of:
- materials that are using IOR textures
- how materials with IOR textures are exported from various commonly used apps - what format are they exported to, what is their bit depth


Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.

Thanks for your affords, material tree looks better now. But I've got pretty different visual results comparing pictures with original materials rendered by Vray3.7 and converted ones rendered by Corona Renderer V7 RC1.

I have some notes regarding your comparisons:
- they actually look similar (but if it could be even better - we are definitely interested in improving)
- you are comparing two scenes with completely different lighting - there are strong reflections visible on the leaves in the Corona version, but also the overall lighting is different - for example you can see the effect of sunlight on the branches too in the Corona version, but in the V-Ray version there is uniform illumination coming only from the sky - the branches are much darker)
- V-Ray 3.7 is a very old version, I am not sure if we can do proper conversion from it

If you can send this problematic scene to us, that would be perfect.

Despite being a non-developer, I am breaking the silence! :)

Please check this video, I hope it clearly explains the behavior we are observing here:

It's not a bug, it's a feature. ;)

What you see is the effect of mask propagation option.
Please see:

If the objects that you see in the masks are not refractive or reflective, most likely this is the reason:
You will notice reflectivity in masks when propagation of masks is set to "Always" for a material that has no reflection or refraction. Preferably, the "Always" option should be used for materials that need both reflective and refractive propagation of masks.

To "fix" it, you can use the script which is attached at the very bottom of the page. It will disable the propagation option for all scene materials:

we still have an open question - why increasing texture brightness starts to work as an invert for IOR
texture through color correction with RGB 500 - works correctly
texture through color correction with RGB 700 - starts to work as inverted. why?
Why does increasing the brightness of the bitmap change the reflection value of the IOR to inverted?

Most likely, this is happening exactly because of what I explained in my previous posts:
- if the value is above 1, it is directly applied as IOR (e.g. value 1.5 = IOR 1.5)
- if the value is below 1, it is converted into 1/IOR (e.g. value 0.5 = 1/0.5 = 2)

But to make sure, it would be great to check the specific scene that you are using. Could you please send it to us? The uploader is in my signature below.
Thanks in advance!

I will be sure to look into this myself and in case of any doubts discuss this with the other teams.

[C4D] General Discussion / Re: Scan Laser
« on: 2021-06-17, 15:29:03 »
3ds Max user here so no specific help from me, but I would try with the Distance Shader:

When starting a rendering with an animated camera that moves on each frame, if i want to cancel the rendering for instance on frame 2, the rendering still goes on with the other frames (tried to cancel de rendering in the vfb, and then also in the max-render window)

Any hints ?

Are you using the "Cancel" or "Stop" button? What you described is expected when using the "Stop" button.

Hello Guys i've been testing this version and i had trouble with the corona converter, ┬┐am i the only one or is this a common bug in this version?

when i hit the corona renderer to convert a vray asset, it doesn't work at all, i tried a fiew times and nothing, i had to rework material by material, anyone with this problem?[/font]

Could you send us any scene where this is happening? The uploader is in my forum signature. Thanks in advance!

Are you getting any error messages from Corona whatsoever? This sounds like a gamma issue. Please see:

It could be something very different, but as Tom said, we would need more info - ideally the images showing the issue, which exact Corona version this is, Max version, and any other details you can provide.

Pages: [1] 2 3 ... 713