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Messages - maru

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31
Have you tried with V7 daily builds? One of the improvements (asynchronous texture loading) should help with this exact issue.

32
yes

why ? How do you set up a material that is quite very reflective (but non glossy), and still not mirror ?

usually, i would have set the IOR to a higher value, but maybe i'm wrong ?

The reason is that in real life there are almost no non-metal materials that would have IOR over 3. There are some weird chemical substances that do have it, but it is very unlikely that they would be rendered.
If a material has higher IOR, it means it's a metal and there is a selector for this in the Physical Mtl.

33
[Max] I need help! / Re: Settings with MaxScript
« on: 2021-06-22, 17:07:32 »
Please see:

Corona and maxscript wiki - https://wiki.corona-renderer.com/maxscript
There are simple examples scripts at the bottom of the page.

And also this might help:
https://forum.corona-renderer.com/index.php?topic=30946.0

Feel free to edit the above script and use any parts of it (according to the included license).

34
[Max] I need help! / Re: Terrain vertex painting
« on: 2021-06-22, 17:04:56 »
So you have a single object (like a ground plane) and you want to paint vertex color masks on it, and then apply a different material to each mask?
I am sure we can help with that, but if you wish to create scene features such as grass, stones, leaves, then maybe using scattering systems would be better than just applying different textures?

35
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.

Thanks Maru.

But the difference in areas marked by you on pictures unfortunately is matter of texture conversion too. Here is the same Vray scene picture and the only difference here is RGB level parameter of trunk diffuse map - it's raised to 4. As you can see shadows look about the same because they are just more noticeable now.
Next question is about Converter - why converted scene looks so different? (I know, the original Vray picture looks not really nice, but it's not about the beauty of this image :))

Thanks for sending the scene, I confirm that the converted materials are significantly different. We will see if we can improve the conversion. Stay tuned...

(Report ID=CRMAX-725)

36
[C4D] General Discussion / Re: ACES color
« on: 2021-06-22, 13:21:46 »
Yes, this is planned for our new tone mapping / post processing workflow. Please just allow us more time to do it right so that everyone is happy.
Also, please note that the "secret ingredient" video is full of misinformation and just plain wrong. It was posted and commented many times on the forum.

37
There seems to be a similar thread here: https://forum.corona-renderer.com/index.php?topic=33559.0

And same as in that one, we would need some basic info:

1) Are you able to send us this problematic scene, or a simplified version of it where the issue can be reproduced? Here is the uploader with up to 10GB hosting: https://corona-renderer.com/upload
2) Are you using proxies and are they Corona Proxy objects?
3) Which exact version of Corona, 3ds Max, and Forest are you using?

Thank you in advance!

Regarding the communication with iToo team - we will be happy to take care of that and will include users only if it's absolutely necessary. But first we need to be able to reproduce the issue.

38
Hi, I would like some basic info here:
 
1) Are you able to send us this problematic scene, or a simplified version of it where the issue can be reproduced? Here is the uploader with up to 10GB hosting: https://corona-renderer.com/upload
2) "I have some fairly high poly animated tree proxies" - just to make sure: they are Corona Proxies, right?
3) "using latest Forest pack" - could you specify which exact version it is?
4) " I'm away to post in Itoo forum as well to see if I can sort it" - if you have already started the thread with itoo, could you share the link here?

Thank you in advance!

39
Internally logged as a feature request (aerial perspective effect for HDRI enviro).

(Report ID=CRMAX-716)

40
Great! I think the size of the bubbles can be controlled with the object's properties. Check out these awesome guides with image and video examples:
1) https://docs.chaosgroup.com/display/PHX4MAX/Liquid+Foam
2) https://docs.chaosgroup.com/display/PHX4MAX/Particle+Shader+%7C+PHXFoam

41
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?

42
[Max] I need help! / Re: massive issur with masks
« on: 2021-06-19, 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:
https://forum.corona-renderer.com/index.php?topic=33550.msg186583#msg186583

Let us know if you need any further help!

43
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.

44
I think that script should be in corona converter =)

That is actually not a bad idea. :)

(Internal ID=494874855)

45
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)

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