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1
if "avoiding user mistakes" is THE strategy - was anything done about Tone Curve after this thread:
https://forum.corona-renderer.com/index.php?topic=40616.0

an updated tooltip or something?
2
Shouldn't happen, AFAIK 0 in Corona is just another valid seed, unlike in some other programs where seed 0, or -1 means random seed on each evaluation.

Splitting and moving the messages to bug reporting board.
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[Max] Bug Reporting / Re: Re: CoronaMultiMap seed spinner
« Last post by TomG on Today at 14:32:08 »
Definitely a case where a new thread would be better ;)
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Got a problem with a animation where materials with multimap changes between frames. Wanted to clarify few things without creating new topic.
My guess this happens cause seed number is set to 0, so when rendering each node just randomly uses different seed number?
If so then changing seed to something like 123456 would lock it in and material wouldn't change in between frames?
Problem happens only with objects that are animated, if it's just moving camera then materials don't shift around.
5
For what it's worth - Gamma operator lets you use lut files in Image Editor in the same manner as in every other software. just makes things simpler for the time being.
And that's already enough a reason to bring it back imo.

It looks like the Corona team is trying to protect the user from any wrong direction in postproduction, omitting the fact that some users might know exactly what they're doing or need that functionality.
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[Max] I need help! / Re: Render multiples camera matching
« Last post by Frood on Today at 12:43:36 »
That can be a good idea to have "Active camera overrides" checkbox for shadowcatcher, then it should work fine

Yes it would in this case, but there are others. If you think the above is technically possible, then a way to implement it more generally would be a (new) CameraEnvOverride map node where you just can pipe in conveniently any map into all four Corona environment slots. You would reference the corresponding camera into that node (like e.g. CoronaDistanceTexmap does) or activate a checkbox "Select camera automatically" to use the render camera - whichever it is. In this case (automatically) we would need outputs for all slots as well, one of them (presumably direct visibility override) could go to the standard max environment to drive the viewport background (option "Use Environment Background").

Sounds appealing to me at first. But I bet the obvious and straight way has been already taken: referenced maps in the Camera node. So it will work the other way round.

Even then, a generally usable CameraEnvOverride map node (now simpler), where you can get access to the active overrides is imho better than having some checkbox in a single, special material (here:CoronaShadowCatcherMtl). The output could still be used for other maps/materials (not only shadow catcher) or setting the viewport background. The hypothetical CameraEnvOverride node would need to update itself permanently to follow the overrides of the active Camera, or fallback to (Corona) scene settings if the Camera has no overrides or the view is no CoronaCamera view.
 
All in all it still does not solve some standard situations you usually have. For example, in case of Sun+Sky: how should it be handled if you have to set different time/intensity settings? You'd have to fallback to animation or 3dsMax states again.

Just a few thoughts about that idea, let's see :)


Good Luck



7
Tried the new build released today but could not open a 4Gb file. Reinstalled CR to 11 and all was fine again. The same file opened in seconds.
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[Max] I need help! / Re: Reflections on car paint
« Last post by romullus on Today at 11:59:02 »
I might be wrong, but it looks that you are using normal map for simulating the flakes, so the broken reflections kinda expected.
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[Max] I need help! / Re: mapping help
« Last post by romullus on Today at 11:54:57 »
Well of course you can author your textures in photoshop or wherever else and if you find it to be a lot easier and more flexible, then go for it. I see the situation completely opposite from you, for me procedural building of texture in 3ds Max is way more flexible and very often much faster too. If i need to adjust something, most of the time it's just a matter of moving a slider or two, or entering different numeric value instead of rebuilding texture from scratch in photoshop. And let's not forget memory savings - according to Corona report your bespoke texture takes 110 MB of RAM and my tiling texture is taking just a 770 kB (in fact i could've easily replace it with gradient ramp, so my memory footprint could have been zero). One more thing - if you would need to use this texture on different size or shape bottle, you most likely would have to rebuilt it from scratch, while with my approach, it's just a matter of adjusting some parameters and tiling, which all can be done with Corona IR running and having clear visual guidance.

I'm not forcing you to adopt my workflows, if you're more comfortable with your way of doing things, then by all means do it the way you like it and ignore my setup. After all there's many ways of doing the same thing in 3ds Max and everyone is free to chose what works for them ;]
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For what it's worth - Gamma operator lets you use lut files in Image Editor in the same manner as in every other software. just makes things simpler for the time being.
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