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.

Topics - romullus

Pages: [1] 2 3 ... 18
[Max] Bug Reporting / CBitmap - environment blur issue
« on: 2023-10-10, 14:55:32 »
3ds Max 2024.1 Corona 10 HF2

If environment texture is loaded through Corona bitmap, then its filtering blur is affected by the extents of the scene. The issue is not present when environment is loaded through Max bitmap. Video and the simple scene are attached to the post.

When hide unused nodeslots is activated, an output handle is missing in Corona maps that were enhanced with multiple inputs / outputs. That makes work in slate editor unnecessarily frustrating.

[Max] Bug Reporting / Corona bitmap "view image" issue
« on: 2023-08-27, 16:02:15 »
3ds Max 2024.1, Corona 10 HF1

When image is loaded with auto gamma in Corona bitmap, it displays incorrect in view image window. Fortunately this does not affect rendering in any way, but nonetheless it poses quite significant issue in my workflow. I hope to see this fixed in V11 dailies together with other Corona bitmap issues that was introduced in 3ds Max 2024

[Max] Feature Requests / "Save defaults..." location
« on: 2023-08-06, 20:02:19 »
Please move save defaults from developments/experimental stuff rollout to systems settings window. I think it makes no sense to have it at its current location, not to mention that because of this it is impossible to save UI configuration where dev/experimental rollout would be hidden.

I don't like how with addition of multiple inputs certain Corona nodes became too fat. It would be really nice if you could make them slim again. And also additional request for corona triplanar - maybe it's worth to not show Y, Z inputs/outputs when "use map X for all axes" is selected. This would be especially useful when triplanar has more than one input/output.

[Max] Feature Requests / Fisheye projection and FOV
« on: 2023-02-13, 11:17:36 »
Please unlock FOV and focal length controls in photographic parameters rollout for fisheye projection. I understand that fisheye has its own FOV control, but it has no effect in viewport. It's quite frustrating when you switch from 50 mm perspective projection to fisheye, launch interactive rendering and realize that you can't judge picture in viewport at all, then you have to switch back to perspective, try to guess what FOV is best match to fisheye, switch back to fisheye and check if your guess was close enough. From my POV it makes little sense to have FOV and focal length greyed out in fisheye projection.

[Max] Feature Requests / Global lighting saturation toggle
« on: 2023-01-16, 14:15:24 »
When working with materials, it's important to have the lighting as close to neutral as possible, but it's not easy to do when you're working in a scene with many light sources and different light types, therefore i'd like to propose a global light desaturation switch. I think it could be located in the render setup, scene tab, next to render overrides. When activated, it would desaturate any light source, including mesh lights, HDRI, sun&sky and neutralize the scene lighting. I think many would find such override quite useful.

I sometimes orient simple plane to the camera and link it to its target, so i would have nice focal plane representation in the viewport. It helps a lot in heavier scenes, or when DOF is not shallow enough to reliably judge position of focal plane from the render. Wouldn't it be nice if we could have such feature natively in Corona camera? It would also help in cases when one wants to use focus override and the plane trick doesn't help anymore.

[Scatter] Feature Requests / Spline scatter on surface
« on: 2022-11-06, 12:11:45 »
I would love to see spline scatter mode enhanced by the option to project instances on surface. The projection could be performed in spline's local Z direction (preferably), or in world selectable direction. I imagine UI for the feature could look something like in attached screenshot. Such feature would be very useful in many practical scenarios.

Could someone with maxsript knowledge could help me and write two simple macroscripts to decrease and increase simple exposure by 0,333 EV? I never use photographic exposure and i rarely even use a camera, so one of the most disappointing thing with the new tone mapping in Corona for me, is that it became much less convenient to quickly adjust exposure with my workflow. So many clicks are needed for such a simple task :[ I figure that couple simple scripts which i could assign to keyboard shortcuts, would make my work much more convenient.

[Max] Resolved Bugs / UVW randomization issue
« on: 2022-10-20, 15:28:34 »
I tried to setup atlas texture randomization in decals, but i found that UVW randomizer gives unexpected results if decal mode is used in conjunction with mesh element mode. The setup works with either of those modes alone.

Select any UVW randomizer map in the attached scene and turn on/off mesh element mode. Watch how result is breaking when both decal and mesh element modes are on. Don't mind the missing bolts - that is by design.

P.S. i'm not sure, but i think i did similar setup in the past and there were no issues with it, so it could be that the bug is pretty recent.

[Max] Resolved Bugs / UVW randomizer and CoronaMix issue
« on: 2022-10-15, 16:54:06 »
I found that if you plug CoronaMix in to UVW randomizer, the latter will change its randomization behaviour. Watch the video for details.

[Max] I need help! / How to add alpha to EXR
« on: 2022-10-12, 16:48:50 »
I have few photo-light exr which have black border. It looks bad in reflections, so i figured out that i could make opacity map, so the border become invisible in render. I painted mask in Affinity Photo, saved the file as exr with alpha channel and loaded it in Corona light material. It kinda works, but the problem is, that as soon as i enable opacity, the exr in light material becomes much more contrasty and significantly brighter. If i save opacity map as separate 8bit file and load it into light material's opacity slot, then it works perfectly and doesn't affect contrast, nor brightness. The problem with this method is, that now i have 2 separate files and i don't like it for several reasons. Now the question - am i doing something wrong in how i author and save exr with alpha, or it's Corona that handles that alpha channel incorrectly?

Pages: [1] 2 3 ... 18