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Messages - GeorgeK

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796
[Max] I need help! / Re: Noise reflection in mirror
« on: 2019-11-18, 08:41:43 »
Material setup is as simle as I could make it. Only added AO to mirror for better corner visibility. But tha does not affect the noise reflection.
Plus by glass partition I meant the physical glass wall dividing shower and the rest of the room :-).

Thanks for the images, great actually everything seems in order. Some things to consider

  • For starters, did you render with IR these images or production rendering? Also are you using NVIDIA AI denoiser (if it's production render)? If yes, try removing denoising altogether.
  • Secondly, please try and alter your UHD Precision to 10,0+, see if the issue persists (consider saving the UHD cache into a file, so that you'll avoid the precalculations). Try ticking the Animation/Flicker free option for your UHD cache without altering your precision values (this should remove the artifacts).
  • Alternatively use pathtracing / pathtracing and again see if the issue is still there (it will solve your issue but impact your rendertimes). After considering the above please tell me if the issue persists.

797
First you need a nice anodized map or one created by procedural means but a bit it's more complicated. Then you could play with imperfections on a round edge bump shader, along with anisotropy for your reflections. It's not so hard to achieve this, and do even better frankly.

Try out the above and share some results with us.

798
[Max] I need help! / Re: Noise reflection in mirror
« on: 2019-11-16, 07:31:55 »
can you please share your material setup of the frosted glass and the mirror?

by glass partition you meant dispersion?

799
[Max] General Discussion / Re: Problem IR Corona 5
« on: 2019-11-15, 18:02:02 »
One more clarification. Found this problem appears after working time 3ds max.
I have two versions of 3d max open. In one, I modeled an object; in the second, I assemble the scene and render. While I modeled in the first, in the second this problem appeared by itself. Although I inserted only a new object there and that's it.

Can you please record a small vid/screen capture of this  and upload? If the issue persists you could upload the scene for us and we investigate this further!

800
[Max] General Discussion / Re: Problem IR Corona 5
« on: 2019-11-15, 14:03:49 »
Hey Feodor,

Are you using any scripts or plugins for your 3ds max and for the scene where you are experiencing this?

801
As far as I know, disabling the denoiser to save the UHD cache even with rendering 1 pass is mostly because there is no need for it, but I may be wrong. Frankly I don't bother disabling it when working with high parsing still images and saving the UHD cache, because of constant production render testing. Never had an issue, can't say the same on animations, never tried.

802
[Max] Resolved Bugs / Re: Hair + Fur Crash
« on: 2019-11-14, 10:46:17 »
Bah! Now I can't replicate the crash at all either. Any any circumstances. Weird.

Seems to be all OK (for now). So thanks for the help....

Glad it works for you now, I am afraid I am able to reproduce it many times but never with IR, only production, anyway thank you for the input on this it's being reported.

It will be investigated further just to be sure.

(internal id=422886618)

803
[Max] Resolved Bugs / Re: Hair + Fur Crash
« on: 2019-11-14, 09:34:34 »
Further info:

I made a completely new scene in max 2020. (Previously working in 2018, where the last scene was initially made).

I copied the rug into the fresh scene and viola, no crash (yet).

This might be the way to go?

Hey aaouviz I took a look into your scene, in the initial scene where you are experiencing the crash, are you rendering with DR (because it's on)? Also did you manually put to save the UHD cache into a dropbox path on one of your drives?

Does disabling the Distributed Rendering solve the crash for you? Can you please try and report your results?

804
[Max] Resolved Bugs / Re: Hair + Fur Crash
« on: 2019-11-13, 14:23:01 »
Hmm can you upload an example scene? I've tried to recreate this don't get any crashes. Can you monitor your memory usage when this happens?

805
Don't know if this helps but since it's an animation my first try would be with CoronaCamera Clipping on near, I've put a fast SSS Jam shader from Coronamatlib just added some random displacement for volume to it. Would definitely do better with front/back material as others suggested.

Depending on the background you'll use some SSS could help cheat through the issue

806
Hi!

I've tried to create this gold leaf material using textures from here:

https://www.textures.com/download/pbr0193/133233?q=gold+leaf

and I'm totally confused with these maps. I can't put them into right slots to achieve this effect. I'm wandering if it's possible without using substance painter?
By this time I was achieving similar result simply by creating a gold material and the gold leaf pattern was made with a map in refl. glossiness slot - but it's not even close.
Hope somebody wiser help me figure this out. I'm quite desperate ;)

Have you try playing with the CoronaMatLibrary / Metals/ Gold or Brass? It's a pretty hefty base for metallic materials you can make really pretty gold shaders, you can also see how they are setup to get an idea between glossiness/reflection/bump and how they affect reflectivity parameters. Also be sure to play with anisotropy and falloff on your reflection channel.

Lighting is also the key for good gold/metal materials, as you can see the preview material looks great due to nice lighting/studio conditions. Something you can achieve with good HDRI's or a nice studio setup. Post some results, to get some feedback.


807
I've always changed all 3 resolution values, that's the source of the whole confusion! :)

True it's the default max that has it lowered ^^.

Hi @Corona_GK, thanks for your input.

As I said before, I've already enabled maps for both Realistic and Shaded, so trying that again didn't change anything. BUT changing the resolution for Baked Procedural Maps, had never crossed my mind, since this isn't procedural maps. However it actually did fix the problem - but only after saving the max-file, and then reopen it.

So for everyone with this problem: There's no immediate change in the viewports when changing the procedural resolution. You need to reload either the bitmaps or the max-file.

Thanks :)

Glad it works!

808
Hi. Having the same problem with 3ds Max 2016, as you can see in the attached screenshot.

- The map in use is a 8192x8192 map from Poliigon.
- Texture map size is set to 4096 pixels in Display Performance.
- 2560x1440 resolution
- 100% Windows scaling
- GTX 970
- The result is the same in "Shaded" and "Realistic"

No matter how much I meddle, reset, reload, restart etc.etc., it doesn't get better.

Please go to your view-port settings, change your baked procedural maps resolution to be exactly the same as your texture/environment, re-apply the corona bitmap and please share your results. For 3ds max 2020 it's how it fixes the issue for me. (see picture)

Also please consider enabling realistic maps with textures on your view-port rollout. (see pic no2)

809
[Max] I need help! / Re: Batch render/interactive lightmix
« on: 2019-11-12, 12:33:08 »
i save them to a local folder on my PC. i leave it to batch render overnight and come back to it the next morning. i'll try your method and i'll let you know. meanwhile, if you have any other suggestions please feel free

In this case the CXR will still save the Lightmix setup in a single file but also the elements, alternatively when using batch-rendering you could save as OpenEXR from the save-render output and upon saving the file, choose setup to include all elements inside the output file.  (please see attached screenshot)

In most cases exported render elements are a proffered outcome of rendering for later compositing usage, alternatively to the above you can set your elements to be exported to a different folder, and your beautypass/lightmix to another.

810
This really seems to be system-specific. I am getting different results than George in the same scene with the same texture, same Max version. :/
GTX 1050
2560x1440 resolution
100% Windows scaling

So after meddling a little bit too, refreshing the coronabitmap and re-enabling the  Show Shaded Material fixed it for me, also worth noting after setting view-port texture map resolution to 8k, I've set view-port settings to "Show Realistic Materials with Maps", except the CCC one the rest seem fine.

1920x1080 reso, 100% Windows  Scaling, Nvidia 2060 Super latest drivers.

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