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Messages - Avi

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496
Hi,

I have updated this request in our system. If there are any updates on this, we will let you know.

(Internal ID=582826598)

Meanwhile, there have been some workarounds that have been discussed in the past. You can find them here:
https://forum.corona-renderer.com/index.php?topic=21844.0
https://forum.corona-renderer.com/index.php?topic=24357.0

I am also attaching a scene file along with some renders; I hope it might help.

497
Hi,

Thank you for sharing more information about your project and the specific use case you are encountering. The Corona renderer is designed to treat reflections as indirect lighting GI after the ray has been through some glossy/diffuse reflections.

In general, it's important to understand that different rendering engines have different ways of calculating light and materials. Corona renderer is known for its physically accurate approach; while this approach does make it more difficult to create certain types of "fakes" or special effects, it also means that your renders will be more true to life and realistic.

Some workaround that we have already shared includes that you can turn off the reflections of the wall if you don't want it to be affected or reflect any other material in the scene or for this specific use case, you can also consider using V-Ray as it supports non-physical effects better.

I hope this helps.

498
We have logged this feature request in our system, and our development team will further review it. We will keep you updated on any progress or developments regarding this feature request.

(Internal ID=1035324865)

499
[Max] Resolved Bugs / Re: Crash with Bercon tile
« on: 2023-01-12, 10:05:47 »
Hi,

This is a known issue. When using IR along with Multitexture in bercon tile mode, you should see the following warning "MultiTexture” map in 'BerconTile' mode is not working with interactive rendering and a link to the article: https://support.chaos.com/hc/en-us/articles/4528313539473


500
Hi,

I have logged this issue in our system as a feature request for further review by our devs. If there are any updates on this, we will let you know.

(Report ID=1034529863)

501
I understand, and it seems there is no straightforward way to use this map directly in Corona, as it is not currently supported. A potential workaround for you could be to use the "Render Map" option in SME and relink those bitmaps in the places where the VRaySoftBox map is used.

502
Hi,

The issue is that when using the Layered Material in Corona, the volumetric effects will always be taken from the Base Material. To achieve the animation you are looking for you can just animate the color(directly, in one material, not using Layered Material) or you can use Corona Color into the Scattering Color of a single material and then animate the value from one color to another color.

I hope this helps.

503
Hi,

Can you please tell us more about what you are trying to do with the VraySoftbox map? If you are trying to apply it to the Light to make them softer, you can also try to use a gradient with box mapping.

504
Have you checked your spam folder?

505
[Max] I need help! / Re: Parsing scene taking way too long
« on: 2023-01-10, 06:50:49 »
Thank you for your reply. We are aware of a few known bugs when working with Itoo Forest Pack and Corona and have recently released some fixes in the Corona 10 Daily Builds. These fixes are as follows:

[iToo] Fixed issue where rendering materials restarted IR with ForestPack
[iToo] Fixed Corona is not using the mesh returned by Forest in "GetRenderMesh"
[iToo] Fixed Forest Pack objects not rendered in proxy mode
[iToo] Fixed Custom objects aren't rendered when FP render mode is set to Meshes
[iToo] Fixed ForestPack shows up in viewport but not in Render, after base object had quadremesher applied to it
[iToo] ForestPack - The instances are now assigned a more meaningful wire color

Can you please try the newer daily build version "corona-10-3dsmax-daily-2023-01-02.exe" and let us know if the problem persists?

You can download the daily build version from here: https://forum.corona-renderer.com/index.php?topic=38385.0


Note: The daily builds are the newest, experimental versions of Corona Renderer intended mainly for testing purposes and to showcase the recently added features. They contain the latest bug fixes but are not guaranteed to be stable, and in some cases can even damage scene files.

Check this link to know more about it: https://support.chaos.com/hc/en-us/articles/4528206493329-Corona-for-3ds-Max-Daily-Builds-

506
Thank you for your suggestion! We are actually planning to replace the matlib with Cosmos in V10. All materials in Cosmos will be physical materials, so you won't need to worry about converting them.

507
It seems that you are using the Corona sky to light up the interior scene. When you will do the final rendering, you will use Corona cam.

If you need to isolate an object while working and see its preview in the Corona VFB, it may be overexposed to the Corona sky. In this case, you can lower the exposure in the tone mapping to avoid over-exposure. For your final cameras, you can use the "Override" Tone mapping feature or control the exposure of your interior cameras using ISO, shutter speed, and F-stop to get the desired results.

This could be a workaround solution for your issue.

508
[Max] I need help! / Re: Parsing scene taking way too long
« on: 2023-01-09, 06:39:57 »
Hi Alberto,

In response to your first question, "Is there a way to keep the scene loaded on slaves to make it usable?", we have this request logged in our system for further review by our developers.

(Internal ID=974574200)

Regarding your second question about the parsing scene taking too long, we would like to gather some more information to help us understand the issue you are experiencing. Can you please let us know the following:

1. What versions of Forest Pack, Corona, and 3ds Max you are using?
2. Are you using displacement in the animated vegetation in your scene? If so, could you try disabling the displacement for the entire scene by unchecking the "Displacement" option in the "Common" tab in the Corona Render setup dialog and see if it helps improve the parsing time?

509
To help troubleshoot this issue, it would be helpful to have more information about your specific use case and material setup.

1. Can you tell me more about what you are trying to achieve with this script?
2. How are you using the CoronaColorCorrect map in your material setup?
3. Are you using Corona 9 or a more recent version which is Corona 9 HF 1?
4. What version of 3ds Max are you using?

510
Hi,

Thank you for being so patient.

After discussing this issue with our devs, this is confirmed that reflections are considered indirect lighting GI after the ray has been through some glossy/diffuse reflections. I am afraid there is no workaround for this but feel free to let me know how this is blocking you in your project. Maybe we can find some other solutions.



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