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Messages - James Vella

Pages: [1] 2 3 ... 37
1
[Max] I need help! / Re: export 'glass material' to fbx
« on: Today at 19:07:58 »
Can you elaborate on what you are doing with the FBX? For example Blender handles things differently to Cinema4D when importing FBX files. So what are you actually trying to do with this FBX?

Otherwise the current PBR technique is to use Opacity/Metal since Refraction is not an option. Metal is not required but it does help with the reflective value, Substance has built in presets for such which you can investigate.

If you are looking at things like GLTF/GLB then theres another method for that too (which is similar to the Substance method).

2
[Max] I need help! / Re: usdz export problem
« on: Yesterday at 16:08:55 »
Just tested it using Physical materials, seems to work just fine exporting to .usd

Just remember to put a normal node before your normal texture in the bump slot. Or apparently you can use the PBR Metal/Gloss, GLTF materials too. My script that converts Corona to Physical also does the normal node for you.

3
[Max] I need help! / Re: usdz export problem
« on: Yesterday at 12:35:27 »
I dont use usd (yet) but from the documentation it looks like you need either Physical, USD Preview Surface or MaterialX materials (not Corona materials). If you are using only Corona Physical materials you can try my script  to convert to Autodesk Physical materials (not sure how Physical materials behave in usd but you can try).

You could also put a request to Corona team to implement a converter/exporter similar to Vray 6. Currently I dont see it on the trello roadmap.


4
Generally good workflow to make sure all textures are pathed (OK, instead of Found). You can use Colin Senner Bitmap relinker and just pick the top directory, it will search all child directories and repath all your textures for you.

This saves you headaches when copy/pasting objects between scenes in other project directories where the textures are not in the sub-directory.


5
I didn't know it could be done that easily... I have a question: What's the difference between the "OK" and "Found" status in asset tracking?

OK means the texture is pathed correctly.

Found means the texture is not pathed (or pathed to a previous directory), but has been found in a directory below the 3dsmax file. For example:
\ 3dsmax.max file
\\ some directory
\\\ texture.jpg

or

\ 3dsmax.max file
\\ some directory
\\\ some other directory
\\\ texture.jpg

etc...

6
I would consider 64gb of ram minimum these days for 3D rendering.

7
Thank you.
It's a very accurate function for me.
I wish you all the best. Thank you!!!

Glad to hear it LeeHoYo

8
Here let me thank you again James for this awesome script. I use it all the time, not only for vegetation, but every time I have to batch color correct materials, it's a fantastic time saver, thanks again! 🙏🏻

You're welcome Tom. Ah yeah in hindsight I probably should have just kept it as "Additional Tools' instead of Vegetation tools or something, can be easy to overlook if you dont know what the script is for.

9
Not sure if I understand exactly, but maybe this could help.

In the Vegetation Tools -> Diffuse Color Correct you can color correct multiple materials at once using the one Color Correct node.

Corona Randomizer Script:
https://forum.corona-renderer.com/index.php?topic=41387.75

10
Well I dont know how to access the UI but you can use this instead, select a light and run this script, it will give you a messagebox with the Light Select Elements name:

Code: [Select]
-- Struct to hold LightSelect Element and Lights associated to that Element
struct LightMixData
(
elementName,
lights
)

-- Add the Lights & Elements to the Struct
lightMixTable = #()
for i in getclassinstances CShading_LightSelect do
(
lightMixEntry = LightMixData()
lightMixEntry.elementName = i.name
lightMixEntry.lights = i.includedNodes
append lightMixTable lightMixEntry
)

-- Messagebox to show user the light element for selected light
fn ShowMessageForSelectedLight =
(
    -- Get the currently selected nodes
    selectedNodes = getCurrentSelection()
    if selectedNodes.count == 0 then exit
   
    for node in selectedNodes do
    (
        if isKindOf node Light do
        (
            elementName = for entry in lightMixTable where findItem entry.lights node != 0 collect entry.elementName
           
            if elementName.count > 0 then
                messageBox ("Element Name: " + elementName[1] + "\nLight Name: " + node.name)
            else
                messageBox("Element Name not found for: " + node.name)
        )
    )
)

-- Run Main Function
ShowMessageForSelectedLight()

Edit:
I think access to Lightmix via maxscript is currently in development (by user request). Once this is rolled out we should have access directly to the value/color in the lightmix which would be great because we can extend this script and build a little UI so when you select a light you can directly change properties in the lightmix as needed.

11
You can reference this post about the lightmix, which has valuable information on scripting the lightmix:
https://forum.corona-renderer.com/index.php?topic=32697.0

From that post I put this together for you, you can also use more loops to do other stuff but the basics are here. Its a bit quick so you can clean it up for your use but you should get the point:

Code: [Select]
coronaLights = #()
for i in getclassinstances CShading_LightSelect do
(
    -- Adds array, eg Light_Select 2 might have 3 lights, etc.
    append coronaLights i.includedNodes
)

-- select the light in the first Light_Select - 1 light in this array
select coronaLights[1][1]

Also if you want to select all the lights in say Light_Select 2, remove the last line (select coronaLights[1][1]) and use this instead:

Code: [Select]
--select the lights in the second Light_Select - 2 or more lights in this array
lightSel = for j in coronaLights[2] collect j
select lightSel

Or just have it do multiple for loops, like for i in coronaLights for j in i etc..

12
I thought that main benefit of proxies is exactly to reduce file size and load/save times.

That was my thinking. Doesnt Vray proxies make the scene load/save faster?

13
[C4D] I need help! / Re: Help with refraction please
« on: 2024-05-08, 11:26:27 »
Does the glass have thickness? If its just a 1 sided piece of geometry you need to use thin-shell in the material. Or just 'shell' the geometry, whatever the equivalent is in c4d.

14
[Max] Feature Requests / Re: AI Post processing
« on: 2024-05-03, 19:10:56 »
I was watching a video today about AI in rendering, lots of cool things on the way by the looks of it. (AI at 2:40)

t=154

15
Off-Topic / Re: Any experience with EnvisionVR
« on: 2024-04-30, 10:30:59 »
Looks like Bertrand had one of his 3D scenes done with Enviz (previously EnvisionVR). He has an article about the experience.

https://bertrand-benoit.com/blog/enviz-your-3d/


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