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Messages - dzintas

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1
Hi,

I have checked the scene and unfortunately this is expected given how the VRay proxy is animated.
The number of faces (and effectively their indices) changes, and so does the randomization.

I think the workaround is to have different IDs for the roofs and randomize by Material ID instead of Mesh Element.

Hope this helps.

I'll try it out if encounter this bug again. At the moment just smoothed over the flicker in post and work on it is finished for now. Unless we get some revisions.
About the process, for example my roof material. I need to create multiple material id's for same roof material just to have some randomization to happen?
Kind of complicates the process a bit.
Other thing, would this happen if I use point cache or corona proxy instead of vray proxy?

 

2
I don't think we are aware of this issue. Please do submit a support ticket and provide basic information such as:
- Which exact version of Corona you are using?
- Which exact version of 3ds Max?
- Are you using some 3rd party plugins in your scene?
- Attach the problematic scene (or a simplified version of it)
You can do it here: https://support.chaos.com/hc/en-us/requests/new

Sorry for a late reply, uploaded cleaned up scene id:  #239077

Did tested it out a bit more, and it happens on single pc to. Not only on different render nodes, as I suspected in the first place. Just didn't notice it.

3
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.

Thank you for cleaning up my mess, and clarification!
Tried changing to some specific seed value, and as you mentioned bug still happens. Maybe less but just could be a different pattern.
Then its maybe problem with my setup. It's tyflow animated object, exported to vray proxy.
Maybe vray proxy part causes problems? It's building shaped boxes with a lot materials for facades, roofs, etc. Plus color variations for diffuse, with multimap that causes problems.

4
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
[Max] I need help! / Re: Render multiples camera matching
« on: 2024-04-19, 13:14:19 »
You can load different background images into separate viewports.
If you need to render with background, then you need to change direct visibility override everytime you switch cameras.
But you can have multiple cameras. Creating new ones won't break anything.

6
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2024-04-03, 10:03:00 »
Now when I think about it. Will new vfb brake batch exporter script, or it will work with new image editor?
Or even better, do you have plans for inbuilt tools in image editor itself?

7
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2024-03-25, 14:40:21 »
Since you're bringing this up, it would be great to be able to mark the region in either the viewport or the VFB, not just the VFB.

You can already define render region in viewport, or native one from max aren't sufficient enough? 

8
[Max] I need help! / Re: Area Light Visibility
« on: 2024-02-20, 14:12:38 »
Use coronalight material applied to a rectangular plane. Using material you can tick off box, next to emit light.

9
Gigapixel have no temporal consistency, so it could introduce some visual bugs. Topaz have video AI tool, that one is specifically made for the task. But if you have gigapixel already, I see no reason not to try it.

10
Hello, sorry for disturbing this slumbering topic, but I was curious. Is there are any plans to update the script, or someone updated it themselves?

Cause there is a problem with it, after we got up updated CIE with corona8. You can no longer just run the script without postprocess config file. Otherwise it wouldn't apply any tonemapping, to saved images at all. It's not much of a problem until you have image sequence with animated exposure value and from post file you get static one. 

11
[Max] I need help! / Re: 3ds max projection mapping
« on: 2022-02-21, 08:28:57 »
Thanks a bunch!
Sounds promising, I will test this one out!

12
[Max] I need help! / 3ds max projection mapping
« on: 2022-02-20, 16:55:50 »
Hello, had a weird request from a client recently and got a little bit stumped recently.
Client want's to put images on sunshade facade elements and want to make that perspective trick where image only reveals itself when you're standing in specific spot.
So he wants our help with testing the images and help with documentation needed for the printing process.
Thing is i'm encountering a problem with uv mapping. I used planar mapping aligned to a camera view to simulate a projector in a way.
But because it's a planar mapping thing it still projects the image from a big plane, not from a single point as a projector does. Because of that I get stepped effect in some places witch is not desirable.
I tested it out with a spot light in max and worked pretty well.
So my question is. Is thera a way in max to project a texture from a single point like projector does or is it impossible?

13
Hardware / Re: 128GB Ram on mATX motherboard
« on: 2020-02-03, 08:55:39 »
I was thinking of doing the same for different reasons. Only because 3700x works with two memory channels.
If you can, you have no real reason to populate all 4 slots immediately.  So I was thinking going with 2 sticks now and 2 sticks later.

And they were a lot cheaper for example: https://www.newegg.com/corsair-64gb-288-pin-ddr4-sdram/p/N82E16820236586?&quicklink=true

14
[Max] I need help! / Re: Fabric issue
« on: 2019-09-17, 13:14:07 »
This looks like moire effect. Try other corona filtering options or play around with bitmap filtering settings.

15
[Max] I need help! / Re: Wood Board Corona Material
« on: 2019-07-30, 15:52:09 »
Hi,

As I understand you're using material from corona material library?
If so then you have no need to adjust material scale, unless you're seeking very specific effect.
All materials from material library comes with with triplanar mapping or with correct real world size units. So most of the time you don't need to do anything to get correct scale, or you only need uvw map set to real-world map size.

But if you really wan't to see your map ir viewport, you should try enabling "show shaded material in viewport", not in material itself but in specific bitmap node.

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