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Messages - 3dwannab

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346
[Max] I need help! / Re: Problems with correct Light
« on: 2014-11-19, 01:26:44 »
... mixing hdr lighting with Corona sun...
Hi Maru. Is it not advisable to use both? I've recently made the move from VRay and that was the standard way of getting sharp shadows.

So far I've seen no major difference in workflows to get similar results. If it's one or the other then great. Less to go wrong I suppose.

347
See screenshots of material node. Bitmap in the diffuse is selected for show in viewport. And viewport is set to show bitmaps, yet no map shows in viewport.

Is this a bug for anyone else?

Using:
C7.1 'Build timestamp: Jul 21 2014 00:29:08'
W7 x64
3ds Max 2014. SP5
Latest drivers for 2 x Radeon HD 4870 X2 up to date. It's latest is the catalyst 13.9 which is now in legacy build so I doubt any update will be about soon.


348
General CG Discussion / Re: [Useful Scripts\Tools]
« on: 2014-11-18, 16:58:53 »
Oh, one more but it's a photoshop one :) [Hope that's okay]

I couldn't live without this. It allows 50% offset in the X & Y direction.

http://www.stefandavid.com/sdvoffset/


349
News / Re: Material previews with arbitrary shapes
« on: 2014-11-15, 19:45:25 »
Hi all,

You may be aware of Bertrand Benoits mat test scene ball (get it here). Note: It will have to be changed over to Corona scene first.

I've went ahead and uploaded a version here for material previews. Bertrand has gave me permission to upload it here. He actually emailed straight away :] Thanks Bertrand.

I've been using this ball for a while but I've optimised it for corona from the VRay one I had. I also made it so it can support up to 8 multi-sub object materials. You can add more ID's to the ball if you want. I've spilt up the ball into 8 different elements to make it easier to edit the ball if you do. It's better in that if you have only 2 IDs for instance they don't get scatter over smaller areas. (see screenshot)

There's two lights in the scene which illuminate the ball. The loader does not load cameras unfortunately (only lights). I had to rotate the ball by 5deg and reset its x-from to appear at a slight angle.

I hope you guys like it.

One more thing. Does anyone know of a way to change the preview to the custom object inside the slate material editor without having to switch to basic mode to do so? Seems silly now since it's been part of max for a while now. 2010 (I think).

EDIT: 2011 Scene File added

350
Gallery / Re: Casa Spodsbjerg
« on: 2014-11-13, 22:07:14 »
This is a part of a bigger project. We will update the gallery with additional renders soon.
Tools used : 3ds max for modeling, Corona Renderer and Photoshop for retouch.
Let me know what you think.

Best Regards
Lucas
Hi,

I love the lighting. Could you tell us a little bit about it. HDRi used, sun settings, etc Thanks.

351
General CG Discussion / Re: [Useful Scripts\Tools]
« on: 2014-11-11, 00:12:17 »
Ones I haven't seen mentioned here but I use regularly.

Miauu:
Allows default Transform Type-In dialog to mini TTI by Miauu. Put the script in your startup scripts folder to appear every time. I've asked the developer miauu to allow a user to resize object/s based on there actual size. With this it would become a very powerful little script.
https://www.scriptspot.com/3ds-max/scripts/miauus-mini-transform-type-in

miauu's script pack vol.1: http://miauumaxscript.blogspot.com.es/p/miauus-script-pack.html €12 (See videos @ link)
miauu's script pack vol.2: http://miauumaxscript.blogspot.com.es/p/miauus-script-pack-vol2.html €17
Vol. 2 is in the first post but one is missing.

more

TrackScripts pack:
Sweep Profile: http://3d-kstudio.com/product/trackscripts/#SweepProfile
Quick select and rename: http://3d-kstudio.com/product/trackscripts/#QuickSelect

Outliner: (For those not on 2015):
http://www.scriptspot.com/3ds-max/scripts/outliner

Paint Pot:

List of Dulux paint codes + others: http://daveandgoliath.com/2014/10/30/script-paint-pot/
I've asked the developer to put in RAL codes at this link. They takes requests so if you have any others they don't mind adding them.

Polyspline v3: Draw like AutoCAD
http://www.scriptspot.com/forums/3ds-max/scripts-wanted/desing-lines-with-values-typed-in-the-keyboard
Download the 'polyspline_bugsedited.zip' file. Works in 3ds 2014.

Copitor:
http://www.scriptspot.com/3ds-max/scripts/copitor
Allows 4 copy and pastes with previews.
Someone called locke  has gone to the trouble off updating it. See - http://www.scriptspot.com/3ds-max/scripts/copitor#comment-25737

Joker Martini:
http://jokermartini.com/spacer/
http://jokermartini.com/randomized-face-ids/ (Modifier)

352
[Max] General Discussion / Re: BerconMaps 2014 compilation
« on: 2014-11-07, 23:34:55 »
Hi,

I can confirm using the wood in 2014 crashes max like stated above.

The developer says on the website here http://www.ylilammi.com/2013/09/berconmaps/
Quote
I recommend asking somebody with 3dsmax SDK and few hours to spare, it usually doesn’t take much to recompile them.

Is there anyone that would be so kind as to recompile the latest 2015 version to 2014?

353
EDIT:

Final version :


Hi Juraj, Big fan of your work. I was wondering about your image here. 2 questions.

1. How did you go about doing the intricate moulding on the walls and the ceiling especially where it wraps around the corner.
2. Forest pack to scatter a tuft of carpet like BBB3s here ---> http://bertrand-benoit.com/blog/2011/02/20/shag-carpet-using-forest-pack/ or different method.

Just noticed that panel is running into the left side of the fireplace. (Beautiful one at that I might add :))

Thanks.

354
[Archive] Alpha Builds / Re: Alpha v6 released
« on: 2014-03-18, 15:02:58 »
I'm nearly embarrassed to say thanks! Thank you.

355
See attached screenshot. I thought I was going crazy but installed A5 and it's there. Reinstalled A6 (checked clean previous install) and it's not there. Using Max14, SP5.

Thanks. Anyone else experiencing the same issue?

EDIT: It's just in a different location under the basic options.

356
[Archive] Alpha Builds / Re: Alpha v6 released
« on: 2014-03-18, 13:15:58 »
Many thanks.

357
[Max] Resolved Bugs / Re: Tiny green spots in render
« on: 2014-01-23, 01:10:08 »
See attached screens and .mat file. Also passes 7, 26 & 50. You can see the green dots fade away. I'm sure after 70+ passes they would be gone entirely. I will test that tomorrow and report.

358
[Max] Resolved Bugs / Tiny green spots in render
« on: 2014-01-22, 23:33:06 »
Please see a test render, render set-up and sun settings. It's my 2nd try using corona and I love the simplicity of it. Problem I'm getting is the render has tiny little green spots (some circled in green - there are too many to circle!). Has anyone dealt with this problem before and know the cause?

FYI:
- Grass was created with a script found here: http://www.themantissa.net/blog/2014/1/20/grass-generator-v1 (see settings used attached).
- With the script it assign any number of ids up to 100! (I used 5) I then applied a multi-subobject material with 5 ids also with various different shade of green. No transluency or anything fancy. Just standard corona mat with different diffuses.
- Converted it to corona proxy.
- Used Cscatter to scatter it over a plane.

Please feel free to ask for more info if needed. Thanks.

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