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Topics - archimi

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1
Hi everybody

I have a strange problem and I can't figure out where I made a mistake or if there is a bug.
I created basic objects by extruding Splines, except one which is a Box. All of these objects have been converted to Editable Poly. I even applied an Xform Reset to each of them. They are not linked to each other by anything.
And yet when I apply a basic material to them with a CoronaMultimap color set to “instance”, they all have the same color, regardless of the Seed value. (picture 1) And if I copy these objects, the new ones receive random colors. (picture 2) Where does this strange behavior come from?

I attached the Max file.
I am running 3ds max 2024.2 and Corona 11 (hotfix 1)

2
Hi,
Maybe it's not a bug, but since the switch to version 10, I have an error message in a script I had made that worked perfectly with previous versions of Corona.
Here is the line that is causing the problem
Code: [Select]
renderers.current.bg_texmap = CoronaColorCorrect name:"EnvMapCorrect"
The part
Code: [Select]
CoronaColorCorrect name:"EnvMapCorrect"gives this error message:
Code: [Select]
-- Known system exception
-- ########################################################################
-- Address: 0x88c434b1; nCode: 0x00000000C0000005
-- Desc: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
--       Read of Address: 0x0000000000000028
-- ########################################################################
-- MAXScript callstack:
-- thread data: threadID:8136
-- ------------------------------------------------------
-- [stack level: 0]
-- In top-level
-- ########################################################################
-- C++ callstack:
-- (ntdll): (filename not available): KiUserExceptionDispatcher
-- (MAXScrpt): (filename not available): MAXClass::apply_keyword_parms
-- (MAXScrpt): (filename not available): MAXTexture::intern
-- (MAXScrpt): (filename not available): MAXTexture::intern
-- (MAXScrpt): (filename not available): MAXClass::apply
-- (MAXScrpt): (filename not available): CodeTree::eval
-- (MAXScrpt): (filename not available): SourceFileWrapper::eval
-- (MAXScrpt): (filename not available): IsMAXScriptListenerInViewport
-- (USER32): (filename not available): GetMenuItemCount
-- (USER32): (filename not available): GetMenuItemCount
-- (USER32): (filename not available): GetMenuItemCount
-- (USER32): (filename not available): DispatchMessageW
-- (USER32): (filename not available): CallWindowProcW
-- (UIControls): (filename not available): (function-name not available)
-- (UIControls): (filename not available): (function-name not available)
-- (USER32): (filename not available): DispatchMessageW
-- (USER32): (filename not available): DispatchMessageW
-- (USER32): (filename not available): IsDialogMessageW
-- (3dsmax): (filename not available): XMLAnimTreeEntry::GetUnique
-- (3dsmax): (filename not available): MaxSDK::SharedMesh::GetMeshPtr
-- (Qt5Core): (filename not available): QObject::qt_static_metacall
-- (Qt5Core): (filename not available): QEventDispatcherWin32::preProcessNativeEvent
-- (Qt5Core): (filename not available): QEventDispatcherWin32::processEvents
-- (qwindows): (filename not available): qt_plugin_query_metadata
-- (Qt5Core): (filename not available): QEventLoop::exec
-- (Qt5Core): (filename not available): QCoreApplication::exec
-- (3dsmax): (filename not available): MaxSDK::SharedMesh::GetMeshPtr
-- (3dsmax): (filename not available): NodeAndAnims::SetNode
-- (3dsmax): (filename not available): UtilGfx::InitRectIPoint3
-- ########################################################################

It worked perfectly with previous versions. What needs to be fixed for this to work?

Thanks

3
[Max] I need help! / Strange doubling of pass numbers
« on: 2023-03-05, 20:07:56 »
hello,

while wanting to optimize my calculations I noticed a phenomenon which seems strange to me:
Here is a very simple scene (teapots, of course !) with default settings.
I checked "direct visibility override" and I put a solid gray. I put a noise limit at 4%. And if the gray is lower than 157, my image will take 10 passes and if the gray is higher than 157, it will only take 5 passes. That's twice the time!
it is more obvious with a white or black background.
It's normal ?

3ds 2023 et Corona 9 (hotfix 1)


4
hi,

It's strange, since the last update of Windows 11, at each start there are two windows that open: "ChaosUnifiedLogin" and "Start Chaos License Server"

3ds max and Corona, seem to work normally.

There is a reason for this ?

5
[Max] I need help! / [Solved] Comma in place of dot.
« on: 2020-09-07, 14:54:45 »
Hi,

Since the Corona update (V6), when i open 3DS Max 2017, all digits have comma separators. Whereas before it was dots.
It is therefore impossible to enter numbers with the numeric keypad, even when changing the Windows settings.
The only odd way I have found to solve the problem is to run a render, even an empty one, stop it, and run any Maxscript application. And after this, the numbers find the dot as a separator.
Strange, isn't it ?

I specify that I also have a 2014 version, and that there is no problem with this one.

How to avoid doing this manipulation each time 3DS is started ?

Tank you

6
Hello everyone,

I use the G-Buffer ID a lot to make variants of the materials of my objects. The problem is when you have many objects to change, using the "Object properties" panel of 3DS max is not practical. And most importantly, when you are in interactive rendering mode, it does not change this one.

There are more convenient scripts for changing IDs, but (unless I'm mistaken) they have the same problem of "refresh" interactive rendering.

So I develop a small macroscript more suited to my way of working and especially that allows to change the ID on the fly and interactively.

I made a short video to explain:

Michel

7

Hello,

when I change the ID of the object (G-Buffer), the VFB does not change. It is not very practical because I have to stop and restart it every time I change the value.
Is it possible to change this or is it a limit of 3dsMax ?

8
[Max] Bug Reporting / Spots in the indirect layer
« on: 2016-10-26, 10:08:49 »
Hello everyone,

in a very simple scene (with Corona 1.5): A cube to make walls and another for furniture. A rectangular light to illuminate the stage. The texture of my furniture is very simple, just a little reflection and the wall is just white.

Oddly, when I make a render with a superior value to 0 as a level reflection there are spots on the walls.
These spots appear in the layer CESSENTIAL_Indirect.

I had never noticed this kind of thing in previous versions. It's a bug ?


9
Hello,

as you can see on the following two images, there is a difference between version 1.1.1 and version 1.2.1. And it is exactly the same scene. It's just a simple material with a checker as a displacement texture.

Another weird thing is that now my materials created with the previous version ( 1.1) is left with the box "legacy mode" checked. Is this normal ?

Thank you

10
Hello everyone,
 
I made a little script that allows for rendering at scales small compared to the global setting. You can choose to put the DOF and select the number of passes.
If it helps some, it is with pleasure that I share my "work"!
It was also an opportunity to me to begin with Maxscript, so I do not guarantee a code in the rules of art !
It's working with Corona V7.2.

Michel

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