Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - 3dwannab

Pages: 1 [2] 3
16
If corona is rendering there's no way currently exposed in maxscript [1.5 daily] to get the type of rendering in operation.

This would be very useful to say getoperatingVFBtype() while rendering and undefined if not rendering to enable me to write a script to open VFB+ ony after a render and not the IR or IR docked method.

17
I've asked here because it's nowhere to be found anywhere else and I was hoping to get some insight from some of the devs how you achieved this.

How did you get the exclusionListDlg() dialog populated with the renderers.current.overrideMtl_exclude array? See attached to where I'm referring.

My code for adding to the renderers.current.overrideMtl_exclude array:
Code: [Select]
matOverrideExcludeList = exclusionListDlg()
for i in matOverrideExcludeList do appendifunique renderers.current.overrideMtl_exclude i

I was looking to see how you managed to populate it (No where in MXS help does it state this)

My blind attempt:
Code: [Select]
exclusionListDlg().items = #(1,2,3)

18
General CG Discussion / Image viewers
« on: 2015-09-26, 22:17:00 »
Right. Irfan view (Image viewer) got the boot for me today after 10 yrs! It recently added x64 support but changed to Faststone Image Viewer which is pretty much 10 times better. No fault to irfan but how can it progress when the forum is closed. I was shocked to learn that when I tried to comment that the HDR viewing plugin was broken so, goodbye 2000, hello 2015.

The UI, everything is much better. Doesn't support HDRIs, EXRs. But there's always Picturenaut for that. Below is what it does.




Faststone: http://www.faststone.org/FSViewerDetail.htm

Picturenaut: http://www.hdrlabs.com/picturenaut/

Picturenaut is x64 compatible and very quick to open 150mb exr files.Also has a neat UI with slider and auto exposer checkbox

19
Off-Topic / CG Garage Podcasts
« on: 2015-09-21, 19:49:12 »
Latest one features Tim Miller, one of the founders of Blur studios. Great to listen to while working. One episode they got hammered drinking whiskey. :] Presented by Christopher Nichols.

Tim Miller
https://labs.chaosgroup.com/index.php/behind-the-scenes/cg-garage-podcast-39-tim-miller/

Blur’s 2015 Animation and FX Reel in that link is just wow!!

All podcasts
https://labs.chaosgroup.com/index.php/category/cg-garage-podcast/

Deadpool directed by Tim. Looks fucking awesome!!


20
I've asked for this with a list of other suggestions for C'Bitmap but it was moved to the resolved section.

I think this deserves its own thread. Which is the correct way to do this anyway :)

See attached.

21
See attached. Standard bitmap allows an instance of the linear controller to U and V values but not in Corona Bitmap.

22
In interactive renderer any changes made to maps don't update IR that are in the displacement slot.

Is this by design?


My hack Fix:
  • Dragging the node from the displacement material node
  • Holding it away briefly while still holding the node
  • Plugging it back it

23
I was wondering if a checkbox to the rounded corners section of the material to affect only the same material could be added.

As you can see from the Render example.jpg it blends with a different material whereas it would be nice if there was an option to disable this. I use the round corners feature to blend the same material to give the appearance of the material melting into each other at geometries intersections which is particularly useful for welds in painted metal. See Render example.jpg and Viewport.jpg  to see this effect.

Naturally this effect should be off by default I would imagine.

Thanks.

24
[Max] Tutorials & Guides / Bercon Wood Map Examples
« on: 2015-07-30, 17:41:35 »
Hi All,

I intend to post some working examples as and when I do them on Bercons wood maps as the literature is sort of not the best and only shows one example.

With this example it's a light Oak texture. There's no post work done as this was only an re-worked / modelled asset from the Carl Hansen Chair collection. http://www.carlhansen.com/products/chairs/ch56-ch58/

Important Info:
  • Render 03 is Final.
  • The Object IDs where randomly spread throughout the scene with a nice little script from http://www.tepavicharov.com/?p=79. I manually made sure the ID's of the chair legs were 1,2,3 & 4 to match that of the Corona Multimap which was set to Object GBuffer ID.
  • C1,C2,C3,C4 Color Correction maps are there to change the contrast, Gamma Hue of the maps. This you can play with yourself.
  • Final renderings below and screen-shot examples with Mat.
  • The angle of the Bercon Wood mat was such to match that of the way the wood grain was going in the actual piece.
  • I didn't upload the mat file as you don't learn as good that way ;)
  • With Render 02 it was just the original Bercon Map I started with and Render 03 was Changed in the output section of the Bercon Wood map to give it a lighter look and closer to the Original Piece.
  • Filter of .1 to .2 works best for Bercon Wood Maps I feel.
  • The Bump, Reflect and ReflG maps are just a less contrasty version of the Bercon Map piped into an Output Map. I wanted to give the feeling of raw wood which was sanded down with fine sandpaper. An IOR of 3.0 done the trick here.
Any questions feel free to ask..
ALSO PLEASE FEEL FREE TO POST YOUR EXAMPLES HERE GUYS n GALS

25
[Max] Resolved Feature Requests / worn edges shader
« on: 2015-07-01, 22:36:09 »
worn edges shader like the one in a Neil Belvins tut found here @ 2:45min:



would be a great asset to have built in: No baking of textures, recompling external plugins are two advantages I can think of off the bat.

26
Ever since Adam and Eve were knocking about the 3dsmax Bitmap had no way to lock the aspect ratio of a map. A Lock symbol for U or V and the field greyed out depending would be a tidy solution I suppose. In real world and tiling mode, be awesome.

Also, view bitmap in the map itself where you can affect the bitmaps crop/place. At the moment it, seems a bit clunky IMO.

Where it says 'load map' perhaps this can be the bitmap name. And any additional info in the lower section.

And maybe a button where you can save favourite locations or maybe that's asking a bit to much. ;]


Thanks guys.

EDIT:
Tabbing / shift + tabbing back and fourth between U and V fields would be a plus :)
BUG/MISSING: Right click on map in slate material editor to edit.

27
I'm having trouble controling the gamma of say monochrome maps for bumps to apply gamma 1.0 to them. I tend to use a script to apply auto-gamma to all maps but wanted to control the gamma through the color correct modifier for the the bump slot for example. As using G1.0 for monochrome maps leads to better results, it would be nice to control this with an external map.

See results. Beauty pass is fine but the corrected gamma has no effect on the Normal shading pass.


28
Hi,

I want to call up the function of the '+' in the render dialog for use in a script so that is has the same function of that in the render dialog. See attached the button I refer to.

What's the best way to go about this? Thanks.

I've tried
Code: [Select]
renderers.current.mtlOverride_includeModeBut this is only a boolean and comes back as only true or false.

29
See image of asset I'm working on. I can't see anyone else reporting this issue. I did see one thread but it's marked as inactive. Found: https://forum.corona-renderer.com/index.php/topic,2619.msg19883.html#msg19883

This issue becomes more troublesome the closer you get to the objects corners. I can send a max file to https://corona-renderer.com/upload/ for a test scene. The reflection pass is where the trouble lies.

BTW What is the preferred maximum for the samples for round corners?

30
Hi KM.

I'm using the built in 3ds max light explorer with max 2015 and the light intensities are a little screwy to say the least. I wanted to find away to control lights and seeing as the light lister is broken for the daily builds I found max had it's own.

Anyway, see screen-shot of problem values.

Notes about the screen-shot.
CoronaLight005 has 0.0 as it's intensity. The other values or corona lights are normal 40watt equivalent values or thereabouts.
Omni001 has a normal multiplier value of 2.11 like the explorer shows.
VRayLight001 has 3804.3303 as its multiplier.

For the VRayLight001 the value changes depending on the units used. lumens, watts etc.

Looks like corona isn't sending the values to max or something. And those values are some sort of internal measurement as they don't change when you change the units used.

Create a few Standard lights, corona lights and even vray lights and you'll see what I mean. Light color works okay.

BTW. Anyone unsure how to get to the light explorer in max see the other screenshot. 2015 only.

Pages: 1 [2] 3