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.


Messages - romullus

Pages: [1] 2 3 ... 518
1
[Max] I need help! / Re: UVW Randomizer Issue
« on: 2022-09-26, 16:49:37 »
I often randomise the rotation of wood but with a Step value of 180.

Good point, but i think that wouldn't mess normal map, since XYZ coordinates would still match UVW.

2
[Max] I need help! / Re: UVW Randomizer Issue
« on: 2022-09-26, 16:36:44 »
For starters you wouldn't want to randomize rotation of the wood texture regardless of presence or absence of normal map. It's highly directional texture and would look weird if it would be oriented randomly. Anyway, i don't see that as a problem - i use randomizer a lot and i almost never rotate the textures, even if they are simple black and white grunge masks. I find that simple U and V shifting is giving me enough randomization and there's rarely a need to use rotation.

3
[Max] I need help! / Re: UVW Randomizer Issue
« on: 2022-09-26, 12:20:08 »
That's correct, when you're rotating normal map, it's the same as if you'd rotate mesh normals themselves. No doubt this will give you all sorts of weird illusions. It is best to leave W rotation alone and stick to U, V randomization only when normal maps are involved.

4
Work in Progress/Tests / Re: Wip's n sh*t ;)
« on: 2022-09-26, 10:33:17 »
Very impressive! Any postwork?

5
It's the gamma issue. If you saved the image with automatic gamma and it looks different than in the VFB, then most likely your gamma settings are wrong. Unfortunately they are not exposed in 3ds Max, but you can type
Code: [Select]
FileOutGamma = 2.2 in maxscript listener window and it should fix the issue.

6
[Max] I need help! / Re: UVW Randomizer Issue
« on: 2022-09-26, 10:09:52 »
It's the triplanar that requires certain wiring order in order to work correctly. UvwRandomizer can be basically in any position you need.

Also, as mentioned in other posts, it would be great if we could connect a single ranomizer/triplanar map for all textures instead of needing one for each map. Just like in Vray.

AFAIK it has been requested many times and it's logged in the support system. I'm pretty sure that sooner rather than later we will have it.

7
[Max] I need help! / Re: UVW Randomizer Issue
« on: 2022-09-25, 21:28:14 »
You need to swap places trilanar with randomizer. Correct order is uvwrandomizer->triplanar->material. But i'm not sure if that's the cause of the issue, because that mistake is in both materials. Other than that, everything looks correct.

8
[Max] I need help! / Re: UVW Randomizer Issue
« on: 2022-09-25, 19:28:37 »
Could it be that you plugged randomizer in incorrect order? AFAIK, its correct position is between normal texture and Corona normal node. It also could be a mismatch between different maps. Double check if every randomizer is absolutely the same, including random seed parameter.

9
Different render stop conditions does not influence image quality in any way. If your render stopped at 25 passes, it doesn't matter if that happened because it reached a pass limit, noise target, time limit, or you manually stopped the render process - the image will always be exactly the same.

10
Gallery / Re: The Petal
« on: 2022-09-24, 09:27:36 »
Curious to know what was tyflow used for in this work?

11
Learner’s Corner / Re: exterior
« on: 2022-09-23, 22:37:12 »
Now, I get the point....Thank you and sorry for bothering you.

No problem at all. Just keep learning and keep showing your new works :]

12
Learner’s Corner / Re: exterior
« on: 2022-09-23, 19:45:18 »
@Tom, moderation log shows that the topic was originally posted in the main gallery board and then later was moved to the learner's corner by one of the Corona team member, so i guess that the author asks, why his topic was "demoted".

@ajafar33, i can't speak for the person who took this decision, but my guess is that your work is not quite meeting high standards of Corona gallery. I hope you don't take this as offense, but see this as the opportunity to take a second look at your work, ask people what's in their opinion is missing in it and what you could do to improve it. Maybe take a moment and browse the main gallery to study other artists work and take some inspiration. As an artist you never stop learning, you know ;]

13
[Max] I need help! / Re: Best Max system units for Corona?
« on: 2022-09-23, 11:02:40 »
People who use mm as system units (invisible units used for calculations) belong to 7th hell ;- ).

So basically all the Russians. For some reasons (historical maybe?) they seem don't want to recognize any other units than mm. 3ds Max is really bad at converting between different system units, from exploding modifiers like chamfer, to almost every single material, or map (real-world mapping huh?), there are so many things that could will go wrong. Basically, the best system units to use are those in which majority of your assets are saved to. If you buy/download everything from 3dsky, then you're condemned to use mm forever :]

14
Work in Progress/Tests / Re: romullus wips
« on: 2022-09-23, 10:50:53 »
Haha, that sounds  a tad more complicated that it actually is. I tried to wire parameters of two scatters and it was pretty easy, albeit quite tedious exercise. There are some complications with it, which i hope to solve with the help from Corona team. I'll update this topic soon if i'll have more news on that.

15
Work in Progress/Tests / Re: romullus wips
« on: 2022-09-23, 09:34:45 »
So the idea is that you need separate scatter for each member of the group. They need to be identical to each other in any way, except for the list of instanced models, of course. Most important things to keep in mind is that all members of the group must share the same pivot point and transformation and they need to be added to their respective scatter in the same order. Also, keep in mind that scatter features that are dependent on instances' bounding box, like collision avoidance and area exclusion will not work, unless each member of the group shares exactly the same bounding box, which is doable with some simple hacking. Another important point is that each group has to have the same number of members, otherwise everything will brake apart (again, solvable with inclusion of dummy members). I didn't try yet how easy, or hard is to wire every parameter of multiple scatters (i guess simple instancing will not work, because of requirement to have different instanced objects in each scatter). In theory, you should be able to wire several empty scatters together, save them to a file and reuse them in any scene by simple operation of merging.

Pages: [1] 2 3 ... 518