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Messages - Ash.

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1
Nice it's been considered AND you guys have a feature request list. Maybe poke the Vray guys to make one as well, or at least if they have one, to be a bit more open about it :)

2
Been asking this for a few years over at the vray forums. Hopefully the fact that Karba did it and you guys are asking for it will spark the flame to implement this both in Corona and Vray. Here's hoping :)

3
The perspective and scale is completely wrong.

4
Well no idea but both the conf files that I found were already set to the wx parameter.

5
Right, haha weird I didn't find the forum thread earlier. In the mean time I did find this parameter and will check if the rendernodes are set to native. Thank you.

6
Ok thank you. I'll give it a shot. Would be nice I could change this in any INI file somewhere without having to open Max.

7
Nobody? Does the frame buffer setting have to be manually set for each node as well, or is this scene specific?

8
Couple of colleagues have some issues that sometimes the Max frame buffer is being used instead of the corona one, when files are send to our farm through backburner. It still does everything it needs to (denoise and save all the passes) but we have no visual feedback of noise threshold etc and can only see the beautypass in the regular frame buffer. I've told them to check system settings should be set to corona frame buffer. But are there any other cases this might happen?

9
[Max] Feature Requests / Re: Corona architecture features
« on: 2019-04-06, 19:49:41 »
Hello everyone,

here are my idea, i think corona should make more features for architecture visualisation, if you look at sites like behance you see a lot of architecture work what is done with corona,
i think the most stuff you find is doing with corona, is architecture visualisation.

so here is the list:

1) Better dirtmaps like f.e. Richdirt plugin, Corona_AO should implement Streak Map where you can set up the length and how wash out it should be.

2) A new map where you can paint over multiple geometrie objects as an map (for a mask), f.e. you can pick the object in a multibox and now you can paint on the selection like vertex color (look at uploaded pictures "1.jpg")

3) Sometimes you have little time to finish your projects and need to do alot of quick and dirty materials, f.e. in the back of the picture. for that a new simple material, like "coronaQuickMtl" corona quick material, would be perfect.
Where you only need one texture (f.e. diffuse map) and coronaQuickMtl would automatic set it in greyscal for reflection and refl. gloss. and bump. (look at uploaded pictures "2.jpg")

4) An icon where you can pick an object in the Scene, f.e. bathtub (because your client produced it and want a rendering in a bathroom scene). The Object that is in the list is no longer influenced by the scene light reflection, but will take the reflection from the scene objects (f.e. floor, wall, etc).
And now you can also pick new lights in the icon, Which only illuminate/reflect the bathtub. The picked lights just illuminate the picked objects.(look at uploaded pictures "3.jpg")

sorry for the long text and thanks to the corona team, great work

Dragan

For number 3 I use a shader setup that is in my favourites material library with a single empty bitmap (be it vray HDR or corona bitmap) that is linked to 3 color correction nodes that already desaturated for reflection and glossiness and also one to diffuse if i want to change hue or contrast or whatnot. And then a vraycolor2bmp (don't know if corona has a equivalent) for the bmp. That way I can create quick materials quite fast for a first look.

10
Maybe a select instances might do the trick or do you mean something else?

http://www.scriptspot.com/3ds-max/scripts/select-instances-objects

11
[Max] Feature Requests / Re: Blur Map Node
« on: 2018-11-30, 14:14:22 »
I've asked this over at the Vray forums some time ago as well. But also no answer although a lot of people can see the benefits.

This was my post (you can easily translate this for Corona):

Well a lot has been written about bitmap blur and its effect on rendertimes and sharpness and whatnot. A lot of people have incorporated a workflow where they use the input of one bitmap with different color corrections to create a shader. Now I was thinking, say I have a diffuse map with blur set to 0.5, but I want to use that same map for the VrayColor2Bump map to generate some bump, but when using that same VrayHDRI node with the blur set to 0.5 it will be too sharp for bump (or when using it for reflections or whatever...) so I have to duplicate that VrayHDRI node and raise the blur.

Question: wouldn't there be a better way to manage this, so I don't have to go and duplicate the same HDRI map 3-4 times because I want different blur values? I know I can export some parameters with some floating spinners and whatnot if I want to change tiling or other parameters and link them all to the other maps but this wouldn't be necessary if we would have a different way of managing the blur values per map type.

Maybe a special node that receives the map and outputs multiple different blurred maps?



I did find an OSL map that should be able to do this but you need 2019 and I'm not sure blur is part of the parameters. As I don't have access to 2019 I can't test it. http://cganimator.com/3dsmax-2019-osl-map/

12
[Max] Feature Requests / Re: Panini camera projection
« on: 2018-11-30, 14:11:50 »
Haven't tried it yet in software like PTGui or Hugin (I should really, but I always presumed destorting renders like this goes hand in hand with quality loss).

13
[Max] Feature Requests / Panini camera projection
« on: 2018-11-30, 12:40:26 »
I've tried asking this for Vray but my cries have been unanswered so I'm asking here.

How feasable is this camera projection type: http://hugin.sourceforge.net/docs/manual/The_General_Panini_Projection.html

It allows for bigger camera angles with minimal distortion.

14
[Max] Bug Reporting / Re: Corona Bitmap Map Channel preview
« on: 2016-11-14, 15:33:44 »
That's what I though as well, also quite weird that I'm the first one to notice this. This is my second day with corona actually.

PS: why do I need to keep verifying my posts.

15
[Max] Bug Reporting / material editor preview for UVW>1
« on: 2016-11-14, 13:55:23 »
So when using a corona bitmap, if I change the channel to something else beside 1 the map tiling in the material preview is completely bonkers.

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