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Messages - Frood

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1876
I made a 3dsmax version

Ha! I wish I had some spare time today to play with it :) Thanks!

Good Luck

1877
Very nice! 30-50% performance drop in some average scene is quite expensive though. But it seems that Itoo drastically reduced the lag after selecting a forest object - even nicer :)

Good Luck!


1878
Hey, it´s a BMW not a Mercedes. That "S" should get "M" :]

Good Luck!


1879
I think this only works since 5.0.2b. Edge mode of beta 5.0.1b didn´t worked at all in Corona.

Better to wait for a stable release :)
Good Luck!


1880
Just tested Beta 5.0.1 + Max 2016 + Corona 1.3: Could not make edge mode work. Viewport preview (Ctrl+Click "Edge" radiobutton) shows a promising result. Itoo included Corona materials with Forest_Edge map in the opacity slot (a shell map to enable Corona and MR to use edge mode - happy coding DeadClown ;).

When I create a new Material using Forest_Edge in opacity slot, the material becomes completely invisible. The same happens when I untick Legacy mode in the provided  materials.

Edge mode works in MR now using Forest_Edge in fact. Was anyone successful with Corona yet? Or is still something missing at Coronas side?

Good Luck

1881
[Max] Resolved Bugs / Re: Long scene parsing 1.3
« on: 2015-11-16, 10:42:37 »
Is this scene freezes only on our nodes?
https://forum.corona-renderer.com/index.php/topic,10136.msg64690.html#msg64690

Just because no one seems to report tests with this scene: It renders fine here (after adjusting map paths of course). 30 seconds initial frame, 12 seconds subsequent ones. Used 15 nodes, nothing unusal to be found. (Max 2014 SP3 / BB 2014.0.0.1635 / Corona 1.3)

Good Luck



1882
I also agree with romullus, it´s a CameraMod, not a RenderSettingMod but as I posted earlier, it seems a good location to handle scene settings at the first glance.

So another idea would be to have a CameraMod (as it is now, including "Shape" option as the last one missing so that a proper DOF on/off and not "override" can be implemented but that´s another story) AND a "CoronaSceneMod" with all the stuff about Render settings as shown in the mockup (and maybe more). This looks more flexible and easier to handle for me and blends away a lot of UI confusion for users who only want to override basic camera settings.

As for the idea to link (Max) Render Presets:

- I hate them and find them cumbersome :]
- Render Presets are another file(!) in the first place somewhere on some harddisk. I expect issues when it comes to networked rendering, scene exchange and so on, but maybe there is a simple solution for that

Good Luck!



1883
[Max] Resolved Bugs / Re: Render selected / Forest pro
« on: 2015-11-06, 16:42:34 »
See

https://forum.corona-renderer.com/index.php/topic,9824.msg62886.html#msg62886

Summary: You need to select the Forest source objects, not the Forest object itself.

In case of "Viewport selection" ... well a very dificult task ;)

Maybe it´s time for Ondra to choose Option B (even though I will miss how it´s working currently).

Good Luck!

1884
Even though being extremly curious I will not ask which trouble but instead hope...

I will revisit it at some point

... this will come true. It would provide a completely different (and simpler) approach for many situations indeed.

Good Luck!



1885
I don´t think it´s a good idea to put everything in CameraMod though at the moment it seems the only reasonable location.

Since max exists I would like to have the render settings (even those in the Common tab) to be just keyable. But I don´t know if it´s even possibe to implement. It would be another approach to handle different settings in that (very common) scenario you described. In your case you would join the cams into a single one and simply animate settings along timeline.

Scene States are horrible and unreliable to use.

Exactly.

Good Luck

1886
[Max] I need help! / Re: adding some shortcut buttons
« on: 2015-11-06, 10:22:24 »
As Ondra posted (while I was typing) basically it´s a one-liner:

CoronaRenderer.CoronaFp.showVfb(true)

To very quickly create a button:

1. Open MaxScript listener
2. Paste that line
3. Mark the line in the listener window
4. Drag to a Toolbar, done.

But also have a look at this:

https://forum.corona-renderer.com/index.php/topic,8930.0.html

The show vfb button in this toolbar does further checks (also checks for current renderer and some more)

Good Luck!


1887
Your whole interface looks weird imho. A lot of space wasted everywhere, extremly large fonts etc... is this by purpose? Maybe you should check your dpi settings/font size  in windows at the first place?

Another idea: Is it by chance a screenshot from a laptop? I remember I had similar issues on my current laptop with max at the beginning (wasted space in every GUI element), looked equally.

Good Luck


1888
Gallery / Re: Holidays backgrounds
« on: 2015-11-05, 10:52:02 »
I don´t know why this doesn´t get more attention but I just wanted to let you know that it´s more than enjoyable what you post here :) I like especially materials in HNE to HNE3 and the "story" in val11 (besides it´s always good to see something other than archvis).

In your last post I´m struggling to identify those ... coins(?) what are they?

Good Luck


1889
Work in Progress/Tests / Re: Testing learning
« on: 2015-11-03, 15:05:48 »
Additionally this scene looks like it is done to showcase portals. Try two portals at the windows to speed up your rendering:

https://coronarenderer.freshdesk.com/support/solutions/articles/5000501660-how-to-use-light-portals-in-corona-

Good Luck!


1890
IMHO a clean" and logical solution could be to have IR following the viewport safe frame settings;

Yes, very good suggestion (if possible to implement)!

+1

Good Luck

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