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Messages - alexyork

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31
No worries Tom.

alexyork, the "Export GLB File(s)" button exports your glb to your directory of choice, from there you drag/drop it into the babylon page. You shouldnt need to do any uploading to webhosting etc, I often test my exports by doing the exact same thing (as per my youtube video).

Drag and drop your .glb file here (anywhere on the page):
https://sandbox.babylonjs.com/

You can also test it locally by double clicking on the glb file and opening it in Windows 3D Viewer

Thanks so much! Somehow I'd missed that you can view these directly offline in Windows 3D Viewer - handy! I've been throwing them in their sandbox but that's their own template which is nice, but for my needs I'm trying to set up a very basic template with a simple white background, which I'm defining through HTML, and loading my model into that. It works as I mentioned but only when running off the webhosting, not locally, which is odd, but I guess a limitation of how the babylon.js works.

I don't suppose you know of any resources online for some basic templates for the viewer we can download and tweak?

Thanks again for the pointers!

32
James, once again thank you - super helpful. I have a request - I wonder if you'd consider implementing some kind of user-friendly sandbox either within the script or as a button after everything's exported to 1-button test the object inside a Babylon.js sandbox? This might help with quicker verification that everything has worked correctly with the materials and exports etc.

As an aside, I'm finding that I'm unable to test local babylon viewers and I'm forced to first throw it all onto my webhosting for testing - do you have the same or is there something I'm doing wrong?

Cheers!

33
Fantastic work, thank you!

34
I agree with a recent poster - working with materials is by far the slowest, most clunky and awkward part of working creatively with Corona in 3ds max, I think. It does very much sound like it comes down to lack of QT implementation. I personally use Compact 99% of the time, because I'm working with library materials, not creating things from scratch, and rarely need the benefit of nodes. Navigating CoronaPhysicMtls inside this is... painfully slow, and does tend to get worse the longer the max session is running. Hopefully the switch to QT can be made soon as a priority.

35
[Max] Daily Builds / Re: Caustics playground!
« on: 2024-08-15, 15:16:37 »

36
[Max] Daily Builds / Re: Caustics playground!
« on: 2024-08-08, 09:24:05 »
Hey devs,

Are you able to share any insight into your plans for caustics on the roadmap, based on all the feedback you have from users over the last few years? It would be good to know what you're aiming for and testing out even if you can't give a time-frame.

37
[Max] Daily Builds / Re: Caustics playground!
« on: 2024-07-24, 09:47:53 »
Weighing in here briefly with some thoughts that I know I've already passed to the Corona devs over the years.

I kind of disagree that getting caustics to work reliably is almost impossible in complex scenes, that's maybe an overstatement - we're making it work regularly in very complex scenes - but I do totally support the sentiment - it's way, way too fiddly currently. And this is principally due to caustics having very basic optimisation/adaptivity in response to the scene - you often end up with poor looking noisy results and having to brute-force across the entire scene to get something decent, and almost always relying on some kind of post-processing fudging. This results in enormous wasted R&D time, rendering time and costs.

The main thing we're extremely keen to see is real, solid improvements to getting caustics to be controllable where and when you want them, with actual improvements therefore in quality/result and speed. The include/exclude is purely a compositing aid and has zero effect on speed/result. That's the key thing that needs to change somehow IMO.

Tied into that is the fact that caustics are still resolution-dependent in terms of photons. It works better in recent major releases so the overall "brightness" and appearance of caustics is now much closer as you scale up and down res, but it's still not working how it ought to be. Photons Per Pixel is inherently problematic because it's resolution-dependent, therefore the result changes drastically when you're testing at say 2k and then go to full-res. I've even found that I'm basically unable to render what looks good at 2k blown up to 9k, because it uses up too much memory. I think Photons will ultimately need to be moved to a world-unit-space similar to how displacement can work. The visual result should always be predictable across all resolutions, with memory usage scaling more reliably too.

Unlike other areas of CG, with caustics you really cannot currently just brute-force a clean solution by throwing a tonne of photons or passes at the problem, because to achieve that results in unsolvable memory issues even on 256gb beast machines like ours. That would be a first, worst solution IMO - if we can throw computing power at the issue and get a totally reliable, clean result, that would be ok for now. As a better long-term solution, a properly optimised workflow with Ondra's original "one click and done" working the way he envisioned for this some years ago.

38
One related issue we've always found with noise levels, adaptivity and AA etc. with resulting issues in rendertimes is when you're using super "busy" stuff in your scene like scatter carpets/rugs, grass or other such very fine and busy looking geometry. It seems to throw the noise/adaptivity calculation off to the point where we basically never use noise level limit in production in most scenes, and instead do a quick manual test where you just render the whole image and draw some quick regions in the areas that are obviously struggling to clean up quickly, typically dark areas or where there's lots of reflected light or something - keeping an eye on the number of passes until it visually looks good enough to finish off with some light denoising. Then we plug that value into the pass limit and call it a day. It's the only fool-proof way we've found to get the correct quality and predictable rendertimes without leaving things to chance. But if the adaptivity side of the engine was a bit more intelligent at figuring out that it's wasting a bunch of time/passes on areas that don't actually need it, that would sure be a nice improvement! :)

39
[Max] Feature Requests / Re: Optical Zoom
« on: 2024-06-17, 13:44:06 »
+1 ! Would be super useful

40
Nik's BatchMaterialEditor would probably help here.

https://www.scriptspot.com/3ds-max/scripts/batch-material-editor

41
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2024-05-19, 16:33:01 »
Thanks Tom. Excited to see improvements coming into it hopefully soonish.

42
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2024-05-15, 14:36:39 »
Hey devs. I see you've touched on PatternMod in today's daily build. Are you able to speak to that in more detail , and to any of the requests in my list at all, or an indication if any of them are on the roadmap? Thanks.

43
You might consider taking some inspiration from the way Relink Bitmaps and Forensic do things. The scan reveals issues, it gives you a number next to each one and you can choose to select those items to deal with them, or just fix them directly where possible. So for example for problematic materials/maps you could populate ME slots and also select all those objects, allowing the user to isolate them and take a closer look. Maybe making selection sets could also be helpful.

44
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2024-05-01, 14:15:35 »
Hi devs,

I've lost track a bit of previous requests/emails etc. but I'm compiling a short list below of my wish-list changes for PatternMod - could you please update us on progress in these (and other) areas?

And just to front-load the conversation, I know that the usual response (fairly!) is "why don't you just use ChaosScatter for this?" but there's something very simple and very nice about the speed, elegance and simplicity of PatternMod that makes me keep coming back to it, especially for carpet/rug stuff. I'm getting some very good results out of it but with a few improved features it could be really killer:

- Can we please get randomisation controls for Pattern Height?

- Can we please get map-driven everything? Especially Pattern height / offsets / rotations, and ideally the surface itself (beyond limiting to matID as currently). It would be awesome to load in for example a greyscale map that would determine where the pattern appears, and another one that determines how high it appears.

- Will it be possible one day to have the source object not be trimmed/clipped? In this way, if you do for example 0.5 shifting you will still see the entirety of the source object, allowing you to get a much more randomised and natural "scattering" effect (when this is desired - for example when making carpets/rugs).

- Can you update us on if it will ever be possible to enable PatternMod to be used on top of an object already using rendertime displacement?

- Can you please consider making it possible to multiple-stack CoronaPatternMod modifiers on a single object? This would be helpful for certain complex randomisations etc. (until we can get real randomisation/offsetting controls).

45
[Max] I need help! / Re: Black rectangles in saved images
« on: 2024-04-04, 16:54:12 »
Thanks for the update, and fixing an issue like this with a hotfix for the current main build is really appreciated.

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