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Messages - pokoy

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1
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-28, 19:30:15 »
I think the crazy RAM usage here is the result of a few things in the scene, but they all seem to be related to the Legacy Mtl. For example, if you lower the Legacy Mtl's Fresnel IOR from 100 to the default 1.52, then it renders fine. Also, if you isolate either of the objects, it renders fine (even with the "wrong" materials and render settings).

Since the Physical Mtl is here to replace the Legacy Mtl and it already contains various fixes, I don't see a need to log this for the devs.
There's still a use case for LegacyMtl - pure reflection and refraction, PhysicalMtl always introduces some darkening. I have scene where Legacy needs to work because of this (some optical trickery that just won't work with Physical).
Also, like in my case, there are many scenes that use LegacyMtl that I need to rerender with minor changes from time to time. I'd hate to see LegacyMtl produce problems since switching to PhysicalMtl is not always possible for various reasons. Please don't let it die...

2
I might have agreed to post on a forum and have others see my posts - that's about it, not more than that.
So, sure, go on and have a blast. Just make sure my posts aren't included in your 'research'.

That's not really my goal here, and if I'm in wrong here with this concept then I won't proceed with the idea. Besides, I don't even know how one would implement it and was more interested in discussing a tool that would be useful not only for me but for all the community. If it's not within forum rules then I guess there's no reason to continue this discussion.
I see. I'll try to distant myself from my negativity towards AI for the sake of constructive feedback... Let's say you were able to achieve what you want - what exactly would it help you with? Tell you what settings to use in a certain scenario? Tell you why your lighting doesn't look good or the camera renders black? There are so many different variables in almost any 3d related job, it would be impossible for an AI to correctly understand your problem and suggest a possible solution. After all, I don't think it would actually be able to be as concise as another experienced user or support staff. There's an extensive online reference plus this forum with real people who can help with almost anything you could come up with, so what exactly is missing right now that you're trying to solve?

Don't get me wrong, but your request sounds like the common 'let's throw AI at something and expect magic to happen with rainbows on the side' techbro wet dream. It can only disappoint.

FWIW, I think that the company running this place should prohibit anyone from scraping the content (or to clearly communicate it's not allowed, even if it can be worked around by simply creating a profile). After all, some people here have chosen to share private data, the staff should at least realize there's a risk of abuse of personal data by using automated tools. Just to shrug it away casually is not OK in my opinion and I'm surprised no one cares.

3
I might have agreed to post on a forum and have others see my posts - that's about it, not more than that.
So, sure, go on and have a blast. Just make sure my posts aren't included in your 'research'.

4
All the obvious (and questionable) use cases aside - have users ever agreed to their posts (and potential solutions and work results) being scraped off the forum like that? Don't think so... and honestly, wtf?
Posting to a forum and having it visible to forum members is different from having someone scraping it for 'content gain'. Do the leg work and learn on your own just like everybody else.

5
I recently ran into this with a grass patch model.
Make sure to disable map filtering for the diffuse bitmap. It's likely caused by a black background in that map where pixels get filtered to a darker tone progressively with increasing distance. It's best to disable filtering on all maps used on fine details anyway as it can be too aggressive.

6
Since you're looking at CIE anyway, there's this thing where, if you save a file as TIF with alpha, it'll open in PS with the alpha already applied so areas with black alpha are erased from RGB channels. This makes it necessary to save 2 files when using TIF - one without alpha and another one with alpha included to get the background to carry over to PS.
This also differs from the VFB in Max where the image is left intact and alpha is present in a separate channel (the way it should be).
Sorry for hijacking the thread..

+1 for error-free batch output and an UI for batch processing.

7
I have also requested that the info must be disclosed (there was a thread on the chaos forums where people complained about this). You can't expect people to hunt down all the info. Also, in the EU, the seller is required to disclose the content of the product and besides, it's just bad style not to do.

Honest question - what is management/sales gaining by not disclosing the contents of each package in a transparent way? It only produces errors along the way, adds to workload of the support staff and hurts the client relationship.

8
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-08-04, 15:50:14 »
I think we had this discussion, when it was accidental changed in c12…. Because we got used to the workflow with ids for individual source objects and not Forrest object.
If this source object could’ve maintained and the other would be an optional approach it would be fine. But I like to have individual mask for source objects (trees or furniture etc) to alter it in post.
If only Forrest pack is able to have a mask I’d, then you end up with many Forrest objects for various source objects.

Just as dj_buckley said it’s quite easy to select individual source objects and all apply them same id
I guess the update by Maru is because of me requesting the ability of masking whole Scatter objects in another thread.
I'll second what you say - having individual object IDs in masks *is* really useful.

I guess a good solution without changing the current behavior would be if Scatter objects would actually show up in manual selection lists in the mask element, currently they don't. This way both ways of masking would be possible. Hopefully no need to change the way it's currently.

9
Left my vote, thanks again guys.

10
Thank you, much appreciated as always.

11
I know this is an ancient topic, sorry for that - but I'm just running against that limitation and couldn't find a solution.
In my case I'm scattering objects A, B, C in 3 different areas. But for correctly masking the areas I'd need the whole scatter objects to pass a mask up to the mask element.
Using object or material buffers on the content of the scatter objects (A, B and C) won't work in my case, I'd get all 3 areas in the mask element, but I need the individual scatter objects in separate masks.
So... this is not possible, and no solution since 2015?

12
...
Im not sure if its an issue with the batch file or the latest CIE Cmd but it would be a great idea to integrate some batching ability into the CIE itself.

Yes, please.

13
FWIW, here's a reddit post about an OSL hafltone shader in development (for Arnold) that I just stumbled upon, with some great examples:
https://www.reddit.com/r/Maya/comments/1ltgj7y/spent_the_last_4_weeks_creating_a_halftone_osl/

I believe for this to work you need to access the renderer's internals, meaning something like this will (most likely) not work in OSL in Max.

14
If time is not a concern I'd stick to PT/PT. Even on exteriors, caching might result in a less detailed GI. If you don't know the difference you might not notice but from all side-by-side tests I've done PT/PT just looked better.

On interiors, I had a few cases where both secondary cache solvers would result in splotchy areas no mater what I did. While the 4K cache always produced better results, last time I looked there was still no documentation for it available so if you need to to tweak something you really don't know what the parameters do.

15
Ah thanks - this reminds me of switching... sorry for the confusion then.

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