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Messages - Sedrax

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[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-03-30, 13:24:24 »
I will add to my message once again, the latest Windows update that appeared today seems to solve the problem. Since, even with the XMP profile enabled, there are no glitches.

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[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-03-18, 13:14:10 »
I want to correct my last message. I described that after updating Windows the problem disappeared - and it really is. But yesterday a new update  was released (10.0.26120.3576) (KB5053650), after which the freeze during interactive rendering returned again... How much can you.......


I want to add. If you disable the XMP profile, the problem is solved... Before this update, everything worked with the XMP profile. In general, we'll see what happens next, because this is not normal.
New update with XMP profile disabled - works correctly

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[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-02-17, 10:43:18 »
I did the same. But you have to hurry, because as far as I know, Microsoft wants to ban the transition to the Beta version at the end of the month.

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[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-02-15, 21:36:31 »
Thank you very much. It really works. Yesterday I assembled a PC based on the 9950x processor. And I've been suffering for 2 days. At the beginning of interactive rendering - work was simply impossible!! Everything hung. Tried almost everything that was written above, nothing helped. But after installing the beta version of the Windows update - a miracle happened!!!! Everything is up and running great with the XMP profile enabled! Friends, try it, who had such problems..

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[C4D] I need help! / Re: Disney Specular and IOR
« on: 2024-09-01, 21:20:12 »
Quote
Again same issue in regards to terminology, what is "emphasize depth", "add new details"? If I were to guess what you mean I would say - yes you have more control over the values instead of a simple metal/non-metal switch, however you also need more technical knowledge and be careful not to break the energy conservation rule. Also if you read my article on "Down the Rabbit Hole" you would see what little difference this makes... unless that kind of thing keeps you up at night

The Metal/Non-Metal switch is always there, regardless of whether we use IOR or Disney Specular mode.

If I understand correctly, the Specular/Glossiness method is a method that was implemented in CoronaMtl (with the difference that IOR and Reflection were separate parameters)? and in the new PhysicalMtl - the Metalness/Roughness method, but with the ability to control F0 for the dielectric through Specular (if you turn on the Disney Specular mode, or through IOR). And usually, when they talk about Specular/Glossiness, they mean the Reflection slot, that is, the CoronaMtl implementation, in which nothing is converted to IOR, and IOR and Reflection are different parameters, unlike Disney Specular. Is everything correct? In your article, you said that Specular is the result of IOR and Reflection together. In your example, you created both metal and dielectric with one material. But when you used the Specular texture it wasn't the Metalness/Roughness method. You set the IOR+Reflection values ​​for the metal and the dielectric with the same texture, and for the dielectric it was just a color that should be within a range, eg IOR 1.5. In Corona Physical, this can be done only by the Metalness/Roughness method, where it does not make any sense, since by default, the dielectrics already have this value, and you can simply manually decrease or increase the IOR and everything, and the Base Color parameter ( such an example you had ), we will define both the color/strength of the reflection for the metal and the diffuse reflection for the dielectric. Moreover, the IOR of the dielectric will not affect the Metal in any way. So in the Metalness/Roughness method, Specular is just a converted IOR that controls the F0 for the dielectric. But it is another matter if we want to make not just a single color, but some texture/heterogeneity, in order to give different degrees of reflection to different parts of the dielectric. That's what I asked about. That is, in advance, I have to make something like a procedural Mix map, where I specify in advance the exact Disney Specular color (calculated, for exact conversion to IOR) for this or that part of the dielectric. But the task can become more difficult if it is not just some Dirt texture, but for example a wood texture, where different fibers should have different reflection strength.

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[C4D] I need help! / Re: Disney Specular and IOR
« on: 2024-08-27, 21:32:26 »
Just a little unusual. After CoronaMtl where always used texture for Reflection. But here she is not. And in different situations, in different scenes, there are moments when the reflection or the strength of the reflection is too strong (many different factors can influence it), and you want to reduce it a little. I understand that in dielectrics the reflection power is practically the same, but visually there are moments when it is desired to reduce it. In CoronaMtl, there were no problems, I lowered Reflection a little - and everything is ready. Here, I solved it only by reducing the IOR. But it seems that if you use a texture, it could turn out better. Well, that's in theory. I understand that the difference may be very small, but it was interesting to learn the various points that are related to it.

And thank you very much for the material you have dropped. I confirmed some knowledge, but you always learn something new.

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[C4D] I need help! / Re: Disney Specular and IOR
« on: 2024-08-27, 16:44:41 »
If you use the standard metalness worflow mode, it turns out that you only need a texture for the Base Color, a roughness texture, and relief textures and the like, of course, having decided on the metalness parameter. But if the mirror image is too large, then you just need to numerically reduce the IOR and that's it? I understand it that way. On the other hand, if you turn on the Disney specular mode, you can more accurately emphasize the depth, and more precisely adjust this ability of specularity, and thereby add new details. Is everything correct?
The only thing I haven't fully understood is how to create textures correctly so that Specular does not exceed 0.5 (for example for IOR 1.5), because Specular in Metalness workflow differs from Reflection in Specular Workflow, as a minimum by the values ​​are converted to IOR and should be fairly accurate. Not using Substance, is there an alternative to creating this exact texture for the Disney Specular mode in Corona Physical? and is it possible to create it from an existing texture for Reflection or Diffuse/Albedo, but in 3d Max itself, for example, in the process of work? Without using third-party programs?

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[C4D] I need help! / Re: Disney Specular and IOR
« on: 2024-08-26, 23:00:44 »
Thank you very much. I will definitely review everything.

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[C4D] I need help! / Disney Specular and IOR
« on: 2024-08-26, 17:21:10 »
Greetings. I wanted to ask you, if you have time for an answer) I am looking into Corona Physical MTL in more detail, namely Specular/IOR modes. And the question is: is Specular something like Reflection in Legacy MTL? Yes, it converts to IOR, but I mean the very principle of use. Also, how exactly to create textures for it? Previously, it was possible to simply make the texture black and white and adjust it by eye. Now we have to take into account that the color range should be up to 0.5, if I want to get an IOR of 1.5, and this complicates the task quite a bit, I don't know how exactly it can be done. And lastly, if there are ready-made textures for Reflection, how exactly do you convert them for Disney Specular? As I understand the textures from Megascans, namely "Specular" - are they made specifically for this mode? Thank you very much.

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