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Messages - VIZPARK

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[Max] General Discussion / VP | REAL TREES II - Out now
« on: 2016-07-07, 17:37:15 »
VP REAL TREES II is out with 60 exotic trees for architectural decoration. Available for 20% less until July 09, 2016.

REAL TREES II is a new highly realistic tree model library for architectural visualization. The library includes 15 different exotic tree species, each with several model variations to ensure realistic looks. The models are included as single 3D models in various formats and scattered forest presets for easy forest creation (as Forest Pack Pro presets for 3Ds Max, mograph presets for Cinema 4D and replicator presets for MODO). The GrowFX version includes procedural versions of the trees for further modification, randomization and wind animation.




MORE INFO and IMAGES here >> http://www.vizpark.com/shop/real-trees-2/

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VP REAL FRUITS has been released with 90 realistic fruit models for architectural decoration. Available for 20% less until October 10, 2015.

Image created by Daniel Reuterswärd



MORE INFO and IMAGES here >> http://www.vizpark.com/shop/real-fruits/

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REAL BOULDERS is the first boulder model library that deserves the right to be called “real”. The set of 15 highly realistic boulders are recreated from real world boulders via photogrammetry. The boulders have been photographed and meticulously recreated in 3D by using several methods and applications to ensure highest possible realism. Each boulder model is viewable from any angle so that it can be rotated for further variation. The models include high resolution 4k maps for DIFFUSE, REFLECTION, BUMP, DISPLACEMENT and NORMAL mapping and are available for 3ds Max and CINEMA 4D with Corona ready-to-use materials.



Available now for 20% less during introduction period until April 15, 2015 --> http://www.vizpark.com/shop/real-boulders/

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Ok, finally made it work. With the help of Maru, I´ve downloaded and installed a redistributable from Microsoft which seems to have triggered another update for Windows, the Windows 7 Service Pack 1. After installing the Service Pack 1, it works. So to all Win 7 users, it looks like the SP1 is required for Corona to work.

Thanks, running smoothly now :)

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Thanks, I´ve tried with the uninstaller now, and re-installed 7.2 Alpha, but still the same error message.

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Just tested with the daily build from today and it´s still the same problem. Something must be missing, but what ? ...

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Yes, I´ve restarted several times. The only "updates" that I did not install are 32 language packs. All other updates, also optional updates, have been installed.

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Hi,

I´ve just prepared a new PC with Intel i7-5820K cpu and Windows 7 Ultimate x64.

The problem is that I get error messages on every max (2012, 2013, 2014, 2015) when starting up Max, that
Corona was not installed properly. I´ve read the forum hints and saw that Windows updates need to be done,
but all of these updates have been installed and yet, the problem persists. I really don´t know what to do now.

Any idea ?

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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-09-12, 10:16:45 »
Also there is a bug. I'm using the LE version for max 2013.
"Crop original Edges" doesn't' work. I put 65 and 65, but nothing happens.
I think the problem is on VPX MAP. He doesn't recognize the Tiling input.

This is a known issue and it´s related to the update of the preview. Please hit the rendering (F9) once and it should work then. Somehow the preview needs an update trigger first and after it should work fine. In the rendering it should work anyway. If not, it´s a new bug and I´ll note it and try to solve it.

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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-09-11, 22:13:02 »
Yes, because it's unbelievable to have 1/10 (11.000.000 vs 1.800.000 rays!) of the speed, just for a single shader.
I'm sorry, but right now, your nice script, it looks like unusable in real production (cause the slowdonw)
Maybe, it's an idea to make an external software and a bridge from this software to Max.
So, anyone can use your software to create a nice bitmap (Diffuse, S, B and Disp)

Well, I appreciate your honesty, but I disagree with your statement that Walls & Tiles is unusable in real productions. Hundreds of customers (I won't disclose the exact number) use it in real productions (mainly vray though) and create stunning renderings with it. In vray you´ll also notice a slowdown (I haven´t measured it though) and yet it´s very usable for many.

If you ever created a more complex shader with several nested maps, you will know that these shaders are slower to render in general. If you are used to only using simple bitmaps, of course it´s not slowing down the rendering as much, yet still considering a slowdown of 34% (referring your comparison of no bitmaps vs. loaded bitmaps).

I think you miss some benefits of Walls & Tiles if you suggest to use an external software to create the bitmaps and then use them inside of 3ds max: Walls & Tiles is made for flexibility. You wouldn´t have this flexibility, plus the possibility to save a lot of ram on high resolution textures, if you would use just a replacement of bitmaps with an external editor. Walls & Tiles is half-procedural (using bitmaps and random distribution), which means that it generates large scale textures on the fly while rendering, yet only using the RAM for the single loaded bitmaps. This is the real clue of the product and it wouldn´t be possible with the way you suggested.

Nevertheless, I understand your concern and I promise to think about this and look for optimization. No software is perfect, not even 3Ds Max as we all know ;)


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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-09-11, 20:10:02 »
Ah I see, thanks for the explanation. Displacement aside the plugin works just fine for me. Trying to get my office to buy it at some point.

Great! I hope that it can be solved soon.

Aside of this, have you looked at OmniTiles yet ? --> http://www.vizpark.com/shop/omnitiles/

Worth a look and maybe you want to sign up for the beta test ?

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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-09-11, 20:08:03 »
I think the same, Ondra. But, with this performance, it's impossible to use it!
Also, displacement doesn't work. The "parsing" and "Build acceleration" tasks are very slow when I use this plugin.
Right now, the best solution is render the 3 maps (Diffuse, S, B and D) and use a simple CoronaMTL.

I agree with you in regards to the speed. Yes, with Walls & Tiles, the performance is much slower than without it. This is natural I believe. If you use simple bitmaps, it´s of course much less calculation while rendering, but in Walls & Tiles we have a little bit more complex shader system. It´s not "very" complex, but the used shaders use up quite a bit cpu time. First there is a heavy composite map, then BerconTile and then Crossmap. Walls & Tiles uses (displacement), bump, reflection and diffuse almost all of them use these shaders. Because Walls & Tiles was made to be flexible with so many options to change the look of a material, the cost of this is performance. That said, it seems like the composite map does use up most of the computing power and it´s not always necessary to use it. I´m anyway thinking about a simplification of Walls & Tiles for some time now and will probably start to implement this soon. This would include a version of Walls & Tiles where a simpler network is used and the performance would be better.

I hope this helps. Please also feel free to email me personally via the support form or via email (on the VP website).


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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-09-11, 19:37:35 »
Yeah, displacement is still not working with this plugin, even with the Corona material version.

Yes, I´m aware of this problem and I´m sorry about it. Somehow the displacement works fine when the displacement map (BerconTile together with Crossmap) is put into a normal Corona material, but it´s not working when the map is put into the scripted Walls & Tiles material (which is based on the CoronaMTL). So my guess is: while parsing the scripted material within corona, the displacement gets lost. It´s not even possible to use any other map within the displacement channel of the scripted material. There is nothing I can do about it I think, because this is happening directly within the renderer.

Ondra, do you know what could be the reason ?

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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-07-31, 15:53:51 »
Is it possible that the bump channel does not contain any bitmaps ? The script checks if Crossmap within the bump
layer has bitmaps loaded and if not, turns off the channel entirely. I should probably change this in the script if it
causes problems.

For the displacement, I need to re-check if there is something different with the way the bump/displacement channel
is handled within Corona. I know that the bump channel is interpreted differently in different maps/ materials and renderers
and sometimes the bump is not recognized as bump or displacement. I´ll check this asap!

Best,
Martin

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[Max] General Discussion / Re: walls & tiles compatibilty
« on: 2014-07-29, 15:39:55 »
Thanks, Keymaster and DeadClown. I´ll see what I can do, both in terms for an installer and the script itself. The idea of including the different material versions in one script is a good one and I´ll surely think about this for a future version.

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