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Messages - north_1

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1
[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 21:12:35 »
@romullus thank you very much, I really appreciate your help.

2
[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 20:53:10 »
at the same time it looks ok with different hdri's and at different angles.

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[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 20:17:57 »
@romullus thank you for your time!  I've change the background color to black and putted the targeted disc in your scene without changing/adding anything else. and it's weird, but this is what I've got. if the light is behind (or in front of) the model - there is still a bug. but if the light is moved to the side - everything looks nice.

@Lorenzos thank you for reply. there is nothing in the scene except the model and the light. model uses default CoronaPhysicalMtl. so I really don't know how can there be issue with the reflection.

4
[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 17:51:23 »
@romullus yes, I did. didn't help.
@hurrycat I putted Weighted Normals in the Modifier stack, applied it and exported like fbx. nothing changed.

thank you for your replies.

I attached scene files, maybe this way it will be easier.

5
[Max] I need help! / Shadow issue on imported mesh
« on: 2021-12-28, 16:17:19 »
Hey, guys)

Really need your help.
I have a mesh modeled in Blender and imported in 3ds max.
Basic studio setup, one physical camera, one targeted corona disc light, same CoronaPhysicalMtl on the mesh and the studio plane. 1 smoothing group used by the whole mesh.

And a shading bug I can't fix.

I've made the same setup in Blender and it looks clean. The mesh is really straight and simple.
I've tried every possible way I knew (different export/import settings, fbx/obj, reseting/unifying normals, with/without studio, etc) and it didn't help. There's nothing special about this mesh, no edge weights, no custom normals, no flipped polys, nothing. The most special about it is this bug).

I'd really appreciate your help with finding the solution.
Thank you!

3ds max 2020, Corona 7.

6
[Max] I need help! / Re: Large landscapes rendering
« on: 2020-05-24, 18:08:44 »
Here's an example of what I'd like to make:
https://www.northlandscapes.com/files/images/portfolio/northlandscapes-iceland-stokksnes-viking-village-06.jpg
https://www.northlandscapes.com/files/images/portfolio/northlandscapes-scotland-game-of-clouds-03.jpg

I was thinking about mixing highly-detailed shaders and models (and possibly SSS for the grass/leaves)  for foreground and some simplified shaders for background.
I think hdri will be enough for the clouds, but some fog patches could be volumetric (like at the top of the mountains on first example and behind big rocks on second).

Basically my main question is: is it possible to render real-size landscape? Or should I downscale everything?

Thank you!



7
[Max] I need help! / Large landscapes rendering
« on: 2020-05-24, 11:19:23 »
Hey guys!

I have a question about the workflow on rendering large landscapes.

I have a landscape done in WorldCreator 2. Size of the landscape is 2048x2048 meters.
WC2 allows to export heightmap, normal map, obj file with different resolutions (full, half, eighth, etc.), and different mask maps.

My goal is to make a shot like in WorldCreator2 teaser, which can be found on Youtube.

What is the best way to render such a big landscape in Corona with some athmospheric effects like distance haze, fog, etc.?

Thank you!
Take care.



8
Gallery / Re: BSA Bantam D1 Custom
« on: 2015-12-02, 22:33:38 »
thank you!

9
Gallery / BSA Bantam D1 Custom
« on: 2015-11-28, 09:14:02 »
Hey guys!
I use Corona for a couple of months and absolutely in love with it. Corona is the most user-friendly renderer I've ever used. Great thanks to developers.

About the project.

Everything started when I've found a free 3d model of this bike somewhere over the Internet. Model was pretty basic and lowpoly, had a lot of details modeled wrong but still had correct proportions. So I took that model as a reference, found a lot of photo references of a real motorcycle and modeled it all from scratch. It took some time to model every single part of the motorcycle but it was really fun and interesting to do. I've sculpted and retopologized a seat in Blender3d. Some parts of an engine were modeled in Autodesk Autocad. Everything else was modeled in Autodesk 3ds Max 2013. Weld seams were made with Welder 2. I used Adobe Photoshop for textures and postproduction. Rendered with Corona.

Thank you for your time.
Feedback is always welcome.

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