Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - brr

Pages: [1] 2 3 ... 12
1
I think c4dtomax won't fit your needs. The plugin c4dtomax needs to be updated in near future, the others supports animation (not complex rig)

Thanks for keeping us in the loop.

In that case I would suggest doing a few tests with FBX (simple rigs or point cache), USD, and maybe alembic but not sure about the material process with alembic. Off the top of my head theoretically you should be able to take geometry back and forth with fbx/usd and do the materials in 3dsmax in this case, as long as you have some consistency along the way (potentially material names or some kind of object data to track things).

As an example when I worked in the tv/commercial industry the Animation team would use Maya and point cache out the mesh, then the Set team (us) would import that into the 3dsmax scene, run a small script that picks up the materials saved to a .mat file and apply it to the characters by material/object name. Not sure the extent of your situation but you could always do some proof of concept for your client in c4d - sign off, go to max for materials/light - sign off etc. Caveat is obviously animation changes and re-import/export at a later point so if this is an ongoing project, scripts will certainly be of good use. This could also be overkill for your situation but just some ideas to chew on.

thank you for ideas, James.

I will try to do some tests in this direction.

Have a nice day !

2
Corona doesn't write animation to vrscene either :) This is why rendering animations in Vantage is done via Live Link, and not available via vrscene export.

Thank you for the information. My idea was to try to switch to vray in C4D and save corona assets as *.vrscene.


if you do can you also post back here.
https://www.3dtoall.com/products/c4dtomax/

I got some official feedback:
Hello!
I think c4dtomax won't fit your needs. The plugin c4dtomax needs to be updated in near future, the others supports animation (not complex rig)



3
Thank you both for your responses!

vrscene wouldn't contain any animation data, just so you know. So even if it works to transfer geo and textures (not supported so not guaranteed), it wouldn't work for what you describe.
As I understand *.vrscene does support animations, but corona can not import it? :(
https://docs.chaos.com/display/VMAX/VRayScene


Sounds like your best free options are FBX or USD. I havent tested USD in 3dsmax however.

I remember this plugin from a few years ago, maybe someone here has used it, or you can email them directly and ask some questions - if you do can you also post back here.
https://www.3dtoall.com/products/c4dtomax/
I have emailed the questions to 3DtoAll plugin devs and will share any feedback once I receive a reply.

If anyone has other ideas, please share!

4
Hello dear community,

I hope this is the right board for such a topic.
Does anybody know what the best workflow is to transfer a C4D Corona scene to 3ds Max Corona?
The idea is to use some animation skills of my colleague in Cinema 4D and then bring it into 3ds Max for others to do the fine-tuning for the lighting and perform the rendering.
How would you do it in Corona 13? Is *.vrscene an option?

Thanks for any feedback and ideas!

5
Counterintuitively alpha is a shading pass, so it will not render when render only masks is enabled. Try to add some non-shading elements and it should work fine.

Oh wow! Thank you for the information. Indeed, it is very counterintuitive, because alpha is always perceived as a simple mask by users. Now I understand why it has the CShading prefix.
I think the topic can be closed - there is no issue here. False alarm. Sorry!

6
Hello Corona-team,
I haven’t used the brilliant "Render only masks (disable shading)" option in several recent Corona versions, but I needed it for a project recently. Has something changed? Am I missing something ? When I activate it, all my masks turn completely white.

I tested this with the alpha mask in Corona 12.2 and 13, using a completely blank scene with default settings - only the max background color was changed.

Please take a look at my attached video.

7
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2025-07-15, 09:56:45 »
Does anybody know what happened to Dubcat? He hasn’t been here for years. His website is also offline :-/

8
[Max] General Discussion / Re: Converting VRayUVWRandomizer
« on: 2025-07-08, 08:48:36 »
Hi,
I already requested this, please upvote here:
https://chaoscorona.ideas.aha.io/ideas/CMAX-I-163

9
Gallery / Re: Within the Equilibrium
« on: 2025-06-16, 08:15:16 »
you deserve more views and positive comments for such a visually stunning piece of work

100%.

@Ewelina Lekka very nice and hard work !

10
General CG Discussion / Re: Have you seen Unreal Engine 5.5?
« on: 2025-05-07, 14:48:22 »
Out of curiosity, have you tested Vantage as a way of getting GPU rendering speed, since conversion from a Corona scene is far easier than getting something over to and working in Unreal? (And then you have the best of both worlds, from one scene). Would be interested to hear thoughts from someone who is experienced with using UE.
We have previously used Vantage to confirm the camera path for animations with clients. However, the rendering speed of Vantage is not very fast. For a 1-minute camera path with a sampling count of 100, it takes 5-6 hours, using a 4090D graphics card. I feel that the speed of Vantage is similar to that of UE5's path tracing

Indeed, it is a GPU ray tracer with many cutoff options, and it does not have anything similar to Lumen in UE, which in UE works instantly.
But at the same time, it’s a trade-off -you don’t need to optimize materials, redo scatters, or deal with advanced, unsupported parts of the scene.

11
Hi Maru,

great news, thanks !

12
Hi,

From time to time, I need to apply a tint color to my texture.
It works well if the texture is already black and white - then all I need to do is pick a tint color from the desired source and adjust the texture’s brightness.

However, if the original texture has some color, the tint is applied on top of that color, which gives a completely different result.
To fix this, I either need to manually tweak the tint color itself (which isn’t a very straightforward workflow, especially when working with products), or create an additional CoronaColorCorrect node to first desaturate the texture and then apply the tint.

How do you guys handle this?
I think it would be great to have a checkbox for the tint option - something like "Respect Original Color" or similar.
What do you think ?

Please take a look at my attachment.

13
Thank you, Avi. I also modified my post by adding a link to vote for this in the Chaos Ideas Portal.

14
Hello,

I'm not sure if this is intentionally developed this way, but it feels a bit counterintuitive:

In VFB2, when I set a render region and then press the "Render Region" button to turn it off, it greys out the region frame, but still renders only that region—not the whole image.
To continue rendering the full image, I need to click the drop-down button on the right side and then select "Disable All."

Please take a look at my attachment.
Is this the expected behavior?

15
Users won't be able to vote until it is made live. And I can't make it live because each one should be a separate feature request (because say we decide to do 2 out of the 4, there is no way to reflect that status on the Portal with all four suggestions being in one). While an inconvenience I know, could you resubmit those as separate suggestions? Thanks!

Hello Tom,
Sure, no problem. I’ll divide it.

thank you for fast feedback.

UPD: done.

Pages: [1] 2 3 ... 12