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Messages - PastaJackal

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1
[Max] Bug Reporting / Re: Corona 12H1 Scaling issue
« on: 2024-11-08, 21:10:06 »
That's perfect, thank you Maru!

2
[Max] Bug Reporting / Re: Corona 12H1 Scaling issue
« on: 2024-11-07, 17:49:31 »
Hi Maru, thanks for testing!

I'm using Corona 12H1 and 3ds Max 2024.2.3

I've attached a screenshot of my max so you can check the VFB scale too (which is reading as double the resolution)

This test is from using IR. Production rendering seems to show the correct scale

Maybe worth noting that I'm running windows 11 as well

3
[Max] Bug Reporting / Re: Corona 12H1 Scaling issue
« on: 2024-11-07, 16:34:00 »
Just double checked and VFB 1.0 doesn't fix the issue

Changing windows scaling to 100% would be great, however all text would become far too small (4k res on 27 inch monitor)

4
[Max] Bug Reporting / Re: Corona 12H1 Scaling issue
« on: 2024-11-07, 15:55:39 »
Thanks Maru, however I already tried the original VFB inside corona 12 and the same issue persists

5
[Max] Bug Reporting / Re: Corona 12H1 Scaling issue
« on: 2024-11-06, 20:14:18 »
Thank you Maru, however as I work in a studio that requires us to all run the same max version, it would be too difficult to update just for this issue.

Is there any way to fast track a fix? As you can imagine, it is difficult to render anything when the resolution is so low - and my main job is to render :/

6
[Max] Bug Reporting / Corona 12H1 Scaling issue
« on: 2024-11-05, 18:13:28 »
Came across a serious issue, where now the VFB doesn't scale or display 1:1 resolution as it had in previous Corona versions to 12, which makes it very difficult to view my renders when unable to view them at native resolution

I've attached some screenshots of my display settings in Windows, as well as some anomalies found when observing the zoom level inside the VFB (top right). Same issue persists when switching back to VFB 1.0

7
[Max] I need help! / Re: Varying GI between renders
« on: 2022-01-17, 07:47:19 »
okie dokie, looks like I may have discovered the cause. The glass which the sunlight was passing through was made with a corona physical material. Tested with both thin and no thin selected and was getting the same error. Switched to legacy and it works fine. Might be something for the Corona team to check out if you're not already aware of it :)

8
[Max] I need help! / Varying GI between renders
« on: 2022-01-17, 07:33:23 »
I had this issue with another scene where I spent hours trying to find the fault without success. In this fresh scene I'm getting the same problem where the GI shifts in value every time I render.

In the below example I move the render region down each time I restart the render to illustrate the shift in lighting. The past scene had more dramatic differences which makes it very difficult to conduct revisions on future versions of an image.

Render settings as shown


9
[Max] Resolved Bugs / Render only Masks issue
« on: 2020-12-08, 06:25:15 »
Hi all,

Have noticed that when trying to render only masks it wants to render all passes as normal except for the beauty. Meaning that reflection, refraction etc contain GI and all the rest which takes the normal length of time to render out. This seem to be due to some materials having propagate masks set to something other than 'never'. Would it be possible to have this feature sped up especially when propagate masks is set to refraction only? This is especially useful for glass materials and generating masks behind windows etc

10
Hi GeorgeK, have you had any luck with this at all? I've since tried this on a few different machines and am getting the same results sadly.

Thanks again for your help!

11
Hi GeorgeK, thanks for your reply

I've uploaded the scene via the link and checked it one last time to see the issue persists. I've also tried merging the scene into a fresh max and switched the renderer to scanline and then back to corona to reset the settings. Hopefully that is what you meant by a reset.

Cheers

12
[Max] I need help! / Caustics fail to work since Corona 5
« on: 2020-11-20, 02:23:42 »
Hi all, I'm having this strange issue where a scene which was rendering water caustics inside Corona 5 is now having issues with Corona 6

I've noted a few variables where if I isolate the pool (pictured) it renders normally after 2 minutes. But when the full scene is loaded, it can sit there for half an hour without any caustics generated, or very tiny dots scattered around the frame (also pictured).

The scene here has glass which doesn't have caustics ticked, and that's pretty much it. Deleting all the glass also doesn't change things. Scene complexity isn't high at all, not that it should matter as it rendered just fine with Corona 5 - same computer, same render times.

Are there any dev mode settings I can tweak to fix this up? Thanks in advance :)


13
[Max] Resolved Bugs / Caustics Black Squares
« on: 2020-09-22, 12:52:18 »
Hi all,

Am receiving this weird bug in my pool scene with caustics. The attached image is of the caustics pass at 100% resolution and rendered for quite some time to reduce noise (4.6%). The pool water is made up of a segmented plane with a disp modifier with some volumetrics to darken the water gradually. All rendered inside Corona 6 but I believe this was also happening in Corona 5.

Any solutions for this?

Cheers

14
As Andrey post a bit about it on the facebook page, I'll add links below to more examples of parallax.

It becomes obvious that parallax isn't going to achieve great results on rounded surfaces or where you see an edge. That's why games tend to model out the bricks at the end of a brick wall or terminate the wall with a column detail etc.

https://www.facebook.com/groups/FStormGroup/permalink/2222775061352233/



15
I fully agree with Kyle - material/map projection feature would be much more usefull. Paralax might look impressive in demos, but somehow i think you won't find it very usefull in real world scenes, maybe except for animations, where Corona displacement still has much room to improve.
I find these functions pretty closely related to each other. Consider, for example, asphalt, on top of which we want to place a decal with a pothole. The lower coordinate of the pothole is below the level of asphalt, which means that when using displacement, you will have to use a mixture of two height maps in one and apply this material to one mesh. In fact, the absence of parallax mapping negates the flexibility of decals in this case.

Agreed completely with this statement. Tho also right that projection mapping would be a more frequently utilised tool

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