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Messages - JoachimArt

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1
[Max] Daily Builds / Re: Toon + Outline Mtl Playground!
« on: Yesterday at 13:37:56 »
I struggling to understand how you can set up a simple toon shader of two colors completely opaque, without shading. It seems now, even if you choose no shading between the two colors, there's still shading and also ambient occlusion and GI will still appear. I mean if you want a really stylized cartoon look, is that achievable? and it seems the colors only affect what is in the light, not in the non lit area? I can't seem to get it to work.
See example image of what I get, even when theres no interpolation - when Im trying to get the look of the sketches sphere below.

2
[Max] I need help! / How to use the Toon Shader and outlines
« on: Yesterday at 11:45:15 »
Is there some documentation or video on how to use the toon features? I tried adding a regular CoronaToon material on a box, but the sphere was still soft shaded. I Didn't find anything on the online help docs either. ANy pointers would be appreciated :)

3
Thanks! My bad. Jumping too much between standard lights and Corona lights and head gets mixed up

4
Oh wow, now I feel stupid :D   ....Guess sometimes one is blind for what is right there in front of your nose.

5
Hi thank you! yeah that works for me :)

6
[Scatter] Feature Requests / Animation offset
« on: 2024-05-22, 21:07:12 »
Since CHaos scatter support animations, it would have been awesome if you could do time offsets so that you can f.instance animate a grass and offset for less repetition. Like Forest Pack has.

7
It would have been an awesome feature if you could have a button in the Corona Multimap for batch importing a ton of selected images from a folder in the right order, so they are automatically attached to the nodes. Currently I don't know a way to do that without dragging all textures into max material and attach them one by one, which is a lot of boring work.

8
It would have been nice if Corona Scene converter had a button for Making the Normal -y +y on all selected objects with one click, the same way it has a button for gamme fix.

9
I suddenly have a problem that I have not experienced before. I cannot turn off cast shadow on a light in properties. [edit] But when I think of it, I wonder if this ever worked or if I used other light types for this? :D ...Or is this a bug in the latest build?

10
thanks glad to hear the bug is reported and will be fixed. Just to inform you, I tried deleting the animation of the fog settings, the bug is still there nonetheless and the frames end up different, so I think it must be something else. Maybe something is initiated in the beginning so if you start rendering far into an animation it will not include it - because from what I see, it becomes correct based on the settings only IF you start rendering when timeline is set to start at 0 - the fog loses its environmental affect when starting at the end of the anim, from what I can guess.

11
Hi, yes you are correct, that is the bug.
Here is a stripped down scene with no textures where you can see the bug. I have included the last frame of the animation rendered with active frame being 0 and the active frame being the last, you can clearly see the two images are looking different.
Download the files here: https://www.dropbox.com/t/qDKSRV6KISodj0sf

12
I have a underwater scene/animation and I have been racking my brain as of why the frames sometimes looks different when rendered. But I have now found out that if you have a volumetric fog (I have animated the density over time) if have selected frame 500 and then render frame 500, it looks different than if I have selected frame 0 and choose to render frame 500. Therefore its difficult to tweak the animation in VFB, because what you see on that exact frame is different from how it will look when rendered as a sequence from frame 0.

13
I am not sure what do you mean by Volumetric does not have alpha. Are you doing something different than me?

Didn't notice your video. thanks. But I don't mean that the render doesn't have an alpha. I mean the volumetric should have it's own alpha for compositing it back onto the image, if not you will not be able to change fog from bright to dark. But if the volumetric had a alpha multiplied with black, you would be able to make the fog exactly as in the beauty pass.   ---unless there's a way to composite volumetrics which I have not cought.

14
I am rendering the image and save it as exr with volumetrics and composite as layers. Is there a custom alpha rendered for volumetrics? In that case I have not found it. I am getting a volumetric pass/element which I can apply to the image as a additive. But then I cannot add a dark volumetric because it only apply it as additive.

15
I'm working on a scene where the fog changes from bright to dark over time and I would like to composite the fog if possible by rendering the volumetric and component as render elements. But I have not found a better way to composite the fog than having the layer additive. the volumetric doesn't seem to have an alpha. How can I composite the volumetric and get it looking exactly the same as in the beauty pass no matter what color the fog has? Any tips?

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