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Messages - MattiasD

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nvidia contral panel ->manage 3D settings->program settings-> look for your app.exe-> in 2. specify settings edit Cuda-GPUs (dropdown menu)

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[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-06-02, 16:13:14 »
2) Yes, it works , but:
- It`s not really user friendly:
- Not always accurate due to rounding.



3)

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[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-06-02, 13:57:00 »
I tried it out a bit and it works really well. I ll be using this a lot in the future.

Some remarks:

- Would it be possible to add use setting from map, like in the color correct node OR find an even better solution so we don`t have to plug these between every single map(albedo/gloss/normal/...) separately.
- For tiles/bricks/... it would be nice to be able to do a divide in the step size. Then you can set the u/v offset range from 0 to 1 and put in the respective number of vertical or horizontal tiles/bricks into the step size
- It doesn`t work correctly when using real world map size.
- Where is the number of tiles input for? Does it do something different then when you define this in your bitmaps u/v tile setting?

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Gallery / Re: Brasserie Rivoli Cafe
« on: 2020-05-10, 09:54:29 »
I really like the amount of detail and materials, but i find it hard to read some of the images.
I think some of the images would benefit a lot by establishing a main focal point.
I hope you don`t mind, but did a quick adjustment in Photoshop to one of your images to show what i mean.
By darkening the foreground and making the mid ground lighter, the image becomes a lot more readable.




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Gallery / After the rain
« on: 2020-05-09, 20:25:35 »
Small project I recently finished. This time i wanted to spend some time looking into the corona volume material. Although it`s really cool, it does increase render times a lot.

Staircase design by Trappen Reynders




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I`m not sure if I`m right, but when starting DR the scene gets saved and sent to the other machines. Then max has to fire up and load the scene on the nodes. So depending on your scene size/complexity/... this might take some time. Also bare in mind that the sending to the other nodes is a sequential process, so depending on your scene size and network speed, this might take some time too.

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[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-05, 19:19:20 »
Maybe that`s why a lot of people are asking for ACES implementation. It`s not the holy grail, but you wouldn`t be doing some custom curves, that just look close enough...
It would be amazing if the devs find time to implement it. I personally think it`s just a matter of time, since it`s getting, much like Dontnod`s PBR back in the day, more an industry standard.
And i`d really like to move forward and start complaining about other stuff :)

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[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-05, 11:25:50 »
I really like these discussions. It`s maybe not always that constructive or correct, but it does always learn me new things.

@Juraj Talcik: Could you explain how to convert a linear (not tonemapped) image with aces? I downloaded OpenColorIO and Aces and tried to use this in photoshop, but I`m not sure what input and output i should choose from al the options and not even sure i should use photoshop at all for this :).

@lolec:
Here is my take on the scene:
Lut: Filmic Very High Contrast (log color space)


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Decals (geometric and projected) and POM are the reason why I`m looking at Unreal or Fstorm. We used them extensively when working on Homefront: The revloltion (made with cryengine).

They are a quick way to add damage, dirt, markings, puddles, posters, edgwear, cracks, flat elements, ..
They are highly reusable.
They fit in your ideology of "Ease Of Use" (https://corona-renderer.com/features/ease-of-use)
And i`m tired of trying to achieve similar results with distance maps or ambient occlusion :)

And all though the displacement in POM is not real it does a really good job most of the time.

BIG +1 if this could be implemented.

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Gallery / Re: Cohousing project | ORCA Architects
« on: 2020-04-07, 08:13:07 »
Thanks for the kind replies everyone.
Thanks corona team for posting it on your social media. I really appreciate it.

@n.merazzi: Just corona sun and sky, no hdri background.

@JoeVallard: I actually like to have darker shadows too, but I have experienced that a lot of architects don`t like shadows :).

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Gallery / Re: Cohousing project | ORCA Architects
« on: 2020-04-06, 15:06:37 »
Hi,

I tried to write a bit of my workflow and thoughts down.
Hopefully its interesting...

@twoheads: I noticed that too, but no idea how ppl manage to add that thumbnail :)


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Gallery / Re: Cohousing project | ORCA Architects
« on: 2020-04-04, 17:08:36 »
Thanks romullus,

I don`t mind doing a making of, just let me know in which aspects/elements you interested in.

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Gallery / Cohousing project | ORCA Architects
« on: 2020-04-04, 10:04:49 »
Hello everyone,

This is my first time posting some work here.

These are images of a co-housing project with a shared garden on a small plot of land in the city center of a belgian town.
The architects needed some images to convince the municipality of their project and because they work with eco-friendly materials (chalk walls and wood) they had some trouble convincing them without visuals
The last image is, just to be clear, an actual photo with the building fit in.

I hope you like them.

Kind Regards

Mattias









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[Max] General Discussion / Re: Motion Blur
« on: 2019-11-07, 15:43:23 »
@Juraj Talcik

Only the animated static (pivot) objects work in forestpack.

So to get motionblur on cars for example, the easiest way is to add an xform modifier and animate the xform`s gizmo, so the car moves in relation to it`s pivot.

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[Max] General Discussion / Re: Motion Blur
« on: 2019-11-05, 17:04:01 »
I`m haven`t tested it with corona scatter, but motionblur does work with forest pack. You need to animate the mesh itself, so it moves in relation to its pivot. If you just animate the mesh`s pivot point, there will be no motion blur, since forest pack just looks at the pivot point of the mesh and not at its location or movement in global space.

kind regards,

Mattias

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