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Messages - OleksandrMelnyk

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1
You can also create a Corona Physical Mtl and enable clear coat in it. Then you can have different roughness value for the base reflectivity (let's call it "reflection") and a different roughness value for the clear coat (let's call it "specular"). Perhaps that would work for you.
No, it's completely different).
For me, only the option with duplicate light sources with different settings works

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Using CoronaLightMtl

Use RaySwitch material, plug the main CoronaLightMtl into GI, a less/more intensive to the reflection slot.

Using CoronaLight:

Use the main light, disable visible in reflections. Create another light a bit apart, make it not shine light, but be visible in the reflections.

This is the closest way of doing what you want, and still, it is not the cleanest way, but a possible workaround.
Hope this helps.
It is a pity that it is impossible to implement this function in the corona (
I know the workaround you mentioned and I use it often, but it would just be convenient to have it all in the light source settings

3
Hello everyone!
Why is there still no possibility to adjust the intensity of the highlights in the light source setting in corona render?
This is a very convenient parameter for object visualization, now you have to separately configure two light sources to achieve this (

4
[Max] Resolved Bugs / Re: Sun Target moving
« on: 2023-12-21, 17:58:28 »
Hello everyone!
I'm facing the same problem, 3ds max 2024 and corona 11
The problem of the sun and target

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Thank you !

6
It does work with bitmaps, but it has serious drawbacks - it's bound to world coordinates, so you if you move your object, texture will stay in place relative to the world. It also overrides existing mapping with planar mapping, so it's suitable only for flat objects. For stationary carpet, this technique might work quite well, but it will fail in more complex scenarios.
Well, I never managed to do what I wanted (
and if the function does not work as it should, then it means that it does not work at all! thanks !

You could use corona scatter for this!

Thanks, but I already did it with the help of Forest pack pro

7
It does work with bitmaps, but it has serious drawbacks - it's bound to world coordinates, so you if you move your object, texture will stay in place relative to the world. It also overrides existing mapping with planar mapping, so it's suitable only for flat objects. For stationary carpet, this technique might work quite well, but it will fail in more complex scenarios.
Well, I never managed to do what I wanted (
and if the function does not work as it should, then it means that it does not work at all! thanks !

8
It should work with world scale



this only works with procedural maps, but does not work with texture (bitmap)!
and if it does not work with a bitmap, then how can the fur be considered working in the Corona render if it cannot be used to the full?

9
This is a big setback for me (
I tried to solve this problem for more than 3 hours (
I need to present the project tomorrow, and it seems to me that the only option for me is to try to make a carpet using Forest Pack Pro.(

10
yes, but it slows down the rendering very much and the quality of the coat comes out very poor

11
[Max] I need help! / Problem of Hair and fur Corona Render 5
« on: 2019-12-01, 19:09:00 »
Why can't I transfer the drawing to the fur ?
Help me please!

12
Gallery / Green Hills
« on: 2019-11-05, 13:09:43 »
Hi! I present to your attention my new work "Green Hills" I will be glad to your comments and criticisms, enjoy watching!
Soft: 3dsmax, CoronaRender 4, Forest pack pro, Quixel megascans, Photoshop
https://www.behance.net/meli4kask8bcf4
https://www.instagram.com/olexandrmelnyk_3d

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It worked) Thank you very much for your help!

14
yes, they are 0

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Hi, I have exactly the same problem, is there a solution?

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