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Messages - Kyle

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It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
+1

I agree the buckets in IR don't feel like it gives that instant feedback even if it is technically faster

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It is to do with the processors ability to boost clock speeds when the conditions are right to do so.  Mainly that the processor is not getting too hot.  When gaming, your processor will hardly every run at 100%, so the processor does not get as hot.  As rendering uses 100% processing power, the cpu will get hot causing the clock speeds to fall down to a level where the cpu can maintain an acceptable heat as to not cause potential damage to itself.

I assume you are using a stock cooler? If you want to see higher boost clock speeds then you would likely need to invest in a more expensive air cooler.

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[Max] I need help! / Re: Looking for an HDRI article
« on: 2021-03-06, 15:19:25 »
Was it this by any chance?

https://thecommonpoint.com/blog_hdri.html

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As far as I can tell the Substance Painter to 3ds Max workflow is working very well.  Just found an old model I made from a Blender tutorial slapped some smart materials on in Substance Painter, exported Albedo, Metalness, Roughness, Normal and Height maps.  Just slotted them into the new material and all seems to work as expected.  Took about 10 mins to do all together. Great work on the new material Corona team!

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An FBX file is just a type of file format mainly used to transfer a 3d model from one 3d software to another.  If you are using 3DS Max it would be preferable to find models that are saved in MAX format.  This is because the max file can save the Corona render material with all textures applied so when you open the file, as long as you have the texture paths linked you can just render in Corona.

That is not to say that FBX files cannot be used effectively, it just means you will have to make the Corona materials yourself and re-add all of the textures to the model.  I would personally only use an FBX file to transfer data from another 3D application for example Marvelous Designer, Zbrush or Blender.  If the model has a MAx file you should probably always use this and save yourself time.

Hope this helps.

6
I'm ok with nodes. Don't see anything wrong with it.
I wouldn't be able to go back to the compact material editor for example.
I'm in.

Yeah i agree im never going back to compact. Its so counterproductive not being able to see a whole material graph. I just had to force myself to learn how to use the SME.

I'm the same, used the compact material editor for years, finally convinced myself to use SME and never looked back.  Well tried to use the compact material editor a couple of times to show work colleagues a material who still use it but it seems so illogical now hard to find where you are within a material.

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Gallery / Re: Houseplant Delight
« on: 2020-09-10, 11:34:47 »
Yes as others have said fantastic work!
I for one would be very interested if you were to do some tutorials such as a Patreon like Johannes Lindvquist has.


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[Max] Resolved Feature Requests / Re: Decals like Unreal
« on: 2020-06-02, 11:13:48 »
I also feel like this would be an incredibly useful feature. How it works in unreal is just unreal (pun intended)

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While the parallax mapping implemented into Fstorm is very impressive, I personally would find material projection much more useful. Since we now have 2.5D displacement, this already works very fast and uses very little RAM. You still need an accurate height map for parallax, you can't just use a bump map as far as I am aware so it's not like we could just start using it on all materials where we don't have an accurate height map.

Material projection on the other hand would be a great new feature for adding decals to surfaces much like what can be done in Unreal Engine.

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I assume the reason would be because the materials are set to use real world map size in most situations. You need to set this in your uvw mapping to see correct results.

Hope this helps

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It's strange to me as well I would prefer to see bump from 0_100 just much more intuitive than using decimals

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News / Re: Pricing and release date announced
« on: 2014-12-08, 20:19:49 »
Excellent news! I'll try to get my supervisor onto this in the next couple of days :)

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News / Re: Pricing and release date announced
« on: 2014-12-08, 19:01:13 »
Hi keymaster I know some people have asked already but is there any way to pre order corona V1? Due to our company being a local government organisation we are only able to buy new software once a year and that time for our company is within the next two weeks. If we cannot pre order now we would not be able to buy corona until end of next year. I hope there is something you can do for this situation.

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[Max] General Discussion / Re: Corona Pricing
« on: 2014-12-05, 13:23:57 »
You say about a condensed version of Corona that has less features.  That kind of is what Alpha 6 is and I believe that will be remaining free?

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