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Topics - Dionysios.TS

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1
Hi,

well, I think the Displacement issues are not 100% resolved.
This is what I've noticed till now:

1. On heavy scenes, it happened twice, the render started relatively fast (no parsing issues) but all the objects that have a displacement map were disappeared from the render.
I attached an image where this happened for the second time. No road, some trees are missing, no walls, ecc.

2. Sometimes parsing times are ok, but not always. This behavior is not constant.

Thanks and have a nice evening!

Dionysios -

2
Hi,

I discover something weird a while ago.
I have a scene all made with the new Physical Material shader and when for an object which I need to use as a backplate in my scene I turn off "Produce and Receive shadows" from it's properties menu some weird shadows effect occur! Look at my example I post here. The shadows are produced (which they shouldn't) and part of them are missing.

Make a plane and apply the new Physical shader.
Make a box on it, you can also leave it without material.
Open it's properties and turn off Produce and Receive Shadows.
Put a Sun or HDR and render...

Any thoughts?

Thanks,

Dionysios -

3
Hi all,

I am getting crazy the last 2 days with Forest Pro and the latest 08/01/2021 daily build.
Basically I found out the problem now and I don't know if you are aware of this. Now I understood why my parsing times are huge and slow!!!

- This is what happens, you create a plane, you distribute on it hundreds of objects, more you have, worst the situation.
- Apply a material on the DISTRIBUTED OBJECTS (no displacement for now), render and the process starts almost immediately.
- Now put a displacement map on the DISTRIBUTED OBJECTS and the parsing time gets hugely high!!!

Is this related to the 2.5D mode which is the default one in the new daily build?

Thanks and let me know.

Dionysios !

4
Hi all,

I know in the past we had a limit with the number of lights we could use in a scene. Was group of 256.
Is this changed today or the limit is the same? I have a project with thousands of them and everything got so slooooooow....

Just to know before I start doing some editing and figure out other options.

Thanks in advance,

Dionysios -


5
[Max] Bug Reporting / Corona + Substance Crashes
« on: 2021-01-06, 00:21:09 »
Happy New Year to everyone and I hope you all are fine and safe.

Some releases ago, Substance materials were producing crashes when Corona was in Interactive rendering mode.
Is this still the case? I started to using it in 3ds Max 2021 and I get crashes all the time. Corona is updated to the last build by the way.

Thanks in advance and take care these days!

Dionysios -

6
Hi all,

I am working on a very complicated project and this morning I noticed something strange when I use a Quixel 32bit EXR Displacement map (loaded via CoronaBitmap) + CoronaColorCorrect.

1. When the CoronaBitmap is loaded by itself in the Displacement slot, everything works fine.
2. When I apply a CoronaColorCorrect on the above Displacement slot, the result is wrong it seems that a lot of the EXR information are clamped.

I attached a fast preview image, on the left the correct result with the Displacement 32bit map alone, on the right the fault result by using CoronaColorCorrect on it.

Thanks,

Dionysios -

7
Hi guys and excuse me for bringing up this issue here.

Do you plan to fix the limitation of using Corona Layered Mtl and multiple displacement maps in this cycle?
I am using multiple mix maps now (only evident solution) but things are a bit complicated as I have at least 6 different materials with different displacements and I need to apply all of them on a single terrain object by using multiple masks.

Thanks in advance,

Dionysios -

8
[Max] I need help! / Produce a detailed Height Map
« on: 2020-02-19, 10:57:42 »
Hi all,

I was wondering if there is a method other than Render to Texture (the classic 3ds Max one) to produce detail height maps from a geometry by using Corona.
I have a terrain model which I would like to import as height map in World Creator to add details and then bring it map in Corona for the final render.

Thanks,

Dionysios -

9
[Max] Resolved Bugs / Corona Internal Error
« on: 2020-01-27, 16:30:07 »
Hi,

we continuously getting this error during the rendering process.
The error occurs always but the rendering goes on without issues.

Win 10 64bit,
3ds Max 2019,
Corona 6 latest daily build.

Do you have an idea what it could be?

Thanks,

Dionysios -

10
[Max] Resolved Bugs / Error Loading Settings in CIE
« on: 2019-07-16, 12:13:51 »
Hi all,

lately I am getting an error each time I try to load some previous saved settings in CIE.
This happens only if I save the settings after the usage of Nvidia and/or Intel denoise and then I try to load these settings in a second moment.

If I save the settings without having done any denoise, loading gives me no issues.

Any clues?

Thanks,

Dionysios -

11
Hi all,

I just noticed something weird.

- Put an env map HDRI in the scene via CoronaBitmap
- In Viewport Global Settings turn on: Use Environment Background
- Apply in Active view and you'll see naturally the HDRI you use as environment in your viewport
- Now go in the Material Editor and apply on the previous CoronaBitmap a CoronaColorCorrect map
- The HDRI map in the viewport is rotated 90° !

Can you guys check as well?

Thanks,

Dionysios -

12
[Max] I need help! / Displacement Artifacts
« on: 2019-03-11, 10:58:50 »
Hi all,

I am trying to understand why I get each time the vertical artifacts you can see below in my example image.
It happens with any format, 32bit as well. The bitmap is a 8K resolution by the way. Even if I try to use a checker 3ds Max map, on the Z axis I get the same result.
The only workaround I found is to use a Blur offset 0.015 on the displacement map.

The Displ. Screen Size is set to 0.4 which is actually too high quality but doesn't help unfortunately.

I know that the maps should have some blur inside but I thought on pure black and white patterns the result should be much cleaner and high quality.

Any thoughts? Am I doing wrong something?

Thanks in advance,

Dionysios -

13
[Max] Resolved Bugs / Round Edge Values
« on: 2018-11-21, 11:02:46 »
Hi all,

I noticed that every time we open a scene which probably is made with a previous daily build version of Corona the Round Edge values are messed up.
For example, if I put a round edge of 2mm on a material and I open it with a different daily build version, I found the value 10x times bigger. Something like 2 meters...

Thanks,

Dionysios -

14
Hi all.

I think I found a weird thing and probably a bug.
Since I installed the daily build 30/08/2018, every time I use a Corona light with an IES file loaded and I see it through any glass, the light body is not visible when the view angle is near to 90.
It seems like refraction "disables" the black appearance option of the light. If I turn on Thin Wall in the glass material everything works fine.

I uploaded a small crop of a test image where you can see the lights behind the glass are black!

I am looking forward for your news.

Thanks,

Dionysios -

15
Today I noticed that when IR is active, when I choose the "Put to Library" command from the Material Editor the software doesn't performs correctly the command. It doesn't save the material to any library. When I stop the IR process everything works as usual.

Thanks,

Dionysios -

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