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Topics - Kalopsia

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Software is 3ds Max 2023.1 with Corona 9 hotfix 3 and Corona 10 hotfix 1

As the subject title says, when using a displacement map combined with a Randomizer to turn the bitmap it doesn't work with the displacement slot. However, the same bitmap plugged in to the bump slot does work, the same for other slots.
 
This only is an issue when using the "Randomized by Mesh Element" if I use it with "Face Material ID" it works fine. So this is more of an inconvenience rather than a BUG.
The setup can be more complex and I am just used to use Mesh Element on almost everything I do. Specially when you have to use a Multi/Sub-Object Material this becomes annoying and tedious.

In the images attached you can se that the NormalShading Pass shows the Bump map works as expected but the NormalGeometry Pass shows the same map being repeated and not turned around.
Moreover, it just uses the first bitmap on all the tiles and ignores the rest. This is why the Beauty Pass looks wrong.

My guess is that because the Displacement is calculated at render time the Mesh Elements are messed up and it will not do it properly.

Hope that this helps


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Gallery / New NORD Train Station
« on: 2022-12-27, 18:06:18 »
IN-HOUSE PROJECT BY KALOPSIA VISUAL STUDIO

For the last year now we have been working on what has become probably our most ambitious project to date.
Most of our commercial projects are focused on images for small interiors, but on this occasion we wanted to push our boundaries.
Moreover, this is a project dear to our heart since the station is located in the city of Valencia and most of us in the studio use it on a regular basis.

Stay tuned for more on behance and instagram
https://www.behance.net/kalopsiavisual
https://www.instagram.com/kalopsiavisual/

Share your thoughts in the comments.































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Basically what the title states.

This is something Vray users are used to. The refraction IOR controls the reflection IOR, but can be unlinked.
The reason is that most of the time a material has the same IOR for both, unless you want to fake the reflections for a material.

I would suggest we do it the other way around and control the Refraction IOR with the Reflection IOR, since most materials are not transparent and so you don't need to bother about the Refraction settings.

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I am a longtime Vray user and MultiTextures is a common tool. So I was very exited with the CoronaMultiMap.

I know I can still use MultiTexture in Corona but there are several reasons to why I prefer CoronaMultiMap.

The only features that I am missing is the control you have over the bitmaps plugged into the MultiMap.

It would save a lot of time if we had control over the Filter blur, the type of filter and the Rotation of the bitmap. These are the same parameters that you can find in MultiTexture.

Thinking about this made me realise that it would be even better if I had extra options to rotate bitmaps in steps. Just like the new UvwRandomizer.

So there are 2 options:
1. We get the same UvwRandomizer options inside the MultiMap
2. The CoronaUvwRandomizer is able to load more than just one texture, so you don't need the MultiMap.

There is a third option, that would be to connect the MultiMap to a UvwRandomizer, controlling random rotation for all the bitmaps.
I couldn't test this because I haven't used the 1.7 version yet.

Hope you see the usefulness in this feature

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