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Messages - bibi5000

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Gallery / Re: Future Islands video rendered in Corona
« on: 2020-07-17, 10:31:21 »
Amazing work! Would you like to share some wireframes and raw renders?


I think this one is really important.

The ability to read alembic cache sequences is pretty important to get caches of deforming meshes into Corona. 3dsmax can load single .abc files per default, but that does not help when it comes to 10+ gig fluid sim caches. Alembic files and caches are becoming more and more important for trouble free transfer of animation and mesh data between different 3D apps.

Until now, I am using the Vray proxy to do this. When setting it to display full geo, Corona can render the .abc caches loaded with vrayProxy, but this leads to problems on render farms.

It would be a nice addition to the Corona Volume Grid and enable us to render any sort of madness coming out of Houdini.

[Max] I need help! / Re: Alembic cache
« on: 2019-12-17, 09:26:25 »
3ds max can import Alembic objects and the transformation data stored within the alembic file, but not geo sequences. Am I right?

I am trying to load a .abc sequence of growing ice crystals I created in Houdini and render this sequence in 3dsmax 2018.4 using Corona 5.

The only way to load that sequence I can think of is using a vray proxy, set it to display full geometry, since the corona proxy does not load .abc files and the Corona Volume Grid loads only vdb data.

I am looking for a way to render my .abc sequence in Corona without having to rely on the vray proxy. Sorry, I should have been a bit clearer on that :)

[Max] I need help! / Alembic cache
« on: 2019-12-13, 14:42:51 »
Is there a way to load an alembic cache? Right now I am using a vray proxy, which is causing problems on the render farm (some slaves do not load the .abc sequence - still trying to figure that one out). It would be nice if I could replace the vray proxy with something else. Any thoughts?

I'm on 3dsmax 2018, Vray 3.7 and Corona 5

The original post is quite old, so please forgive me if I missed any progress on this issue:

I'm using Corona 4 on 3dsmax 2016 and I am seeing this problem. Is this bug solved? Or is there a workaround?

edit: came here via the search and did not notice this was under "Resolved bugs" :D But, is it resolved?

[Max] Resolved Feature Requests / Re: Fisheye Lens >>>
« on: 2019-02-11, 17:03:23 »
fisheye +1, pretty please

[Max] Feature Requests / Domelight Group
« on: 2018-07-15, 22:14:00 »

Product and car studio setups typically consists of two, three or lots of area lights with gradients mapped onto them. I usually add lights, rotate and scale them, create more or less sophisticated gradient ramps for reflections until I am happy and render the result. After client feedback, I try to incorporate all needed changes, changing the light setup a few times which results in quite a few different versions of light setups which I have to keep track of, especially if I am dealing with a studio pipeline and a 2D department.

One thing that makes life easier is HDR Lightstudio - it produces just one HDR map. Easy the make versions of, easy to reuse in other scenes, easier to manage instead of a whole set of lights on a busy production day.
Plus, the feature of adding a light relative to a geometry normal is often quite a time saver.
But it is expensive, clunky to handle and does not show the same result as the renderer.

It would be nice if there would be a special kind of domelight, a lightgroup that handles area lights geometry centered and provides a fast and solid way to turn them into cards with gradient ramps and/or textures mapped onto them. A possibility to place a light reflection relative to the camera with a click on the geometry. A ring light (like a top- and bottomless cylinder), that goes around the geometry wold be nice. And a long light card mapped to a spline, where the vertex points of the spline can be placed relative to the geometry normal to get the reflection of the lofted geometry.

The light should be treated as a single light by the renderer no matter how many cards/area lights/ramps/image backgrounds are included and there should be the possibility to bake the light into a HDR image. This would also make it renderer agnostic and portable to Maya and Houdini, for instance.

It would be cool, if multiple versions of the sun/sky system could be included, making it possible to switch the sun and the sky on and off with two different light sets, or create a dawn and a high noon setting. If this light could be used with include/exclude it would make light setup for complex scenes far easier.

Work in Progress/Tests / Re: Hair & Skin
« on: 2017-10-25, 17:20:40 »
Mostly it's lazyness :) I just dropped the standard max hair modifier on an older sculpted head and exploded the hair with splines - to be honest, I never managed to produce something decent with the comb tool.

Work in Progress/Tests / Hair & Skin
« on: 2017-10-25, 16:28:05 »
Great work guys!

Putting some hair into old test scenes is great fun!

Porting and API / Re: What about Houdini?
« on: 2017-03-31, 13:12:54 »
As a freelancer in munich I know that many companies are looking for a long term replacement for their Autodesk pipelines since the new licensing model is in place. Houdini is moving up on the list for replacement candidates quite fast. Three munich studios use it regularely now.
Houdini is slowly coming out of it's "nerd" corner and more and more freelancers adopt to Houdini.

Off-Topic / McMansion Hell
« on: 2017-02-08, 17:35:13 »
Since there are so many people dealing with architecture among us some of you might know the feeling of misguided architectural taste:

Work in Progress/Tests / Middle of the night
« on: 2017-01-26, 22:07:02 »
This is a test with low light - scene is lit with only one light stuck in the sphere (which is solid - material settings are basically the "milk" settings taken from the demo shaders) and a low-key hdr from the outside.
You see the beauty with glare and reflect pass added on top.
Renders obscenely long (this one has about 900 passes) even with denoising.
Of course this approach is impractical, as one would normally render a lighter scene and dim it down afterwards or put more invisible lights into the scene, but are there tips for tackling a scenario like this, meaning: Corona settings?

[Max] Resolved Bugs / Re: wxWidgets Assertion failure
« on: 2016-12-02, 21:03:05 »
I posted this in the deadline forum, this is the reply i got:

Support for Corona 1.5 has been added to Deadline 8.1 currently in beta. (Corona removed the '--verbose' CLI flag in 1.5, which is causing it to crash IIRC). Join beta if your a paying customer? Try commenting out these lines in your plugin file and that *might* get you by for the time being:


        verboseLogging = self.deadlinePlugin.GetBooleanPluginInfoEntryWithDefault( "VerboseLogging", False )
        if verboseLogging:
            arguments += " --verbose"

#        verboseLogging = self.deadlinePlugin.GetBooleanPluginInfoEntryWithDefault( "VerboseLogging", False )
#        if verboseLogging:
#            arguments += " --verbose"
Mike Owen

[Max] Resolved Bugs / Re: wxWidgets Assertion failure
« on: 2016-11-30, 09:16:28 »
Nope, sorry. Still getting this debug alert.

3dsmax 2016
Corona 1.5.2 hotfix
Deadline 7.2
Win 7 64bit

[Max] Resolved Bugs / Re: wxWidgets Assertion failure
« on: 2016-11-29, 14:35:12 »
It's Corona 1.5.2 hotfix. Maybe I have found the troublemaker (flatiron.dlu), give me some hours to verify that :)

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