Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - patrick.testa

Pages: [1] 2 3 ... 5
1
[Max] I need help! / Re: Interior Scene Light Bleed Corona 6
« on: 2020-09-18, 16:30:30 »
Thanks Tom! I was just experimenting with that as I had some free time but I must say that in a test scene it works pretty well also with screen space! But of course everything works well in test scenes with teapots... problems always occur in production! ;)

2
[Max] I need help! / Re: Interior Scene Light Bleed Corona 6
« on: 2020-09-18, 15:40:45 »
I just noticed that the problem doesn't occur in a directly visible object but in a mirror! Maybe the solution is to be searched in other parameters, related to reflections and not to the light itself?
It remembers me of a similar problem I had with an object that had a displacement applied and which looked bad in a mirror that showed its back side. Unfortunately in that case I modified the object instead of looking for a solution for a more precise reflection, and so I don't know where to point you for a possible solution... Sorry

3
[Max] I need help! / Re: Interior Scene Light Bleed Corona 6
« on: 2020-09-17, 14:37:22 »
One thing I usually do in my scenes to avoid similar problems is to create a simple and rough bounding box (of course with holes for the windows...) around the interior. I found it useful expecially for actual small holes or misallignments that I may have left in the geometry...
I assign it a neutral gray or black material without reflections to avoid useless calculations or unwanted light bounces.

4
[Max] I need help! / Re: Minor issue with photometric lights
« on: 2020-09-07, 13:34:02 »
Hello Maru,
I tried using IES with Corona lights as you advised and I like the result very much!
I just found out another little bug doing it: when I have several Corona lights with a IES file loaded and I decide to "make unique" a single one of them, it loses the connection with the IES file becoming a normal Corona light and I have to reload it manually...

5
[Max] I need help! / Re: Minor issue with photometric lights
« on: 2020-08-31, 09:45:16 »
Hello Maru,
I'm glad you could reproduce the issue... I went on holiday and forgot to check the forum for answers to my post!! Sorry... and thank you for your advices!!

6
[Max] I need help! / Minor issue with photometric lights
« on: 2020-08-04, 10:52:23 »
Hello everyone,
I always have a problem with standard photometric spotlights in my corona scenes; I use them when I need narrow beam light angles because with Corona lights I would introduce too much noise if I increase the directionality too much.
I setup photometric lights using Corona shadows and I activate Corona area shadows.
The problem is that, whenever I make a copy of a photometric light, the new light has the area shadows deactivated. By now I know the problem and remember to check them but sometimes I miss one, with the result of some ugly hard shadows in my final renders...
Does anybody have the same problem? (I use Max2019 or 2020 and Corona 5)
Also, maybe someone can advice me on how I could make narrow beam lights using Corona lights instead of standard lights?
Thanks for any help/info!
Best,

Patrick

7
[Max] I need help! / Re: How to boost reflections?
« on: 2020-04-10, 16:39:11 »
Yep! Thanks...

8
[Max] I need help! / Re: How to boost reflections?
« on: 2020-04-10, 15:46:59 »
Thank you both for your answers!
Yes, I've already increased IOR, maybe even too much; the problem is in the lighting, as my client wants evening light, soft illumination, strong reflections and no overexposed areas all in the same image… no comment!
I'll try adding hidden illuminating planes; I just hope that if won't mess the scene because I render different cameras from the same scene and those tricks sometimes work from an angle but look awful from another… I know I should place different reflectors for the various cameras and turn them on and off but I never have time to refine things as much as I would like because of short production times…
Thanks again!

9
[Max] I need help! / How to boost reflections?
« on: 2020-04-10, 12:28:29 »
Hello everybody,
my problem is the following: I need to render some interiors with wallcovers and textiles that have  metallic effects, silk and other materials with particular reflections, like in the example images.
I make good looking materials in a testing scene but in the rooms that I have to render, there is very little exterior hard light (if at all...) and the illumination is mostly diffuse, with recessed led strips and a few small cone spots, so the reflections don't come out very much, even if I exagerate them.
My workaround is to render a reflection render element and add it in Photoshop where I need it, but I'd like to know if anybody has a way to do the same thing directly in 3dsMax with some material that can add reflections on top of the base material to boost them even if it's not physically correct. If I remember well, there was something like that in Vray…
Thanks for any suggestion!
Best regards,

Patrick

10
[Max] I need help! / Re: [RESOLVED] 32 bit to 16bit (2019)
« on: 2019-12-16, 10:09:24 »
Maybe I'm making a useless comment but I'd like to share my workflow for 32bit images in Photoshop. It works very well for me:
1 I save .exr images with all the extra channels I may need (reflect refract, etc.)
2 I compose them in Photoshop in 32bit mode adding reflections where I want and other general corrections
3 I group all layers and make the group a smart object
4 I convert to 16bit and when Photoshop asks if I want to flatten the image I say no; in that way the colors are preserved (at least to my eyes...)
5 I make further corrections using Camera raw and other filters that will always be editable since they are applied to the smart object
6 If I need it, I can always open the smart object and make further adjustments to the 32 bit layers and when I close it the 16 bit image will be updated
7 I save a final Jpg


This is common and smart workflow, but I will comment on this because I've seen one big misconception people have about this concept:

-Photoshop doesn't work in bit-depth of the smart layer, but only the actual environment. So there so no dynamic range available with adjustment applied to this smart layer within 16bit mode, the dynamic range is only available within the smart layer environment (if that is retained as 32bit).
-CameraRaw adjustments like Highlight compression,etc.. are thus working the same way as if you applied them to jpeg (because both 8&16bit PS environment are clipped integer gamma-corrected environments).

You're absolutely right! Dynamic range adjustments need to be made exclusively in the 32bit environment. What I do in 16 bit are only final adjustments that are more difficult or imposible to do in 32 bit mode, like white point compensation, that camera raw handles well and easily or a little bit of smart sharpen in certain areas of the image... Also, I think that working in camera raw in 16bit works much better than in 8bit because of the higher color depth; it's like working on .dng images from cameras instead of jpgs...

11
[Max] I need help! / Re: [RESOLVED] 32 bit to 16bit (2019)
« on: 2019-12-12, 19:11:16 »
Maybe I'm making a useless comment but I'd like to share my workflow for 32bit images in Photoshop. It works very well for me:
1 I save .exr images with all the extra channels I may need (reflect refract, etc.)
2 I compose them in Photoshop in 32bit mode adding reflections where I want and other general corrections
3 I group all layers and make the group a smart object
4 I convert to 16bit and when Photoshop asks if I want to flatten the image I say no; in that way the colors are preserved (at least to my eyes...)
5 I make further corrections using Camera raw and other filters that will always be editable since they are applied to the smart object
6 If I need it, I can always open the smart object and make further adjustments to the 32 bit layers and when I close it the 16 bit image will be updated
7 I save a final Jpg

I hope it can helpful to anyone!

Best,

Patrick

12
Ok, thanks very much!

13
[Max] I need help! / Interactive lightmix environment doubt
« on: 2019-06-13, 18:50:58 »
Hello everybody,
I just tried using the new "multiple suns" feature of the lightmix of version 4 but I would like to use the Corona Sky maps for the environment and It looks like I can't link two different Corona Sky maps to the two suns I have in scene, so when I do the mix the sky always refers to only one sun and looks wrong in the other scenario.
Am I missing something? Or should I use hdr environment maps instead of the procedural sky?
I hope my question is clear enough…
Thanks for any help!

Patrick

14
[Max] I need help! / Re: Problem with Corona Distance Texmap
« on: 2019-05-17, 17:15:00 »
Thank you both for your advices!
I’ve tried the chamfer+subdivide solution and it reduces the problem almost completely!
I will also try to install the daily build to see if it works with the original geometry. (I’ve never tried daily builds until now because I use RebusFarm and I’m afraid that I could have issues with the version they use...

15
[Max] I need help! / Problem with Corona Distance Texmap
« on: 2019-05-17, 13:00:39 »
Hello everyone,
I have an issue with distance map, using the "color inside" option of the map. I want to use it to apply different materials on a terrain (and also as a mask for the CScatter grass)
The object that defines the roads is made with an extruded spline, which shouldn't have issues, since the extrusion is capped correctly on top and bottom.
The shape is quite complex and, because of that, some portions of the terrain have the wrong materil applied. If I try to add or remove vertices to the spline, the resulting errors vary in position and shape. I have tried dividing it in two o more separate objects but the result is quite the same…
Does anybody have found a solution or workaround to this particular issue?
I attach a couple screenshots…
Thanks in advance,

Patrick

Pages: [1] 2 3 ... 5