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Messages - Remi_Tribia

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[Max] I need help! / Re: Render to texture, inverted AO maps
« on: 2021-11-25, 11:46:51 »
Thank you for taking this into account!

Well... Could you just fix the damn Render To Texture Corona_AO element? It's been more than a year, 2 major releases, and still nothing has changed, you just need to switch 2 colors...
In the meantime we're stuck to version 5.2 to render AO maps... YAY 🥳

[Max] I need help! / Re: Render to texture, inverted AO maps
« on: 2021-11-24, 18:16:09 »
Well, now it's version 7 and still happening! AO is inverted and very noisy, and since we have NO control over dark & light colors, we can't fix it by ourselves...
It's FREAKING ANNOYING to have to reinstall v5.2 just to bake AO maps... and then v7 to work on other projects...

[Max] I need help! / Re: Render to texture, inverted AO maps
« on: 2021-06-30, 20:47:42 »
Still happening with Corona 6.2 :/
Nothing has been done to resolve this issue ?

[Max] I need help! / Re: Render to texture, inverted AO maps
« on: 2021-01-29, 11:55:52 »
I know you can change parameters on the CoronaAO map from the material editor. But when baking I'm not using Render Elements I'm using Render To Texture (shortcut 0) with Corona_AO, and you can't modify a lot of parameters, only distance, background, and if denoiser is used on this pass or not. We can't access occluded/unoccluded colors :/

Thanks :)

[Max] I need help! / Render to texture, inverted AO maps
« on: 2021-01-28, 18:40:44 »

I've been using Flatiron to bake lightmaps and aomaps. So far never had any issues...
Today a colleague is trying to do the same, but the aomaps are inverted (what should be white is black, and vice versa). Same file, same Max version, same parameters, the only difference being the version of corona renderer.

With version 6.1, AO is inverted, with 5.2 AO is correct.

Is there a setting somewhere to change that?
Having to use 5.2 instead of a newer version, because this is broken, is not ideal...


Same problem here even without any framebuffer opened nor any rendering underway.
And as the question was asked above, I use 3ds Max Bitmap because I export to GLTF, and Corona Bitmap aren't supported by the exporter yet. Though I bake lightmaps with Corona...

Doing some heavy digging here... I would appreciate this feature as well!

Next time, at least it's listed here ^^
Well while I'm at it, distributed rendering compatible with texture baking would be pretty cool too!

Same question, I would love to see metalness, roughness, and object/material ID elements...

[Max] Resolved Feature Requests / Re: Projection Modifier
« on: 2018-08-21, 17:06:07 »
Digging out some old thread...
I tried to bake some textures with projection modifier and it doesn't work as expected... everything is black, I must switch back to scanline :/

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