Recent Posts

Pages: [1] 2 3 ... 10
1
General CG Discussion / Re: Help with Max scripting
« Last post by aaouviz on Today at 08:41:43 »
Another option is to use parameter wiring. I linked the seed ta a custom slider in my example, but you can wire it to almost anything in Max - height of a cube primitive, movement of teapot, etc. Any parameters that has numeric values can be "wired" together. Don't know how robust this method is, e.g. if you'll make significant changes in your material, the wiring might brake, but it takes only few seconds to rewire everything again.

Damn, that's amazing! And pretty helpful.

A quick search gave me limited help - any idea where I might be able to find good tutorials on how best to use this feature?

Does it work in reverse? So for instance; I have a slider; I change it and the geometry z scale changes). But if I manually change the z-scale of the same object, the slider responds?

Such a cool feature, wish I had more time to play around with it...
2
General CG Discussion / Re: Help with Max scripting
« Last post by aaouviz on Today at 08:39:52 »
Any idea how I can change the "randomSeed" value of a CoronaMultiMap (or any node) with a script?

Ideally I can +1 the existing value, or toggle between 0/1.

Any help MUCH appreciated :)

Hi,

I would give slightly off-topic advice - do not try to "automate" everything through script, or at least see if it is worth it.
Changing multimap's seed depends on how exactly the map is going to be found - it is not a straight forwards thing, unfortunately. You either need to get/select an object, then find the corresponding multimap (can be many) and then change the seed. On the other hand, you can open material editor, locate the multimap visually and change the seed. Or you can use a controller (e.g. bezier float) to quickly change it, if opening material settings is an extra click for you. The same controller workflow would apply also for multiple CoronaMultiMaps for multiple objects and materials.

Ironically, if you want to change the seed parameter for all CoronaMultiMaps, that is a rather easy and quick line of code:
Code: [Select]
maps = getClassInstances CoronaMultiMap
for map in maps do (map.seed = 42)

Thanks. What if the texture node/material name is known and hard-coded in? Does that help?

Are there any API/docs available for this sort of scripting in Corona? I found general settings but nothing specific to materials and textures.
3
[Max] I need help! / Re: Create a material not affected by light?
« Last post by aaouviz on Today at 08:38:40 »
Thanks, will try that also!

P.S. My system described above does also do a pretty good job. :)
4
the shortcut is perfectly fine for me.

Could we have a dedicated button for Flip image in VFB? theres a loooot of wasted space, whats the reason to use the small arrow to activate it? even the shortcut its not practical.

+1
A checkbox for Flip doesn't make sense to me. A button makes more sense. I understand the need for minimalism in Corona but anyone using 3DS Max is very much used to a 1000s-of-buttons UI anyway.
5
[C4D] I need help! / Re: Toon outline glow
« Last post by TomG on Today at 00:38:26 »
Since there is no Emission in the Max or C4D Outline, what you can do is set the color to be outside the 255,255,255 RGB range. In Max, this can be done via a CoronaColor in HDR mode. In C4D, you can do something similar using a Corona Color Mix, which allows for Level to be set higher than 100. Connect this in as the texture for the Outline. To keep control of the resulting color, disable the ACES OT if you are using it (as it may otherwise shift the "brighter than white" color to be a different hue. Image attached. Hope this helps!
6
Gallery / Re: Villa in the Dolomites
« Last post by mferster on Today at 00:16:23 »
Very natural transitions for the different snow conditions, great work!

Are the mountains image backplates?
7
[Max] Bug Reporting / Re: Memory leak
« Last post by TomG on Yesterday at 23:42:01 »
I don't have any feedback on cause, solution, whether it's a bug or expected etc. sorry - but I didn't want to wait to pop in and say that's some good diagnostic testing and narrowing down of the situation, plus reporting those results, and all that should help investigations into what is happening - thanks!
8
[Max] Bug Reporting / Re: Memory leak
« Last post by v.p.vlasenko on Yesterday at 23:05:28 »
Quote
So the problematic object is a box, so one object with a MultiMaterial assigned? Not different objects for each material?

In this particular scene - yes, it's a single object, with a MultiMaterial, a kind of real life mirror - backside is reflecive and rest is glass.
If I assign one material, glass or mirror to that object - all good.

But same problem happens with different objects. So, I just cloned that object, assigned glass to 1st, mirror to 2nd, then push modeifier to 2nd, so there is no overlapping faces and moved it back a bit, but those objects still intersecting - same problem with RAM and speed. The real problem is in legacymtl reflection glossiness.

Quote
what happens if you separate the object into individual planes, does this help?
Nope, I detached backside mirror surface, then scaled it down and even moved it back a bit - same problem. Check attachment - object on top is single sided glass and plane below is mirror.
Tried to explode surface into faces - same.

So now it looks like this: if ray passing through single sided surface with refractive and reflective legacymtl with reflection glossiness 0.95-0.99 (1) and without exiting media highly reflective surface(material) (2) reflects that ray back to the surface with the same legacytml material (1) - bug. Maybe ray should bounce between those surfaces (1) and (2) - I don't know.

Something like that.


Quote
what happens when you set max ray depth back to default?
RAM usage ok, didn't measured speed but visually looks like ok too.


P.S.
To make sure it wasn't a geometry issue - I replaced that "mirror" object with chamfers, which is editable mesh now, by freshly created box and the result is the same.

9
[Max] Bug Reporting / Re: Memory leak
« Last post by James Vella on Yesterday at 22:20:58 »
huge rendering slowdown when max ray depth is higher than 50.

what happens when you set max ray depth back to default?
10
[Max] Bug Reporting / Re: Memory leak
« Last post by pokoy on Yesterday at 22:18:03 »
So the problematic object is a box, so one object with a MultiMaterial assigned? Not different objects for each material?

If this is the case, it could be that the ray optimization engine fails. And if it's the case, what happens if you separate the object into individual planes, does this help?

Pages: [1] 2 3 ... 10