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Topics - DeadClown

Pages: [1] 2
1
This is the new, rewritten-from-scratch version of the proxy exporter for Corona. Some things work differently, most limitations are not present in this one and it will get regular updates/fixes.

Changes/Improvements I'm aware of ;) :
- No undo crashes
- If several selected objects are already instanced, only 1 is exported as proxy, the others use the same proxy object ( meaning: 100 instances trees only result in 1 proxy on the hdd). References are handled as well.
- Object properties are 100% retained when "Replace source objects" is checked
- wirecolor, renderable, visible to camera object properties are copied when source objects are not replaced
- Single mesh export is undoable (but will eat up some ram when used in conjunction with hundreds of objects or high face counts)


Please test it hard, report any inconsistencies and bugs. Feature requests are also welcome.

Download below.
Save the file into your "C:\Program Files\Autodesk\3ds Max 201x\scripts\CoronaRenderer" folder and use the already installed macroscript in max to start it (you should have a menu entry in the quad menu).
Or simply drag and drop the script into a viewport to run (or use the "Maxscript" -> "run script..." menu entries)


Changelog:
*v0.07 - [2018/05/08] -----------------------------------------------------------------------------
- fixed a major bug with exporting collapsed proxies which under some circumstances caused the original model(s) to be altered
*v0.06 - [2016/09/27] -----------------------------------------------------------------------------
- added suppressing of collapse warnings
*v0.05 - [2016/06/28] -----------------------------------------------------------------------------
- By user request: When a group is selected prior to opening the exporter, the "Combined Proxy name"
   textbox is set to the name of the group when the exporter rollout opens
*v0.04 - [2015/11/02] -----------------------------------------------------------------------------
- fix: proxies are always exported as animation
- undo can be disabled for exporting hundreds of objects => tremendous speedup
- some other minor speed improvements
- changed .cproxy to .cgeo
*v0.03 - [2015/09/10] -----------------------------------------------------------------------------
- animated proxy support (requires build of 2015/09/10 yyyy/mm/dd or later)
*v0.02 - [2015/07/22] -----------------------------------------------------------------------------
- code documentation
- fixed: output path cancel crashes the script
- changed default path
*v0.01 - [2015/06/28] -----------------------------------------------------------------------------
- initial beta release of the rewritten exporter


2
General Discussion / Multiple License Owners in 1 network
« on: 2015-02-26, 11:42:21 »
two questions about licensing

1) I've successfully activated the license server in our network here running my own license(s). Now, what happens when the company buys additional licenses on another user account (different login credentials). Is there a way to add it to the current license server?

2) Is there a way to see how many licenses are currently used by which machines? If a workstation license is locked I'd want to be able to see which machine is using it.

3
Gallery / Cave of the forgotten books
« on: 2014-07-31, 22:58:24 »
This is an old scene I've digged out to play around with the new VolumeMtl... well, postwork escalated a liiiittle bit and I'm completely unsure if it is too much color, too weird in terms of composition or spot-on. Every time I look at it, I see it differently... as you may already know I like saturated contrasty lighting but... I don't know... I think I just have looked at it for too long ;)
C&C are very welcome!


4
Gallery / Grapes SSS remake
« on: 2014-07-30, 10:48:09 »
Well, it had to be done ;) I remade my old grapes render with SSS.
It was a lot more trickier than expected, I wasn't able to just turn on SSS and that's it - I had to completely redo the shader. There are also some weird artifacts from the unfinished SSS implementation but fortunately it's not too obvious if you don't know where to look at :D
old version: https://corona-renderer.com/forum/index.php/topic,103.0.html

Attached are the raw render and the post-worked image. I'm not happy with the composition, the eye doesn't really find a spot to rest, but it'd be too difficult to change the whole scene right now. Anyways, that's it, hope you like it nonetheless

5
Resolved bugs / Alpha issue, user feedback required
« on: 2014-04-22, 12:33:22 »
I'm currently struggling with an Alpha issue of unknown origin. Since I'm having the issue and keymaster does not it would be helpful if some of you (the users) would help to confirm it.
You just need to open the scene (max 2014 or 2015) and press render. A little framebuffer will open with an image that was combined via a maxscript postrender callback showing the error. Please save it as a jpg and upload it here + note the corona version you're using (daily build date or A6)

Thanks everyone.

6
Corona Goodies! - User contributions / Panorama Exporter
« on: 2014-04-16, 23:59:32 »


Well, what can I say, it's a Script that exports panoramas ;)  Ondra had the idea, I've just been scripting it.
The script either takes a 360x180° jpg file or grabs the image directly from CoronaVfb and generates 3 or 4 files (depends on your settings). The Html file uses the awesome threejs library http://threejs.org/.



How to use:
- Choose a Name for your panorama
- Set an output path for your panorama files (you can use the browse button)
- Either pick a jpg file (Browse)
- .. or grab the current image from the CoronaVfb
- you can turn off the automatic rotation if you want it static
- you can also turn off the Corona Logo display (but why would you want to do that ;-) )
- now you can use it locally on your machine or upload all the files to your webspace. Paths are all relative, so it's portable.

P.S. Some browsers like IE or Chrome seem to disallow running the js library on a local machine. Once it's uploaded to a webserver, all Browser show the content. Firefox seems to be working fine locally and web. Don't ask me why this happens, I'm not a web developer :D

Example:
http://www.racoon-artworks.de/panorama/Cathedral_6k.html   (old logo)

changelog:
*v0.3 - [2015/03/07] -----------------------------
- changed corona logo
- added speed spinner: from -1.0 (rotates left) to 1.0 (rotates right)
- view center is now the image center

*v0.2 - [2014/10/20] -----------------------------
- mouse wheel zoom can now be disabled
*v0.1 - [2014/04/16] -----------------------------
- initial release

7
Off-Topic / EUE 2014 - who's there?
« on: 2014-04-01, 09:50:52 »
Just registered, who else is there? :)

http://www.enduserevent.com/

8
General CG discussion / 3ds Max 2015 features
« on: 2014-03-18, 19:11:50 »
Sorry but I just had to post it here. I couldn't stop laughing :,-)

http://www.maxunderground.com/archives/20745_3ds_max_2015_features.html


(oh .. and the shitstorm has already begun :D )

9
Gallery / Cathedral "green version"
« on: 2014-03-05, 18:26:39 »
Some people were asking me for a breakdown of my cathedral (http://corona-renderer.com/forum/index.php/topic,2166.0.html), so I opened the scene and now see what happened.... it will take ages to clean up this mess.

But seriously, I had a little free time yesterday & today and was experimenting with a "post civilisation" idea. It's not what I had in mind at first but this one came out pretty well so I invested a little more time. I'm not really happy with the moss and the ivy but both had to be made different than I'd like to make it. Ivy was problematic cause it's such a heavy underlaying geometry and neither ivygenerator nor growFX were able to cope with it. Problem with the moss is that it had to be completely procedual since I cannot kill the instanced geometry to paint some masks or something - so it's nearly uncontrollable.
Anyways, don't have more time to work on it right now, hope you like it :)

I let it render for 2h (@1080p), it's 1,006,000,000 polys and comp was done in Fusion :)
P.S. there are 7 birds in there :D

[EDIT] Ok, I've redone (most of) the ivy, it's a lot better now I think
P.P.S there are 8 birds now ;)

10
Since I hate saving each channel (Beauty + render elements) one by one I made a little script that does it all in one go. I know it will be implemented in the Framebuffer sooner or later but anyways. Each renderelement saved by hand is one too much :-D

How to use:
Just run the Script and a standard image file saving dialog will appear where you can choose a path + filename and adjust image format settings. Be aware though that all gamma settings (only possible up to max2013 anyways) will be ignored, these are handled by the Script.
Should be working with all file formats.
I've tested the script in 2012 and 2014. Since 2014+ is handling gamma automatically I've added a "legacy" mode for 2013 and below, please test it if all passes are correctly saved with different settings.
If you want to use the Script as a macroscript just remove the "--" of the first two lines.

Works with daily builds / A6 only (after 1st of March 2014)

changelog:
v0.03
- changed the file dialog to a standard bitmap save dialog where image format settings can be adjusted
v0.02
- Alpha issue has been fixed
- gamma issues in max versions prior 2014 have been fixed

11
Some people were curious how my plugin setup looks...
Since I want to change my corona builds (A5, daily builds, ...) quickly in the whole network I have made a setup explained below.
The nice thing is that I can just throw other files into these folders and each workstation and all the slaves are using these files right after that.

The example here is the most easy method to do it but is limited to 1 max version only. If you're using more than 1 max version in parallel you will have to make sure that the environment variables change dynamically and point to a different location for each max version (which is said to be relatively easy with deadline render manager).
I'm not really good with network stuff and all that, so if there's something wrong in my remarks, please correct me ;)

Here it is (even with colorful icons!)


[Edit] Added a rapidee screenshot of my configuration (just that the path is a little different). If you're using newer windows versions you should start rapidee in admin mode to be sure your changes can be saved.

12
Corona Goodies! - User contributions / Autofocus
« on: 2014-02-14, 23:16:07 »
This little Script will help setting the camera focus very precisely. Just run the script and click in the viewport where you want the focus point to be. A little red helper will flash up for a short moment to show the exact position of your focus point (at least if your current active layer is not hidden ;) )

If you want to use this script as a macroscript you just need to uncomment the first 2 lines (remove the "--")
P.S. If you use this script in scenes with several thousand objects it may get slow (~4 seconds in a scene with 15k objects) since the intersectRayScene maxscript function I need to use is unfortunately quite slow.

Updated Script version v.04:
Updated the maxscript commands to work with the daily builds post-A7 and Corona 1.0


UPDATE BY FROOD
Please download an updated version by frood here (thanks frood! :) )
https://corona-renderer.com/forum/index.php?topic=2703.msg118309#msg118309

13
Gallery / Cathedral Animation
« on: 2013-12-05, 15:17:10 »
I'll have to tell a bit more about the project, so please be patient ;) ..

I started with the Project back in 2010 and originally it was just meant as a "test" for fragmenting and finally collapsing the whole building. The "simplicity" of the Architecture was the key reason why I chose this Cathedral but unfortunately lead to many frustration moments when I tried to make a contrasty and beautiful lighting - the cathedral is a nightmare if you want to render several shots with one lightsetup. Each and every piece of the base stone structure is modelled water tight and ready to be fragmented (which is why this was way more difficult to do than it would have been without the fragmenting idea in mind).
Anyways, after many render tests in Vray I had to admit that it was simply impossible to render animations in reasonable time and quality - not even speaking about moving objects and collapsing geometry.
The many rather little windows in this church and the "bounce-light-only"-archs on ground level made it very hard for biased methods do deliver a good quality result... and that's where corona finally comes into place ;)
I tried a lot of different renderers with the scene but none of them were able to render it in a satisfying time.
Some time last year I discovered Corona and made a few very encouraging tests which then were the reason why I made the Corona Converter Script ;-) .
And besides that... Corona is the only other renderer (compared to Vray, MR, fR) which is able to use the native max maps and is not using some shitty exporter or a custom material editor.

Some data:
each Frame rendered ~3 hours on dual Xeon e5 2620 @2.0 Ghz + 30mins for the fog stuff, all in 1080p
[edit] Just to clarify: do not render the fogtrick with the beauty render, it will take a lot of time that way. Do it in a seperate scene if you must have it ;)

my own opinion what I could have done better:
- floor material, but unfortunately Corona is not yet supporting everything I need.
- the Stone shaders (somehow they don't really look well..)
- a fresh view on the scene :D I really got blind to any problems since I'm working on it for years now
- the models are outdated, I would do some things a lot different today.
- compositing: oh my... don't get me started ;)
- AA flickering on the reflecting parts (more a technical problem though)

Anyways, hope you like it :)

P.S.: Watch in 1080p!




14
General Discussion / Render Elements reordering
« on: 2013-10-24, 13:27:05 »
Since Coronas REs are currently a bit of a mess I'd like to collect some ideas or suggestions to how to reorder the Render Elements into a more "fool-proof" manner. I know most of the users here are not using REs at all (or just some masks) but I think it's a very important topic for people doing vfx or animation in common.

[Talking about the daily builds...]
Some here may already have noticed that the DirectLighting RE contains something I'd call specular reflection (reflections from light sources) which may not be expected behaviour for people coming from Vray/Mr/Fr. If you try to add up the elements the way it was done in Vray (Lighting + GI + Reflections + Refr. + ...) you will end up with doubled reflections here and there. The solution to get a real DirectLighting-only pass is to divide the "Diffuse" RE with "DiffuseGI".

This lead to a little discussion how to re-arrange the Elements into a more useful way.
I made a little chart how I think everything would be more logic and usable. If you use the passes with the defaults (underlined) you can use all the passes exactly as you were doing it in Vray (or whatever) before.
It would also be possible to combine all ID passes (+Wirecolor) in one pass but I think it's not necessary.

So what do you think?

[Edit] fixed a little typo in the chart

15
Ondra was so kind to give me the function for coronas highlight compression and I made a little fusion macro from that. So you can render your stuff without tone-mapping and apply it later in the post.

Corona Highlight compression:
Code: [Select]
{
Tools = ordered() {
CoronaHighlightCompression1 = MacroOperator {
Inputs = ordered() {
MainInput1 = InstanceInput {
SourceOp = "CoronaHighlighCompression",
Source = "Image1",
},
Input1 = InstanceInput {
SourceOp = "CoronaHighlighCompression",
Source = "NumberIn1",
Name = "HighlightCompression",
MinScale = 1,
MaxScale = 10,
},
},
Outputs = {
MainOutput1 = InstanceOutput {
SourceOp = "CoronaHighlighCompression",
Source = "Output",
},
},
ViewInfo = GroupInfo {
Name = "CoronaHighlightCompression",
Pos = { 0, 0, },
},
Tools = ordered() {
CoronaHighlighCompression = Custom {
CtrlWZoom = false,
CtrlWShown = false,
NameSet = true,
Inputs = {
NumberIn1 = Input { Value = 1, },
LUTIn1 = Input {
SourceOp = "CustomTool1LUTIn1",
Source = "Value",
},
LUTIn2 = Input {
SourceOp = "CustomTool1LUTIn2",
Source = "Value",
},
LUTIn3 = Input {
SourceOp = "CustomTool1LUTIn3",
Source = "Value",
},
LUTIn4 = Input {
SourceOp = "CustomTool1LUTIn4",
Source = "Value",
},
RedExpression = Input { Value = "r1 * (1+r1/(n1*n1))/(1+r1)\r\n", },
GreenExpression = Input { Value = "g1 * (1+g1/(n1*n1))/(1+g1)\r\n", },
BlueExpression = Input { Value = "b1 * (1+b1/(n1*n1))/(1+b1)\r\n", },
NumberControls = Input { Value = 1, },
ShowNumber2 = Input { Value = 0, },
ShowNumber3 = Input { Value = 0, },
ShowNumber4 = Input { Value = 0, },
ShowNumber5 = Input { Value = 0, },
ShowNumber6 = Input { Value = 0, },
ShowNumber7 = Input { Value = 0, },
ShowNumber8 = Input { Value = 0, },
PointControls = Input { Value = 1, },
ShowPoint1 = Input { Value = 0, },
ShowPoint2 = Input { Value = 0, },
ShowPoint3 = Input { Value = 0, },
ShowPoint4 = Input { Value = 0, },
LUTControls = Input { Value = 1, },
ShowLUT1 = Input { Value = 0, },
ShowLUT2 = Input { Value = 0, },
ShowLUT3 = Input { Value = 0, },
ShowLUT4 = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 1045, 115.5, }, },
},
CustomTool1LUTIn1 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 204, Green = 0, Blue = 0, },
CtrlWShown = false,
},
CustomTool1LUTIn2 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 0, Green = 204, Blue = 0, },
CtrlWShown = false,
},
CustomTool1LUTIn3 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 0, Green = 0, Blue = 204, },
CtrlWShown = false,
},
CustomTool1LUTIn4 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 204, Green = 204, Blue = 204, },
CtrlWShown = false,
},
},
},
},
ActiveTool = "CoronaHighlightCompression1",
}

Filmic Tonemapping:
Code: [Select]
{
Tools = ordered() {
FilmicTonemapping1 = MacroOperator {
CtrlWZoom = false,
NameSet = true,
Inputs = ordered() {
Comments = Input { Value = "Filmic tonemap operator is based on John Hable's work for Unchartered 2:  http://filmicgames.com/archives/75\r\n\r\nCopyright 2013 Martin Geupel\r\nThanks goes to Simon Lundberg for the respective Nuke Gizmo!\r\nFeel free to re-use, adapt, distribute and change tool to suit your needs, but please don't sell it.", },
MainInput1 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "Image1",
},
Input1 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn1",
},
Input2 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn2",
},
Input3 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn3",
},
Input4 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn4",
},
Input5 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn5",
},
Input6 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn6",
},
Input7 = InstanceInput {
SourceOp = "FilmicTonemapping",
Source = "NumberIn7",
MaxScale = 20,
},
},
Outputs = {
MainOutput1 = InstanceOutput {
SourceOp = "FilmicTonemapping",
Source = "Output",
},
},
ViewInfo = GroupInfo { Pos = { 1045, 247.5, }, },
Tools = ordered() {
FilmicTonemapping = Custom {
CtrlWZoom = false,
CtrlWShown = false,
NameSet = true,
Inputs = {
NumberIn1 = Input { Value = 0.22, },
NumberIn2 = Input { Value = 0.3, },
NumberIn3 = Input { Value = 0.1, },
NumberIn4 = Input { Value = 0.2, },
NumberIn5 = Input { Value = 0.01, },
NumberIn6 = Input { Value = 0.3, },
NumberIn7 = Input { Value = 11.2, },
LUTIn1 = Input {
SourceOp = "FilmicTonemappingLUTIn1",
Source = "Value",
},
LUTIn2 = Input {
SourceOp = "FilmicTonemappingLUTIn2",
Source = "Value",
},
LUTIn3 = Input {
SourceOp = "FilmicTonemappingLUTIn3",
Source = "Value",
},
LUTIn4 = Input {
SourceOp = "FilmicTonemappingLUTIn4",
Source = "Value",
},
Setup1 = Input { Value = "n5/n6", },
Setup2 = Input { Value = "n4*n6", },
Setup3 = Input { Value = "n4*n5", },
Setup4 = Input { Value = "n3*n2", },
Intermediate1 = Input { Value = "( ( (n7*(n2*n7+s4)+s3) / (n7*(n1*n7+n2)+s2) ) - s1) ", },
RedExpression = Input { Value = "( ( (r1*(n2*r1+s4)+s3) / (r1*(n1*r1+n2)+s2) ) - s1) *i1", },
GreenExpression = Input { Value = "( ( (g1*(n2*g1+s4)+s3) / (g1*(n1*g1+n2)+s2) ) - s1) *i1", },
BlueExpression = Input { Value = "( ( (b1*(n2*b1+s4)+s3) / (b1*(n1*b1+n2)+s2) ) - s1) *i1", },
NumberControls = Input { Value = 1, },
NameforNumber1 = Input { Value = "Shoulder Str.", },
NameforNumber2 = Input { Value = "Linear Str.", },
NameforNumber3 = Input { Value = "Linear Angle", },
NameforNumber4 = Input { Value = "Toe Str.", },
NameforNumber5 = Input { Value = "Toe Num.", },
NameforNumber6 = Input { Value = "Toe Denum.", },
NameforNumber7 = Input { Value = "White Point", },
ShowNumber8 = Input { Value = 0, },
ShowPoint1 = Input { Value = 0, },
ShowPoint2 = Input { Value = 0, },
ShowPoint3 = Input { Value = 0, },
ShowPoint4 = Input { Value = 0, },
ShowLUT1 = Input { Value = 0, },
ShowLUT2 = Input { Value = 0, },
ShowLUT3 = Input { Value = 0, },
ShowLUT4 = Input { Value = 0, },
Comments = Input { Value = "Filmic tonemap operator is based on John Hable's work for Unchartered 2:  http://filmicgames.com/archives/75\r\n\r\nCopyright 2013 Martin Geupel\r\nThanks goes to Simon Lundberg for the respective Nuke Gizmo!\r\nFeel free to re-use, adapt, distribute and change tool to suit your needs, but please don't sell it.", },
},
ViewInfo = OperatorInfo { Pos = { 0, 10.15, }, },
},
FilmicTonemappingLUTIn1 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 204, Green = 0, Blue = 0, },
CtrlWShown = false,
},
FilmicTonemappingLUTIn2 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 0, Green = 204, Blue = 0, },
CtrlWShown = false,
},
FilmicTonemappingLUTIn3 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 0, Green = 0, Blue = 204, },
CtrlWShown = false,
},
FilmicTonemappingLUTIn4 = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.333333333333333, 0.333333333333333, }, Flags = { Linear = true, }, },
[1] = { 1, LH = { 0.666666666666667, 0.666666666666667, }, Flags = { Linear = true, }, },
},
},
SplineColor = { Red = 204, Green = 204, Blue = 204, },
CtrlWShown = false,
},
},
},
},
ActiveTool = "FilmicTonemapping1",
}

Just copy the code to your flow window or save it as a .setting in your usermacro folder.
Btw, all macros should be used with linear (gamma 1.0) input!


[EDIT]
Captain Obvious added a macro for Nuke!
For download and more details see Post #6
corona-renderer.com/forum/index.php/topic,1807.msg13558#msg13558

[Another EDIT]
Added the Filmic Curve tonemapping as a separate Tool. Big thanks to Captain Obvious for the idea and the guideline ;)

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