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.

Topics - iLEZ

Pages: [1] 2
"Render only elements" ignores the "render selected" option, at least when its mode is set to "include/exclude list".

I need help / Creating FAST realistic ocean material
« on: 2016-06-03, 09:34:48 »
I have a job that will require many animations of fly-bys on objects at sea. Think oil rigs viewed from helicopters. I'm using Siger maps as bump-maps to make waves. I'm using no refraction on the water as I think that would take too long to calculate. The ocean is just one big rectangle with my ocean material on it. The scene is lit with a Corona Sun and the skylight environment. I'm having problems with fireflies.

What would be a nice way to set up a fast rendering realistic ocean material for a scene like this? Would you create haze with a depth-pass in post or is there a better way of doing it in-engine?
I'm attaching a look+feel-image of what I want to accomplish.

Many people like Bercon maps. I love them and can't imagine using Corona or any other renderer without them.
So who is going to be a hero and convert this plugin to 3ds max 2017?
I tried installing the bercon maps that worked with max 2016 of course, but they crash on load. :/

Render selected seems to have unselected objects contribute black to the alpha channel when i use it in interactive mode, as it should.

But when I use it in regular mode, it is as if I have simply deleted the unselected objects, aka, the alpha gets all wrong, and selected stuff that is hidden behind unselected objects is seen in the render. And I just disovered this today when I have a tight deadline! Halp!

General Discussion / Who uses HDR Light Studio with Corona?
« on: 2016-05-13, 15:09:23 »
Is it as clean and useful as it seems? Care to elaborate on your workflow?

Gallery / Ctek CTX Battery Sense animation breakdown
« on: 2016-02-22, 21:42:25 »
I did a short breakdown of my animations in the Ctek CTX Battery Sense commercial clip.
I used Corona Render of course, and Black Magic Fusion, for color grading and compositing.

(the vimeo link thing doesn't seem to work BTW)

When I click "convert to max geometry" I expect a mesh that is similar to the scattered one, but the instanced objects are scattered (heh) all over the place.
The blue grass blades in the picture are the converted meshes, the selected bunches are the scattered meshes.

I have a group in 3ds max with several groups in it. I know, I don't like groups, but sometimes you have to.
I'm trying to mask the top group, but the groups within the groups don't show up in the selection dialog, nor in the mask.


Halp! :)

Gallery / Roomi wine bottles ad
« on: 2016-01-19, 13:17:34 »
Quick project for an ad for Swedish non-alcoholic wine-maker Roomi.

Gallery / A wintery scene
« on: 2015-12-14, 08:20:23 »
Tried some Cscatter with a simple scene that represents the current Swedish weather. :)
The fog is made with the zdepth pass. Crows are photoshoped.
Comments and feedback welcome! :)

Setting the 3ds max falloff map in shadow/light-mode should render one texture in the shaded area of the model and another in the lit area. This does not seem to work in Corona, or am I clumsy? I want the night-texture to work on my earth-model without rendering a separate night-pass! :)

edit: Pressed enter too early and submitted only half my question. Broken hand, clumsy. :)

Hey! I have a crappy test-scene with some lamps. I am trying - for fun - to recreate a scene from a commercial. See attached image.
The problem I am having is that whenever I make my refraction on the light bulb the least bit glossy the filament almost completely goes away.  I'm attaching pictures with both 0.9 and 1.0 refraction glossyness.
The problem only appears when I try to map the light intensity with a Gradient Ramp. No matter how much RGB level I put in the output of the gradient ramp, the filament just disappears. The light ends up in the scene though, but the filament is only very weakly seen Is this a bug?
How do I get the light to disperse a bit more in the bulb, making it appear more instead of less, while at the same time mapping the intensity of the light on the filament?
I am using a standard glass material. 0.0 diffuse, 1.44 IOR, 1.0 reflection, some reflection glossyness.

Hello! I am working on a shot with glowing bluetooth speakers. They are lit up from the inside with an intense spherical corona light.
Does the intensity of the light and the low refraction (0.1) of the material contribute to the "noisy" results?
After 600 passes on 1250px resolution there are still noisy parts from the refracted light and on the surface of the speakers themselves. Can I construct this material some other way with similar results but less noise?
Thanks. =)

When I have a Bercon noise as a density map and change the parameters (ex. size) in the Bercon Noise, Max crashes.
I just tried a regular noise too, and it also crashes max when I change the noise size.

Strangely enough, this doesn't happen every time. It seems to happen more probably when you have the interactive renderer on..

I really like CScatter, and I hope it gets expanded with future updates. A suggestion is to add a not-so-random-generator to it too. Hear me out! When I make grass, I start by making, say ten different blades, then I use those blades along with CScatter to make six patches of grass with different settings, using the Halton generator or whatever. Then I convert those six patches of grass into max geometry and use another CScatter object to scatter them on a plane.

Thing is, the scatter algorithm overlaps these six patches of grass too much in some places, and leaves bare patches on other. It would be great to have some sort of "grid size" generator option that randomly picks instanced objects, randomly rotates and scales them, but "evenly" places them on some sort of (hex based?) grid so that the density is sort of uniform all over the object I scatter on.

Pages: [1] 2