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Topics - Tannerjohnso1

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I need help / CMasking_WireColor and Forest Pack
« on: 2019-01-23, 16:18:19 »
Has anyone else had an issue where - regardless of the Forest Objects' wire colour - when I save a "CMasking_WireColor", the forest pack objects are all various shades of yellow.  I can create separate black/white or RGB masks for certain things but I use Forest Pack for a lot in a scene, including trees, grass, shrubs, cars/buses, street furniture, and lighting.  I wish that if I set a forest object's wire colour to pink it would show up pink in the element, or respect the sub-object wire colours you can dictate in the plugin.

Is this a Forest Pack issue or Corona? And is there a workaround aside from creating separate CMasking_Mask for each group of objects?

Would it be possible to revert the CoronaBitmap UVW scaling controls to how 3ds' native bitmap controls UVW scale?  There's a lot of instances where I link both the U and V (width and height) scales to the same Bezier Float controller so that I only have to change one value and it will always keep the bitmap square.  Right now if I try to export the UVW scale to a different controller, I'm stuck with Bezier Point3 and it doesn't offer the same level of control.

Not sure if this request belongs here or if someone knows a workaround but below is my issue.

In the past as well as currently, there are times where I need a CoronaLightMtl to be super bright to avoid changing lighting and exposure settings everywhere else.  But when this happens, the Bloom/Glare gets decimated by this material.  A workaround I tried to do was to use a RaySwitchMtl where the Global Illumination slot utilized the super bright material but the other three - Reflection, Refraction, Direct - would use a CoronaMtl or LightMtl at a much lower intensity but doesn't emit light.  Right now the Mtl in the GI slot is still acting as if the RaySwitchMtl is not there.

The other option would be a Bloom/Glare multiplier number in the material itself so that you can modify that specific light's bloom output. For example, say I want the Bloom for said light to be 0.25x to reduce it or if you're feeling crazy 8x for really dim lights to still show up in the Bloom pass.

Feature requests / Light Lister Expanded Features
« on: 2018-12-23, 17:25:08 »
While the inclusion of a light lister with Corona 3 was nice to see, is there any chance of expanding its capabilities similar to ecXimer Dev's LightLister, with controls for not only Lights but CoronaSun, CoronaLightMtls, and Self-Illuminated CoronaMtls as well?

Seeing what lights are instanced or copied would help; if it's driven by a texture map, temperature, or direct colour; if it's driven by a map, can we get a button to select it and change it?; dimension spinners; keep IES shadows sharp checkbox; as well as accessing Include/Exclude lists from the Lister would be nice to have too. 

To make it easier, a direct clone of ecXimer's tool but integrated into Corona would be a good start.

Bug Reporting / Passes total incorrect Corona 3
« on: 2018-11-30, 13:31:26 »
Has anyone else had an issue with Corona 3 where the Passes Total value is always lower or zero than actually calculated (especially when looking at the render stamp)?  I've been doing renderings this week for a client but it fails to recognize the main workstation passes properly but reads DR normally.  This happens when using DR only so far and regardless if it was submitted to backburner or activated normally in 3ds itself.


I need help / "lockEdge" in CoronaRoundEdges
« on: 2018-07-26, 15:48:03 »
Does anyone else have this issue where whenever I load the material editor, I get this error: '-- Unknown property: "lockEdge" in RE/Fast:CoronaRoundEdges'

"RE/Fast" is map preset I have saved with Fast toggled on and its used in countless saved materials.  This didn't happen before upgrading to Corona 2, and I recently reinstalled 3ds Max and all of my plugins after a system failure.

Does anyone know why this error happens? And is there a solution short of replacing the RoundEdges map in every saved material preset?

Hi everyone,

I've created a model originally with mental ray and have since converted it for Corona.  Its a simpler model but with a complex series of diffuse, spec, gloss, opacity, bump, and emmisive maps.  There are parts that I would like to have an IOR value of 2.2 and other parts (metal, mirrors, highly reflective strips) to be 20.0 or more.  I've created a simple black and white mask to separate the different elements and plugged it into the mask slot of a mix map.  Using 2 falloff maps set to Fresnel (2.2 and 20.0), I tried plugging them into the two layer slots but 2.2 from a falloff map doesn't create the same effect as 2.2 using CoronaMtl's native value (Fresnel 20 works but not as well as the native 20.0 value).  Is there a way around this using a mask?  I can't separate elements of the model for two different IOR's and if it comes to that then I'll just stick to 2.2 across the whole model.

Thanks for any help with this!

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