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Messages - Tok_Tok

Pages: [1] 2 3 ... 6
1
Feature requests / Re: Native UDIM support...
« on: 2019-11-07, 09:47:10 »
That's unfortunate. I was hoping that it would be included in the V5 update, but top priority sounds good to me!

2
Feature requests / Re: Native UDIM support...
« on: 2019-10-24, 11:10:07 »
Is there any news on this?

3
I need help / Saving for 10bit HDR format
« on: 2019-09-13, 11:23:58 »
Hello,

I'm rendering some content to sell as stock footage and I want to export to a 10bit HDR video format. I'm wondering what the best format is to save the separate images to from 3ds max. Of course I could just use the EXR 32bit format with no compression but that saves huge files and because I'm rendering 8K footage that will take a lot of disk space. So what is the best format to do this in and what do you guys recommend as the minimum setting for this?

Any advice is welcome, I'm quite new to the HDR video thing. :)

Thanks.

4
General CG discussion / Re: gorilla cam 3ds max alternative
« on: 2019-07-01, 11:25:43 »
Thanks Romullus, I'll check that out!

5
General CG discussion / gorilla cam 3ds max alternative
« on: 2019-06-29, 10:06:21 »
Hello,

I just stumbled upon this very nice plugin for C4D but I'm a 3ds max user: https://greyscalegorilla.com/downloads/gorillacam/

Does anyone know if there is a 3ds max equivalent?

Thanks :)

-Joep

6
Yes please. +1

Maxwell Render has this, but it is slow though because of the huge raw files maxwell uses. If Corona were to have this then the cxr files should get as small as possible. (I don't know what the file-size/resolution ratio is now)

7
I've been noticing this issue too, it's already logged but just to let you know, +1 from me.

8
Feature requests / Re: Texture visible on Corona light
« on: 2019-06-14, 09:33:50 »
Oke well I hope they do. In the meantime, can this be placed back to Feature Requests? because I would still like this to be a request and not a resolved one. :)

9
Feature requests / Re: Texture visible on Corona light
« on: 2019-06-13, 16:42:22 »
Ah thanks, but this is about the Corona Light material. I meant the Corona Light object. I don't want to use a plane with a Corona Light Material because it takes longer to set up and the corona light materials can be set to wireframe, which is nice.

Btw, having the ability to show textures on materials that are shown 100% black in the viewport (metal and glass for example), would also be very nice.  But that's something else.

10
Feature requests / Texture visible on Corona light
« on: 2019-06-13, 15:56:28 »
Hello,

I would like to have the possibility to view the attached texture on a corona light. I do a lot of product visualisation and place corona lights with gradients all over the place. The thing is, that it's often hard to see how the Gradient is mapped on the light. To see it I have to make the light visible to the camera, turn off the camera lock, point the viewport to the light and lower the brightness. I would help me a lot if the texture was just visible in the viewport, that stops the guesswork on the reflection on objects.

Thanks :)

-Joep

11
Feature requests / Re: Bump setting moved up
« on: 2019-06-10, 15:08:31 »
Logged!

(Internal id=361594993)

Thanks! I'm hoping you can give it a place under the "Basic Options" tab, and not the "Maps" tab. But I guess you have to reorder some stuff and I'm guessing that's not preferable..?


It definitely has sound logic, and wasn't MentalRay shader like this ?

One out of hundred materials needs to have SSS, that one could move to the end.

Yes exactly, or Refraction for that matter, that almost never uses a texture.

12
Corona Goodies! - User contributions / Re: DropToSlate
« on: 2019-06-10, 11:38:23 »
This should be a feature in 3ds max and corona

Yea definitely, but then again, there is so much basic stuff in 3ds max that's not there..

13
Feature requests / Re: Bump setting moved up
« on: 2019-06-10, 11:33:47 »
I'll try to motivate my request a little bit more. I work as a freelancer and therefore I often go to clients to work there. They almost never have a second monitor to use and so I'm tied to a single 27" screen. As you can imagine I'm constantly moving windows around in 3ds max to manage my workspace and therefore try to keep them as small as possible. That's why I was talking about scrolling.

But even though most of us probably have two screens and don't need to scroll, it still doesn't make sense that there is one frequently used setting that's all the way at the bottom, useability wise. Why isn't this more at the top, next to Reflection Glossiness for example? These two settings directly influence each other, so to me, it makes complete sense that a setting that is often used is in a place where it can accessed easily and is next to a setting which it's related to.

14
Resolved bugs / Re: Edge of gradient visible in Corona light
« on: 2019-06-06, 10:06:28 »
Tried it and I see now that the texture repeats itself, makes complete sense now. Turning off the tiling also works :)

Thanks.

15
Resolved bugs / Re: Edge of gradient visible in Corona light
« on: 2019-06-05, 17:40:55 »
I'm still wondering though, why does the gradient blur to a white colour? Wouldn't it make more sense if it blurs to black? that way you wouldn't see the edge bleeding on the black side and also not on the white side because the environment is 9/10 times dark or black.

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