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Messages - PROH

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1
Feature requests / Re: Corona Converter - opacity clip
« on: 2019-10-10, 01:22:59 »
Yes, absolute no bad intentions - just joking. And the "finger" was a (silly) guess for where the pain would show up by doing this manually.

AFAIK Deadclown (the author of the material converter) doesn't use Max & Corona much anymore, so this might not find its way anytime soon. But sure make a request :)

2
Feature requests / Re: Corona Converter - opacity clip
« on: 2019-10-09, 18:36:39 »
...finger?

3
Hi. It should be possible to calibrate HDRs with exposure set to -5,25 (or wathever you find useful), so that they are matching the sun.

Hope it helps

4
I need help / Re: Calibrate Corona Sun and Sky Enviro?
« on: 2019-10-07, 10:28:45 »
That is done by exposurecontrol :)
I believe Dubcat did mention a "calibrated" value somewhere in his thread (somewhere around -5,xxx?)

Hope it helps

5
I need help / Re: sooo long time render
« on: 2019-10-02, 17:34:43 »
Hi. I noticed that the Forensic plugin states that there's 1 virus in the scene. I think this could cause some troubles. Have you tried to remove this virus?

6
I need help / Re: Displacement direction
« on: 2019-10-01, 15:43:57 »
How are your smoothing groups setup?

7
Bug Reporting / Re: Corona UvwRandomizer Texmap issue
« on: 2019-09-26, 20:02:20 »
Yes. You need to have the randomizer in all places that should be affected, and all with the same settings.

Hope it helps

8
Bug Reporting / Re: Corona UvwRandomizer Texmap issue
« on: 2019-09-26, 18:12:03 »
Hi. The UVW-Randomnizer doesn't work for displacementmaps. This is a known bug, that hasn't been fixed yet AFAIK.

Hope to see a fix soon :)

9
Hi. Not near Max right now, so I haven't tested it, but here's what I would try with a Max mix-map:

What makes it a bit tricky, is that you're using 2 values: the reflection glossiness value is set to 0,65 and the map "strength" is set to 33%.

So first I would put a color map in one mix-slot using a color that equals the 0,65 value. In the other slot I would put the glossiness map, and set the mix to 33%. Then I would set the reflection glossiness value to 1.

As I said, I haven't tested it, but I think it should work.

Hope it helps

10
Off-Topic / Re: Problens with build
« on: 2019-09-09, 18:09:27 »
Hi. I think you're posting on the wrong forum. This is the Corona renderer forum.

11
Hardware / Re: Threadripper Builds
« on: 2019-09-02, 11:09:37 »
Thanks for sharing your findings :)

12
Hardware / Re: Threadripper Builds
« on: 2019-08-31, 22:44:28 »
Hi. Take a look at post #429 in this thread. It's not about "compatibility with Corona". It's more about being build for extreme 32 core workload.

Hope it helps

13
Hardware / Re: Threadripper Builds
« on: 2019-08-31, 20:24:41 »
Hi. Not an expert, but from what I've read, it's likely caused by your motherboard model. It's not build well for the 32 core chip :(

14
@danbush - I think 3cm is to large. This is only a visually effect, not a change in geometry. If you want large rounded edges, you'll need to model it. Try 0,5cm (or lower) and see how it works.

Hope it helps

15
@ilmelo - I couldn't test your scene, but I just tried building a similar scene, and despite what I wrote before, you're absolutely right.

There's definately something unexpected happening with the shadowcatcher, and the further away the EV value is from 0, the bigger "trouble". You can minimize the problem a bit by putting the color-map inside a CoronaTonemapContro with "exposure" unchecked, but there are still some difference.

Don't know why I haven't noticed it before. Is this something newly introduced?

Hope to see a solution soon.

Regards

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