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Messages - steyin

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I use 3dsky the most, especially for specific vegetation and furniture, though maxtree is also very good for vegetation.
I don't bother with Turbosquid anymore as they never really have a good selection IMO. CGTrader is hit or miss for me, but it's better for bigger/more complex models (like bridges, cars, subway cars, etc).
CGAxis I'll buy from just because it's so damn cheap when a complete collection (like 10-20 volumes) comes on sale for $40. A wide range of good models, but their materials suck.
In any event, I usually end up always tweaking the mesh and/or materials in some way no matter where I purchase from.

I need help / Re: UVW Randomizer
« on: 2019-11-19, 17:09:22 »
Ah, stupid mistake on my part. Had the map set to primitive, which is the only option that the distortion happens on.

I need help / UVW Randomizer
« on: 2019-11-19, 16:32:09 »
Perhaps I'm interpreting this wrong, but under U offset, if I make the range say 0-30, shouldn't my texture be moved horizontally at a random position within this range?
Instead, my texture gets skewed/rotated at an angle it appears. No changes to the w rotation fields, and v offset works as expected. The only way I can get the horizontal shift to work is if I set the range to the same value, ie: from 30-30...but since that is a constant, I have to use multimap with several ranges.
Did I fudge this? Or is it a possible bug?

I need help / Re: Corona 5 - 2.5D Displacement on Curves
« on: 2019-11-08, 16:26:04 »
Not sure if this helps or is in the same vein as the issue at hand, but I normally model in AutoCAD and import into Max. For brick buildings most of the time the modeling is made up of extrusions that intersect (say a pier and horizontal sill) but in the end have the same texture applied. I import as a linked file with geometry grouped to layers.

Displacement never handled this intersecting geometry well so I would add a smooth modifier and then a tessellate modifier operating on polygons, edge and tension set to .001 as turbosmoothing anything from CAD never seems to work. This workflow seems to work pretty well for displacement overall and for eliminating issues at those intersections.

I've also tried using subdivide, meshsmooth and quadifry all, but they never work as well.

Hardware / Re: Threadripper Builds
« on: 2019-11-07, 16:17:44 »
Going to have stop buying rare Legos for a while to save up for the 64 core build lol.

General Discussion / Re: Corona 5!
« on: 2019-11-06, 19:57:37 »

This seems to be an issue which relates to running the installer on Windows 7.. I agree it is pretty confusing and it is already logged.

It does however work correctly on Windows 10.

Thanks. Made a ticket for it just in case. Sorry if this derailed the thread in any way...
but to get back on track I must say all the displacement improvements are something that I really needed to a particular scene so I'm hoping it makes my life easier once I try it out. Glad to see such progress with the engine as always!

General Discussion / Re: Corona 5!
« on: 2019-11-06, 16:14:35 »
Haven't tested out yet, but during installation the window goes blank unless you hold and drag the window slide bar to the right. Might want to fix that as it makes it appear that the install is frozen when it isn't.

I still use 2014 from time to time as I find it more stable than any other MAX version that comes after it. I've had issues in 2016, 2017 and 2018, and haven't bothered with 2019/2020.

At work, I'm stuck more or less stuck with what I'm given (I use 2014/17 there), but for personal work I'm using 2018, but not crazy about it hence why I still use 2014 from time to time.
I don't think dropping support for them would bother me much as I'd just settle with another version, but I can't speak for others obviously.

I need help / Re: Correct metal workflow?
« on: 2019-10-24, 22:54:10 »
I always thought it's enough to set IOR to max value and then just use it in the reflection slot... and that didn't look wrong to me. Did I use it the wrong way all the time?!
I think both ways work. Dubcat's wiki says to set IOR to 999.

Many times I come across issues with the color correct map by Cuneyt Ozdas missing. Seems many people use this versus the default MAX map.

I need help / Correct metal workflow?
« on: 2019-10-24, 22:13:41 »
Since the release of 4.0, and now the 5.0 daily builds, are we still supposed to disable Fresnel IOR with color map set to RGB 10,000 when using Siger Complex Fresnel in Refl Color slot, or was this issue resolved?
Thanks for any help.

I need help / Re: Flipped environment map
« on: 2019-10-18, 17:27:22 » all maps you use as spherical environment are loaded backwards? Wouldn't that mean sun position is always wrong for HDRI? If true, never knew this at all.

Hello steyin, please may I also ask you if you have some plug-ins installed? And what version of Microsoft Windows and what hardware do you use?
Running Windows 7 Pro, Xeon E5-2630, 40 GB RAM, NVidia Quadro K2200
As for plugins:
  • ATiles
  • Bercon Maps
  • Civil View
  • Design Toolbox 2.4
  • Floor Generator
  • Floor Gen Tools
  • Glue
  • Houdini Ocean
  • Ivy Generator
  • Multitexture
  • Populate Terrain 1.86
  • Quad Chamfer
  • Quad Cap Pro
  • SimLab SkethUp Exporter 3.2
  • Siger XSMP + maps (noise, complex fresnel, etc)
  • Vizpark Omnitiles, Crossmap + Material Manager
  • VRay 3.6
BTW, I replaced the previous Rhino geometry that was exported as OBJ with it exported as DWG, which cut the MAX file size down in half and now parsing takes 4 seconds.

I need help / Re: Exposure Value Cant be Clicked
« on: 2019-10-14, 18:53:35 »
If you are using a physical camera in MAX then you need to disable exposure control for the camera in your environment settings.

General Discussion / Re: Corona To Unreal work flow?
« on: 2019-10-14, 16:27:50 »
Would be curious about this also. Just started playing around with Unreal and Twinmotion. TM was relatively easier (though no option for MAX import), but materials/displacement and lighting (sun more so) from MAX/Corona to Unreal didn't really work well using Datasmith so far. Plus I don't really have a grasp on the material editor in Unreal, so making tweaks is extremely cumbersome.

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