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Messages - steyin

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1
I really haven't had a pleasant experience with any version since 2014. If I had to choose, I'd say that 2017 is the most stable for me.

2016 crashed tons and was a pain so I had to revert.
2018 feels slow compared to 16/17.
Haven't tried 19/20...can't find a point to.

2
Very much appreciated, will test it out this week.

3
Gallery / Re: R.G.B RED GREEN BLUE
« on: 2019-04-16, 17:43:10 »
Fantastic.

4
Feature requests / Re: Corona Tiles
« on: 2019-03-06, 18:35:41 »
3.04 is the latest version/recompile, but the 3.01 text within the maps themselves was never changed to reflect updates. I have no issues with IR either. I never really use bercon gradient so I can't speak to its stability, but never had any issues otherwise except for this:

If you are using multitexture with bercontile, and you copy the nodes over to make a new setup, that will usually not only crash MAX, but will make your file unstable where it will crash once you open the material editor. So you have to start from scratch for a new material when using this combo to avoid the issue.

5
Very nice details and materials.

6
Feature requests / Re: Moonlight system
« on: 2019-02-21, 19:02:11 »
If this ever gets implemented Ondra should put in an easter egg where the smiley face turns into a werewolf smiley under a full moon setup.

7
General CG discussion / Re: [Useful Scripts\Tools]
« on: 2019-02-19, 17:24:57 »
New script that allows you to do even more with FloorGenerator, including finally being able to use it on angled surfaces/objects:

FloorGen Tools 1.0.3

https://gumroad.com/l/wURTM

8
General CG discussion / Re: BerconTiles (again)
« on: 2019-02-19, 17:23:16 »
Anyway, any news about BerconTiles compatibility (bump/displace) ?

It works, but not very well (at least bump/normal, displacement works much better). Not sure if that is a Corona issue or a bercon issue.


9
Feature requests / Re: CoronaBitmap: Blur at 0.01 by default
« on: 2019-02-19, 16:43:13 »
I wouldn't want .01 value as default as I only apply it to albedo maps, but to be able to right click the spinner and have the value go to .01 like all other maps would be beneficial/make things faster.

I have to admit though, after my last project I have realized that the native bitmap is better than coronabitmap, especially when it comes to opacity maps and masks. Coronabitmap seems to be better when using HDRI though.


10
Work in Progress/Tests / Re: Wip's n sh*t ;)
« on: 2019-02-12, 19:50:17 »

11
The GTools script will list any sun you have. I personally think it's better than the lister in V3.

http://www.evvisual.com/lightlister/

12
keeping always  0.01 will be wrong as it is good for close view renders - more details, but it will be completely wrong looking at distant view as it will looks too matte, also it will be longer to render and may produce noise

here similar discussion https://corona-renderer.com/forum/index.php?topic=22641.0
Never really had any visual/noticeable troubles using this method. I never do animations, so it wasn't a concern. Usually seems like the best approach was also using summed area versus pyramidal, but also to retain some blurring for bump. I rarely use the coronabitmap, so perhaps it's time to do some new testing.

13
I remember that back in the MR days, Ludvik always suggested setting blur to default lowest value of .01 for all maps.

I've stuck by that since and just adjust bump values.

14
Is TIFF preferred over PNG? Or any advantages of it versus the other?

15
I need help / CMasking_ID doesn't work with Blend materials?
« on: 2018-10-26, 15:54:00 »
I'm using Cmasking_ID set to Mat ID and have 3 different blend materials set up, but when rendering the mask they all come out as the same color as opposed to separate colors. All other materials come out fine.

Is this normal or a bug?

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