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Messages - acrobaticpoly

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1
Thank you Maru! - I've put the ticket number below for you:
#119990

2
Hi there,
We're having an issue with our licences at the moment.
We currently have 3 active products, all of them being "Corona Premium Annual" - the problem we have is that only two of us can be signed in at a time because as soon as the third does, it either prevents them from signing in (gives us the error message that all users are signed in) or kicks one of us out. I've attached an image of our Active Products as well as the licences - notice that it also only says that there are 2, when there should be 3.

What seems to be the problem here?

Many thanks for your help in advance!
Michael

3
[Max] I need help! / Re: Phoenix 5 Candle Sim Issue
« on: 2023-04-28, 22:22:19 »
Maru, you're a legend!

This is fantastic, thanks so much for also providing a video on this too, really appreciate it! I'll give it a go now!

Thanks again!

4
[Max] I need help! / Re: Phoenix 5 Candle Sim Issue
« on: 2023-04-28, 11:27:49 »
Thanks for the speedy feedback guys!

Beanzvision - you have impressive inference skills! ;)

Thank you Maru, I'll create a ticket now!

Edit:Ticket number is #110557

Appreciate the help.

5
[Max] I need help! / Phoenix 5 Candle Sim Issue
« on: 2023-04-27, 23:50:18 »
Hi everyone,

We seem to be running into an issue here with all of our candle simulations in Phoenix 5 using Corona. We're are simply trying to add a candle simulation to our scene but whenever we render it, either the flame gets cut off or it is being stretched. We've tried increasing the adaptive grid and adjusting a few other values but whatever we do, it still remains distorted - even with default values using the "setup a candle sim for the selected object" option.

I've attached a link to some images that shows what I mean - you can see that in the viewport the candle appears normal but when you render it, the flame is extremely stretched:
https://paper.dropbox.com/doc/Issue-with-Phoenix-Candle-Sim--B3NiL9yJoDTir3bfzCPe7zTQAQ-dNUizxZuBh1iglJVciStV

Does anyone else have this issue?

Many thanks in advance for you help,
Michael

6
[Max] I need help! / Re: Geometry smoothing issues
« on: 2023-01-09, 00:45:08 »
Oddly enough, the issue turns to be in the terminator handling that Corona uses to combat shadow terminator issue. If you turn terminator handling off, this will fix your shading issue completely. You can find terminator settings in render settings, dev/debug rollout. Mind you, that if you chose to turn this setting off, you will need to watch your scene for unwanted shadow terminator artifacts.

Alternatively, you can improve your mesh topology by adding more geometry where the artifacts shows. I did this with the chamfer modifier and got significantly improved results with only marginal increase in polycount. Attaching some pictures for comparison and the scene with the fix. Notice that fixed mesh looks arguably better than original with 3 iterations of turbosmooth, which adds over 5 million triangles to the scene. Bear in mind that the lighting is deliberately set up to show artifacts as bad as possible. With more normal lighting setup, the issue should be almost completely invisible.

Very useful information! Never come across this "Terminator Handling" before, very interesting to know.
Yes, adding a chamfer to the edge certainly helps.

Thank you very much to everyone who offered thier solution; I learnt a fair bit :)

7
[Max] I need help! / Re: Geometry smoothing issues
« on: 2023-01-07, 00:36:06 »
The problem is the slight shadowing or the black edges on the smaller geometry?
If your problem is that adding a Turbosmooth mod produces those black edges, what happens if you check on/off 'explicit normals' in the modifier? Is it looking better when using a Meshsmooth modifier instead of Turbosmooth?

Its the strange shadow looking lines on the edge of some detail. Looks slightly better with mesh smooth I guess but not much more to warrant good enough.

I've tried turning on/off explicit normals too but to no avail. I've attached the file above, feel free to have a go at it. 

Cheers

8
[Max] I need help! / Re: Geometry smoothing issues
« on: 2023-01-07, 00:35:13 »
Thank you for the speedy responses guys, unfortunetly none of those worked. I've instead settled for pushing the turbosmooth iterations to 3, issue is still there but less obvious.

Did you check for presence of not welded, or overlapping vertices?

Yep I've tried this already but things seem to be all good.

I've attached the file for anyone who wants to try to have a go.

Many thanks in advance guys!

9
[Max] I need help! / Re: Geometry smoothing issues
« on: 2023-01-06, 16:43:46 »
Thank you for the speedy responses guys, unfortunetly none of those worked. I've instead settled for pushing the turbosmooth iterations to 3, issue is still there but less obvious.

Thanks anyway guys, any other thoughts are welcome as I'll keep trying.

I might upload the file too if that might help?

10
[Max] I need help! / Geometry smoothing issues
« on: 2023-01-06, 14:24:25 »
Hi everyone,

I'm having what appears to be smoothing issues with my geometry but I don't know how to solve it - not come across this before. Some sort of strange shading/artifacts when I smooth it - the rest of the model shows no problems but this little area seems to cause problems. I've attached an image for reference.

No flipped normals and vertices have been welded. I've tried quite a few smoothing methods to fix it but nothing seems to work.

I've also applied a default material to the model to ensure it didnt stem from the material.

I would really appreciate anyone who might know a solution!

Cheers


11
Hi there, I think what you're looking for is the Upscaling factor.

If you open your Render setup window and go to the System tab, you'll find a parameter called "Image upscaling factor". I think yours might be set to 2. Change it to 1 - this will essentially double the resolution of your interactive render.

Hope that's what you're looking for!

12
There are many ways to create what you're looking for, and a lot will depend on how the material is being lit.

Here's a suggestion though, perhaps try to use a simple noise map in the bump and reflection glossiness layer.
Then to add a bit of variation in your glossiness you could use a map for surface imperfections mixed in with the noise map by including a composite node.
For a little bit more variation maybe try adding in another noise map (slightly scaled down) into your anisotropy node; since you material is very matt, this should help drive that powdered look too. Play around with the opacity of your "imperfection" map within the composite and the strength of your noise maps.
Then it's a matter of tweaking until it looks close to the reference.

I've attached a screenshot of what I've just thrown together.

Hope this helps.

13
[Max] I need help! / Re: Plastic Material
« on: 2021-08-14, 18:51:48 »
Really appreciate the quick response @dj_buckley. This is awesome, and amazingly simple.

I've had a quick go and I've managed to achieve something that looks a lot like then reference, but I noticed you where able to get the mapping to follow the direction of the object - how did you achieve that?

Whenever I apply the material to the object, it remains straight even when I add the Explicit Map channel to the Bercon Noise Mapping type.

Thank you again for your help!

14
[Max] I need help! / Plastic Material
« on: 2021-08-13, 17:07:04 »
Hi everyone,

Wondering if any of you might be able to help me.
I'm trying to achieve the attached material, procedurally if possible but I'm not having much luck.
Does anyone know of any way of creating such a material - it sort of contains wispy stripes (dark blue and dark orange) with transparency in-between.

Many thanks in advance to anyone willing to help.
Cheers

15
Hardware / Laptop Suggestions
« on: 2021-05-19, 08:28:40 »
Hey guys,

I just would like to get some thoughts on any laptops you think might be a good choice for rendering on the go, or if anyone has any great experiences with any (Good temp levels, low noise etc)
I have a dedicated system at home with 128GB of RAM and a CPU capable of almost anything but I'd like a machine to use on the go - It doesn't need to handle any big jobs, just something... pretty capable I guess. I have my eye on an Alienware M15 R3 at the mo but I thought I'd see what the community has to say.

I would also like to mention that my main programs would be 3DS Max, Corona and Phoenix.

Any suggestions would be much appreciated.

Cheers

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