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Messages - Crazy Homeless Guy

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I need help / Re: redner EXR output file size is big
« on: 2018-04-13, 21:46:14 »

That sounds extreme.  Do you have EXR compression turned on in the save dialog?  That would be my first guess.  Second would be that you are rendering to deep EXR but I am not actually sure that is possible with Corona.

General Discussion / Re: ELI5 Glossy Reflection
« on: 2018-04-13, 00:54:57 »

Max + Corona 1.7

General Discussion / ELI5 Glossy Reflection
« on: 2018-04-12, 17:45:10 »

Explain like I am 5 glossy reflection... 

I recently added a bit of glossiness to my reflection and it made the reflection not behave predictably.  It made the reflection appear as though there was refraction issue with the glass.  After digging around a bit I found out that enabling caustic reflection or enabling this glass option fixes the issue glossy reflection issue.  Can someone shed light on this?  Is this a bug or a feature?  Because it feels like a bug to me.

General CG discussion / Re: Lumion 8- A Game Changer??
« on: 2017-11-10, 01:24:11 »

Keep in mind that this is a marketing video.  It is easy for things to look good when the company if fine tuning for the purpose of making their product look great but that doesn't mean it will translate to real life working environment.

Excited that Corona is getting VFX tools.  Now if they can just fix the huge ram consumption maybe this engine will be able to render more than just nice interiors and houses.  Corona would likely never have a shot at being used for anything more than visualization and product renders going down the path that they were pursuing, now their game has changed.  New tools and a lot more exposure in Hollywood.


The solution in the meantime is to add a CShading_Beauty pass to your Render Elements and make sure that "Apply bloom and glare" is unticked. This will give you a pass that you can use to feather out the problematic areas of bloom and glare in post.


This is typical of most render engines.

But..  If you tick the glass not to be visible in masks then the AO pass will ignore the glass and render as expected.  You may run into a problem with refraction of glass as I don't think the passes currently take this into account but I could be wrong.

Yes i am aware of the knowledge of Alex Hogfrefe. He really does a lot of great tutorials. Also that is the workflow i use too, but than at the moment i use Blender/Cycles for rendering as the cameras match exactly. Alex Hogrefe does it all inside sketchup as for what i can read on his website (vray for sketchup).
But i would love to use corona for it because of the double work by using two different kind of software. Guess it has to do with 3DsMax being the problem.

Just be sure that you are not making things more difficult than they need to be.  The more difficult it is the more likely you are to a failure leading up to a deadline resulting in poor quality or missed dates.

Rely on the K.I.S.S. concept as much as possible.....   Keep It Simple Stupid.


A few years ago I needed to do an exact match to a Rhino camera.  I can't recall the exact workflow but I was able to get a 99-100% accurate match.  I am not sure how SketchUp cameras operate but if I recall correctly Rhino relied greatly on the aspect ratio of the frame.  Changing the aspect ratio changed the film gate / sensor size of the digital camera.   I was able to use a reasonably simple formula to calculate what the resulting sensor size was, and then plug that into Max along with the same focal length and aspect ratio.  This resulted in an exact match as long as no one changed the aspect ratio that was used.

I am not sure any of this helps you with you as I don't use SketchUp but perhaps it will lead you down the path of researching how the SketchUp camera works and how that might be translated to Max.

Please keep us updated on your progress.

Resolved feature requests / Re: +/- Button
« on: 2017-01-04, 18:33:39 »

This would be useful.  I often do a quick check with Teamviewer on my phone and if I accidentally zoom it is a pain to get the frame buffer back to where I need it to assess the image.

A 1:1 and fit to frame buffer would also be useful.

I need help / Re: Huge render size
« on: 2016-12-31, 20:24:20 »

I think that the problem is still with setting up the longer edge output value. It's limited to around 32 000px in 3ds max.
Do you think that there is any script which could slice that view with cameras or something? Or any other way?

Scripspot likely has a script to help render at this res but if not you can easily render smaller horizontal segments using a horizontal offset in the camera settings and then reassemble in post.

Resolved feature requests / Re: Glass Mattes
« on: 2016-12-30, 18:39:12 »
Thanks.  I cast my vote.

I am scratching my head as to why this thread was moved to a resolved feature request when it is an item that isn't resolved?  Maybe it has it been addressed in version 1.6?

Resolved feature requests / Glass Mattes
« on: 2016-12-30, 03:35:45 »

Is it possible to have a glass material present in a matte, and have an object behind the glass material present in the matte?

Below is a simple Corona rendering with the matching matte passes.  The first image in the Corona series is the base setup with the glass object visible to the pass, and the second is the result with the "Visible in masks" un-ticked. 

The second attached image is a Vray matte pass with the "Affect channels" set to "All channels."  Doing this allows me to have a good matte for the both the glass, and the objects behind the glass in one pass.

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