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Messages - steyin

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31
General CG Discussion / Re: Siger Studio crashes max
« on: 2019-12-06, 00:42:30 »
Email/message Siger. I had the same issue and he emailed me some files to put in the folder that were missing from the install, which fixed the problem.

32
Off-Topic / Re: Architecture type/style?
« on: 2019-11-25, 23:20:49 »
Seems like a type you'd find in New Mexico/Arizona in the US, or close to/in Mexico/South America. You could avoid gutters and just use scuppers with downspouts.

33
This is great to know, would you prefer models to come separated so its easier to modify, instead of having to break apart by element of polygon id etc? What is your most ideal situation when modifying models to suit your needs?
Typically I model objects with a layer-material hierarchy, so each object is on its own layer. Say for example a window: The mullions are their own layer, the glass another, the gaskets another, and so on. I then select all objects by layer and assign the designated material. I'm not saying that's the right or best way, but it works for me. Setting up a multi-sub material isn't a big deal when various objects are joined as one mesh either. I try to keep things as simple as possible, but as long as a single mesh object is organized well (between the mat IDs/elements, etc), then it's all good.
Hi steyin.

Thank you for your response. Are there any types of models that you often can't find or find with good quality? How does it look like for Corona?

So far I thought that the only industry which uses ready-made models is archivis. Are you guys here on forums using them for different kinds of projects?
I'm primarily arch-viz. Things I'd like to see more of would be curtain/window wall models (SSG, unitized, traditional, etc) with different window types (hopper, casement, pivot, etc). Sometimes it's also hard to find specific things, like say wall outlets (American), wall mounted or free standing standpipes, etc. I also find that a lot of models are just over-priced. I understand the time and care that goes into a detailed asset, but sometimes paying hundreds of dollars just for a single detailed car or small group of trees, or something similar is ridiculous to me. I feel you'd make more money charging less for a bigger grouping of assets. A lot of stuff nowadays is Corona ready so no worries there, but its still easy to just convert from VRay if need be.

34
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.

35
[Max] 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.

36
[Max] 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?

37
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.

38
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.

39
[Max] General Discussion / Re: Corona 5!
« on: 2019-11-06, 19:57:37 »
Hi,

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.

Cheers
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!

40
[Max] 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.

41
[Max] 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.

42
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.

43
[Max] 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.

44
[Max] I need help! / Re: Flipped environment map
« on: 2019-10-18, 17:27:22 »
Wait...so 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.

45
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
**EDIT**
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.

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