Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DeadClown

Pages: [1] 2 3 ... 96
1
Hi, this is not quite the correct thread but anyways, the problem in your case is a very old Vray version that is not supported by the converter. If you upgrade it, it should work again :)

2
Well, in this case it's worth a regular bug report for the corona team to look into :)

3
Hmm... that's a tough one. Can't really tell you anything helpful I'm afraid. There's no reason for it to fail code-wise so I suspect it either being a max problem or a problem with the corona proxy object itself. Can you try exporting it the "old school" way via the proxy object?

Happy new year to you too :)

4
Hardware / Re: Ryzen 9 3950X build
« on: 2020-01-08, 11:54:05 »
Thanks Juraj, that helps :) . Will have to try it out and see how the fans perform and decide based on that. The fans of the R5 sure could be better but did the job so we'll see.

5
Hardware / Re: Ryzen 9 3950X build
« on: 2020-01-08, 10:06:48 »
@Juraj, based on your recommendations I also chose some parts for a system (not built yet).
2 questions though:

a) as far as I understand it, ram speed doesn't make all that much difference between 3200 and 3600 mhz, both Cl16. 3600 would be slightly more "ideal" but in the end it doesn't really appear to differ that much, at least in rendering. Is that correct?

b) I chose a define R6 case because I also own an R5 and am very happy with it. How do you control your case fans? The R5 had a little switch on the front but the R6 doesn't. Is it temperature controlled on the board? How much worse are the shipped case fans in comparison to the noctua ones you use, in terms of noise and overall performance?

6
IMPORTANT NOTE
The Corona Converter is now maintained and developed by the Corona Team. I decided to stop dragging it out any further. As you may have noticed, updates and fixes were rather slow and quite far apart. The reason is that I haven't been using Corona in quite a while, mostly because my focus shifted more towards other DCCs where Corona does not exist. So, I fell behind following the news and changes that have been made in Corona and at this point I have missed many things that should be reflected in the converter. I think that it is unfair to the users to let the converter wither like that and asked the Corona guys if they wanted to take over - which they thankfully did :) .

Long story short: As of now, bug reports and feature wishes go directly to the respective forums.

Thanks to all of you for your support and the great connections and friendships I made here since 2012.

7
Regarding to Fstorm converter the super basics would be a big help.
Even if you don't convert values from Fstorm, just convert fsorm bitmap to max or corona bitmaps and reconnect the nodetree with corona nodes would save a lot of time.
Ok, this seems to be the general tendency. I am not a big fan of that idea but it seems that there isn't a better solution to this.

Other topic.
I wrote a mass converter in maxscript, works fine, calling your conversion script. My only problem is that I don't have and want Vray installed under my working max.(I have an older 2018max only for converting assets).
Many times fragments of missing vray .ddl files remaining in the scene. I can use max scene converter, and some other script to remove them, but it would be a useful addition to your script to remove missing plugins.
I would do it myself but I'm still a beginner in coding.
What do you think about this?
Removing missing plugins isn't a big deal in itself (at least if it's just maps and materials) but I don't really think that this should be part of a converter. I would rather prefer if people made the conscious decision to remove those (by clicking a separate script).

Anyway it would be a nice thing if the official(is it?) converter would have an Fstorm option too, but only if it not keeps the devs away from much more important stuffs.
Yes, it is the official script. However, I'm not part of the corona team, just a guy doing it for fun. Aaaand here we have the problem in the current situation: I'm currently not using corona (nor max most of the time, to be clear), so I have somewhat fallen behind and not kept track of the development of all the max renderers - and thus it's a bit difficult to schedule time for a script that I'm probably not going to use anymore myself in the foreseeable future. I'm still committed to fix any bugs that pop up and I'm trying to improve the situation for the users but right now I can't promise any features for the time being.

8
This looks very fishy. No names or imprint on the website (which also is only barely functional), no idea who this is or where they come from, this script is barely 2 weeks old and someone who just registered posts the link to it... and of course it is encrypted. Too much of a gamble for me.

[Edit] Turns out ChukA is the creator of this script.

9
Hi, I am unable to reproduce it here but I'm also still on vray 3.6 - so I suspect that it's something in Next or in some older vray version. Which version are you using and can you save me a max file with a light where it happens?

[edit] posting the complete error message or log could also help

10
And again...

regarding Fstorm I will repeat my question from before:

I'm having a look at fstorm right now to determine the best approach for conversions... however I'm not really sure how useful all of this is. My personal "goal" of the converter is that each render engine conversion should yield a usable result - a one click solution with as few necessary adjustments from the user as possible.
What I see so far is that fstorm materials are rather "spartan", which is fine, because that means it's easy to translate. The maps, however, are pretty much all custom and either different or complete remakes of the max ones (like noise, output, falloff, gradient etc) with different settings which makes it basically impossible to get proper conversion results.
So, if there are any Fstorm users here I would be happy to hear opinions about that and what you think would be a useful conversion for you.


11
Can we add the feature within the converter dialog to add the Corona Bump Converter to bump maps that aren't using it?
In theory, yes, but I'm not a big fan of adding converter maps to everything, no matter what it is. It's rather trivial to code it so I would prefer to have it as a separate script - for people that actually need it.

12
Uhm... that's an odd one. Haven't seen something like that before. Can you share the scene or strip it down to just an object or a material you can send me?

13
regarding Fstorm I will repeat my question from before:

I'm having a look at fstorm right now to determine the best approach for conversions... however I'm not really sure how useful all of this is. My personal "goal" of the converter is that each render engine conversion should yield a usable result - a one click solution with as few necessary adjustments from the user as possible.
What I see so far is that fstorm materials are rather "spartan", which is fine, because that means it's easy to translate. The maps, however, are pretty much all custom and either different or complete remakes of the max ones (like noise, output, falloff, gradient etc) with different settings which makes it basically impossible to get proper conversion results.
So, if there are any Fstorm users here I would be happy to hear opinions about that and what you think would be a useful conversion for you.

I haven't got any feedback on fstorm, neither here nor for the other converter I maintain, so I assume that there are very few people that actually need it.

14
I assume that this is about the VrayEdgesTex? The problem with specific map types being used in specific slots is that I can't track them. At least not directly. The script converts map by map, disconnected from the shader, it has no idea where it is being used. So if I convert a VrayEdgesTex it doesn't know if is being used in a Diffuse or a bump slot. I would have to skip it and do it at the end, looping through all the Material's bump slots and check if a VrayEdgesTex is present - if it is I still can't simply convert it, I have to check if it actually is instanced in any other slot on any other material (which is possible but tricky to get right)... and this gets more complicated if a VrayEdgesTex is used somewhere deeper in the shader tree (which is quite often the case to mix it with other bump maps).
Long story short: this is not quite as easy as it sounds ;) Or to put it more bluntly: it's a bit of a pain in the ass.

Pages: [1] 2 3 ... 96