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Messages - DeadClown

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1
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.

2
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.

3
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

4
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.


5
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.

6
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?

7
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.

8
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.

10
I don't know the script but I would assume it filters the materials per class, so it should work even with layered or multimats. I'm not intending to add this to the converter but even if this script does not do exactly what you want, it's easy to write a one-liner maxscript to do what you need.

11
What exactly would you like this script to do?

12
Yes, we had discussions about that approximately 6 years ago already ;) The thing is that I cannot evaluate the shader tree by script nor can I look at all the pixels at all the textures to check if they are too bright.
I could look at the diffuse color only but that would be completely useless in my opinion, especially when there is more going on than just diffuse or blending with other materials etc. Corona has a Render element for exactly that reason which shows problematic albedos.

13
The CoronaColorCorrect map is very different to the original one. I would only be able to convert it if very few selected parameters were used in the ColorCorrection map - and even then I'm not sure if they work in the same color space (would have to check that). So the potential use for this is very limited. Basically all of my color corrections wouldn't pass.

And since this has moved to the previous page:
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.

14
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.

15
Yes, Fstorm conversions are planned, I just can't say when I get to it.

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