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Daz 3D Forums > 3rd Party Software > 3ds Max Discussion

daz to 3dsmax and support for Corona Renderer

videoninja719videoninja719 Posts: 344
June 2023 edited June 2023 in 3ds Max Discussion

Hello. If anyone can share, does dazto3dsmax supports corona rendering in 3ds max? I have a character sent to 3ds max, the skin and the rest looks acceptable, but the hair are blocky,rough, made out of numerous hair planes. It doesn't look smooth and realistic like daz hair. any setting i can do to make daz hair render nicely? I am not sure if this is a corona renderer thing. Thank you

Post edited by videoninja719 on June 2023

Comments

  • vectorinusvectorinus Posts: 135
    June 2023 edited June 2023

    Most likely the path to the hair texture image is lost for the diffuse channel of the Corona renderer. You need to specify this path yourself. Textures must be located in the folder "C:\TEMP3D\DazToMax.fbm\"

    Post edited by vectorinus on June 2023
  • videoninja719videoninja719 Posts: 344
    August 2023

    vectorinus said:

    Most likely the path to the hair texture image is lost for the diffuse channel of the Corona renderer. You need to specify this path yourself. Textures must be located in the folder "C:\TEMP3D\DazToMax.fbm\"

    Thank you for the help!

  • vectorinusvectorinus Posts: 135
    August 2023 edited August 2023

    Ah videoninja719. It turns out I lied. I'm sorry. The original DazToMax does not place textures in "C:\TEMP3D\" folder. The fact is that I have been using the bridge modified by me for a long time. My plugin writes the Daz scene with the same name as it has in Daz studio into its own folder. The number of scenes in "C:\TEMP3D\" is unlimited because scenes with different names are not overwritten. In addition, the plugin collects textures for each scene into its own folder too. This is very convenient for me. And I forgot that the original bridge doesn't do that.
    About the Corona renderer, you asked.
    Looks like Max is getting materials from Daz Studio as Physical material data only (native 3ds max material). And it's not done very accurately. I'm currently working on improving the quality of the transfer from Iray surfaces Daz to Physical material Max. Many shortcomings have already been eliminated. Genesis 8 and Genesis 9 are doing well now (much better than before).
    About other renderers. The bridge provides transformations from Physical material to Vray, Arnold, Corona and even the legacy Standard 3ds Max material. But these features are currently disabled. Apparently the creators of the plugin didn't have time to fine-tune them. However, if only the Physical material could be set up, then it could easily produce similar data for any of these renderers.
    This can be done inside the maxscript part of the DazToMax bridge, but time, time...

    Edit: Vray and Arnold have simplified Physical material conversion functions and these functions are included in the control dialog DazToMax. But Corona renderer doesn't have a similar feature. However, this is not a problem. With a properly configured Physical material, it is possible to transfer this material to any other.

    Post edited by vectorinus on August 2023
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