Does Kodama Support Corona

Discussion started by arkstationmax

Hello guys i was wondering if kodama plugin supports corona render engine in 3dsmax

Answers

Posted 9 months ago
1

alright, i am using vray now. Can you help with metalness map? the plugin is telling me disallowed image mode, found truecoloralpha, allowed: grayscale, grayscalealpha. I am not sure how to fix this problem

Posted 9 months ago
1

one more thing, the plugin is not giving me the option to check individual objects. each time I have to check the whole thing all over again, any idea?

Posted 9 months ago
1

I dont use Kodama, I just read the documentation and watched the video. Why are you using Vray when you should be using the standard Physical material?

Metal textures use L8, or Greyscale white/black images.

Watch the video regarding your second question, it answers your question about selected objects.

Posted 9 months ago
1

I check everything there is, and tried to used standard physical material. I get the same result image mode not allowed, found truecolor, allowed: grayscale, grayscalealpha for roughness and metalness maps. I tried using photoshop to set png mode to grayscale also, still getting this message. If someone know about this subject really would appreciate the help!

Posted 9 months ago
1

Thanks my friend. Sadly there is not much said about this specific issue, neither cgbot is giving the solution, so I will need someone who know that can help, thats all, I am already using the article.

Posted 9 months ago
1

Are you using Substance Painter for your textures? It should export the Metal to greyscale L8 for you. This means it needs to be an 8 bit Greyscale image, do not use an alpha channel or rgb. Lots of times when using png you can accidently enable more channels

arkstationmax wrote
yes i have fixed that by using tif, however now i have this problem of normal maps saying it is not supported. I tried both physical material and PBR material in 3dsmax same result. I also named the files as following Wood_Normal_DirectX. Im not sure how to exactly fix it
Posted 9 months ago
0

I am trying to use the 3dsmax PBR workflow in Kodama, i have this issue

Material "Wood": Connection between "norm_map" slot in "Wood" node and "Map #46" node is not supported

3DCargo wrote
3DCargo
Dont use the PBR Material, that is for GLB. Use the Physical material like I said previously, its in the video. Do you have a normal node between the Normal bitmap and Physical material? Post a screenshot of your material setup, "Map #46" node is not supported means nothing without a screenshot to determine what Map #46 is. Alternatively why not just use their package manager in the plugin, select the object, select the directory with the textures it should build the material for you right?
Posted 9 months ago
0

Hey man thank you for the help, the normal bump node worked. I really appreciate that alot. How can I use the package manager to create material, shouldnt you plugin the textures manually to a material?

3DCargo wrote
3DCargo
Good to hear. Not sure, from looking at the video it looks like you dont even need a material applied, it looks like it checks the folder for the textures, exports the fbx and textures and builds the material in Kodama
Posted 9 months ago
0

yes but first you to export, you need to have your file ready with no errors in the plugin. The upload and package button dont show when you have error, even minor ones. Right now i am left with very minor one and about to finish, I am basically memorizing the work flow since even though I know how to produce quality renders, I am quite new to PBR and for some reason I am committed to learning.

Here are the errors I am left with:

-Model has object(s) under multiple groups and multiple parents.
This one i dont know what are multiple parents, I removed all groups to make under only 1 group.

-Material "{material}" "unrecognized_slot" texture "Map #57" has gamma value 2.2, expected: [] and colorspace value None, expected: []

for this one I am using an opacity map because I have some transparency in a fabric material. The plugin is not giving info on how to bypass this one.

Again thanks with all heart, I am finally learning some PBR!!

Posted 9 months ago
0

Btw why you dont use the plugin? does it actually add up to the value of the model or not? Also can you use the standard material to render for corona and vray in 3dsmax? I like to have my models to be exported to other formats as well as to render properly with corona and vray in max, is that achievable?

Posted 9 months ago
0

Yep the documentation is lacking in regards to Groups, so maybe you worked it out.

Regarding gamma, make sure your diffuse has 2.2 gamma and the rest should be 1.0 (when you load the bitmap you can override the gamma)

In regards to opacity just use the opacity slot/texture, dont use an inbult one in the diffuse. If I understand you correctly.

I dont use the plugin because I have built my own PBR/Kodama pipeline. I know 100% my models are PBR and real-time ready in 3dsmax,c4d, blender, fbx, obj,gltf,glb. I dont care for their Kodama badge or certification, it means nothing to me. What matters to me is that my clients get what they paid for and it works every time.

No you cant use physical/standard materials for corona/vray. They must be converted. I have also built plenty of scripts for artists who want to convert their Physical materials back to Corona, or Vray to GLB for real-time exports, you can use them they are absolutely free for the community and built for people like us who sell content (check the readme since it also has youtube videos showing you step by step how to use the scripts):
https://github.com/jmdvella/3dsmax-scripts
https://www.youtube.com/jmdvella

I also export my models to other formats like you intend to or do already, and thats why I build these scripts.

3DCargo wrote
3DCargo
The whole point of Kodama is that once you submit your model as Physical Material standard 3dsmax format is that CGT will do the conversions for you. Its much easier to take PBR materials and convert them for other software like blender, maya, houdini etc if they all fit the PBR standard. So they are 'helping you' if you cant help yourself... basically.
3DCargo wrote
3DCargo
So for example so you get a bigger picture of things, First I build my models with Vray materials. Light/Render etc. I unwrap in rizom and texture in Substance. All texture outputs from Substance are PBR - BaseColor, Roughness, Metal, Occlusion, Opacity, etc whatever is required. Then I use my scripts to convert from Vray to Physical and Standard for FBX/Blender/C4D. Using my JV_VrayRoughnessToFBX.ms script I can convert Vray textures to Standard, this works for both fbx and obj. When you import that FBX into Blender the materials will work correctly (for the Principled BSDF). I have also on my github other scripts for C4D to turn FBX imported materials/textures into Vray/Corona they are called JV_FBXMaterialsToCorona.py and JV_FBXMaterialsToVray.py (also on my github page).
Posted 9 months ago
0

Thank you man you are goat of this if it wasnt for you now i dont know whom else to ask. I will definetly use the plugin once my file is finished. Right now I need to fix this opacity thing because it is still not working I am using a texture from the diffuse map, I didnt get what you mean by it. In this space not alot of people help because all want to keep the work to themselves, when Infact sharing can get you lots of knowledge. Nice vids, I will learn from these alot if you always do this work and upload which I hope u keep doing. You got good clear voice for explaining

3DCargo wrote
3DCargo
Thanks, ive lost my voice recently and sound more like batman, more videos to come if my voice comes back :D Yes I'm happy to share information, so be specific about your questions, even better post some screenshots of your materials so we can narrow down the problem. From what ive read from the Kodama docs it mentions for Opacity - label the texture whatevername_Opacity.png or whatever format, then make sure its also greyscale L8, like we did previously with your Metal texture. This means it should not be coupled with your Diffuse, keep that as a separate image without an Opacity/Alpha channel, and use the Opacity channel specifically for the transparent parts of your model/texture. So Diffuse node in the material = Diffuse/Albedo or BaseColor texture, Opacity node in material = Opacity texture. Let me give you an example hang on
Posted 9 months ago
0

i cant find attach button here to upload screen shot so i did on imgur

3DCargo wrote
3DCargo
Yes thats fine, did you convert your Opacity to L8 like the Metal texture? https://ibb.co/qNW0p6s
3DCargo wrote
3DCargo
Also make sure your Opacity is using Gamma 1.0 https://ibb.co/FW4DsB6 (This could vary depending on the script they are using, for example Turbosquid uses Gamma 2.2 for Opacity and I assume Kodama uses 1.0 - It should be 1.0 but it depends on their system)
Posted 9 months ago
0

yes did so. I tried both cases also with both gamma values, neither worked, I think the problem might be with plugin since it does not support this type of map, not sure though

Posted 9 months ago
0

it says something about colorspace value, which i cant find a slot for in the bitmap or the material

3DCargo wrote
3DCargo
Ok colorspace is different, this needs to be correct in the texture metadata. Double check its exported from Substance with the correct color space

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