it says something about colorspace value, which i cant find a slot for in the bitmap or the material
Hello guys i was wondering if kodama plugin supports corona render engine in 3dsmax
it says something about colorspace value, which i cant find a slot for in the bitmap or the material
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
i cant find attach button here to upload screen shot so i did on imgur
https://imgur.com/a/xvUv5KN
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
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.
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?
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!!
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?
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
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
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.
https://help.cgtrader.com/hc/en-us/articles/16793206077201-The-Kodama-plugin-and-how-to-use-it
I think this page can help you.
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!
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.
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?
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
You can read the documentation and watch the video here:
https://help.cgtrader.com/hc/en-us/articles/16793206077201-The-Kodama-plugin-and-how-to-use-it
You will note that your model is exported to fbx. FBX Materials require Physical materials using the PBR standard. Corona materials are not supported in FBX.
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