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Messages - frv

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[C4D] General Discussion / Re: Corona for Apple Silicon M1?
« on: 2023-02-02, 13:10:09 »
Yes, I always have camera clipping on. But never tried to see the difference when rendering. Maybe the engine of corona render itself does some form of camera clipping as well.

[C4D] General Discussion / Re: Corona for Apple Silicon M1?
« on: 2023-02-01, 19:09:49 »
And no, I don't have 125Gb of textures. But when you scatter vegetation almost at random you add to the models complexity and it will sit in your ram unnecessarily at render. By making sure all you add to a scene makes a real difference you can often make do with much less and so render much faster.

[C4D] General Discussion / Re: Corona for Apple Silicon M1?
« on: 2023-01-28, 21:32:53 »
Apart from slower you will also crash more with insufficient ram. I just made this image and it took about 125Gb of ram according to the app activity window. My system a Mac ultra with 128Gb and 2Tb is rather fast but since I tend to model vegetation without much thought everything is back to slow again as it was on my old iMac :-).  The gravel in this image is all mesh by Arroway. No displacement.

If you are a smart modeller and put only vegetation where you need it and use displacement with care you could make the same image with 16Gb without having to swap memory. But a careful or smart model is also much more work.

See this issue was already posted before. Anyhow, uninstalling ula solves it.

I just updated to OS 13.1 max os.
Since then I get in the finder contant messages/notifications that ula is running in the background. Unworkable really.
I uninstalled Chaos ula and the problem was gone. No idea what ula does though.

This is clearly a bug that is new and happens with the latest Mac OS 13.1 on my Mac Studio Ultra.

[Max] General Discussion / Re: GPU ! RTX
« on: 2022-12-26, 01:08:40 »
I think you are right about animations and fast renders in general.

But many architects are still on Mac's where there is no competition to Corona. Octane, Redshift, Unreal or Blender/Cycles is just nonsense on a Mac.

If Corona is fast for archviz stills it will still be around for a while at least for Mac users.

[Max] General Discussion / Re: GPU ! RTX
« on: 2022-12-23, 23:42:07 »
For the items I listed are not marketing. I do archviz but not full time. And the latest additions to CR make my life a lot easier. I haven't found these features yet as well implemented on other render apps.
The problem for me is that my workflow seems to be getting obsolete considering all that is happening now with Unreal and for instance Octane. I have an Apple system, the fastest available really. All works well and my images look goog enough especially considering the little time I practise. I can still do better than basically most of the specialised render companies that my clients can afford.

lo-res look-dev stages are not slower than comparable GPU renderers
I wonder how that is possible. These would be in real time with any of the GPU render apps on a PC. I am on a Mac and can't compare really. 99% of my time is spend doing lo-res look-dev stages. Are you telling me that in your experience buying a PC and getting Octane or Redshift is not going to be a huge timesaver for me ?

[Max] General Discussion / Re: GPU ! RTX
« on: 2022-12-20, 22:39:53 »
About the updates. Actually the enormous steps Coronarender takes from version to version is impressive. Chaos scatter, the Chaos libraries, Cosmos, the incredible way decalls works now, all the assets available from Maxtree and so many others, Clouds and more. And I hardly crash huge files.

[Max] General Discussion / Re: GPU ! RTX
« on: 2022-12-20, 11:44:01 »
Problem is that its difficult to move on from one great product to an even better one. I am working on a borrowed Mac Ultra 20core and Corona seems rather fast. But in the past few years here at the office, a new generation with PC's came in and their work (Unreal, Octane, Twinmotion, Lumion) is competing with my Corona renders. Now when clients come in the office they sit with them looking at models, animations and renders in real time. I have to get on board or be out of work.

With great reluctance I am going to order a PC and dive in Unreal Engine and Octane or Redshift.  My son (14 years) bought an ugly game computer (3090) for less than 2k euros delivered in 3 days. My much slower 7k Mac Studio Ultra took 4 months delivery. No sensable company can justify that. The same will apply to Coronarender, how to justify the rendertimes when your clients rave about real times renders from the competition.

[C4D] General Discussion / Re: Corona for Apple Silicon M1?
« on: 2022-12-18, 23:23:42 »
I have 128Gb of ram in a Mac Studio Ultra. I noticed that it's always rendering my scenes at around 125Gb ram usage where before I could do with 32Gb sometimes swapping some memory. Because of the large amount of ram I I also got a bit lazy optimising my scenes. Just scattering vegetation every where without much intelligence is a luxury but even 128Gb will not be enough.
I think with a little bit of conscious modelling 64 Gb could do just as well.

[C4D] Daily Builds / Re: displacement no longer works
« on: 2022-12-15, 21:22:59 »
I got back to my modelling app Vectorworks and set the mapping there at the right scale. Then exported to Cinema again and all was well. Although I got half broken previews, dark and shiny, after a while turned ok again. But it's rather a hassle to work with without previews. Trying to adjust scaling of mappings with the material tags is very buggy and leads to unpredictable results apart from now and then locking up C4D/CR completely.

The main problem is that I don't know how you can prepare a displacement image like a jpg to scale in Photoshop to have it match geometry in C4D. Do the mm matter or is it just the pixels set at image size in PS. I noticed that scaling mappings in C4D using the mat. tags is seriously buggy for displacements in Coronarender especially above higher scaling factors. This is I think because the material tag scaling is not kept up to date with the hight and depth of the displacement. So at 500% upscaled tags the displacement also needs to go up like 5 times. It all leads up to a mess quit often. This is a problem for me in Archviz using masonry, wooden boards and anything detailed and small in facades. A lot of time gets waisted there. Maybe even most.

[C4D] Daily Builds / Re: displacement no longer works
« on: 2022-12-15, 14:04:22 »
not sure what you mean by working to scale.
But the problem is that I am trying to set wooden boards on a surface. The displacement is a simple zebra pattern jpg of 7500mm by about 3500mm at about 10 dpi.
When I set this jpg at a CR material the pattern is extremely small at cubic projection. So I need to set the material tag 1000% or more to see the displacement producing boards with seams. After that CR becomes unstable.
I am sure I am doing something wrong and wonder how to get an image map in a CR material that corresponds to a predictable scale at just 100% without any hassle to rescale the maps in C4D.

[C4D] Daily Builds / Re: displacement no longer works
« on: 2022-12-15, 13:52:49 »
Maybe I need some understanding how texture maps are set on object in C4D. It seems to me that the dimensions of a texture map have no influance on how they are mapped. So a texture that is 2000x2000 mm ata given resolution will not have the same dimensions in C4D when maped on an object of 2000x2000mm. This is why I need to scale texture maps to insane amounts like 10000% to get masonry and so on set. Huge scaling of maps causes Coronarender to behave very weird.

[C4D] Daily Builds / Re: displacement no longer works
« on: 2022-12-15, 13:35:48 »
There is something weird going on with displacement. When changing settings for he scale of the mapping from 100% to for example 1000 all goes wrong. It corrupts the file to the extend that is broken competely. The Corona VFB panel no longer works and switches to the Picture viewer.
The problem is caused by setting geometry to use cubic mapping which somehow does not corrrespond to the dimensions the texture maps are made in. Like there is a unit problem with displacement mappings or texture mappings in general.

What is very strange is that it can completely corrupt the file and even the Corona VFB.
I have very little time to send files and dive into the problem any further. But if others experience the same kind of things than maybe its helpfull knowing my system and app versions do as well.

[C4D] Daily Builds / Re: displacement no longer works
« on: 2022-12-15, 12:52:46 »
Well, really weird. But I copy paste the model in a new file and now all is fine again.

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