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Messages - Jens

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1
Another one where some clarification would be nice ;)
"User can now set how volume (volume material, sky volume effect and volume grid) interact with alpha channel. + Semi-transparent volumetric effects now also contribute to alpha channel for rays not hitting anything"

Does this mean we can get something similar to the Vray environment Fog effect / Aerial Fog effect while still being able to use an HDRI?

Right now we are loving the corona sky fog option, but it's very frustrating and limiting not being able to use it with an HDRI. This is probably the only thing I really miss from vray.

2
VDBs are already always mixed mixed together :)

Hmm, this isn't what I have experienced over the past couple of projects. I see a clear outline of the "box" container where two or more corona vol object containers (loaded cloud VDBs) intersect. Will do a ticket and include sample scene soon ;)

3
"Corona now correctly resolves in which volume the camera lies. The camera can also be given a non-zero physical size, in which case the camera might lie only partially in one volume (e.g. camera half-submerged in water)"

Will this have any influence on how vol obj and VDBs behave regarding if the camera is in this object? I.e. so we can actually have the camera inside said volumes?
+ I noticed the vol material itself has the option to "mix vol objects" so they can intersect when using the vol material, can this function be added to Corona Vol objects so we can mix VDBs?

4
I think it would make most sense to load B&G calculations on GPU, leaving CPU all available for rendering.

+1 I think it's very slow in most of our scenes even though we have 3990X cpu in the workstations. Often I click it off to compare, but feel it doesn't react, then click again and apparently there was just a lag, so I ended up turning it on again ;)

So having the GPU do this would maybe make it snappier also just the calculation?

Or maybe a setting to only recalculate bloom+glare pr X pass rendered so it will be easier/snappier to turn on/off and compare. Now it needs to calculate everytime you turn it off/on.

A bonus thing to this we would love was for corona to be able to keep the bloom and glare on the entire image after we have done a region render on an already completed render. I.e. "clear VFB" is turned off, we see a small thing that needs to be rerendered. We do a region and then cry that bloom and glare is now only on that region and we have to rerender entire image once again :)

5
[Max] Feature Requests / Re: Region improvements
« on: 2022-11-23, 16:15:39 »
i just want some sort of lasso tool to draw my own regions to render instead of having to try and block out with square regions ;)

6
Place a slicer object around the camera, linked to the camera so it moves with it. That way the camera will always be "outside" the volume object (as there will be a sliced away external face the camera is looking at), and that way you can fly through a volume object.

Is there a guide to this? Found an old link to freshdesk from Maru way back, but I can not access that page? Our login only seem to work to the Chaos support login and I can't find any article regarding that there?

Hi, if you're referring to the slicer article, it has been moved here: https://support.chaos.com/hc/en-us/articles/4956761514897-How-to-use-the-Corona-Slicer-Material-3ds-Max

I can't get the slicer material to work with the camera being inside corona vol grid object (cloud). It works (slices the vol grid) if camera is outside the grid, but that is not the point at all - am I doing something wrong?

Just made a sphere, applied slicermtl to the sphere and placed it on camera pivot point. Tried to have the sphere in different sizes without any effect (when the camera is inside the cloud).

7
Place a slicer object around the camera, linked to the camera so it moves with it. That way the camera will always be "outside" the volume object (as there will be a sliced away external face the camera is looking at), and that way you can fly through a volume object.

Is there a guide to this? Found an old link to freshdesk from Maru way back, but I can not access that page? Our login only seem to work to the Chaos support login and I can't find any article regarding that there?

8
Hi guys

I'm currently experimenting with corona vol objects (cloud vdb's scaled up many times) to get to a specific mood/look with great effect, but scene performance and scene parsing quickly becomes horrible (even on a threadripper 3990X). While increasing step size of the volumes and overall tweaking help on render performance, I still get 30-50sec of scene parsing per frame. Is it still only the saving of 4k/uhd cache that can speed this up for the final animation?

Also, is there anything in the works that would allow cameras to be placed in or pass through vol objects? It's very limiting doing animations and not have the camera touch the vol objects as it will then just disappear + i still see some "boxing/edges" of volumes overlapping (daily v9 RC2).

9
Hi,

To everyone experiencing the issue with corrupted textures, could you send me the following to https://upload.chaos.com/u/manns@corona-renderer.com

  • The name of the map which has the problem
  • The texture stats file which is located here: "C:\Users\USERNAME\AppData\Local\CoronaRenderer\textureStats.csv"
  • If possible the texture cache itself: "C:\Users\USERNAME\AppData\Local\Temp\CoronaRenderer\ImageTextureCache"
  • And lastly the scene if possible.

Thanks for your patience and help with diagnosing this issue :)

Rowan

Will do this next time the bug happens :)

10
Noticed that the Tone Mapping in the framebuffer seems to reset in my scene. Has happened a couple of times now when I open the scene, start the interactive render and wonder why it just renders white - then notice Tone mapping settings has reset to the default ones and all values to default too - any one else?
RC2 build, max 2023.

11
haven't altered that location no, didn't even know that option excisted :) Just checked, it's same as yours with users/appdata etc

Seems to happen after working in the max file for a couple of hours. Attached is the result. Some bitmaps seem to still read okay, but most of them load black. Restarting max resolves the problem.

Seems to only happen to CoronaBitmap nodes. Not the standard max ones.

12
hello i had a similar issue but when I opened the effects tab I found a tremendous amount of "brightness & contrast" added and i cant seem to know how to delete them all at once there's no option of selecting multiple by pressing shift or cntrl

Just had same issue, you can delete them all with the fee Sini Forensics plugin :)

13
Hi,

Is everyone experiencing this using dropbox to store their maps?

Thanks,

Rowan

No, but maps are on network drive. (Can't send you scene as it's under a heavy NDA). It's hard to recreate as it seems to happen randomly.

14
I've found a very weird problem in Corona R3. Some images are loaded totally off when using Corona Bitmap. They look Ok when loaded using Max standard bitmap though. Any idea what's going on?

I'm having issues with this too in RC1. So far it's only happened with Forestpack objects. I.e. loaded in trees. Turned them to proxies. Scatter with FP. Initially all renders fine. But later on it seems to "corrupt" the coronabitmap nodes. So They only load black bitmaps. I tried "reload" bitmap, remove and make new corona bitmap, but still black. Also tried to merge in the same tree and tell it to "use merged material", but still black corona bitmap.

The scene was sent to a render node that rendered it fine, and the problem seems to go away after restarting 3ds max and reopening the scene. So to it looks to be something corrupting going on in the single 3ds max instance.

15
Have you tried Collect Assets 2.0?

Wanted to give it a try, but doesn't seem to support max 2022/23.

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