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Messages - romullus

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[Max] Feature Requests / Re: GAUSSIAN SPLATTING
« on: 2024-06-12, 14:59:40 »
Here's a quick experiment with Corona rendering,

I personally couldn't care less about gaussian splatting support in Corona, but its usage for virtual tours, like in your example, looks super cool, especially if it's also possible to have walkthroughs.

Your answer also has answered my other question in mind , whether there's any optimization script that could batch minimizing them without creating autosave/ double save on local library , but that's too good to be true!

There are such scripts/tools out there. There was several discussions about them on the forum, but since that's not something that has any interest to me i can't point you to exact place where to find them. You can try to do some forum searching, or hope that somebody who has more info, will notice this topic and guide you to the right direction.

[Max] I need help! / Re: How to render spline/line
« on: 2024-06-10, 15:23:20 »
There's also renderable spline modifier, which does the same as rendering rollout in regular line/spline rollout, but with added benefit of being able to add it to hundreds of splines at once and instanciate controls.

Very effective way to reduce textures RAM consumption without sacrificing their quality is to make sure that they are saved with optimal parameters, e.g. monochrome data textures are saved as greyscale, all textures that not needs higher bit depth are saved as 8 bit and so on. The downside of this is that it's very labour intensive method to go after all your textures, unless there are some automation tools that could do this task in batch. On the plus side, you only need to do this once and all your future scenes will benefit from lower RAM usage.

Reducing resolution is effective and easy to do on mass, but of course it potentially may reduce quality of your renders.

Also make sure, that out of core textures feature is enabled, as it's designed to help in low RAM situations. You need to convert all your maps to Corona bitmap for it to work though.

I don't have such a file in C:\Users\'MyUserName'\AppData\Local\CoronaRenderer unfortunately:

Do a quick render of any scene with textures and then go to render setup>performance>dev/experimental stuff press show memory report button and then textureStats.csv file should be created automatically.

Unfortunately, there's no such options available - even today in Corona 11 (Latest one). Very unfortunate...
But now to deal with the problem, what I did is, I draw a surface around the light (You can draw a circle and extrude it, with edit poly you can delete both the faces but keep only the height face), and apply Mirror material (99 reflective) to that height face, so It will reflect the light. It worked for me, may be it will help others too.

That's extremely inefficient way to do this. Much better way is to make cylinder (or extruded circle), flip its normals and apply Corona light material, just as described few messages above.

[C4D] Bug Reporting / Re: licenze
« on: 2024-06-07, 11:07:36 »

We use english language only in the forum. Please do translate your message if you want to receive help. Thanks.

[Max] I need help! / Re: Problems with Corona trial
« on: 2024-06-05, 10:36:29 »

Licensing issues can only be addressed through support portal and not the public forum. Please visit the Chaos support center and open a new ticket for your issue:


please read this article and provide minidump and/or scene if possible.

Maybe try to achieve your goal without moving UVW map gizmo? You can animate gradient ramp map, or Scatter's scale spinners. Scatter relies on distribution object's UVs for scattered instances placement, so it's inevitable that instances will change their position if you will be altering UVs.

[Max] Bug Reporting / Re: Bug in textures
« on: 2024-06-01, 12:27:51 »
It seems that many objects in your "problem image" have issues with smoothing groups. Look at the walls, door, roof - their surface doesn't look flat anymore. Try to add smooth modifier with auto smooth activated on any problematic object and see if that fixes the issue.

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