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Messages - Nejc Kilar

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Glad you've found my first post helpful, SSS seems like the way to go about it indeed!

And if you are using Corona 7 then creating that wet "coat" on your character should be as simple as toggling the "clearcoat" layer in the new Physical MTL to ON. Remember, the "clearcoat" property basically simulates a "coat" of clear (refractive) and also reflective matter on your material. So if that material is "water" and it's really not too thick then that's how I'd approach it - with the "clearcoat".


I'm a little bit unsure what exactly you are trying to replicate but anything body related my first approach would be to create a Physical MTL, turn on some SSS / Volume and then put a clearcoat on top of it for that "wet" look. Obviously you'd need to play around with finding the right values and applying the right dirt maps but that's how I'd approach the body. Looks very much doable to me unless I'm missing something :)

As soon as you start "Running out of RAM" what happens is that instead of reading scene data from RAM (which is super fast) Corona starts reading it from your SSD / HDD and both are orders of magnitude slower than your RAM. So any time your are running out of RAM it is expected that the rendering process will get slower - a lot slower if you have a lot of data that doesn't fit into your RAM.

So basically, your computer stores things it needs for fast processing in your RAM. If your RAM is full then all the applications need to search for that data on your SSD / HDD which as we've established is a lot slower. Think of it like feeding the CPU with data, if you can't feed it with enough data fast enough it won't help that it's the UBER MILLION CORES CPU as it'll be bottlenecked by having to fetch that data from hardware that's a lot slower. It literally won't be able to calculate at it's fullest potential because the data to calculate can't be delivered to it fast enough.

Your best remedy? Upgrade to more RAM if possible or try to optimize your scenes so that they fit into your RAM (smaller textures / HDRIs, less subdivided geometry etc...).

[C4D] General Discussion / Re: Cloud/dust explosions
« on: 2021-09-07, 09:36:35 »
Many thanks. So the workflow would be to create the simulation in say X-particles, export that as a VDB and then render in corona?

That's how I'd do it yeah :)

[C4D] General Discussion / Re: Cloud/dust explosions
« on: 2021-09-06, 12:43:10 »
Well creating VDB sims requires some sort of VFXy knowledge - so X-Particles is one option, Houdini f.e would be another. Even something realtime could probably get you there like JangaFX's EmberGen. Generally speaking you'd need to do particle / volume simulations in there which is typically focused around controlling your simulations via different forces and such to make them as you want them.

Depending on the complexity of the result that you'd need you could also try modeling similar shapes using polygonal modeling techniques and then maybe sculpt in some of the detail (using Cinema 4D's sculpting). Afterwards you take that mesh and apply a Volume material and try do to the magic in there... But I suspect if you want to get those nice "nebula" like details in the dust cloud itself that you'll have to do some simulating.

[C4D] General Discussion / Re: Cloud/dust explosions
« on: 2021-09-06, 09:16:29 »
I'd give this a go with OpenVDBs because with Corona 7 you can now render VDB simulations using the Corona Volume Grid.

As for the little rocks on the side, while we don't support Particle rendering right now (we are looking at it for v8 but can't promise anything at the moment) you could potentially get away with simulating the particles and then converting them to Geometry. Not the absolute best solution but a solution none the less :)

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-08-30, 09:14:09 »
Hi Martin

Thanks for the LUTs.

I can not find the option to load a LUT as a log...



You should find that option in the Render Settings under the Camera menu :)

[C4D] Resolved Bugs / Re: Light material not working.
« on: 2021-08-26, 16:43:36 »
Hey there!

I'm curious, does the entire light mesh disappear or is it more of a case where you see don't see the bitmap and instead just the bright white light?

Thanks for the feedback Cjwidd, are you referring to any specific examples? I might be able to post node graph here.

Yes, I am referring to the example with the violin.

Hey cjwidd,

First of all let me just say that we are super excited to hear you've enjoyed the webinar and that you've found it useful. That was after all our main purpose :)

I'm attaching the node graph screenshot for the violin scene we've used in the webinar. The full credit goes to GeorgeK for coming up with this one but the reason I'm sharing the graph with you is because we've changed the materials every so slightly for the webinar version.

What changed? Well basically GeorgeK tweaked a couple of other material parameters as well and for the webinar we really wanted to emphasize that even if you leave all the other non-clearcoat related parameters the same you'll still get a completely different look & feel of the wood material as long as you introduce the clearcoat and some absorption.

So the node graph attached is the one from the webinar. Hope you'll find it useful and if you have any questions just let us know.

Oh and again, kudos to GeorgeK for coming up with the scene :)

[Max] Bug Reporting / Re: Render elements
« on: 2021-08-25, 09:49:44 »
Thank you for reporting potential bugs to us but multiple topics across multiple forum sections might not be the best way to do it. We have a whole part of the forum dedicated to bug reporting and you may find it here -> .

That said are you encountering this issue in 3ds Max or Cinema 4D (Win / Mac)?

I'm thinking its somehow related to the colors you see displayed on the top of each NME shader / material. Not sure I know what grey means lol.

Or you know we're just talking to a bot :)

Sorry maybe I was a little unclear with that sentence. I'm basically referring to single, dual or quad channel memory set ups. If you've got 1 or 3 sticks in there it might be affecting the performance of the 2990wx. Again, I'm not exactly sure by just how much although I think I remember the 2990wx played "optimally" in a quad channel configuration.

The size of memory plays a role only when you don't have enough of it. If your scene (and all other programs you're running at the same time) fits in the available memory, there should be absolutely no difference between various RAM sizes.

There are other factors which come in play, because I guess the two builds you mention are not exactly identical. For example the RAM in the 96 GB build might be running on lower frequency or be configured in a way that not all the CPU memory channels are used. And that's talking just about memory, there can be many other factors affecting computer performance, not just hardware, but also any currently running software as well.

it turns out that the memory frequency plays a strong role for corona render ?

it turns out that the memory frequency plays a strong role for corona render ?

With Zen and Zen+ CPUs it afaik does. Zen 2 and Zen 3 not so much.

Imho what you are likely seeing here is that certain configurations have faster memory / proper multi-channel configs and possibly some sort of OC going on while others don't. I didn't own the 2990wx myself but if I recall correctly that particular CPU was very picky with not just the memory speed but also multi-channel setups. Do note that you can't really go higher than a certain RAM speed anyway because of the infinity fabric and how that works.

[Max] Feature Requests / Re: Fuzziness option in material
« on: 2021-07-23, 12:17:43 »
I'd recommend checking out the Sheen layer that's built in to the Physical Material in v7. It doesn't create any additional geo but since you aren't looking for an extremely detailed close up shot it should work really well.

Hardware / Re: 3970x experiences. Heat, speed, ram etc..?
« on: 2021-07-20, 10:44:52 »
@marius iordache
Here is how I got the temps in a range I personally am much more comfortable with :) Hope it helps.

At 3,7ghz my average rays drop from 12,800 to 11,600.
Thats around 10% difference. For much lower temperature and power consumption seems very reasonable. But somehow I cannot stand this 10% slower speed. Not effectively but OCD related.

OK so I've found a simple setting to cure most of the temperature "problems". Not really problems but you know what I mean :)

So I have PBO set to AUTO which should mean its OFF from what I understand but that clearly isn't the case. If I go under the PBO settings and set the temperature limit (its called something different, can't miss it though) to a custom of say 70 degrees... Well, the CPU won't go over 70c.

It is that simple.

So now I'm getting ~3.9ghz on all cores and I retain a solid 4.3ghz/4.4ghz single core turbo - at least thats what I can monitor from Windows. The rendering speed according to the benchmark is the same as it was with PBO off, maybe sometimes falling behind by 1 second (29s -> 30s).

The temps rarely if ever go above 70c. They go above because my fan curves need a second or two to kick in high speeds :) Rendering over night is constantly at 70c.

Hope that helps :)

Hello, thank you for the reply, however i do not understand if i have to put Celsius Value into the TDP tab and then what do i put in the rest 2, maybe leave"0" and are set to auto ?. Also there's another option for cTDP in wich i put 80 and nothing happened, when i checked afterwards it was set to 0.
I searched some stuff on youtube but i got more confused.
Thank you in advance

Totally didn't see your reply, sorry! What you probably want to do is go under Precision Boost Overdrive (set it to manual) and in there you'll see a field where you can input your temperature targets.

I'm necroing this thread just in case anyone else is running into the same issue :)

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