Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - pokoy

Pages: 1 2 [3] 4 5 6
31
As title says, I'd like to have a way to split bloom and glare for more control in postprod. Is it possible?

32
[Max] Resolved Bugs / 1.5 RC4 Crash - minidump inside
« on: 2016-10-06, 19:59:12 »
I had two crashes with RC4 today, both happening in the same way, after starting an IR session on a bigger scene. I'm including the minidump here. I'm not sure if this is related to Corona at all, but I never had this behavior with earlier versions and seeing that this happened twice on different scenes today seems strange.

33
There are some new parameters in the Corona Output Map which will mess up older scenes.

Brightness parameter is at 1 as default, while 0 means no change to the nested map. As a consequence, older scenes will be loaded with 1 which will make the nested maps brighter.
Please set this parameter to 0 as default.

As for Contrast, this one should show 0 for no change rather than 1 and instead of going from 0-1 it should be mapped to -1 to 1. Otherwise users will think 0 means no effect since brightness has no effect at 0. Both parameters should really follow the same logic: 0 for no change, negative and positive values for changing the map's outcome.

34
I often have to disable bloom & glare for tests, isolated renders, shader creation etc. It's a bit cumbersome to zero out bloom and glare intensities each time I want to disable it, especially when I've found the 'magic' settings and need to remember them. It would be more user friendly if the whole section could just be switched on and off when needed with a simple checkbox.

35
I installed DB 2017-07-13 yesterday and worked on a file. Unofrtunately it won't load anymore, Max will crash. Attaching the minidump.

If I reinstall DB 2017-07-12 the file will open fine (thank God of Teapots), it's only the latest DB that will crash reproducibly.

36
The latest 1.5 DB shows some problems when SSS is used, see attached images. When using SSS the material displays facets, this didn't happen in 1.4.
Also, it seems that SSS is slower, mostly noticeable using maps in diffuse/reflection etc channel. Displaying a simple material preview takes 4 seconds with some maps for example, with SSS enabled (setting Absorption distance to >1) the time it takes to display the preview doubles.

37
Corona 1.4, max 2016

I have a slightly complicated CAD scene where the 'Building acceleration structure' takes anywhere between 3 to 50 seconds. After observing this random behavior I played around a bit and found that these things may make a difference in scene parsing time:

- changing point of view (orbiting around the model, the whole model is visible always but for some reason parsing time will change)
- changing a certain material's reflection glossiness value from 0.25 to 0.15 will increase scene prep time... I don't understand why but this is what happens here.

Is this supposed to happen? I imagine that reflection glossiness may result in a different ray distribution but haven't observed this before... Any pointers what else to check?

38
Screen mapping was fixed so it properly renders using crop/region/blowup mode with images used in the Corona's environment rollout.

However, if you use screen mapping on geometry, using crop and blowup modes will still render wrong results and render the whole image although it should only render a portion in these cases.

39
[Max] Resolved Bugs / 1.4 - wxWidgets Assertion failure
« on: 2016-06-28, 18:55:15 »
I'm reporting this as suggested in the error message window, here's the message:

Code: [Select]
===== Error(-11) =====
An internal error occured: wxWidgets Assertion failure. Please report this problem to us.
File: ..\..\src\common\wincmn.cpp(3301)
Function: wxWindowBase::CaptureMouse
Condition: !wxMouseCapture::IsInCaptureStack(this)
Message: Recapturing the mouse in the same window?

Before this happened I deleted two images form the image history due to size mismatch while Corona was in precalc stage of a new render.

40
Max 2016 / Corona 1.4 stable

I have a problem where BB will stop rendering frames (rendering locally doesn't show the problem). It happens with two scenes where I'm using a noise limit, however the noise limit is not met on either of them, both visibly and by the noise level displayed in the stats.

I am pretty sure adaptivity is the problem here since both scenes will finish after recalculating adaptivity (recalc is left to the default of 5 passes). One scene will stop after 5 passes, the other after 10. Noise limit is set to 3%, both display a noise level of ~6.5 when Corona decides to stop rendering.

I am seeing at least 2 other reports mentioning something similar when using BB. Though none of them mentions adaptivity, so I thought it's ok to create a new thread.

41
I consider this a really high priority bug that needs to be fixed as soon as possible.

This is what happens on my system:
- My OS is set to use german keyboard layout, using comma as decimal separator which never was a problem in Max
- If Corona is installed, Max 2017 will display comma as decimal separator but will not accept floating point values using a comma and expect a dot instead
- However, when using a dot, it'll first accept the value but display a comma. When leaving the numerical field, it'll re-evaluate the value and accept only the digit(s) before the comma
- Now the value will change to integer

Attached is a gif where I type in a value, leave the filed and the value gets reset to integer.

This makes it impossible to use floating point values in Max for me in the entire UI. It'll work correctly only if I uninstall Corona for Max 2017 which means I can't use Corona with 2017.

42
Corona 1.4
I let a render run overnight in DR mode with one additional DR machine. During the test it looked good but the final render showed a few small black areas and when inspecting the pixel values the tool displayed -nan(ind) in the original RGB values. They would've been easy to retouch in post, however after stopping the render the small areas turned into much bigger black squares which display 0/0/0 as mapped RGB values. So it ended up to be completely unusable, unfortunately I only have the state after the rendering was stopped, image is attached. When zoomed in, you can see jagged borders two sides, maybe it's useful information. Adaptivity was on, denoising too.

Is this caused by denoising? Why would a NaN pixel turn into a square?

43
I have asked for somewhat more advanced optical effects somewhere in the forum in the past and remember Ondra saying that it was a rather easy thing to add. Since this will produce even more awesome images it would be super nice to get some advanced options.
Please have a look at this pages:

Cat's eye bokeh:
http://toothwalker.org/optics/bokeh.html

And some other effects - spherical abberation (over-correcting and under-correcting), chromatic abberation:
http://www.bhphotovideo.com/explora/photography/tips-and-solutions/understanding-bokeh

Brazil had an option for over-correcting and under-correcting back then and it's something I really miss as it added a nice touch to the image.

44
1.4 / max 2016

When using Physical camera's mblur shutter duration in IR mode, the IR update will not take into account the last value but the value before, repro (leaving out the obvious steps like setting up a scene with mblur):

1. set shutter to 1/25 - no update
2. set shutter to 1/100 - IR renders shutter at 1/25 instead of 1/100
3. set shutter to 1/50 - IR render shutter at 1/100 instead of 1/50

45
[Max] Resolved Feature Requests / Improve CoronaLayeredMtl
« on: 2016-05-24, 19:10:34 »
Since 1.5 is about smaller improvements to existing features maybe the design if the LayeredMtl could be reconsidered to make it a bit more convenient for lookdev of complex materials.

1. Currently, the amount spinner is only active when there's no mask in a Layered Mtl - why not always? It probably makes sense if you want to use it for decals exclusively but it's highly inconvenient for adding layers like scratches, dirt etc. Making it work right in the material's main UI would help a lot as it won't force the user to mess around with additional output nodes for each mask, speeding up the workflow a lot.
Also, it forces you to remove either the material or the map in order to switch a material off temporarily - see point 2 below. It would be way easier if you could set the amount to zero.

2. I know this has been discussed a lot back then before the material was introduced, please add a checkbox to each Material layer to allow the user to quickly switch it on or off. If we want to disable a layer, we have to either remove the material or the map or replace the map with a black color. I know one important point was the it would clutter the UI but if it's still a concern, you could solve it by using a 2 lines layout for each layer, checkbox and material slot on the top, followed by the amount spinner and the mask slot. I think this would even help to make the UI a bit friendlier to the eye.

3. I would love to see an option for an additional bump slot that would be applied to all materials used within the LayeredMtl in a screen blend fashion or, if this is not possible, replace them. This would be super useful since currently you need to add the same bump map to each of the materials if you want to make it look like one surface... useful for scratches or general deformations of more complex material setups.

I would love to use the LayeredMtl more but it's really clunky to work with as it is now, especially the amount spinner becoming inactive when using masks.

Pages: 1 2 [3] 4 5 6