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Messages - dj_buckley

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[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-20, 10:23:24 »
Glad I'm not alone on this.  I'm now at a point where I avoid displacement where possible because it's so unpredictable and prone to an array of artifacts

[Max] I need help! / Boulder Retaining Wall
« on: 2022-05-12, 13:15:42 »
While not strictly Corona, i'm looking for some ideas as to how best to achieve a boulder based retaining wall like this?

Boulders from Megascans and Tyflow?

The walls follow a specific path/volume

[Max] Bug Reporting / Re: Can't save tone mapping
« on: 2022-05-10, 10:25:24 »
You're not alone

Although mine appeared to fix itself after a save and reopen

Looks similar to what a couple of use experienced a while back - there never was a resolution as far as I'm aware

[Max] I need help! / Re: Tone Mapping Reset
« on: 2022-05-04, 23:47:40 »
I can't replicate it now George, must have been fresh install teething issues

[Max] I need help! / Re: Tone Mapping Reset
« on: 2022-05-04, 04:13:22 »
Feel free to delete this, all is good again after i press render

[Max] I need help! / Tone Mapping Reset
« on: 2022-05-04, 03:18:14 »

I've had to do a full reinstall of Windows tonight, after getting back up and running, I've just opened a scene that was saved before in Corona 8 before the full reinstall and all of the tone mapping settings have reverted back to how I had it setup in Corona 7 before ever installing Corona 8?.

Where are the tonemapping settings saved for the scene files?  Did I delete them when reinstalling windows?

[Max] General Discussion / Re: Windows 11 Upgrade
« on: 2022-05-03, 22:43:20 »
Turns out Colour Management is broken in Windows 11 (unless you're on the Insider Programme where it's been fixed) but in a nutshell a lot of programs can't read custom calibration profiles.

So next question - am I likely to encounter issues if my Workstation is windows 10 but my render nodes are windows 11 when rendering through DR?  Ideally I can just roll back the workstation to W10 and save myself a tonne of time.

[Max] Bug Reporting / LightMix Issue
« on: 2022-05-03, 17:01:34 »
Having an issue with LightMix where I often have to turn one of checkboxes off and on for the frame buffer to recognise that I'm on the LightMix element.

This happens when rendering a region, or sometimes just restarting IR.

Hard to explain, but I've got the lightmix element selected in the frame buffer but it doesn't show the results of lightmix until I tinker with something.  As if it defaults back to Beauty if the render is restarted or a region is rendered.

Official Corona 8 release (Max 2021)

[Max] Bug Reporting / Re: Sheen Bug
« on: 2022-05-03, 15:53:57 »
It's not a huge issue I suppose as I tend to render this as a separate pass anyway when I use this technique.

Be interested to hear what you find

[Max] Bug Reporting / Re: Sheen Bug
« on: 2022-05-03, 15:35:49 »
In this instance I can get away with leaving the 3D person visible to reflections and just patch the sofa back in, but i'm pretty sure that's not how it should work

[Max] Bug Reporting / Re: Sheen Bug
« on: 2022-05-03, 15:31:54 »
Correct - it's much easier to render shadows and get correct colours/falloffs/angles than it is to fake them in PS, see examples attached.  Files should be named appropriately

[Max] Bug Reporting / Sheen Bug
« on: 2022-05-03, 15:27:55 »
Found an issue with sheen.

Let's say I have a 3D Person sat on a sofa, i just want them to cast shadows ready to comp in a 2D Person.

If the sofa fabric has sheen turned on, then the 3D person has to be visible to reflection/refraction otherwise you don't get any shadow from them.

[Max] Daily Builds / Re: Tonemapping playground!
« on: 2022-05-03, 10:27:03 »
Unfortunately not, but I saved a config in one scene, then tried to load it in a different scene and thats when the random stack loaded.

[Max] I need help! / Re: Displacement Issues
« on: 2022-04-28, 20:21:01 »
I'm confused because Maru himself said that heavier geometry = RAM usage increase.  A geometry heavy scene uses more RAM than a geometry light scene.  I'm looking at this from a wider perspective than a single chair.

This scene is already very close to maxxing my RAM (64GB) when I render it, there are a number of models in the scene that use displacement where these 'artifacts' are visible.  Let's say there are 100 different chairs, for examples sake.  If the solution is to subdivide those 100 chairs multiple times until the artifacts disappear, then there's a high possibility I'm now at peak RAM usage and will start to suffer performance issues at render time.  And I'm 100% sure that if I then started another thread to say I've got 'running low on RAM' errors, the suggested solutions would be to make the scene less heavy, whether that's in terms of texture sizes, poly counts etc etc but one of the first places I'd look to simplify/optimize is getting rid of unecessary geometry, hence the need for modifiers like ProOptimize etc.

The only evidence I have is that I've never had this happen with the old displacement.  Imo that's enough evidence.  Surely if the issue was lack of subdivision then the model would look crap without displacement too?  If the model doesn't look crap without displacement, then wouldn't adding turbosmooth be classed as adding 'unecessary geometry' which takes you back to the optimizing point I made above. 

As far as I'm concerned this is the still the same issue I highlighted way back when 2.5D Displacement was first introduced in Corona.  I had a huge thread about it.  I've been told it was fixed multiple times.  I've proved it isn't multiple times, even on a flat plane.

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