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Messages - Frood

Pages: 1 ... 3 4 [5] 6 7 ... 129
61
Hi,

at a first glance this looks to me as if the beast does not load Corona at all, or any old version. Can you post the max.log of the rendernode as well?



Good Luck




62
[Max] Daily Builds / Re: Cryptomatte playground!
« on: 2023-09-20, 09:02:54 »
Still +1 (ever since Cryptomatte has been implemented). It's on top of my list of Corona's

"Missing/lost or unusable features (with the possible exception of a developers teapot scene)"


Good Luck



63
Hi,

I could write quite a few lines bashing CoronaBitmap due to various issues (which are all logged). The dependency on the "Baked Procedural Maps" setting is just one of them. I currently even consider to use a script to automatically convert to standard bitmap whenever a scene is loaded. Only the out of core feature could be a reason to use it (and - the display quality in the viewport is slightly better with highres bitmaps, yes :).


Good Luck




64
Hi Maru,

we are not aware of any similar reports

we had some similar reports in the past which were related to iToo

:)

I can confirm (equal or) longer loading times with Corona 10, depending on the scene. Tested with 3 standard scenes, mixed results:

Scene A (Some CBitbaps in the scene that I missed to eliminate or have been in Xreffed scenes/objects)
3:18 - Corona 9
5:09 - Corona 10

Scene A (Cbitmaps converted to std Bitmaps)
2:45 - Corona 9
3:12 - Corona 10

Scene B
2:41 - Corona 9
2:51 - Corona 10

Scene C
2:51 - Corona 9
2:53 - Corona 10

Out of core cache has been off, there are Xreffed scenes/objects in all scenes and yes - Itoo stuff as well. Everything loaded via network/UNC, using Max 2023.

Viewport settings should not make any difference since all viewport stuff starts after loading the scene. The time values are those reported by Max in the log, that is: the difference between the #filePreOpen and the #filePostOpen event.

Btw: And again CoronaBitmap making things worse.

Btw2: That more or less persistent "loading Corona assets" message is just some UI issue imho: Corona seems to use the "TempPrompt" of Max (I use it in scripts as well) and it just does not get cleared by some new message, in this case the last queued string just stays there.


Good Luck




65
Hi,

I'm pretty sure those decals use CoronaBitmap. Be aware of the fact that CoronaBitmap uses the "Baked Prodcedural Maps" setting of the viewport configuration. Either change that value, or use standard bitmap - both options should work properly.


Good Luck




66
Hi Aram,

try to use those as the first two lines in the loop:

Code: [Select]
sleep(2)
windows.processPostedMessages()

Usually you'd have to work with threads/background workers/timers because the UI is locked if you just execute the code without creating a new thread, this is a simple option that works often enough.


Good Luck




67
Whatever the outcome, Ill post back what it is, incase anyone else has the same issue.

Thanks for this!


Good Luck





68
[Max] Feature Requests / Re: The most wanted feature?
« on: 2023-07-19, 08:24:49 »
So when i try using it for an animation

At every frame change, the slaves get a new scene using DR currently, and they have to load/parse it. So if one frame of your scene needs a rendertime of 5 minutes, has a loading time of 3 minutes, parsing time of 2, then DR slaves cannot contribute. Corona Dr is unsuitable here due to the current concept.

Also see

https://forum.corona-renderer.com/index.php?topic=20851.msg134203#msg134203
https://forum.corona-renderer.com/index.php?topic=7959.msg52938#msg52938
https://forum.corona-renderer.com/index.php?topic=32803.msg183408#msg183408
https://forum.corona-renderer.com/index.php?topic=22044.msg136322#msg136322
https://forum.corona-renderer.com/index.php?topic=16981.msg106411#msg106411
https://forum.corona-renderer.com/index.php?topic=16653.msg104595#msg104595


Better to use Backburner or any other manager to distribute single frames to nodes.


Good Luck



70
I can't replicate this issue on my machine (3ds Max 2023, Corona 10).

It affects only Max 2024 (with its new "Data Image" button...) + CBitmap.


Good Luck




71
Hi,

yes, you are creating animation keys running the script without using "animate off" and having autokey active.


Good Luck




72
Hi,

Thanks for your work, just a note because I quickly looked at the script. As you have discovered, using the getClassInstances way is the best to go. I'd not just walk through the materials and convert if CoronaPhysicalMtl or Multisub classes are found ("for i in sceneMaterials do"), but just like this instead:

Code: [Select]
for i in getClassInstances CoronaPhysicalMtl do
(
p = convertToPhysicalMtl i
replaceInstances i p
)

This way you get all CoronaPhysicalMtls, even those plugged into a Blend material for example. And you do not have to care about supporting all classes able to handle multiple material inputs. Same of course when it comes to CoronaBitmap conversion. For the latter, you may examine Martin Geupels original Corona converter script. Search for function "convertCoronaBitmapToBitmap" and "convertFrom_CoronaBitmap". Not sure when looking at the license info in the header if you would be allowed to just copy convertFrom_CoronaBitmap().

And: please check "animate off" context :) You could wrap the entire script into one to make it easy :)


Good Luck




73
".Mat" file

It's about a max scene used as library, not a mat file. And it's by (Max) design that dependencies get merged as well (as mentioned: for example when importing a material using CoronaDistanceMap). The layername "_Recovered" may be the layer where the dependency is saved in the scene, can't say.

However it can be considered as a Max bug, that -at least for me- just loading the scene as material library, without even importing any materials from it, is enough to get dependencies merged into the scene. That should not happen (Max 2023/2024/Corona v9/v10).


Good Luck




74
Just try any scene that needs some decent parsing/loading time.

Open a relatively heavy scene.

Start a DR render from the workstation

While the DR server is still in 'parsing' mode, try and cancel the render from the workstation.


? It's all there. Your scene seems to be quite small so

- use a larger scene
- cancel earlier, in your video you wait until the slave is already calculating displacement
- start render again, say 10 sec. after cancelling it

No, it's not scene specific. Only important feature is, that it has to take some time to load and parse. In your video, you wait until the slave starts to render. As mentioned, it this phase, the slave Max instance is already responsive again to DrServer commands. But even then: if the scene has a large cool down time (if using some larger xref scenes for example), you run into trouble as well.


Good Luck




75
[Max] I need help! / Re: Corona materials in Material Slot
« on: 2023-06-30, 13:53:05 »
Hi,

just create a startup scene named "maxstart.max" in your 3dsmax\scenes directory with Corona set as current renderer (and every else you'd like to have by default).


Good Luck




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