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Topics - dj_buckley

Pages: [1] 2 3 ... 9
1
[Max] I need help! / Ctrl+Z (Undo) Crashing Max
« on: Yesterday at 12:44:49 »
Has anyone experienced Ctrl+Z or Undo in general consistenly crashing their scenes?  I'm in Max 2024 and Corona 11 - pretty sure it's a Max issue though.

But I'll start a new scene and everything works fine for a while.  Then (randomly) Ctrl+Z will crash Max, and from this point, any instance of Ctrl+Z in that scene results in a crash.  The rest of the scene works fine but once I've had that initial crash - Ctrl+Z becomes a no go zone.  It's driving me insane.

2
[Max] I need help! / Corona Slicer
« on: 2024-03-03, 14:30:24 »
How do I get Corona Slicer to do the opposite of what it's doing in my attached screenshot?  i.e. keep the inside bit and slice away the outside bit.

I'm trying to replicate the setup here done with Vray Clipper (14 mins) and clip a Phoenix Ocean Mesh to to specific shape

3
[Max] Bug Reporting / MtlOverride - Preserve Glass
« on: 2024-02-20, 18:37:01 »
See screenshot.

My glass material 'Glazing' is respected by the 'Preserve' feature usually, but if, for example, i put it inside a Ray Switch then the Mtl Override no longer displays it as Glass despite them all just being instances of each other

4
[Max] I need help! / "Thin Shell"
« on: 2024-02-18, 21:48:02 »
If I've got some window glass setup as 'thin shell' should the glass block light at all?  I was always under the impression it stops the objects being refractive (the equivalent of ior 1) and from casting shadows/blocking light as the light is now passing straight through and not being refracted.  Now I think my understanding is wrong.  I'm just testing an interior scene and when hiding the glass the brightness of the whole interior increases quite a lot.

It's a super basic shader.  0 diffuse, thin shell, 1 refract. 1.52 ior.

A bit more testing and leaving Thin Shell ticked but changing the IOR to 1, I get the same result as if I'd hidden the glass.  So what exactly does 'thin shell' do.  Does it simply stop light rays bending?

5
[Max] Feature Requests / VFB Curves Histogram
« on: 2024-02-01, 14:47:15 »
If you add curves to the tonemapping stack the histogram is only effected by the operators above it and not the curves operator itself.  To the see the effect of the curves operator on the histogram you need to add another curves below it which seems pretty counterintuative.

Repro steps:

Start IR
Add curves operator at bottom of tonemapping stack
Adjust curves and observe histogram not changing

I appreciate this is how the curves adjustment layer works in PS, but you also have a separate histogram in PS that shows the effects of changes made to said adjustment layer

6
Trying to get my head around using the built in clouds and so far I'm not impressed.  They only seem to work if you leave the sky at defaults for everything.

As soon as you put the sky in a CC node it's game over.

I'll set the scene.  This is a sunny afternoon shot (2.30pm) in the Caribbean (or it's meant to be).  The sun is infront of the camera and off to the left (about 45 degrees)

Image 1 - this is the default Corona Sun and Sky with Clouds off.  It's way too pale (but there are plenty threads about that).

Image 2 - this is default Corona Sun and Sky with Clouds turned on.  Clouds look okay'ish.

Image 3 - this is default Corona Sun and Sky with Clouds off, plugged into a CoronaColourCorrect to boost the saturation of the sky a bit (0.25 Sat)

Image 4 - this is the same as Image 3, but with the Clouds on again.  The clouds are clearly pink.

The second column of images is the same as the first column but with PS Saturation set to 100.  This is to serve 2 purposes.  A).  It demonstrates just how pale the default CoronaSky is and B)  It demonstrates the very obvious magenta tint to the clouds.

Not only that but when turning on clouds the entire sky goes darker so the blues become a differnt colour.  Why is this?  It's almost as if enabling clouds gives the rest of the sky a grey wash.  My clouds amount is set to 0.25.

I appreciate I'm kinda looking towards the sun here so I'm not expecting an ultra saturated blue sky but even so, the default sun and sky looks so grey with a very subtle hint of blue.  I can deal with the colour though, it's the clouds that fully ruin everything.

Last note - there's another thread on here at the minute about banding in the sky.  This banding is evident in my screenshots too.

7
As the title suggests, if I enable Tone Mapping overrides in the camera, I can still change the tonemapping in the frame buffer.  That suggests it's not overriding anything?

8
[Max] General Discussion / Price Increase
« on: 2024-01-11, 14:40:02 »
Just had an email from Chaos informing of another 10% price increase to an annual Corona Premium Subscription, this coming after last years 100%+ increase.  Thoughts people?

9
[Max] I need help! / Replicate ACES OT in Fusion
« on: 2024-01-05, 14:06:42 »
Is there are way to replicate exactly what ACES OT does in Fusion?

The idea being to save out the linear exr and then rebuild what I saw in the VFB when tonemapping stack was turned on?

10
[Max] I need help! / Animation Flicker
« on: 2024-01-04, 12:52:32 »
I'm just uploading the resulting animation via a support ticket (#192847) as it's confidential, but I've just rendered a test sequence and it flickers.  These are my settings, as far as I'm aware these should result in a flicker free animation

11
I want to render some sequences locally on one of my slaves.  But I want to keep working on my master workstation on other scenes.

Will that require me to have two licences?

I was initially planning on rendering through DR for all sequences directly from the master, but the frames are that quick 6-7 minutes, that they've finished rendering on the master before the slaves have finished downloading/parsing etc.

So DR is pointless.

My master workstation is slower than the slaves in terms of pure rendering power, so I was hoping to send the render to render locally on the fastest slave while I keep working on the master workstation.

Possible? 

12
[Max] I need help! / wxWidget Debug Error
« on: 2023-12-30, 19:16:14 »
Hi, I've started getting this error on my DR slaves since upgrading to Corona 11.  Never had them before until now

13
General CG Discussion / Fusion for Post Production
« on: 2023-11-20, 22:17:16 »
I'm looking into Fusion more and more for Post Production but as it stands I'm a complete novice having been using Photoshop since the beginning of time.

I was wondering if anyone has any good tips for making sure my Fusion workspace/composition is setup correctly or any other tips for Fusion in general.

My workflow is pretty much the same for every image.  Render out 32-bit exr's (habit - probably not needed) drop in a backplate (16-bit tiff usually) and then some levels/colour adjustments.

I've notice quite a few people in these forums using it, but there is very little examples by way of tutorials, for Fusion in relation to our arch viz work.

I've read a few things about View LUTS and keeping the composition linear until the end etc but I have no idea if that's the common way to go or not.

Any tips, pointers, gotcha's are welcome

14
[Max] I need help! / Slow DR Parsing etc
« on: 2023-11-10, 01:03:47 »
Why are DR nodes so slow to join in?

Admittedly it's a relatively heavy scene as you can see from how much RAM it's using.  But i'm 25 minutes into the render on the main workstation and in the first screenshot, the nodes are still parsing/downloading assets etc.

Everything is reading and writing from the same server, all machines are very similar spec's, all using the same software Corona 10 Hotfix 2 Max 2024.

Also I can't help but come back to that "DR nodes use more RAM than the main workstation issue" from years ago.  It still blows my mind.  It shoots up to over 180GB+ on the nodes which then causes them to fail rendering.  But the main PC renders it fine and happily churns along at 75GB RAM usage.

As you can see in the second screenshot.  DAVECO01 has now failed and reverted back to 'Waiting for Render Start' and DAVECO03 has shot up to over 180GB.  Also note on the second screenshot, I'm now 35 minutes into the render.  It's taken 35 minutes for one of the nodes to fail and the other to still be on precomputing GI Cache while using insane amounts of RAM, all the while the main workstation has been happily chugging through the render without issue.

Edi:   Aaaaaand just as I submitted that post, the second node failed.

15
Last night i noticed something pretty weird happening with Max's chamfer modifier and I don't know why.

But, by default, whenever I use the Chamfer modifier I always tend to select 'Smooth Chamfers Only' and then enable 'Smooth to Adjacent'.

However, 'Smooth to Adjacent' appears to be messing up the normals of my geometry.  It's only really noticeable with a super low sun though.

In the attachment look at the floor tiles, it's just a simple line with floor generator.  I've then added an edit poly and welded all verts.  Then added the chamfer.  The top screenshot is how it should look.  The bottom is wrong, super dark, no shadows.  Looking at the floor tiles is the most obvious, but you'll also notice it's happening on the small wall upstand to the right of the image.  But it only seems to be happening on the poly's facing upwards (Z).

I always thought 'Smooth to Adjacent' was the correct way to go, now I'm not sure.  But it's used on pretty much everything in my scenes.  I've got 12 images in total, and some of the geometry that used the chamfer modifier is now collapsed, so it's too late to go back.  Thankfully this is the only scene where it's really noticeable due to the low sun.

There is another way to fix it and that's simply adding a 'Normal' modifier on top with 'Flip Normals' ticked, that returns the dodgy looking geometry to how it should look.

So there are 3 scenarios:

Chamfer - Smooth Chamfers Only - Smooth to Adjacent On = Wrong Shading/Shadows
Chamfer - Smooth Chamfers Only - Smooth to Adjacent Off = Correct Shading/Shadows
Chamfer - Smooth Chamfers Only - Smooth to Adjacent On - Flip Normals = Correct Shading/Shadows

Can anyone shed any light on why this is happening and what the correct way to go is as it's got me questioning everything I've done previously.

It's not a Corona Sun issue, as the same also happens when using a HDRI with a low sun.

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