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Messages - davemahi

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1
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-04-15, 22:21:24 »
OK well you learn something every day :)

But Another thing a lighter may want is to have the objects with specific IDs, but the forest pack with its own unique ID as well. So you have a multi ID selection for individual assets, but also the forest pack as a whole. I hope this makes sense.

2
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-04-15, 22:08:38 »
That's great if you have 4 teapots and all, also forest pack cant do that selection like that. There are many reasons to not have multiple artists opening a forest pack object and messing about. Depending on if you are a lighter in a pipeline, and you just want to make all objects a mask, you don't want them going in a loading a UI license just to be able to see what objects are part of the FP object + taking a floating license to do this is just one of them.

I agree one of them should do it, but in the end the render engine lets you do masking then I think it's on them.

3
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-04-15, 20:48:22 »
I was able to reproduce the original masking issue and logged it for our devs as (Report ID=CMAX-1600).
Before we make any changes, I would like to make sure it makes sense. This may sound like a silly question, but why is the "adding the main forest object generates a mask" solution better than the "adding source objects generates masks for them"? What if a user wants to render different masks for different tree types?

In a perfect world both ways is great. But when you have a lot of scatters, that use a lot of geometry to make up those scatters, and all you want to do is color correct say the trees or grass you don't have to find all the geometry used in those. It could have grass, moss, and each of those could have 20 individual pieces of geo each. Let alone when you use Forest pack library (Or 3rd party), they come in hidden and frozen, and some times not at 0,0,0 so you have to then find isolate and select. Like it literally adds so much time when you just want to grab the FP object and say ID 01 please. Also if you are not the artist setting up the scatter and geo but are tasked with rendering and lighting, you then have to find all that crap instead of just the FP object.
The reasons list goes on but you get the point.

But I still do want to be able to select and mask individual objects as it is useful, but want to more so be able to select just the FP object.

4
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-04-14, 21:50:01 »
Once you get to this then I will vote :) i have to say using Corona has gone form enjoyment, to everything feels like a laggy slow pain in the butt.
I kind of hate these portals for voting. It gives users a false sense of security, and also for me it comes across as the Devs have no vision any longer. Corona now feels sort of slow and out of touch. And this is coming from someone who has championed it at the studio for years since the beginning.

5
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-04-14, 17:46:54 »
Can we just stop and have you guys just give us the option to use the Forest Pack object as an ID. It is what we all want.

6
[Max] I need help! / Re: Animation Flickering
« on: 2025-04-14, 17:45:26 »
I always use Path tracing for both solvers and never had an issue with flickering.

This right here. I never ever use anything but Path Tracing for both solvers. And it makes your life easier not having to worry about old outdated render GI options.

7
Would be great to just select the FP object though.

8
Ya something is going on with Corona. Every release I have found the rendering to not be getting faster. We have even considered rolling back a few versions. At some point we felt that rendering takes longer and is more grainy needing longer time to clean up. I am sure there is a reason for this. I want to test version 12, but I have not heard good things, and the new frame buffer skin is a turn off.

9
We have also been skipping releases, and will be for this one as well. Bizarre what is going on with the updates in my opinion.

10
Yes, it has gotten slower for sure. I was also sad. I think every version gets slower despite what they tell you about speed increase and optimizations.

11
[C4D] Daily Builds / Re: The new VFB: icons
« on: 2024-06-27, 22:39:02 »
Not a big fan of the design either. It looks like a programmer (no offense) and not a designer did this. In fact Corona is slowly moving away from the straightforward design render engine, and I find it confusing as to why. Every version seems to feel slower and more bloated. As UE5 becomes used more and more in my world of commercial animation and rendering, I hope speed and ease of use would still be top of mind.

12
We understand that Corona is a physically-based renderer, but you allow little cheats here and there anyway. You also cant Exclude lights and include lights in a real world. I think all people are asking for is more control over the render! There is not photographer that does not photoshop the crap out of their images anyway, so I don't understand the argument about not letting people adjust stuff like this. To each their own I guess. But if it does not work that way under the hood that make sense.

13
[Max] Feature Requests / Re: Faster Rendering
« on: 2024-02-05, 20:23:01 »
Here you go for reference.

14
[Max] General Discussion / Re: Price Increase
« on: 2024-01-11, 16:54:59 »
Add me to the list of confused and disappointed. The value is just not there anymore and there are so many alternatives.

15
[Max] I need help! / Re: Strip / partial rendering
« on: 2023-09-07, 22:17:19 »
I have done this before for a print job with a huge reolution on Garage Farm, they support strip rendering. Im not sure about doing it on your box though sorry. It sounds like your scene may be the issue. We have sent huge images with many of Forest pack scatters, so not sure why your's is having an issue.
Sorry I could not be of more help, but Garage Farm has helped me for sure on problems like this.

Cheers, and good luck.

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