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Messages - fflasshh

Pages: [1] 2
1
Gallery / Re: Villa El Escorial.
« on: 2023-01-11, 18:56:23 »
Great images! I suppose, it's scattered grass everywhere. In what resolution do you render the images, how many passes? I never get my grass so good, when viewed from a big distance, or high above.

2
Gallery / Re: Fishermans cottage
« on: 2022-10-04, 18:41:48 »
Beautyful images. Courious about your render settings - what antialiasing, and how many passes do you render usually, to get this kind of realism?

3
I installed version 8, hotfix 1, and the problem seems to be gone. At least on my actual priject. So, thanks anyway.

4
Hey,
I installed ver 8. last week, and I experience the same problem, which I had with ver. 6 earlier. When rendering an animation of a very heavy scene, with lots of forest pack objects, and heavy geometry, the rendertime is slowly growin frame-by-frame.
For example: 11:20, 11:32, 11:39, 11:50, 12:08... etc.
this was an issue before ver. 7, and with ver  7, (maybe hotfix1) the problem was gone. Now, after installing ver. 8 this came again, and it's very frustrating.
I'm rendering on a small farm, 5 computers. The problem exists on all comuters, each node, and the workstation also, with different configurations, so this is not a hardware problem.
I've tried it with backburner and with pulze render manager - no difference.
Can I switch back to version 7 until the problem is solved? Can I use the same licensing, the chaos licence manager?
Thanks in advance.

5
Hello,
I'm using currently the dec. 6 Build. I'm experiencing the issue again, that during network rendering, the rendertime is constantly growing. This was an issue with version 6, but with version 7 it was solwed. Now I'm rendering an animation, and the rendertime is growing over time. If I stop the process (stop all nodes) and restart the rendering again, the rendertimes become shorter again.
I'm using pulze render manager, but with Backburner it's the same...

6
Hello,
I need help or advice, how to properly set up network rendering with corona+3dsmax+backburner. I'm doing this for several years now, but now, i have 1 workstations and 3 render slaves, and it semms, that the network speed affects the rendering speed. My rendering speeds are inconsistent. Sometimes, my Threadripper 3970x renders the animation with the same speed, as my Ryzen 3950x - which could not be the case, since the threadripper is basically twice so fast. However often this is the case.
I'm starting to think, this is because all the assets are stored on the workstation. The asset paths are all network path, and the slaves are getting all the assets during rendering from the workstation. I have a standard gigabit ethernet network.
What do you think, could this be the reason, why the threadripper 3970x is not rendering faster, than the ryzen 3950x? I mean, that, the slaves are not gettig all the assets fast enough during the rendering? I'm rendering very heavy scenes, with lots of proxies, large textures, etc.
If I would use a NAS, would it help? Does any of you have a NAS properly set up for this usage?
Thanks!

7
Gallery / Re: RACESERVICE
« on: 2021-12-06, 16:42:59 »
Fantastic images!
That concrete floor shader is great, very realistic. Is that self-made, or did you downloaded is somewhere else?

8
I just tried the latest build, but my max was still crashing during rendering the scene....

9
Hello,
I have a similar Problem. Converted an evermotion scene from vray to corona, animated the lights, and tried to render the animation. I converted everything, lights, maps, etc. Unfortunately, max crases during the rendering. I can't find a solution, becouse there is no error message, just the crash during rendering. Depending which frame I try to render, the crash occurs also at different times - sometimes at pass 7-8, but sometimes at almost at the end, so pass 40-50.
Do you have any suggestions?
PS.
I analized the max dump file, and found following errors:

CONTEXT:  (.ecxr)
rax=ffffffff80000001 rbx=00007ffe3aed5720 rcx=ffffffff80000000
rdx=00007ffe3aed57a0 rsi=000000000000001f rdi=0000000080000000
rip=00007ffe39d8d812 rsp=00000012017f39d0 rbp=0000018931396d00
 r8=00000000000000e0  r9=00007ffe3aed67a0 r10=00007ffe3aed6720
r11=0000000000004400 r12=00000012017f5ae0 r13=0000018931396ba0
r14=00000012017f3b40 r15=0000018931396a00
iopl=0         nv up ei pl nz ac pe nc
cs=0033  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00010212
Corona_Release!Legion::Corona::IVolumeShader::createAtmosphericShader+0x12a22:
00007ffe`39d8d812 f30f590483      mulss   xmm0,dword ptr [rbx+rax*4] ds:00007ffc`3aed5724=????????
Resetting default scope

EXCEPTION_RECORD:  (.exr -1)
ExceptionAddress: 00007ffe39d8d812 (Corona_Release!Legion::Corona::IVolumeShader::createAtmosphericShader+0x0000000000012a22)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 0000000000000000
   Parameter[1]: 00007ffc3aed5724
Attempt to read from address 00007ffc3aed5724

PROCESS_NAME:  3dsmax.exe

READ_ADDRESS:  00007ffc3aed5724

ERROR_CODE: (NTSTATUS) 0xc0000005 - A 0x%p c men tal lhat  utas t s a 0x%p mem riac mre hivatkozott. A mem riater leten nem v gezhet  el a k vetkez  m velet: %s.

EXCEPTION_CODE_STR:  c0000005

EXCEPTION_PARAMETER1:  0000000000000000

EXCEPTION_PARAMETER2:  00007ffc3aed5724

STACK_TEXT: 
00000012`017f39d0 00007ffe`39d8b54a     : 00000000`00000000 00000012`017f5ae0 00000000`00000001 00007ffe`39fb931c : Corona_Release!Legion::Corona::IVolumeShader::createAtmosphericShader+0x12a22
00000012`017f3b20 00007ffe`39d3aac3     : 00000012`017fe908 00000000`00000001 00000012`00000001 00000012`017f68e0 : Corona_Release!Legion::Corona::IVolumeShader::createAtmosphericShader+0x1075a
00000012`017f3be0 00007ffe`39d291b4     : 00000185`f13dc040 3f800000`3f800001 00000000`30897000 00000000`00000001 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0x1b3b3
00000012`017f8dc0 00007ffe`39d2a3b3     : 00000000`00000000 00000000`00000000 00000012`017fe770 00000000`00000000 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0x9aa4
00000012`017f9000 00007ffe`39d2aed7     : 00000000`00000002 00000000`00000002 00000012`017fe770 00000012`017f9e50 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0xaca3
00000012`017f9270 00007ffe`39d3b873     : 00000000`00000000 00000012`017fe701 00000185`f13dc040 00000012`017f9e50 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0xb7c7
00000012`017f9570 00007ffe`39d291b4     : 00000185`f13dc040 3f800000`3f800001 00000000`00000007 00000000`00000001 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0x1c163
00000012`017fe750 00007ffe`39d2a3b3     : 00000000`00000000 00000000`00000000 00000012`017ff3d0 00000000`00000000 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0x9aa4
00000012`017fe990 00007ffe`39d2aed7     : 00000000`00000000 00000000`00000000 00000012`017ff3d0 00000012`017fefb0 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0xaca3
00000012`017fec00 00007ffe`39f948db     : 00000012`017fef00 00000186`c6b48801 00000012`017ff3d0 00000012`017fefb0 : Corona_Release!Legion::Corona::CommonMtlData::~CommonMtlData+0xb7c7
00000012`017fef00 00007ffe`39f90d06     : 3e20bce9`3f2db615 3e20bce9`3f2db615 00000000`00000000 42ba505e`4483d5b7 : Corona_Release!Legion::Corona::RenderingCore::pickObjects+0x255fb
00000012`017ff250 00007ffe`39f8f649     : 00000012`017ff6f8 00000185`812d9540 00000000`00000001 00000012`017ff700 : Corona_Release!Legion::Corona::RenderingCore::pickObjects+0x21a26
00000012`017ff690 00007ffe`3cb69898     : 00000185`9b55b228 00000012`017ff600 00000186`c73d3ea8 00007ffe`39cfdaaf : Corona_Release!Legion::Corona::RenderingCore::pickObjects+0x20369
00000012`017ff6c0 00007ffe`3cb6de3f     : 00000186`c73d3ea8 00000012`017ff7d0 ffffffff`ffffffff 00000012`017ff899 : LegionLib_Release!Legion::Task::isValidForExecution+0xe8
00000012`017ff740 00007ffe`3cb6ce1d     : 00000187`fa3df920 00000187`00000001 00000185`9b55b0d8 00000000`000000ed : LegionLib_Release!Legion::Scheduler::parallelWorkerThreadsCount+0x7ff
00000012`017ff820 00007ffe`3cb6cafb     : 00000000`00000000 00000000`00000000 00000012`22758650 00000000`00000019 : LegionLib_Release!Legion::Scheduler::~Scheduler+0x86d
00000012`017ff900 00007ffe`f91e7034     : 00000000`00000000 00000000`00000000 00000000`00000000 00000000`00000000 : LegionLib_Release!Legion::Scheduler::~Scheduler+0x54b
00000012`017ff960 00007ffe`f9402651     : 00000000`00000000 00000000`00000000 00000000`00000000 00000000`00000000 : kernel32!BaseThreadInitThunk+0x14
00000012`017ff990 00000000`00000000     : 00000000`00000000 00000000`00000000 00000000`00000000 00000000`00000000 : ntdll!RtlUserThreadStart+0x21


SYMBOL_NAME:  Corona_Release!Legion::Corona::IVolumeShader::createAtmosphericShader+12a22

MODULE_NAME: Corona_Release

IMAGE_NAME:  Corona_Release.dll

STACK_COMMAND:  ~638s ; .ecxr ; kb

FAILURE_BUCKET_ID:  INVALID_POINTER_READ_c0000005_Corona_Release.dll!Legion::Corona::IVolumeShader::createAtmosphericShader

OS_VERSION:  10.0.19041.1

BUILDLAB_STR:  vb_release

OSPLATFORM_TYPE:  x64

OSNAME:  Windows 10

IMAGE_VERSION:  7.1.0.10260

FAILURE_ID_HASH:  {3af299c2-2d13-f1cc-9423-ab945ea8ec49}

Followup:     MachineOwner
---------

10
[Max] General Discussion / Re: Corona Sun darker than sky
« on: 2021-11-05, 20:45:28 »
Oh, yes! It was the highlight clamping in the system menu.
Thanks you guys, now it's working.

11
[Max] General Discussion / Corona Sun darker than sky
« on: 2021-11-05, 19:18:59 »
Hi,
I try to render a scene, where the sun is directly in front of the camera - kinda sunset scene. No matter how I tweak it, the sun is always darker than the sky, and I don't know why. No matter how low the sun is, it should be brighter than the sky. If I set the intensity stronger, the sun will brighten up the scene, but the visible disc remains the same dark yellow...
This way, I can't use the bloom and glare settings eighter, because the sun disk is dark, so no bloom or glare on the disk. Anyone had this problem? What I need, is a bright sun, in front of the camera.
Thanks!

12
Hi,
I'm using backburner to render animations, I have 2 rendernodes, and 1 workstation. Rendernode1: amd 3950x, rendernode2: amd 2970wx, workstation: amd 5950x.
On my last project, the rendertimes, most importantly the parsing scene times look like this:
3950x: parsing scene 00:40 sec, total rendertime: 4:50
5950wx: parsing scene: 1:30 min, total rendertime: 5:10
2970wx: parsing scene: 3:24 min, total rendertime: 7:01
So, that's weird. Parsing scene is a single core task. How is the 3950x faster, than the 5950x? It should be the opposite.
I know, the threadripper is slow in sinlge core tasks. But the 2970wx needs 6 times longer to calculate parsing scene, then the 3950x. 6 times longer, How can this be?
All the assests are on the workstation (5950x), the rendernodes get the files via network share.
I ran also cinebench tests singe and multicore. Those times are OK, as they should be - 5950x is the fastest, even in single core. So there is someting with Corona render or max/backburner which causes weird rendertimes. Any advice? thanks.

13
[Max] Bug Reporting / Scene parsing getting longer
« on: 2020-10-16, 23:42:29 »
Hi!
When rendering animation over Backburner, the scene parsing is getting longer and longer with every new frame, on AMD cpus. I've got a Threadripper 2970wx, and a Ryzen 3950x. Both are having this problem, the 3950x is worse.
On my Intel cpu, the scene parsing time is constant throughout the whole animation.
Please, help! Any advice? Thanks.
EDIT: the CPU usage on the 3950x is really low, when parsing scene - around 5-15%. On the other CPUs i'm getting 45-55%. WHy is that? The same scene...

14
Hardware / TR 2970wx vs. Ryzen 3950x
« on: 2020-10-16, 23:31:24 »
Hi there,
I've now 2 rendes slaves, one is a Threadripper 2970wx, the new one is a Ryzen 3950x. Theoretically, the threadripper is faster in multithread, and the ryzen should be faster in single core calculations. Measuring with cinebench this is the case.
Now, I'm rendering an animation. After ca. 20 frames the threadripper is much faster, even at single core, at scene parsing. For one reason, the scene parsing time on the ryzen is gettin longer with every new frame. This is weird, since the ryzen should be much faster in single core.
(The scene pasring time is also getting longer on the threadripper too, but not no much, as on the ryzen.) My worstation is an Intel, the are the parsing times constant.
Does any of you encountered something like this?
EDIT: CPU usage on the 3950x is REALLY low, when scene parsing: i get ca. 5-15% during the parsing process. On the 2 other CPUs, the usage is 45-55%.
Thanks :)

15
Strange thing happened to me also, I mixed the two rendering solutions. But I figured out what the problem was... So If you use Backburner, "Distributed redering" shouldn't be enabled in the corona render settings. Because if you do so, a slave gets the job (one frame) from backburner, with the settings that it should use distributed rendering. this way frames get mixed.
So use eihter Backburner (to render more frames, and one frame per slave), or the built in CoronaDR (to render one or more frames, with rendering all the slaves the same frame, the same time).

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