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Messages - maru

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[C4D] General Discussion / Re: License
« on: Yesterday at 13:31:50 »
I think there is some confusion here.

One workstation package is 1 interface license and 1 render node license.

This means that one workstation license can be used on 2 computers in total (one is showing the interface and not rendering, the other one is rendering only without showing the interface).

This is explained here along with some example scenarios (e.g. "I have 1 computer only", "I have one workstation and 1 render node", etc):

It is very easy to tell how many licenses you need.
For any computer where you are physically using the host app (Max or C4D) without doing any rendering, you need 1 interface license.
For any computer where you are rendering only, without showing the host app at all (command-line rendering, using render managers, etc), you need 1 render node license.

[Max] Feature Requests / Re: UHD Cache / 4K Cache
« on: Yesterday at 13:22:32 »
Is it possible to add this feature:

When the user clicks UHD Cache or 4K Cache and specify the cache location. The Cache file will automatically generate from a specified frame or frame 1 as "Calculate from scratch" and then it automatically proceeds to render from a "load from file" cache file in backburner or any network renderer.

But that could be confusing too, especially for users who are not familiar with the new behavior.

I think its waste of time and focus to do these repetitive steps. It helps because when a user is in a deadline and is about to render its important to maintain focus. It could be that the user happens misses to one of these mundane steps and the cost is always go back to 1 and repeat or it creates a user error and mess up the Cache.

1. Set animation to single in the common file
2. Go to Scene> Progressive Rendering Limits>Past Limit =2
3. Go to Performance>Cache>Precomputation=Calculate from Scratch
4. Click Render
5. Go to Performance>Cache>Precomputation=Load From File
6. Go back to Common panel>Time Output Frames = Range

Point 1 is not necessary. You don't have to change the mode from animation to single frame. Even if the cache gets overwritten (for example cache from frame 2 is saved instead of the cache from frame 1), it does not matter because it will be almost the same and will result in the same render.

Point 2 is not the best idea. Rendering 2 passes can take a long time, especially if the frame is in high resolution. The better solution is to set a time limit of 1s. Then the cache will get calculated and the rendering will just immediately stop.

But other than that, I agree that the current workflow is not optimal. We should improve it.

"Render Selected (Pixel Mask)" option should allow you to do that. Select your 3D human, enable that option, and render. This will render the beauty pass, but only with the selected object.

[Max] I need help! / Re: Best Max system units for Corona?
« on: 2022-09-22, 17:19:54 »
We are investigating the forum notifications issue.

[Max] General Discussion / Re: Anisotropy V Translucency
« on: 2022-09-22, 17:18:56 »
I can't recall any reports about it, but sure, if there are some votes for this, we can try to reorder the UI.

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-09-22, 17:07:07 »
Not sure if it's bug, or limitation, but when the pattern is limited to certain material ID, it disables displacement for the rest of materials, that should not be affected by the pattern. Attaching example images - the only difference between them, is pattern modifier being on and off.

This is currently expected.
Unfortunately, from a quick chat, it seems that fixing it would be very difficult. Let's hope it's one of those impossible things that our devs can do.

(Internal ID=968523899)

I know there is the 'render only masks' check box under the Scene tab, but is there a way to render only the objects and areas contained in a specific mask as they would be appear in the Beauty image?

I am not sure if I understand the question. Could you share an example of what you would like to do?
What you are describing sounds like something that could be achieved with the "Render Selected (Pixel Mask)" option in the Scene tab.

The only reason I can think of why a proxy is not rendered is that it cannot be read from the disk.
What happens if you move the proxy file to another location? (local disk, or another network folder)
Could it be some access rights? Maye try running 3ds Max as administrator on the master machine?

[Max] I need help! / Re: flicker in corona animation
« on: 2022-09-20, 16:12:28 »
Out of curiosity: did you manage to fix the flickering? Do you still need some help?

[Max] Feature Requests / Re: ToneMap Control for Sky-Volume
« on: 2022-09-20, 15:24:23 »
I am sorry, but I did not get that. Could you explain what exact feature you would like and why? Maybe you could show an example of the current behavior and then explain what you are expecting instead?

I understand the request, but can you explain why this would be better than saving a regular material library and using it in the material editor?

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-09-07, 16:20:58 »
Yes, we have a request like this logged and it seems doable. :)

Absorption is responsible for this effect so you can just create a crystal clear material and enable absorption with some dark/black color:

Gallery / Re: corona 6
« on: 2022-09-06, 13:08:31 »
Why not Corona 8? :)

[Max] Bug Reporting / Re: Backburner HDR saves black
« on: 2022-09-06, 11:55:55 »
Hi, sorry, but we cannot help you with as old Corona versions as 5. It was released in 2019 and is currently 3 (almost 4) versions back.

It may be some general Max / BB problem. I would advise:
- removing all render elements and adding them again
- making sure your file output settings are correct (e.g. saving with 32-bit full float option, not half-float - there were some issues with this in the past)
- making sure on all computers you have exactly the same software and same versions (e.g. all plugins)

You can also try opening and rendering the scene locally in 3ds Max on the render nodes where it is failing and checking if there are some error messages.

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