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Messages - clemens_at

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Hardware / Re: Hardware / Which type of disk to use?
« on: 2022-01-25, 00:07:48 »
Drive A for assets is a bit overkill in my opinion.
Your system should run very fast even with your assets on Drive B.

Hardware / Re: Working on Server/NAS
« on: 2021-12-28, 16:13:51 »
Dire need no, but you want your server to run as smooth and stable as possible.
As for the SSD's, it all depends what they are used for, but I would say the same principle
as with the ECC memory applies here too. You should look out for 24/7 usage and higher TBW (Total Bytes Written) values as there is
obviously more load on these drives in a multi-user environment.
WD & Seagate have solutions and there is also the Samsung 860 pro.

Hardware / Re: Working on Server/NAS
« on: 2021-12-16, 11:58:46 »
It's a good idea. A centralized server to work on makes total sense.
What is your plan so far?
You will need a new NAS or an upgrade to your existing one, a 10GbE switch, Cat 6a Network Cables and 10GbE Nics.
Don't go cheap on the NAS and the hard drives, 10GbE is quite demanding and you can easily run into bottlenecks.
It will definitely be fast enough, maybe even 2.5GbE will suffice.

I just did a quick test and it looks like the issue is gone when setting MSI to 0.
What does this mean now? It seems like that is not really a solution since:
Value 0 is a special case that enables an unbiased mode (this mode is not production-ready as it will never clear noise in some scenes).

General CG Discussion / Re: Arrange / Distribute Objects
« on: 2021-09-16, 12:36:26 »
also highly recommended: AdvArray

Off-Topic / Re: 3DS Max script help
« on: 2021-09-09, 14:31:58 »
Code: [Select]
macroScript AACollapseLayers category:"1AAScripts" -- buttonText:"insert here"
((LayerManager.getLayerFromName "100_SS")).current = true "Layers" "SceneExplorerSetActiveLayerAsParentLayer"
((LayerManager.getLayerFromName "0")).current = true

Off-Topic / Re: 3DS Max script help
« on: 2021-09-09, 10:55:10 »
try this:

Code: [Select]
((layerManager.getLayerFromName "100_SS")).ishidden = true

perspective view or new camera makes no difference.

I uploaded the file.

filename =

it is the strangest thing.
I now merged the whole scene into a new one and used an override material for everything.

Maybe there is any map used in that surroundings together with ToneMapControl? A site plan/master plan mapped to the ground for example? I still think it is caused by any ToneMapControl map. Just to test, try merging all xrefs (if present) and paste

Code: [Select]
for map in getclassinstances CoronaTonemapControl do format "%: ExposureAffected: %\n" map.ExposureAffected
into the maxscript listener. If it reports nothing but "OK", I was wrong :)

it only reports "OK". So no maps...

@TomG I did write which max version and corona version in my initial post. Also that it has happened before. Not very often thought...

no, nothing of that sort.
I did reset once again and only use a newly generated sun and sky with the "add coronaSky env" button.
The problem seems to be tied to the scene surroundings. It is quite large in scale (although not very high in polycount).
When I hide the surroundings the problem seems to be gone.
This is weird.

[Max] Bug Reporting / EV - brightness change on IR restart
« on: 2021-06-28, 12:32:38 »

I've had this problem a couple of times now.
Is this a bug or are some settings responsible for this?
max 2021, corona 6 hf2, standard settings. (I even did a render engine reset just to check, and this still happens)

please see attached video.

Code: [Select]
showClass "CShading_LightSelect*.*"

can you be more specific, what exactly will this script do?

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