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Topics - NikaNikitina

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1
Need help understanding what I am doing wrong.

Have lightmix set up for all of my lights. Have a global environment fog set up. The enviro fog automatically heads in to the Unnasigned element. Thats great and fine. However, all of the visible light shapes also are in my unassigned layer even if they are assigned their own element. To reiterate, just the light shape, not the resulting lighting.


Really need to maintain the flexibility of being able to adjust the environment fog on/off and separate out the visible light shapes. Im hoping this is simply user error and someone can help me.


Thank you!


2
Corona 4 hotfix, 3ds Max 2019

No pattern to behavior. If I save all as EXR out of vfb when render completes, the main beauty pass will not always save properly. Any attempt to open it in photoshop throws out errors. If I open the CXR and save out of that, there are no issues. Unsure if its a PS issue or Corona issue. Have never had this happen to me in years of working with EXRs and Photoshop. Has happened a handful of times with Corona 4 hotfix.

Thanks! C




 

3
Had a little time on my hands and wanted to test out the vdb sky clouds I purchased. I'm trying to improve my lighting approaches at the moment without going full panic and trying ALL the hdri's and then resorting to early evening corona sun & sky. I'm really digging the results and the atmospheric lighting the clouds help accomplish while casting accurate shadows based on sun position and shadows from the clouds.  I'm a wee bit excited about the result and haven't bumped into this topic yet on the forum so I hope this may be helpful to someone.

Some of these are straight from the interactive frame buffer, others are rendered and denoised so the quality of the renders aren't consistent. Also, no post-processing outside of the frame buffer tone mapping.

(these are the clouds in question: https://gumroad.com/l/dHbwH)

4
Hey guys,

Just doing a little R+D with Corona Volume Grid and a purchased sky cloud volume. When I add a global environment volume to my scene, it highlights the scatter boundary (or container boundary) of the sky cloud volume. Tone mapping diminishes the visibility of this but its highly visible in the alphas as you will see attached. Any tips on how to get the combo to work to eliminate this extra scatter in the container? This is my first time working with the CVG so my testing has been done in a vacuum and there's not a whole lot I was able to find online except for examples.

Additional question, having the global volume on also produces some FUNKAY antialiasing as you will see on the horizon of the hills. I've tested without the clouds and the jagged edges remain. I have never seen this with Corona before. The only way I was able to get rid of them was using "high quality filtering." I am running things on 4 hotfix so my experience with the new denoising is also limited to just this little r&d test. Also, this scene uses Corona Sun and Sky with Corona Environment.


Let me know your thoughts!

5
Maxscript Auto-load Script Error  - Exception Access Violation ....

Max crashes, seems random and not tied to corona in a replicable way, when re-opening Max, get the following error. Currently only reinstalling Corona 4 gets rid of the error. Cycle repeats due to no discernable specific action.  Deleting ENU folder has no effect.

---------------------------
MAXScript Auto-load Script Error - C:\Program Files\Autodesk\3ds Max 2019\scripts\startup\CoronaRenderer_InitScripts.ms Exception
---------------------------
-- Known system exception
-- ########################################################################
-- Address: 0x53b57c3a; nCode: 0x00000000C0000005
-- Desc: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
--       Read of Address: 0x0000000000000020
-- ########################################################################
---------------------------
OK   
---------------------------





6
Corona Image Editor throws out the following error "STOP@c:/corona/src/coronaimageeditor/base/image/channelimage.cpp(179)" when saving a new CXR from the editor. Able to save out other file types without issue.



7
[Max] Bug Reporting / Render Restarts After Finishing
« on: 2018-08-13, 16:32:27 »
Happens without rhyme or reason. Cannot get the behavior to repeat itself. Has happened in earlier versions but with 2 being so wonderful I thought I'd mention it.

Problem is as stated, render restarts after completing using any of the three thresholds. Do not have sequence rendering on. Have to then retrieve my CXR from the autosave folder.

8
[Max] Bug Reporting / Noise Limit - Acting Up
« on: 2018-07-19, 14:09:39 »
Have been utilizing noise limit when setting a render for overnight jobs. 10% of the time it is not being registered and I come back to an image that's chugged way past that limit. Only happens with noise limit and not time limit. When this happens, time limit is at 0. Currently not seeing any pattern in the behavior. Same file will abide after a restart. Only has happened with the new update.


Thanks!

9
[Max] Bug Reporting / Error(-11) After HotFix install
« on: 2018-01-10, 15:44:57 »
===== Error(-11) =====
An internal error occured: wxWidgets Assertion failure. Please report this problem to us.
File: ..\..\src\common\wincmn.cpp(3301)
Function: wxWindowBase::CaptureMouse
Condition: !wxMouseCapture::IsInCaptureStack(this)
Message: Recapturing the mouse in the same window?




Occurs when launching IR.

10
Loving the addition of the material library. However, I am running into some displacement hiccups. There are a number of materials that have displacement on where the max level is set to something ridiculous, for instance, 2' for a roughen concrete or same for the dirt. This slows down the IR drag and drop process significantly because I am then having to detour through the material editor to change those values. Trying to figure out if this is user error on my part, if the values are just wrong, or are dependent on unit settings within my scene.  Thanks!

11
[Max] Resolved Bugs / Denoise CXR via Standalone
« on: 2017-05-25, 14:36:23 »
Very excited about all the features 1.6 has introduced. Especially excited that I can save out CXRs and come back to adjust, export, play etc....

I am however experiencing a weird bug that is happening sporadically. Current workflow when rendering a lot of high res images is Render > save CXR > Load up CXR at some other time > play around with it > denoise > save out passes.

Frustratingly, every once in a while when denoisining I will receive a notice that it has failed because there are less than 2 render passes. These CXRs were saved with many more passes. If I proceed to load up a CXR that has previously worked, then open up the problematic one again, it will usually let me denoise. This happens all the time with region renders and the above solution doesnt work. In these cases, I have to resume the render back in Max and let it denoise in the VFB.

Thoughts? Thank you!


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