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Messages - gabor

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1
[Max] General Discussion / Chaos scatter randomization
« on: 2024-03-27, 13:21:08 »
Hi,
I'm using chaos scatter to populate large parking lots with cars. It's a simple spline scattering, with 250 cm distance between the cars. I have ca. 30 different car models.
The main problem is randomization. Sometimes i get 3-4 instances of the same cars next to each other. Or if there are only 25 items to place via the scatter, it doesn't takes 25 unique car models, instead mabe 10 and then I have of course multiple instances of the same models next to eachother.
Is there any way to force chaos scatter to take as many different models from the list as possible, to reduce repetation? Sure, I can change the random seed, but it creates then a different state, with other repeating cars. Frequeny is 1 for all instanced objects, except for one, the model for empty space, it has a fequency of 30 to have also empty space in the parking lot.
I also tried Forest Pack for this, but had similar results.
Thanks for any advice.

2
Any progress here? I am using the latest Corona with the latest 3ds max, still this same, very old problem exist. The more complex the scene is, rendertimes increasing more and more from frame to frame. Very annoying. Parsing scene and preparing geometry times are constantly increasing when rendering animations.

3
Hello guys,
I have the same problem in 3ds max and corona. Rendering animation, and the rendertimes are increasing vith every frame. If i restart, the rendertimes are goning back to normal, but start increasing again.
did any of you found whats causing the problem?
thanks.

4
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-08-03, 01:52:43 »
Guys, you should try the shadersbox method, also from wParallax. It uses an already unwrapped box, you just have to apply the exr map to it. For me, it's working fine with the same maps as the osl version, but without crasing max. There are no osl maps in the scene, but the windows have the same 3d effect.

5
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-08-02, 12:26:30 »
Hi,
has this been solved, or am I missing something? Since the topic has been moved to the solved section...
Thanks.

6
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-08-01, 23:14:56 »
Hi,
I have the same problem, on Corona 10.1 and max 23 and 24 too. I schould render an animation with the maps, but currently this is not possible, since max crashes after the first render almost on each rendernodes...
Anyone found a workaround?
Thanks.

7
Gallery / Re: Nomadic Resorts
« on: 2023-07-14, 09:28:37 »
Great pictures!
Are the interiors and exteriors in a single max file? How much ram does it take, with that very large environment?

8
Gallery / Re: The Roof | CGI
« on: 2023-03-09, 23:39:14 »
Amazing work!
May I ask, where do you got your asphalt/road textures from?

9
Hey guys,
any news here? My support ticket was closed, but unfortunately there was no solution for the problem. Maybe this could be corrected in the upcoming version of Corona?
Did any of you find a possible workaround?

10
I've opened a ticket, and uploaded the archive via dropbox.
I hope you can find a solution or a workaround, because with constantly growing rendertimes I can't keep the deadlines.
Thanks!

11
Update: preparing geometry tales from one frame to the next longer and longer. But when I stop the rendering for example at frame 30 (where prep. geom. was 1:10 long) and I restart the rendering from frame 30, the prep. geom. needs again only 15 seconds.

12
Newest Corona, newest Forrest Pack and max 2019. Unfortunately I can't archive the max file, it gives me an error code of 11, altough all the assets are available. I'm rendering this on 2 computers. My workstation is an intel i9-9900k, and the render slave is an amd TR2970wx. The inceasing "preparing geometry" is not the same. The i9 gets this much faster done. It starts with 0:14 seconds and with each frame it takes ca. 1 seconds more - which is acceptabe, since the camera is getting closer to the objects.
But on the threadripper it gets at least 10 seconds longer with each frame which is unacceptable in a one minute animation project. It starts with 0:21, then 0:42, then 0:53 and so on... I know, the threadripper needs more time for render preparations, since its not so fast on a silgle thread. I'm rendering with it since two weeks, and the rendertimes did not increased from one frame to the other this fast.
I've rendered this scene before, without Forrest Pack grass, and did not realize this problem.

13
Hi there,
I have the same problem. Constantly increasing scene parsing and preparing geomery times. Heavy scene, lots of proxies, geomerty and forrest pack objects (large grass areas). I realized this problem only after I started using Forrest pack.
Did you find a solution?

14
Hardware / Re: Threadripper vs. i9
« on: 2019-11-28, 16:36:55 »
Alrght, thanks for the help!

15
Hardware / Re: Threadripper vs. i9
« on: 2019-11-28, 00:11:27 »
Now I'm pushing the CPU clock  to 3,5 Ghz, and the mem to 2933. Results are better now: 8:35 minutes on the i9, vs. 6:03 minutes on the threadripper. Thats better now, still yet not the double performance. But the Motherboard is getting really hot, the VRM goes up to 73°C after 30 minutes of rendering. Do you think it"s safe to it that way?

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