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Messages - mienda

Pages: [1] 2
1
[Max] Bug Reporting / Re: Corona 12.1, Archive Issue
« on: 2024-12-07, 11:46:36 »
hi,
Do you use corona cameras in your projects? I noticed a backwards compatibility issue between corona 12 update 1 and corona 12 hot fix 1 if you use corona cameras. The only solution I found is to use only physical cameras and then everything opens without problems.
I hope this can help you

mienda

2
It seems that the backwards compatibility problem between Corona 12 hotfix 1 and corona 12 update 1 comes from the Corona camera because the scenes recorded in corona 12 update 1 crash all the time unless you don't merge the cameras (if you merge the scene without the cameras, it opens without problem...).
Finally, if the slowness problem on machines with many cores is a known problem, I had never encountered it before using Corona 12 Update 1....
Thank you for your attention

Mienda

3
I am experiencing exactly the same problems mentioned by Danio1011 using Corona v12 update 1 namely:
1) A slowness of the 3DSmax interface with a lack of fluidity.
2) This slowness appears especially during renderings (both in interactive rendering and production rendering..)... During renderings (production render) Windows becomes subject to slowness, internet browsing is jerky, everything becomes less fluid whereas with the previous version of Corona I had never encountered this kind of problem....
3) Like Danio1011 I noticed that if I save a file with Corona V12 update 1, it is impossible for me to open it with Corona 12 Hotfix 1 (and the "merge" also crashes)... Once Corona V12 Update 1 is reinstalled I can open these files again....

These slowdowns of the 3DSmax interface (2024 and 2025) under Corona 12 update 1 (especially during renderings) are extremely penalizing because all Windows is slowed down... Furthermore, by observing the task manager I observe that the processor, during renderings, to completely random power drops...
I specify that I work on a Threadripper 3990X station with 256 GB of ram and a 2080 Ti (latest drivers installed), under updated Windows 11.
Thank you very much for your attention.
Mienda

4
 
Thank you very much for your answer Piotrus. This clarifies these tone mapping things that are still confusing for me

5
Hello, I just saw this video on YouTube which deals with a so-called new tone mapping for Blender "he Khronos PBR Neutral Tone Mapper" (
)  which seems to have the advantages of AGX without its disadvantages (lack of contrast and saturation depending on everyone's tastes). I have the impression that the combo of AGX MATRIX + AGX PUNCHY (+ contrast if necessary) is close compared to the combination AGX BASE + AGX KRAKEN + AGX DEFAULT CONTRAST.
I'm really uneducated about these issues so I was wondering what you thought about it.

 Thanks in advance

6
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-01-12, 12:59:14 »
Hello Juraj,

I am very interested in your system of replacing 3D elements with AI generated elements. Bravo for your work because it is very convincing (finally characters who are not taxidermied!)
I would have liked to know your method and your means of overcoming the limits of Stable Diffusion via Inpaint
From what I understand, Stable diffusion in classic version (under automatic 1111) generates images in 512X512 pixels (which we can upscale later). But it is possible to use more efficient checkpoints like SD XL (which generates 1024X1024 pixels).
In the case of your image which is in very high definition, how were you able to generate elements consistently, particularly for the young woman seated in the foreground? I imagine that you separated the elements of this character to individually generate (via Inpaint) the face, the hands, the sweater and the shoes because it occupies a large part of the image and certainly seems to occupy more than a square of 1024X1024 pixels with SDXL. Is that the case ?
If this is not the case, have you downscaled your image so as to work comfortably and quickly in 512X512 pixels, with checkpoints more limited in resolution and then upscale your elements to the good definition of your final image?
If so, what checkpoints did you use (SDXL or others) to be able to give as much detail and keep a general consistency to the image.

Thank you very much for your clarifications and above all a very happy new year 2024

7
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-06-19, 14:08:12 »
Same for me, I hope it will be fixed soon because I suffered random crashes when opening, manipulating and rendering with all OSL parallax systems (as well with the new version of Wparallax and versions of Evermotion ( archmodels 267 and 271) I tested these materials on 2 different systems (threadripper 3990X and Intel i9 13900HX) with 3dsmax2024 and corona 9 HF3 without success.. These materials are not reliable at all and are unusable in production.

Thanks

8
[Max] I need help! / Re: corona AO vs Vray Dirt
« on: 2023-05-26, 08:40:04 »
hank you for your reply.
To go into details, I realized that it was very difficult or even impossible to use the corona AO as a mask in a corona layered material. In Jonas Noell's video, this one uses very effectively a vray dirt as a mask in a VrayBlend material (see screenshot). I tried to push the contrasts and values of the corona AO with color correction but I couldn't achieve the same efficiency. I wonder if using a corona AO as a mask really works with corona...so far I haven't succeeded.. if some of you have already encountered this kind of difficulty and managed to get around it I am a taker!
Thank's

9
[Max] I need help! / Re: corona AO vs Vray Dirt
« on: 2023-05-25, 14:16:30 »
To illustrate my difficulties in arriving at the results of the video, see the differences in settings between the Vray Dirt and the corona AO. There are a lot less options and it's hard to get the same kind of results, that's why I wonder if it wouldn't be very useful to develop a real corona dirt shader à la Vray dirt.

10
[Max] I need help! / corona AO vs Vray Dirt
« on: 2023-05-25, 09:28:41 »
Hello, would it be possible, in the near future, to improve the "corona AO" a little like the "Vray Dirt" because the "Vray dirt" offers many more very useful options. For example in this tutorial, Jonas Noell proposes a method to make a foam material with AO Vray parameters that are difficult to reproduce with corona AO.
Corona Ao is much less flexible and configurable than Vray Dirt and this can complicate the task sometimes ... I'm sure some of you know how to recreate this type of material but my tests with corona AO were not at all conclusive .... On your side how would you achieve this type of effect with corona AO as effectively as with Vray Dirt?

Thank you in advance

11
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-05-23, 11:44:21 »
Same for me, even the new version of parallax shaders crashes randomly but inexorably. it is totally unusable in production because it is far too unstable. I tested them on max 2022, 2023 and 2024 with corona 9 without success..

12
Hello, I installed the latest daily build from corona on 3dsmax2024 and it works but I haven't done intense testing. however, there doesn't seem to be a problem.


13
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2022-11-27, 10:43:58 »
Same for me, yesterday I tried to render a simple plane with an evermotion archmaterials 4 texture and 3dsmax crashes inexorably but somewhat randomly (sometimes after the 1st render or sometimes after a few renders). I use the evermotion OSL script (which automates the creation of OSL material)
I'm on max 2023.2.2, win 11 and corona 9.
Thanks a lot
mienda

14
[Max] Bug Reporting / Re: Backplate + Sun causing shadow bug
« on: 2022-06-01, 12:39:37 »
Thank you very much Maru for this detailed answer.
 I am well aware of the limitations due to the physically correct rendering engine but it is also true that I think it is also quite necessary to put in place tools to "cheat" reality in order to make it more "true" ! . For example the corona light material if we uncheck "emit light" becomes physically unrealistic (all luminous objects (however weak the light emitted by them) emit light...)).
 However thank you very much and I can't wait to see this limitation bypassed and to add a request I can't wait to see the "geo patterns" implemented in corona.

regard's

Mienda

15
[Max] Bug Reporting / Re: Backplate + Sun causing shadow bug
« on: 2022-05-31, 15:32:03 »
hello, I come back to this subject because it seems that there is still no solution found...I admit that I do not quite understand that you are not developing a credible alternative to be able to use any photograph in background with the management of reflection and refraction (as with vray and the "light material" which works perfectly..). For a rendering engine dedicated specifically to architectural representation, I find these limitations very annoying.
 I know that these limitations have been known for a long time but I am surprised that you still cannot find a satisfactory solution.
 Do you have any views on this?
Thanks a lot

Mienda

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