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Messages - dj_buckley

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1
Bear in mind that the amount of "burning" of the sky into the foliage depends on the sky intensity. For example, if you would add a texture/solid color with an extremely high intensity, the amount of burning would also be extreme. Right now it's hard to tell what exactly is wrong.

I understand that having an intense light behind an object can create a harsh fringing effect. But take a look at the same shot rendered with a standard sun sky that I would say is not intense at all. The foliage is just as clipped as my other example regardless of intensity.

I think this really warrants further investigation or explanation since the outcome is really not desirable. I would like to render the whole shot in frame to keep my post work to a minimum.
[/quote]

For sure I agree 100%, I was just pointing out this has been discussed before and the blame was placed on Photoshop.  Which clearly isn't the case here

3
[Max] I need help! / Re: Turn off Gamma Warning
« on: 2024-10-15, 16:44:19 »
Your normal map is wired incorrectly. You should plug Corona normal between bitmap and randomizer, not between randomizer and material. Don't know if that would help with false warning messages, but your way of connecting will give you wrong normals whenever rotation is randomized.

Another quick question about this Rom, what about when mixing normals, should it be like this

4
[Max] I need help! / Re: Turn off Gamma Warning
« on: 2024-10-05, 00:15:55 »
Thanks Rom, although I don't randomize the rotation after having an issue way back with a leather material I was working on.

Good to know though, as I always thought it was Bitmap then Randomiser because it's the bitmap I'm randomising

5
[Max] I need help! / Re: Turn off Gamma Warning
« on: 2024-10-04, 17:08:29 »
My normal maps are setup correctly.  So I don't fancy using that button in the converter.  I'll give ignore similar messages a go.  Hopefully it's global and I don't have to set it every time I run max.

It's because of the setup in the screenshot.

If I bypass the mapping randomzier the error goes away, but ALL my materials are setup like this

6
[Max] I need help! / Turn off Gamma Warning
« on: 2024-10-04, 10:38:04 »
How can we turn off the annoying normal map gamma warning.  It makes me want to throw my PC out the window.

7
[Max] Bug Reporting / Re: Corona 12 Major Memory Leak
« on: 2024-09-30, 10:13:17 »
Request #297121

Although now I'm not sure it is the same issue.  I have a feeling this was a displacement issue.

8
[Max] Bug Reporting / Re: Corona 12 Major Memory Leak
« on: 2024-09-30, 09:53:42 »
Right, I'm uploading a scene this morning.  It's only happening with one particular camera (V02_B).  Whether it's the same 'memory leak' issue I have no idea but memory shoots up to the point where the PC is unusable.

The scene file is less than 500MB, the assets will add more but it's not a complex scene at all.

I can render other cameras from this scene no problem at all, but this camera seems to giving the same or at least a very similar issue - having said that, it could be a completely different issue, but it's consistent and I can reproduce it every time I render from this camera.

Oddly it works fine with IR, but as soon as I do a production render, the RAM usage shoots right up to the point of crashing.

I keep getting this error window but each time it lists different items under 'heaviest objects'.  And if it does list the same item it's always a random GB value.

Circle015 for example is literally an extruded circle so why is it estimating its using 18+GB.  There are 8 instances of it, so I have no idea why it's only highlighting that one.  It also only has a basic shader on it no high res maps etc.

The Squishmeister Sofa is listed in the screenshot as using 10GB, yesterday it was listed as using 25GB, nothing has changed since.

9
[Max] I need help! / Re: wxWidget Debug Error
« on: 2024-09-29, 20:35:23 »
Here's the error again if it helps, it just happened again now, although this error seems different compared to the first one I posted when I started the thread

10
Wide gamut monitor issues perhaps?

11
It's never instant.  And you pretty much need to render the same amount of passes as the beauty render if you want those masks pixel perfect.  Rendering the same amount of passes as the beauty is much quicker when rendering only masks, but never instant.

12
[Max] I need help! / Re: wxWidget Debug Error
« on: 2024-09-23, 12:57:32 »
Nothing specific at all.

I have a workstation and 2 nodes.  They're all plugged into a network switch.  All reading from a NAS which is also plugged into the switch.  The switch is directly connected to the modem/router.

13
[Max] Bug Reporting / Re: Corona 12 Major Memory Leak
« on: 2024-09-20, 10:17:18 »
Hi all, out of 7 "memory leak" reports we have received, we were provided with scenes only in 2 of them.
In one case we were not able to reproduce the issue, everything worked fine on our hardware, so it might be system-specific.
In the other one the issue is most likely related to caustics, but we are investigating it.

If you are using caustics in your "memory leak" scenes, please try disabling them and let us know if there is any improvement.

Hey Maru

I can't remember if I sent my scene or not, however, I wasn't using caustics.  That said, I haven't experienced the same issue since but ... I've not worked on that many new scenes.  If it happens again I'll be sure to upload a scene.

14
[Max] Bug Reporting / Re: Corona displacement mod
« on: 2024-09-12, 12:29:20 »
I'd still pay extra to bring the old displacement back :)
And going 0.5px is a bit overkill. Yeah maybe if you're rendering at 2k. But for bigger resolutions you just get diminishing returns below 1.0.
For 6-8k you could probably even go with 2.0px and get really similar results, with way better ram usage.

I'd love to be able to test it and find out

15
[Max] Bug Reporting / Re: Corona displacement mod
« on: 2024-09-11, 21:26:01 »
I discovered this a while back https://forum.corona-renderer.com/index.php?topic=40964.msg216903#msg216903

I'd still pay extra to bring the old displacement back :)

Now that we've all got machines with NASA level RAM quantities in order to work with Corona, we shouldn't be getting stuck on the number of triangles it can handle.

The more tech advances, the more clients want that extra detail, fidelity and resolution.

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