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Messages - TomG

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1
You got lucky that the scene last week wasn't also incredibly slow. The low RAM warning is one that has to be taken seriously - at worst, speed can drop to about 10% of what it should be (as the CPU has to wait for data from the hard drive, which is much slower than waiting for data from the RAM), or in other cases can just outright crash.

32GB of RAM is considered a minimum these days, with 64GB being more of a sweet spot (though there are users who have even more than that, for sure), so a 16GB machine is going to struggle when the scene hits any sort of complexity. There should be a link in that message that you can click on which will give advice on optimizing the scene, though the preferred solution if budget allows is simply to add more RAM :)

2
Coupla starter questions. How often are the machines set to communicate with each other? And are they all the same speed?

There is generally some overshoot possible, e.g. master machine is slower than the others (maybe because it's in use for other things at the same time, as well as hardware), so when it goes "Oh hey everybody, 3% noise, we got it!" the other machines go "Great! Ok we are stopping, and here are the last 20 passes I did since you last asked me", which across 7 machines would be an extra 140 passes. This can happen even if the controlling machine is not slower, again depends on how often they are set to checkin with each other.

What's the breakdown on how many passes came from which machines, btw?

3
No developments on this front at the moment. We plan to revisit denoising and do a general overhaul (but not for 12) of everything, including UI, so we'd look into the generalization of the Intel denoiser then.

4
DCC is Digital Content Creation or in this case Creator - ie, 3ds Max or C4D with associated version number :)

5
Corona and DCC version?

6
[Max] Daily Builds / Re: CoronaPattern playground!
« on: Yesterday at 16:04:37 »
The changes in the daily are pretty much it for the 12 release, the primary one being the ability to access both the pattern's and the base geometry's UV maps. Direction indicator should be handy too.

The caps may be useful, but these only work on holes created by the Crop Box, so if for example your source mesh already has a hole at the edge of the crop box, this will not be capped by this functionality (you have to cap the source geometry), nor will holes created by having partial tiling such as 1.2 rather than 1, just to help guide anyone doing testing on there.

The plans and answers to things on the list you posted will have to wait until 12 is out and we look ahead to future plans, as we're entering into the final run up to release in just over a month, making it all hands on deck focused on the 12 stuff only. We do have all these ideas tucked away to look over when we get there, though!

7
Actually, higher resolutions usually need less passes to visually "look as good", though I don't know how that translates into noise level. But of course it still takes longer to get there, due to the extra processing needed for all the extra pixels :)

8
Nothing to announce as yet - it will involve re-writing the export routines for ourselves rather than relying on the DCC routines, if I remember right, which is not a small undertaking. Something we definitely want to do though, just not a timeframe on it yet :)

9
Glad you got it working!

10
Please check this article covering the risks of using daily builds: Daily Builds FAQ
If you are familiar with the daily builds and know how to use them, download the newest one here:
chaos-corona-12-3dsmax-daily-2024-05-10.exe


User-Facing Improvements
  • Added accurate sampling mode for environment maps that is slower but delivers more accurate results (especially for large environment maps)
  • Added option to distinguish media based on their material (e.g. two intersecting objects with the same material will be now considered as a single volume)
  • Added option to delay Bloom&Glare computation after rendering
  • Improved the conversion from VRayMaterial to Corona Physical material (especially metals and colored reflections), this change influence also imports from Chaos Cosmos
  • Extended range of solar elevations supported by the PRG sky model, now is possible render all solar elevations down to -12 degrees
  • Added rollout in CoronaCamera to define Environment Overrides. Each override can be defined with 3 options: Inherit (default), Enable and Disable
  • Added warning about Corona not fully supporting OCIO color managment workflow
  • Added the possibility to define visibility of Corona Pattern using texmap
  • Corona VFB now displays the rendered image with correct display/view transform when OCIO color management is used
Bugfixes
  • Added back support for motion blur in Corona Standalone
  • Metalness setting in the converter is now respected when converting V-Ray and Autodesk Physical materials
  • Superfluous sky darkening by the clouds for low solar elevations removed
Regression bugfixes
  • Fixed issue with 3dsMax crashing, when CoronaCamera is created from Corona Toolbar

11
One thing I wanted to be sure was clarified - "gather info" doesn't do any denoising, it just saves the denoising info so you can apply it in the Corona Image Editor later (letting you adjust things in post, such as Radius, that is normally baked in at render time; or letting you swap between the AI denoisers). So if you do choose "gather info", the saved image is expected to be noisy until you run it through denoising in the CIE.

12
Looks like some moire effect, since it only shows up where you can see another patterned surface behind the first. You can try hiding every layer except one, see if the grid effect disappears on the remaining layer. If so, then it's simply the visibility of one layer behind the other - in the real world example, the chains are not all in perfect alignment, so this doesn't occur, but in the case of Pattern they are all perfectly aligned and repeating, so that there is a pattern made from seeing one pattern behind another.

You could try adding some displacement to the base geometry, sort of like ripples in the way they hang, which will then randomize things a little, and / or you could try moving things around inside the geometry to be patterned so that it isn't 100% regular.

13
So long as near and far are black, inside is white, top Distance is set to be distance to only those objects that should be white, bottom Distance is set to be distance to only those objects that should be yellow, I'd expect it to work. You can just work on one layer at a time to make sure it is working as intended, before adding the next layer.

Do note that distance to involves calculations and raycasting, which means there is a fair amount of processing to be done there, compared to a decal - there's even a yellow wheelchair decal in Cosmos, for instance, so that is ready made for you :)  For the solid lines, those can just be decals without any alpha bitmap so no set up needed there, which leaves only the diagonal stripes on the left to have a bitmap made for the alpha for that decal. Wouldn't be hard at all :)

14
There won't be a hotfix this close to release, anything changed just now will just come out in the next version release (due mid-June).

15
Can you show your material set up?

Also, you might want to consider using Corona Decals for at least some of these, it will be faster and more easily controllable than Distance ;)

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