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Messages - crazyman

Pages: 1 2 [3] 4 5 6
31
Gallery / Re: First renders
« on: 2014-06-30, 10:17:34 »
I like this artistic cluster fuck in the room. Lens effects are post?

32
Gallery / Re: Light Test on ambient
« on: 2014-06-23, 11:08:32 »
Tell me.. why pool edge is wrapped in plastic foil, and why this plastic is peeling off?

Everything else is very satisfactory.

33
Gallery / Re: Interior in old town
« on: 2014-06-20, 14:00:09 »
1:
overall good selection of colors, contrast etc.
- animal skin: bump and thickness missing, well done gloss
- thick white blanket: too "stiff"
- square pieces in door: more reflective?
2:
- right wall: gypsum sticking out
- carpet: fix flowers, do not use transparency shortcuts, does not look nice :)
4:
nice bloom
- terracotta too flat
5:
- again carpet and sticking out plaster
6:
- cat have white border around it
7:
- glass elements in door: could be done something to reflections and refraction? or lack of those?
8:
- give egg shell thickness and fix faceted shadows, could be issue with bump or smoothing groups
10:
- reflection in picture glass to much of waviness going on there
- also i believe Eames House Bird comes in black

Besides all above, well put together.

34
[Max] General Discussion / Re: Corona DR network problem
« on: 2014-06-20, 13:18:24 »
I bet it is missing path to one of the textures. Does not need to be diffuse, could be any missing map from material, and all goes to hell. Happens to me few times after 20h of render, before realizing it is all wrong:/

35
Gallery / Re: Sample
« on: 2014-06-20, 13:10:46 »
+4 to render skill?

36
News / Re: New VFB skinning
« on: 2014-06-19, 13:32:38 »
Actually VFB history will be very useful feature. Comparison in worst case scenario is achievable through RAM player, but having all in one place will work a way better. I believe VRay VFB has it done that way.

37
Scalability is vastly broad topic and this is not a place and time to start such a discussion. Scaling is not strictly but mostly software issue. CPUs are scaling very well as long as communication between them and shared memory is fast enough. Also you have access to huge amount of ECC memory. GPU's on the other hand, are quicker at certain tasks where precision is not main concern BUT, usually limited by on board memory.

It could be a 400% gain in speed, no?

Technically... yes, you can manually split animation in sections, but not sure is this is approach you should take while rendering animations. I am not an expert in this :)

39
[Max] Resolved Bugs / Re: Problem - Strange stripes
« on: 2014-06-17, 12:42:41 »
I made over night 5000px test render reaching 900+ pases on network, and it is all good. Any details on network/render setup may help.

40
... will corona be twice as fast in rendering?

TL:DR
It depends.

In very simple scene scenario you actually could get 200% speed. But it may heavily vary depend on scene complexity.
Assuming extra machine will be exactly in same configuration as present machine, usually you will be somewhere close to 200% speed gain,.
Just to give you example I made quick comparison for you:

Every set being rendered 3 times, and best times were taken. All render nodes have exactly same configuration. I made only 4 renders, since I do not have a lot time on my hand, but it should enough to get a picture.

Timing:
Please notice different amount of passes every picture have. I could be wrong (ask Keymaster for technical specifics) but I believe it does happen due the fact when render is finished, all nodes start dumping their work data from last update and render gaining few more passes. As you notices time is shortening for every added node, but gain is start dropping rapidly after 3rd machine were added. It took only 1 extra node to get double speed, 4 to get triple and I reckon to get to quadruple speed you will need 8 machines etc. 16, 32 ... But again do not use those numbers as guidance, since scene I used is extremely simple, and you probably going to get different figures on different scene.
Most benefit from network render gained during long lasting renders or multiple frames. When making short test renders, sometimes extra nodes are not fast enough to participate in render process due various factors. Times could be improved by: adjusting sync interval, changing amount of data transfered, improving physical connection between machines, etc.

Cheers!

41
[Max] I need help! / Re: Faceted bump render
« on: 2014-06-16, 13:12:49 »
OR just use displacement instead bump

42
Gallery / Re: artist's corner
« on: 2014-06-16, 11:56:22 »
Lovely concrete. Care to share?

43
Gallery / Re: quick project
« on: 2014-06-16, 11:54:54 »
good kickoff :)

44
[Max] I need help! / Re: Faceted bump render
« on: 2014-06-16, 11:53:41 »
Show mat settings. Are you sure you did not apply normal map as bitmap, or opposite bump bitmap as normals?

45
goodies :D

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