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Messages - TomG

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4576
That's good to hear :) It is entirely up to the render farm which version they support, so what happens with the RC1 (or daily builds, etc.) is their choice, so it is good to hear that RC1 is supported there!

4577
Most likely this will only happen with the final of Beta 1, as RCs are still "in development". Once Beta 1 final is out, the Download page on our site will update to point to Beta 1, and that's when the render farms will call it the current official release.

4578
[Max] Daily Builds / Re: Daily builds version 2
« on: 2017-12-18, 15:40:04 »
Best not to store a bookmark to the dropbox, since it can and does move. Best place to look for the link (I think) is here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds


4579
[Max] Daily Builds / Re: Daily builds version 2
« on: 2017-12-15, 15:13:47 »
Bear in mind that the "noise level" is not an exact science at the end of the day, and your eyes should be the final judge :) As part of moving to 1.7, for example, you could raise the noise level from 5% to 6% or even 7% and get visually the same amount of "cleanliness" in the image. There could be  something there worth investigating, but ultimately if a noise level result changes from 6% to 6.5% but the image looks better and renders just as fast or faster, then your eyes are the true judge and the shift in measured noise level is just that, a shift in how it is measured and not a shift in actual image quality.


4580
In C4D, you can't - for IR, you'd need to run that in the VFB (you can use C4D's native Interactive Render Region, but it's not the same as our own IR, so best option would be to run IR in the VFB).

4581
I suspect something internal to the CoronaLight material changed between the early Alpha and current dailies, so that a scene saved back with the early Alphas may no longer be compatible. Could be one for the devs to check, in case such things should not be happening :)

In the meantime, glad we have your scene working again!

4582
Just wondering as you said the scene worked in the earlier Alpha, so was thinking it was maybe created and saved back then? If so, something may have changed in the way things are handled (internal stuff - that would be one for the devs). For me, deleting the light material and creating a new one solved the problem, but it wouldn't render otherwise, it just froze. Cinema 4D R19 here. Note, I mean when the scene was created and saved, not when it was rendered :)

4583
By deleting the CoronaLight material and creating a new one and pasting that onto the plane in place of the old one, all worked for me - looks like some change in the CoronaLight material has happened between when the scene was created and the latest version?

I set the new Light material intensity to 10, and lowered the threshold, and bloom and glare then works as expected.

4584
Was the scene created and saved with an earlier version of Corona? Because it won't render at all for me, it just locks up - probably best is to rebuild the scene from scratch, if it was created in an earlier version.

4585
The one thing I did note - if I enabled bloom and glare after the render was complete, it did not activate until something in the VFB was updated (change a value for bloom and glare, or just zoom in and out). It was like the VFB did not refresh just from enabling the b&g. That wasn't an issue if IR was running. So, something of a bug there :) But doesn't explain it not working at all in this scene.

4586
If you could share the scene, that would be awesome, as all is working as expected here. You mentioned on FB that ultimately you are planning to use a CoronaLight material on text (which is why a light material was used on the plane here), and I attach my test where this is working as expected. To diagnose why things are not working in your scene, we'd really need the scene, in order to test it directly ourselves. Thanks!


4587
[Max] I need help! / Re: Denoising Animation
« on: 2017-12-07, 16:47:23 »
Corona denoising at present is CPU only.

You can use "Save data for later" and save to CXR format, then Denoising using the Corona Image Editor. It is possible to batch script the CIE, so that you can indeed denoise animations which are saved out as a sequence of files.

See https://forum.corona-renderer.com/index.php?topic=16428.0

4588
[C4D] General Discussion / Re: Bloom and Glare with Alpha
« on: 2017-12-07, 16:44:40 »
It is already reported as a bug :)
https://corona-renderer.com/bugs/view.php?id=2667

I did add a note just to say it remains an issue.

4589
[Max] General Discussion / Re: Rendering bug (?)
« on: 2017-12-07, 14:36:22 »

4590
Hi all,

Starting this one as a bug report (there was a thread about it here https://forum.corona-renderer.com/index.php?topic=18034 )

Tested with Daily Build from Dec 6th, where the Corona Camera and Physical Camera should be working the same way, as the patch nodes say. I found that now a Horizontal Shift of 0.2 in the Corona Camera does correspond with a Horizontal Shift of 20% in the native Physical camera when the "Legacy" shift is off, so that now matches between the Phys and Corona Cam when there used to be a difference.

However, there is still a vertical offset in the Corona Camera that is not present in the Physical camera, screen grab attached (left is the Physical Cam, right is the Corona Cam). Note that there is no vertical offset between Phys and Corona Cam if there's no Horizontal Shift (and that there is this vertical offset between the Corona Cam with no Horizontal Shift and with Horizontal Shift). In this regard, the two cameras are not working the same, and I believe no vertical change would be expected from a Horizontal Shift of the camera?




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