Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2017-04-24, 14:46:01

Title: Daily Builds 1.7
Post by: Ondra on 2017-04-24, 14:46:01
(http://lh6.ggpht.com/-f4I1hyHHvjQ/T0CbEgVTWtI/AAAAAAAADwI/M2muQ7p9M2o/soon-cat-bowl.jpg)

We already have some new features done, but we will wait until 1.6 proves stable, so we dont mix potential hotfixes for 1.6 with 1.7 daily builds
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-04-28, 15:46:50
working...
Title: Re: Daily Builds 1.7
Post by: warlock on 2017-04-28, 16:03:51
Looks great! Looks like my...

Max users you are so lucky... Ondra please give some breath for Blender users as well! For example interactive rendering :D :D :D


Corona will be the best!



Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-04-28, 18:02:50
Yeah we are lucky, Ondra can You give a brief description what You plan to add in to corona hair? How is it going to work?
Title: Re: Daily Builds 1.7
Post by: karnak on 2017-04-28, 18:32:35
That must be one of the famous and now even more realistic Ondra's balls. The development team uses them for debugging purposes. [1 (https://forum.corona-renderer.com/index.php/topic,13401.msg98056.html#msg98056)]
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-04-28, 21:50:05
That must be one of the famous and now even more realistic Ondra's balls. The development team uses them for debugging purposes. [1 (https://forum.corona-renderer.com/index.php/topic,13401.msg98056.html#msg98056)]

😂😂😂😂👍🏻 Its have to be extrarealistic!
Title: Re: Daily Builds 1.7
Post by: thilima3d on 2017-05-01, 17:15:54
Great Ondra,

do you plan to create a specific Hair shader to control gradients (root X tip color), translucency and stuff? Or we should be able to create all of this on the default corona mtl?
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-05-03, 14:08:18
Any some news? )
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-03, 14:39:42
We will probably do hotfix for 1.6 before any 1.7 daily builds, just to fix some smaller issues in 1.6. But we are developing 1.7 in parallel, so the first daily build is going to be big
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-05-03, 16:04:58
I'm sure it will be worth waiting :] Can we know what will be fixed in hotfix?
Title: Re: Daily Builds 1.7
Post by: arqrenderz on 2017-05-03, 17:56:38
Round edges behavior checkbox change?? it will be great to choose from the start what kind of behavior the user want, instead of entering each map to change the type.
(too time consuming  for a big project)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-03, 18:41:08
tooltip translations, DR status reporting, some exotic crashes, and maybe the rounded edges old behavior (but that would basically mean having 2 completely separate versions of the code)
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-05-03, 19:38:09
I am still seeing some channels being offset in the VFB (not sure if the offset is saved with the image but it definitely happens in the VFB). When it happens, it mostly is Alpha and the Sampling Focus RE. I have no idea how to reproduce but it happened with some RCs and now in 1.6 final. A reason might be rendering in high resolution (6K+), I didn't see it with lower resolutions yet.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-03, 19:39:54
Hi,
1) try rightclicking it - is the pixel probe in agreement with displayed values?
2) Dump us CXR when it happens and upload it for debugging
3) what does copy to max button do? offset image or not?
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-05-03, 21:29:43
Hi,
1) try rightclicking it - is the pixel probe in agreement with displayed values?
2) Dump us CXR when it happens and upload it for debugging
3) what does copy to max button do? offset image or not?
1) it reports values as if there's no offset (clicking on black area in alpha reports white alpha), so it's only a visual offset it seems but the data is correct.
2) will do when come across it in a simpler scene
3) in Max VFB all channels are shown correctly, no offset.
Title: Re: Daily Builds 1.7
Post by: Frood on 2017-05-04, 09:19:08
Ah, good to know that the CXR dump can help with this. Happened two times here, recently exactly like pokoy describes it.

I have no idea how to reproduce

Same here.

Edit: Is there any bug report about this? I could not find one.


Good Luck

Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-04, 10:28:16
then go ahead and create a case, it will get buried here
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-05-04, 12:30:22
I am still seeing some channels being offset in the VFB (not sure if the offset is saved with the image but it definitely happens in the VFB). When it happens, it mostly is Alpha and the Sampling Focus RE. I have no idea how to reproduce but it happened with some RCs and now in 1.6 final. A reason might be rendering in high resolution (6K+), I didn't see it with lower resolutions yet.

reproduced & fixed
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-05-04, 13:39:30
I am still seeing some channels being offset in the VFB (not sure if the offset is saved with the image but it definitely happens in the VFB). When it happens, it mostly is Alpha and the Sampling Focus RE. I have no idea how to reproduce but it happened with some RCs and now in 1.6 final. A reason might be rendering in high resolution (6K+), I didn't see it with lower resolutions yet.

reproduced & fixed
Great, thanks!
Title: Re: Daily Builds 1.7
Post by: WalterSulivan on 2017-05-06, 20:49:16
I was thinking about corona for maya but changed my point of view after I tried to make architectural interior modeling with tons of geometry and oceans of object pieces   
maya becomes inadequate and slow when working with such scenes without layering and post work
I don't think mayas corona will have even half amount of 3d max customers if maya will ever happen , maya is not for heavy cad architecture
but with max, corona is out of competition , best ever renderer and developer team is accelerated on GPU))   

so here is my question ,if 1.7 will be released soon, what about 1.8 roadmap ?

Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-05-08, 22:28:06
I was thinking about corona for maya but changed my point of view after I tried to make architectural interior modeling with tons of geometry and oceans of object pieces   
maya becomes inadequate and slow when working with such scenes without layering and post work
I don't think mayas corona will have even half amount of 3d max customers if maya will ever happen , maya is not for heavy cad architecture
but with max, corona is out of competition , best ever renderer and developer team is accelerated on GPU))   

so here is my question ,if 1.7 will be released soon, what about 1.8 roadmap ?



We barely got to 1.6, you expect 1,7 soon and ask what will 1.8 bring? This is just priceless

PS. Did you mean CPU?
Title: Re: Daily Builds 1.7
Post by: Fluss on 2017-05-10, 11:18:30
I'm ready to drop my shopping list 🙂
Title: Re: Daily Builds 1.7
Post by: ts_berlin on 2017-05-10, 12:36:22
Hey,
how can I get access to the 1.7 DailyBuild, isn't it under normal dropbox-folder ?!

best, Tom
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-05-10, 12:40:33
There haven't been any 1.7 daily builds yet. We should resume daily builds soon(tm) and they'll be put in the normal dropbox folder.
Title: Re: Daily Builds 1.7
Post by: ts_berlin on 2017-05-10, 12:43:01
ah...okay I've reading about bugfixes for 1.7., so I thought there is already a version released....
so - Thx
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-05-15, 14:54:35
when when when? )))
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-15, 15:36:04
soon soon soon ;)
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-05-15, 16:50:29
soon soon soon ;)

I hope so so so :D
Title: Re: Daily Builds 1.7
Post by: soso on 2017-05-16, 06:00:41
I hope so so so :D

Are u calling my name? What's up?
:)
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-05-16, 07:54:27
soon soon soon ;)

Thanks Thanks Thanks
not installed yet, but I guess its hotfix for 1.6?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-16, 09:14:25
it will be released as hotfix if everything goes well... so test test test ;)
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-05-16, 09:20:38
what is new in the 15.5.2017 build?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-16, 09:28:19
see https://forum.corona-renderer.com/index.php/topic,15845.0.html
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-05-16, 11:04:27
Great job on rounded edges legacy switch and regions too.
Title: Re: Daily Builds 1.7
Post by: ask3r on 2017-05-16, 13:08:59
Thanks for plans to release as hotfix for 1.6!
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-05-16, 13:12:04
does it mean that some of 1.7 features will come bundled in 1.6 hotfix?

smile......
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-16, 13:28:43
does it mean that some of 1.7 features will come bundled in 1.6 hotfix?

smile......
nope... you have to test hotfix first, after it is out, we will release features
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-05-16, 13:33:09
OK ondra...
Big Thanks !
Title: Re: Daily Builds 1.7
Post by: Marijan on 2017-05-16, 18:52:35
thanks for round edges!
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-05-16, 18:59:51
About round edges map, if old behaviour checkbox is there to stay permanently (i guess it is), then i think it could be worth to think a better name for it, than legacy behaviour.
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-05-16, 19:12:08
About round edges map, if old behaviour checkbox is there to stay permanently (i guess it is), then i think it could be worth to think a better name for it, than legacy behaviour.
Maybe we could get more fine-grained controls about elements within an object and general object treatment for 1.7 instead of keeping the legacy checkbox. For example, I miss an option to define exact behavior for foreign objects. Right now the self object produces negative bump while foreign objects produce positive bump - I'd like to be able to control both so both would produce negative bump, for example... If we get these options and controls, a legacy checkbox (probably) wouldn't be necessary anymore. While it's a great map it could be extended so anyone can tailor the effect he's looking for.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-05-16, 19:17:37
As a heavy user of the docked IPR,
I would love having an option
To scroll through render elements
Inside that small viewport....
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-05-18, 06:28:33
Corona_2017-05-15 build triggered Avast on running DR after installation was finished,and one of the nodes refused to run DR unless I disabled Avast
maybe you need to contact Avast and tell them to add Corona to the safe list.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-05-18, 14:19:38
Making sure that firewall or antivirus is not blocking anything is the first thing recommended when dealing with DR issues, and I also think it would be impossible to contact all antivirus companies, so not sure if this will ever happen.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-05-18, 14:27:49
WOW
maybe the same for 1.8?
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-05-18, 14:34:05
Well, each of us already has several fulltimes worth of features planned for 1.8 :) But please make separate feature requests for everything you'd like to see in Corona VFB and we'll see what we can do.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-05-18, 18:51:27
Ok... try to describe what I exactly want to see in Corona VFB
Main features are:
1) Set focus distance
2) View Navigation
3) Select object + Get object material
for more details see
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-05-19, 10:43:39
WOW
maybe the same for 1.8?

What's wow about it? CoronaVFB does same things as VrayVFB, but VrayVFB does them significantly worse. They have worse glare, worse tonemapping options and worse implementation of history.
Corona is only missing pick object in VFB and set DoF focus in VFB, those are relatively minor things and are somewhere in the TODO list AFAIK.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-05-19, 11:17:02
Yes, I would also say those are definitely "nice to have", but probably not essential. Or in other words there is a lot of more important tasks right now.
Title: Re: Daily Builds 1.7
Post by: Frood on 2017-05-19, 13:31:09
Corona is only missing pick object in VFB and set DoF focus in VFB

Agree. Even picking objects is a questionable feature assuming there will be another internal VFB buffer needed for stuff like that.

there is a lot of more important tasks right now.

Totally agree: Bug fixing, fixing bugs and consolidating existing features by fixed bugs - just to name some ;]


Good Luck



Title: Re: Daily Builds 1.7
Post by: romullus on 2017-05-19, 14:23:34
From that video Vray's bloom and glare indeed looks like of inferior quality compared to Corona, although blazingly fast.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-05-19, 14:54:29
although blazingly fast.
I guess it's because it's on GPU.
This is planned in Corona too.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-05-19, 14:59:03
Corona? GPU?
Care to elaborate on that?
:-)
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-05-19, 15:12:23
We are considering adding GPU acceleration to the post-processing - but post-processing only, not the rendering! We are still proudly-CPU based in that regard :) Post-processing is the kind of area where GPUs can do well without drawbacks and limitations due to the nature of the calculations involved.

Aha, found the time in the video - you can hear about it in the interview from SOA Academy Day 7 last year, https://youtu.be/QP1oCoy1al4?t=10m56s (https://youtu.be/QP1oCoy1al4?t=10m56s)
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-05-19, 23:32:09
From that video Vray's bloom and glare indeed looks like of inferior quality compared to Corona, although blazingly fast.

No, it's also significantly slower than Corona's even on GPU. The reason it looks fast on the video is it's just 750*400 resolution.
Title: Re: Daily Builds 1.7
Post by: WalterSulivan on 2017-05-22, 01:36:57
Regarding GPU , I use corona for architecture exterior/interior .
day ago I've done livingroom interior for my client , rendered 1920x1080 in 17 minutes + denoiser
lots of lights and models, most of them with quite complicated shader trees (in other words not just textures with default settings) .

using 5820k/4300mhz . I don't need GPU at all
Corona is better than all other archviz and concept renderers
 
Title: Re: Daily Builds 1.7
Post by: cgiout on 2017-05-22, 14:31:44
With latest daily (2017-05-15) max crashes continously while loading scenes.
Does it happen to me only? Going back to official 1.6 release everything works smoothtly.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-22, 14:58:54
With latest daily (2017-05-15) max crashes continously while loading scenes.
Does it happen to me only? Going back to official 1.6 release everything works smoothtly.
minidump?
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-05-22, 18:11:49
Will there be a separate daily build of CIE available soon? I'm asking because I'd like to get 16bits tiffs and alpha channel support without the need to install Corona DBs when in production.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-05-22, 20:30:29
Will there be a separate daily build of CIE available soon? I'm asking because I'd like to get 16bits tiffs and alpha channel support without the need to install Corona DBs when in production.

If you choose custom installation you may select only the CIE. Only the selected components are updated to the new version while all others are left untouched.
Title: Re: Daily Builds 1.7
Post by: cgiout on 2017-05-22, 23:54:08
With latest daily (2017-05-15) max crashes continously while loading scenes.
Does it happen to me only? Going back to official 1.6 release everything works smoothtly.
minidump?
I'll install daily again and let you know if it happens again with a dump this time.
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-05-23, 18:58:31
Hi Ondra. Installed todays build, and found that the Material Converter didn't show latest version because the lack of "_v1.36" in the name.

Regards
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-05-24, 07:45:51
Will there be a 1.6.1 with these latest fixes (like legacy rounded edges), or should I use the latest daily? Is it considered "stable"? I've been waiting for a fix for the rounded edges before updating our farm and workstations.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-05-24, 09:01:31
Will there be a 1.6.1 with these latest fixes (like legacy rounded edges), or should I use the latest daily? Is it considered "stable"? I've been waiting for a fix for the rounded edges before updating our farm and workstations.
the current daily will be released as hotfix if everything goes well. Right now we are testing it
Title: Re: Daily Builds 1.7
Post by: Nekrobul on 2017-05-24, 11:56:18
I found minor isue with adaptive noise calculation, seems like the noise from caustics generated by secondary bounces from reflective surfaces such as mirrors high reflective mirrors are not being calculated in noise treshhold.

For example we have interior with a wall covered in mirror and only artaficial lithing (hallway) and caustic noise will remain even after 100-200 pases nevertheles noise treshold will say that the image is clear out of noise.

And a little tweak along to skip this situation if someone will have problems with it - Use rayswitch with simple gray corona mtl for GI on large mirrors to prevent caustics generation or metalish material with blurred reflections to make caustics softer and easier to sample.

In attachment explanation images.
Title: Re: Daily Builds 1.7
Post by: BorderLine on 2017-05-24, 20:36:21
Sorry but where is Daily build dropbox ?
Thanks
Title: Re: Daily Builds 1.7
Post by: maru on 2017-05-24, 21:00:56
Sorry but where is Daily build dropbox ?
Thanks
Everything is here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015
Title: Re: Daily Builds 1.7
Post by: BorderLine on 2017-05-24, 21:24:17
Thanks !
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-05-25, 10:05:23
I remember reading that substance materials were unstable while using the IPR in 1.5.2, was this fixed in 1.6?
Title: Re: Daily Builds 1.7
Post by: maru on 2017-05-25, 15:44:02
The error message is still there in 1.6 if you add a Substance material to the scene, so I would advise caution:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000675860
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-05-25, 16:49:41
The error message is still there in 1.6 if you add a Substance material to the scene, so I would advise caution:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000675860

Ok, thanks. Pity.
Title: Re: Daily Builds 1.7 Problem with saving DR slaves list and gather data DN
Post by: denisgo22 on 2017-05-27, 13:41:06
1.Exist problem with saving by default DR slaves names list///
For new scenes Every time needed to write names of the servers in list tab or load this from file or making "Search LAN" option, after restarting 3d max or opening scenes///
In vray, for example,the once-entered names remain forever, even after restarting 3dmax and create new scene////

2.Also exist problem with /Gather Data for DeNoise filter///
It's simple not working, not saving data for DeNoise filter for later working with image in Corona Image Editor ///
3.Also very useful may be option or button for --  Remove --   LightMix elements from scene---- (if exist option "Setup LightMix"/ :) Instead of doing this manually.:)
For example--- after baking Lightmix to scene lights///
 For faster working with Denoise /Apply only for Beauty pass/ and
cxr. file size, and after adding new light's in scene, and etc,etc,etc.///

max 2017, Corona DB 15 2017


Title: Re: Daily Builds 1.7 Problem with saving DR slaves list and gather data DN
Post by: mike288 on 2017-05-29, 11:01:16
1.Exist problem with saving by default DR slaves names list///
For new scenes Every time needed to write names of the servers in list tab or load this from file or making "Search LAN" option, after restarting 3d max or opening scenes///
In vray, for example,the once-entered names remain forever, even after restarting 3dmax and create new scene////

2.Also exist problem with /Gather Data for DeNoise filter///
It's simple not working, not saving data for DeNoise filter for later working with image in Corona Image Editor ///
3.Also very useful may be option or button for --  Remove --   LightMix elements from scene---- (if exist option "Setup LightMix"/ :) Instead of doing this manually.:)
For example--- after baking Lightmix to scene lights///
 For faster working with Denoise /Apply only for Beauty pass/ and
cxr. file size, and after adding new light's in scene, and etc,etc,etc.///

max 2017, Corona DB 15 2017
ad 2: does it happen all the time? or only in some particular scene? what the editor tells you when you try to denoise the image?
Title: Re: Daily Builds 1.7 Problem with saving DR slaves list and gather data DN
Post by: Frood on 2017-05-29, 11:53:56
For new scenes Every time needed to write names of the servers in list tab or load this from file or making "Search LAN" option, after restarting 3d max or opening scenes///

The list (+state) is stored in the scene files, it should be there when opening scenes just as you saved them. If not, it´s a indeed a bug, I never had that problem though.

You can additionally put nodes into your MaxStart.max file which is automatically loaded when you start max or when doing a "Reset" from the max menu (not when selecting "New"/"New all"). Or maybe feed some template with them.


Good Luck



Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-06-01, 11:37:31
Dai-ly! Dai-ly! Dai-ly!
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-01, 14:40:55
Dai-ly! Dai-ly! Dai-ly!
why? Do you want some new features? ;)
(https://ctrlv.cz/shots/2017/06/01/QsQb.png)
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-06-01, 15:04:20
Wow! Trump Hair Simulator! You guys are AWESOME :)
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-06-01, 17:36:01
That amount of noise is quite concerning though :) Especially after almost 5 minutes of rendering in such a tiny resolution. I suppose optimization is still to be done, right? :)
Title: Re: Daily Builds 1.7
Post by: sprayer on 2017-06-01, 17:55:49
can somebody check slowing down render time layered material about in 2-3 times then 1.5.2?
also it's looks different

Edit, ok maybe slowing down not so much but still it is slower and looks different
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-06-01, 19:10:01
That amount of noise is quite concerning though :)

Is that a noise or simulated dandruff? :]
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-01, 21:05:41
it is actually covfefe
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-06-02, 01:57:37
I am having this issue even with the latest 1.6.1 where render finishes and keeps cleaning for as long as you let it, and if you save the exr it doesn't save the render elements unless you choose save all and it takes a long time then for large renders. very annoying... could be related to scene though it doesn't happen with all projects.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-06-02, 09:59:11
Cool. But i cant wait to use multi-map with its improwed feature randomization by mesh elements
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-06-02, 11:24:55
I am having this issue even with the latest 1.6.1 where render finishes and keeps cleaning for as long as you let it, and if you save the exr it doesn't save the render elements unless you choose save all and it takes a long time then for large renders. very annoying... could be related to scene though it doesn't happen with all projects.

Could you please re-post this into bug reporting section or open a bug report on mantis? This isn't exactly a 1.7 daily feedback and will just get burried here and be forgotten.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-06-05, 11:11:18
Dai-ly! Dai-ly! Dai-ly!
why? Do you want some new features? ;)
(https://ctrlv.cz/shots/2017/06/01/QsQb.png)

Ondra tomorrow its my birthday, so... about that Hair and new daily..
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-06-05, 12:26:16
yeah... once again... when when when ? )))
Title: Re: Daily Builds 1.7
Post by: antanas on 2017-06-14, 13:35:09
God, we need this
and that
in Corona too )))
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-06-14, 15:21:45
haha, so who's gonna request a quote :- ) ?

http://www.xrite.com/categories/appearance/total-appearance-capture-ecosystem/tac7

I need to know the PRICE

Edit: Holy shit, 270kg. 4 monocromatic cameras at 0º, 22.5 º, 45º and 67.5º
illumination with 20+ white LEDs
3 spectral filter wheels and a motorized Linear Light Scanner

Edit2: Requested a quote ! Let's see :- D
Title: Re: Daily Builds 1.7
Post by: antanas on 2017-06-14, 18:39:39
Well yeah that thing is awesome, huge, heavy and probably pricey as hell - I didn't even bother to check the price even if I would surely want such a thing or at least some smaller cheaper and portable version of it )) anyway, some materials made using it might appear for everyone to use after some time + when you do some outsource work with some companies which own it or have access to it well you get the drift ...
The first video shows material library from Mitsubishi which is free and available to use even now, well not to us yet but still )
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-06-14, 23:13:33
Have you already checked this?

http://dabarti.com/capture/

No need for quarter tone EQ, just forllow the Tutorial.
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-06-15, 00:15:44
Have you already checked this?

http://dabarti.com/capture/

No need for quarter tone EQ, just forllow the Tutorial.

That's not even comparable.

Basic photometric stereo capture has been here for 20 years. It's already inside Substance too, so I don't see why anyone would bother with this precompiled script.

This scan gives true reflectance map (which cannot be captured by basic stereo, Megascan and all others just extrapolate it from normal map), IOR, Anisotropic,etc..  just like the Vray's BRDF scanner.
Title: Re: Daily Builds 1.7
Post by: lacilaci on 2017-06-15, 07:00:30
Have you already checked this?

http://dabarti.com/capture/

No need for quarter tone EQ, just forllow the Tutorial.

That's not even comparable.

Basic photometric stereo capture has been here for 20 years. It's already inside Substance too, so I don't see why anyone would bother with this precompiled script.

This scan gives true reflectance map (which cannot be captured by basic stereo, Megascan and all others just extrapolate it from normal map), IOR, Anisotropic,etc..  just like the Vray's BRDF scanner.

I'd like to see how the results compares to a 'gheto' setup and substance 'scans' though... You think the results will be worth it?
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-06-15, 09:07:57
Off-topic :- D

The "ghetto" (nothing ghetto when it's done inside Megascan box) setup can give you actually better coverage, nothing stops you from using stereo on 1x1m... the Megascan is 50x50 inside 100x100cm box. That's a lot better than X-Rite or Vray's scanner.
Properly calibrated with Macbeth chart the Albedo should be very close (but not on their extremes, the blacks and white are rather arbitrarily calibrated) and you will get same quality of normal map which you can turn into height map.

That's were similarities end. 'Basic' stereo can't capture metallics or other pure specular materials, actually they can't even capture wood properly due to anisotropy, there is a reason you don't see any on Megascan yet...
This scanner gives you identical copy of real-material, 1:1, 99.5perc if you use the resulting BRDF and not just set of maps. For Car or Furniture industry, you can be absolutely sure you are getting true look. That's pretty cool stuff.
Title: Re: Daily Builds 1.7
Post by: antanas on 2017-06-15, 19:05:14
Well that's why I didn't compare it to any photogrammetry (which I do quite a lot) soft or methods out there ))
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-06-19, 15:14:58
If not daily, then at least some teasers to keep the hype going...
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-19, 18:00:50
enough? ;)
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-06-19, 18:46:30
Yep. For today.
Title: Re: Daily Builds 1.7
Post by: Noah45 on 2017-06-19, 23:08:14
we need a 1.5 to 1.6 fury.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-06-20, 13:09:08
sorry...didnt get whats new in the assets tracking window...? what am i missing ? :-)
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-06-20, 13:12:32
sorry...didnt get whats new in the assets tracking window...? what am i missing ? :-)
Some Corona specific assets like LUTs are now properly listed and can now be relocated in there etc.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-06-20, 13:26:13
sorry...didnt get whats new in the assets tracking window...? what am i missing ? :-)
Some Corona specific assets like LUTs are now properly listed and can now be relocated in there etc.


Thanks Mate!
Title: Re: Daily Builds 1.7
Post by: jjaz82 on 2017-06-20, 17:32:22
haha, so who's gonna request a quote :- ) ?

http://www.xrite.com/categories/appearance/total-appearance-capture-ecosystem/tac7

I need to know the PRICE

Edit: Holy shit, 270kg. 4 monocromatic cameras at 0º, 22.5 º, 45º and 67.5º
illumination with 20+ white LEDs
3 spectral filter wheels and a motorized Linear Light Scanner

Edit2: Requested a quote ! Let's see :- D

 I've heard numbers around 150k €, an amazing machine but only for small tileable material, I think the potential of this system is expressed in the world of product rendering, where a particolar material must be reproduced perfectly.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-06-20, 23:02:58
enough? ;)

Can someone elaborate on how can we use fractal as bump? Im not sure if I understand what potental it has
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-20, 23:42:07
you can also use distance tex, falloff, and any number of nodes that do not support bump on its own. Also for example noise map has incorrect implementation of bump, so this method will yield better results
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-06-20, 23:44:40
enough? ;)

Can someone elaborate on how can we use fractal as bump? Im not sure if I understand what potental it has
We needed this, it's true,  but in 2.0 version, When everything else will be fine already :)))
About New bump node for correct conversion all types of procedural maps, we needed this NOW:))
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-06-20, 23:53:26
The new daily will be sooo awesome!!!
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-22, 00:31:34
new daily is out... check out the hair, bump converter, and uvw randomizer. The hair support is still WIP though ;)
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-06-22, 00:38:10
 awesome miracle!!!
How could it be all in so short time?!! :0
Title: Re: Daily Builds 1.7
Post by: yohann on 2017-06-22, 01:32:59
new daily is out... check out the hair, bump converter, and uvw randomizer. The hair support is still WIP though ;)

Thank you Ondra, thank you so much! We are very glad with this new daily! Ornatrix working in amazing f****** quality!

Cheers from Zombie Studio!
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-06-22, 01:38:09
Awesome release!!   I am a little curious about the new bump converter? what is it that it technically does differently?  and it turns things into a bump map, not a normal map correct?

It looks great and seems to be sharper? but using a high res rgb texture as the base, it's hard to see that much difference?
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-06-22, 07:50:45
I appear to have a bug where max will crash to desktop if I zoom in and out in the framebuffer while rendering 3500px wide.

I don't know if its size specific, scene specific or what, but It happened 3 times in a row, and now it's been running for 22mins no problems, because I haven't touched it.

I'm talking production render, not interactive.
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-06-22, 08:58:14
How to use Corona Hair Material on max Hair&Fur? Any tips on Corona -> Hair&Fur workflow?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-22, 09:05:05
How to use Corona Hair Material on max Hair&Fur? Any tips on Corona -> Hair&Fur workflow?
This cannot be done with Hair&Fur API, I am trying to solve it with Autodesk
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-06-22, 09:06:43
I keep my fingers crossed.
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-06-22, 10:13:24
Quote
uvw randomizer

Any info on this? Sounds super useful!
Title: Re: Daily Builds 1.7
Post by: maru on 2017-06-22, 11:54:31
Quote
uvw randomizer
Any info on this? Sounds super useful!
It's similar to MultiMap. You can use it to randomly affect uvw scale/rotation/offset based on material id, object id, instances, etc.
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-06-22, 11:55:43
Quote
uvw randomizer
Any info on this? Sounds super useful!
It's similar to MultiMap. You can use it to randomly affect uvw scale/rotation/offset based on material id, object id, instances, etc.

Epic. This will save massive time on so many projects.. great work.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-06-22, 12:02:41
Major new features
  • Added bump convertor map, that converts any map to a bump map
  • Added UVW randomizer map, that allows applying random offset/rotation/scale to different objects


AAAAAAAAAAAAAAAAre you freaking serious?!!! I was prepared for bump convertor, since we knew it's coming, but uvw randomizer?! That came out of the blue. Uvw transform node was my wet dream for so many years, but i never believed that's gonna happen. Thank you Ondra oh so much!!! :]
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-22, 12:07:01
Thank Pavel who implemented it ;)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-06-22, 12:12:09
If you could kiss him from me... :D

(https://image.ibb.co/bWhfHk/index.jpg)
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-06-22, 12:16:04
Two questions:

- will the UVW randomizer also work on procedural maps? If not, here's my official request :)
- with Hair&Fur, what's the common workflow for adding a material? Will it not work with Corona materials at all until the API limitation is worked around?
Title: Re: Daily Builds 1.7
Post by: lacilaci on 2017-06-22, 12:40:49
Two questions:

- will the UVW randomizer also work on procedural maps? If not, here's my official request :)
- with Hair&Fur, what's the common workflow for adding a material? Will it not work with Corona materials at all until the API limitation is worked around?

With ornatrix it works fine...
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-06-22, 12:46:07
About the bump convertor map, how is it different from regular map in bump slot?
are there any maps that have to go through converter map to be seen by bump?

thanks for this daily !
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-06-22, 12:55:59
About the bump convertor map, how is it different from regular map in bump slot?
are there any maps that have to go through converter map to be seen by bump?

thanks for this daily !
It's meant for maps that look different when used in Bump (Cellular Map for example), and color corrections are possible with this map (gamma, contrast etc.)
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-06-22, 13:06:49
thanks pokoy !
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-06-22, 13:10:37
So far, each change in Envi using Hair shader results in cVFB perma freeze.

update. Pretty much max freeze and crash.
Title: Re: Daily Builds 1.7
Post by: Frood on 2017-06-22, 13:34:53
UVW randomizer (and multimap of course): I wonder if/why it is so difficult to code an "Element" mode? Or is this just low priority? I somehow hoped that I can trashbin all our different UVW randomize scripts using this map.

Good Luck


Title: Re: Daily Builds 1.7
Post by: Nejc Kilar on 2017-06-22, 13:45:22
Can somebody please explain to me what is the bump converter and what kind of bread do I need to spread it on?

Thanks!
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-06-22, 13:52:16
Can somebody please explain to me what is the bump converter and what kind of bread do I need to spread it on?

Thanks!
See a few posts above.
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-06-22, 15:22:22
UVW randomizer (and multimap of course): I wonder if/why it is so difficult to code an "Element" mode? Or is this just low priority? I somehow hoped that I can trashbin all our different UVW randomize scripts using this map.

Good Luck

Wait, so this doesn't work on 'Element' mode ?
Title: Re: Daily Builds 1.7
Post by: Nejc Kilar on 2017-06-22, 15:34:20
Can somebody please explain to me what is the bump converter and what kind of bread do I need to spread it on?

Thanks!
See a few posts above.

Wow, I missed that one :\ Thanks!
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-06-22, 16:05:17
UVW randomizer (and multimap of course): I wonder if/why it is so difficult to code an "Element" mode? Or is this just low priority? I somehow hoped that I can trashbin all our different UVW randomize scripts using this map.

Good Luck

Hope to see this option soon

PS
https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max

PPS
Thanks for build... looong time waiting for ))
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-06-22, 16:52:47
Each time I use VFB when I zoom in and out the max crashes.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-06-22, 18:05:21
Each time I use VFB when I zoom in and out the max crashes.

Please send minidump so that we can debug this issue.
Title: Re: Daily Builds 1.7
Post by: 3dwannab on 2017-06-22, 20:14:28
Wow, that randomiser map with take over from BerconMapping one.



Q. Pluging the material into the mr parameter section of H&F mod doesn't take affect.
AFAIK, pluging a VRay mat in works (been two years so I forget). So basically my Q. is how do you use new Corona Hair Material with the hair modifier.


Edit, 2 Bugs.

Pluging the following into the bump and displacement slot (B&D Slots)
Checker Map >> Bump Convertor map >> CoronaUVWRandomixer >> B&D slots (yields bad results)
Checker Map >> CoronaUVWRandomixer >> Pluging Bump Convertor map >> B&D slots (yields correct results)
---------------------------------
Right clicking in assest Tracking to remove missing assests doesn't work. HdCache.hdc for example.


Will post on mantis.
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-06-22, 20:28:08
Each time I use VFB when I zoom in and out the max crashes.
Can confirm///
But  for me this happened in one specific scene and after /Reset/ Corona settings now always OK:)
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-06-22, 20:52:32
Each time I use VFB when I zoom in and out the max crashes.
Can confirm///
But  for me this happened in one specific scene and after /Reset/ Corona settings now always OK:)

Reproduced, it will be fixed in the next daily
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-06-22, 21:00:28

Q. Pluging the material into the mr parameter section of H&F mod doesn't take affect.
AFAIK, pluging a VRay mat in works (been two years so I forget). So basically my Q. is how do you use new Corona Hair Material with the hair modifier.


If I am understanding correctly, then this would be the relevant answer:

How to use Corona Hair Material on max Hair&Fur? Any tips on Corona -> Hair&Fur workflow?
This cannot be done with Hair&Fur API, I am trying to solve it with Autodesk

Also is noted on the news thread that the new Hair Material doesn't work with the inbuilt Hair&Fur at present (https://forum.corona-renderer.com/index.php/topic,16588.0.html)
Title: Re: Daily Builds 1.7
Post by: 3dwannab on 2017-06-22, 21:15:23

Q. Pluging the material into the mr parameter section of H&F mod doesn't take affect.
AFAIK, pluging a VRay mat in works (been two years so I forget). So basically my Q. is how do you use new Corona Hair Material with the hair modifier.
If I am understanding correctly, then this would be the relevant answer:
... Also is noted on the news thread that the new Hair Material doesn't work with the inbuilt Hair&Fur at present (https://forum.corona-renderer.com/index.php/topic,16588.0.html)

Thaks for the link, good to know 1.7 is not backwards compatible.


Nope, that doesn't work in Corona is what I'm saying but if I remember corectly it did with VRay. But if there's still work to be done on it then I'll leave you too it.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-06-23, 11:15:45
How to use Corona Hair Material on max Hair&Fur? Any tips on Corona -> Hair&Fur workflow?
This cannot be done with Hair&Fur API, I am trying to solve it with Autodesk

Ondra, can you tell how big is the chance that you'll succeed in your fight with AD on this one? I'd love to use CoronaHair material without need to convert hair to mesh.
Title: Re: Daily Builds 1.7
Post by: Alexp on 2017-06-23, 16:11:01
Im getting these diference when I render distributed with the last 1.7 DailyBuild Jun 22 2017, With 1.6 hotfix It render well.

(https://s13.postimg.org/acsvatv5j/Untitled-1_copy.jpg)
Title: Re: Daily Builds 1.7
Post by: maru on 2017-06-23, 16:34:08
Is this the actual output from DR?
Can you show us original vs new rendering?
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-06-23, 16:36:49
We're seeing strips of varying noise levels when using DR, in 1.6.1, even when up to 30+ passes.
Title: Re: Daily Builds 1.7
Post by: Alexp on 2017-06-23, 16:49:50
Is this the actual output from DR?
Can you show us original vs new rendering?

Yes, direct from DR

This is the image without DR
(https://s16.postimg.org/4xf9sqovp/Untitled-2_copy.jpg)



Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-06-23, 17:07:57
Im getting these diference when I render distributed with the last 1.7 DailyBuild Jun 22 2017, With 1.6 hotfix It render well.

It seems the DR slave is rendering something completely different. Could you please save the EXRs rendered by the slave (there is a checkbox in DR server)?
Title: Re: Daily Builds 1.7
Post by: Alexp on 2017-06-23, 18:44:49
Im getting these diference when I render distributed with the last 1.7 DailyBuild Jun 22 2017, With 1.6 hotfix It render well.

It seems the DR slave is rendering something completely different. Could you please save the EXRs rendered by the slave (there is a checkbox in DR server)?

I will send you the EXR file next monday. Im out of my office now.
Title: Re: Daily Builds 1.7
Post by: VASLAVO on 2017-06-27, 02:13:25
Hi guys, max crashes on latest daily when interactive is on and try to change material type or map type.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-06-27, 09:49:42
Hi guys, max crashes on latest daily when interactive is on and try to change material type or map type.

I can't reproduce this. Please send minidump so that we can debug this issue.
Title: Re: Daily Builds 1.7
Post by: VASLAVO on 2017-06-27, 16:21:36
Where i send the minidump?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-27, 16:28:36
create a case at corona-renderer.com/bugs
Title: Re: Daily Builds 1.7
Post by: VASLAVO on 2017-06-27, 16:30:21
thanks, also ive send it to ryuu by private message as a dropbox link.
edit: done, id 0002762
Title: Re: Daily Builds 1.7
Post by: Roman Divoky on 2017-06-29, 20:12:00
Hi guys, I've found a few problems with latest build
1) very big steps zooming in CFB by keyboard shortcuts Ctrl++ and Ctrl+-
2) Corona Color Picker - is problem to set small color values. Smaller color values = bigger problem to set. Sometimes it adds or subtracts a few points, but values less than 20 is impossible to set
3) IR sometimes doesn't restart when you plug, unplug map or change material - it's necessary to restart it manually or move with camera

Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-06-29, 20:39:48
1) we will investigate
2) we know about this, we will be looking into ways to fix it

3) this one is interesting, as we recently changed some things around IR.  What is your 3dsmax version? Can you put together a list of actions that always result in this problem?
Title: Re: Daily Builds 1.7
Post by: Roman Divoky on 2017-06-30, 07:24:46
1) we will investigate
2) we know about this, we will be looking into ways to fix it

3) this one is interesting, as we recently changed some things around IR.  What is your 3dsmax version? Can you put together a list of actions that always result in this problem?

I'll tell you, as soon the problem occurs again. But maybe it was caused just by faulty color picker, which didn't save new color.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-06-30, 15:57:37
...
1) very big steps zooming in CFB by keyboard shortcuts Ctrl++ and Ctrl+-
...

Fixed.
Title: Re: Daily Builds 1.7
Post by: Roman Divoky on 2017-07-02, 09:31:15
a small suggestion: wouldn't it be good to restart IR, when you create/move/edit a region, after it reaches max. passes?
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-07-02, 11:28:46
Is it 3ds Max or corona's fault?

When I use physical camera, set the auto vertical shift, animate the motion and use it in batch renderer the VS is ignored after first frame.
Title: Re: Daily Builds 1.7
Post by: Frood on 2017-07-03, 09:28:39
a small suggestion: wouldn't it be good to restart IR, when you create/move/edit a region, after it reaches max. passes?

Oh, no black magic in the background please. It would be enough if we could start IR by selecting "Start IR" (https://corona-renderer.com/bugs/view.php?id=2618) :) when max passes are reached.


Good Luck


Title: Re: Daily Builds 1.7
Post by: Roman Divoky on 2017-07-03, 10:00:49
a small suggestion: wouldn't it be good to restart IR, when you create/move/edit a region, after it reaches max. passes?

Oh, no black magic in the background please. It would be enough if we could start IR by selecting "Start IR" (https://corona-renderer.com/bugs/view.php?id=2618) :) when max passes are reached.


Good Luck
or so :)
Title: Re: Daily Builds 1.7 Regular Issue
Post by: jacobhutson on 2017-07-06, 13:05:06
Getting this on regular basis with DR

DR error: Accumulating EXR from slave '192.168.31.160' failed with error: Got Iex::BaseExc: Error reading pixel data from image file "{memory}". Unexpected data block y coordinate..
Please send this file to our support: C:\Users\jacob\AppData\Local\CoronaRenderer\dr-exr-fail.exr   Learn more »

it occurs across a few different scenes
Daily 0703
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-06, 19:56:01
From latest daily changelog:

"Corona no longer uses premultiplied alpha while saving/loading EXRs"

If that is the case, then any dreams of Corona ever even remotely touching VFX industry through a ten feet pole are gone. Any software that that is connected to computer graphics even through a single strand of hair (except Photoshop with down syndrome) uses premultiplied alpha.

I am seriously hoping this was either a typo in changelog or late april fools.
Title: Re: Daily Builds 1.7
Post by: racoonart on 2017-07-06, 19:57:58
Yep, same here. I haven't tested it yet but unpremultiplied output sounds very wrong. Some comment on that would be appreciated
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-07-06, 20:18:03
Wondered about this, too.

The thing that hurts about 'hard' changes like this is that you may end up with unusable output when re-rendering older scenes. Things that affect output radically should be made optional.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-07-06, 22:34:36
Saving to EXR done by Max, i.e. via the Save button in VFB, does not (and didn't) premultiply by alpha. The changelog refers to Corona Image Editor and Corona Standalone. There is no Max involved and we have to implement the saving on our own. Until now we have been premultiplying by alpha as EXR standard requires. But that was producing different results than in Max (because Max does not do the premultiplication). We have just changed our implementation to match the Max's one.

Premultiplication by alpha is just an optimization trick from old times. Today it does not make much sense to do it since computers have enough power to use unpremultiplied images. The premultiplication itself adds no further info to the image.

The EXR format expects the data to be premultiplied. But unfortunately most software does not take care. We did. But it was several times reported as a bug. We have decided to match the Max in this because even it is wrong from the EXR's perspective, users expect it.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-07, 08:58:02
Whew... false alarm then... I was scared to death by a thought that Corona in Max would stop saving EXRs with premultiplied alpha.

Anyway, I still think you got it upside down. If it works like in 3ds Max, then it does store images with premultiplied alpha, not without it. Even official 3ds Max documentation says so: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-E49782BE-6486-4B9D-929A-7A02535F1829-htm.html

And images outputted from 3ds Max indeed have correct alpha when loaded into compositing packages, just like images from any other software that use premultiplied alpha.

Afaik it is not an optimization, but a means of ensuring that images with alpha channel compose on top of each other correctly in post.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-07, 09:13:28
I've dug around some more, and it seems that the Photoshop (which everyone hates when it comes to handling EXR alpha) is only mainstream image processing software out there that expect straight instead of premultiplied alpha. All the other mainstream packages, such as Nuke, Fusion, Resolve, and so on, expect Alpha to be premultiplied - which output from 3ds Max indeed seems to be.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-07-07, 11:14:47
Whew... false alarm then... I was scared to death by a thought that Corona in Max would stop saving EXRs with premultiplied alpha.

Nothing has changed there. Saving to non-CXR formats in VFB is being done by Max.

But notice that it DOES NOT premultiply by alpha (and IMHO it never did). One can easily try it: render a scene, inspect some pixel having alpha between 0.0 and 1.0 with VFB's pixel probe, take the tone mapped float red value, and power it to 2.2. You will get a value of a red component in that pixel after saving to EXR (you can inspect it with CIE, for instance). If you further multiply it with that pixel's alpha (which what the premultiplication is), you will get a different value than Max has stored. That implies Max does not premultiply. And yes, CIE in the "original" column shows truly saved values for just opened EXRs.

Anyway, I still think you got it upside down. If it works like in 3ds Max, then it does store images with premultiplied alpha, not without it. Even official 3ds Max documentation says so: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-E49782BE-6486-4B9D-929A-7A02535F1829-htm.html

Yes, I know that article. IMHO it is a lie because they do not do it, as far as I can tell.

And images outputted from 3ds Max indeed have correct alpha when loaded into compositing packages, just like images from any other software that use premultiplied alpha.

Premultiplied alpha is not about the alpha channel itself. Premultiplication means "take red/green/blue and multiply it by alpha, then store results + the alpha itself". Nothing more. It changes colors and the loading software must be aware of this and handle it properly. The difficulty is that from an image you cannot tell whether it has been saved premultiplied or not. That is why image formats define it - like EXR, the standard expects its data to be premultiplied. But nobody seems to follow it. We have decided to ignore it too - in our custom saving handler, used in CIE or Standalone, because of the others. The premultiplication brings more troubles with actually zero benefits, see below.

Afaik it is not an optimization, but a means of ensuring that images with alpha channel compose on top of each other correctly in post.

It is, as you can see from the above described principle - one can do it any time later. So any composing software can do it while it is actually composing. Technically, it is not required to do by every image producer.

The premultiplication is just a trick how avoid one multiplication per pixel while composing images on top of each other. It is an often done thing and in old times it made sense to save the data already premultiplied so it wouldn't need to be done every time using the image. But with performance of today's computers, plus/minus one multiplication per pixel makes no difference. On the contrary, the premultiplication brings troubles and misunderstandings like this. Unfortunately, EXR authors have decided to stick to the old times in this. I don't know why and from my perspective it was wrong.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-07-07, 11:21:43
I've dug around some more, and it seems that the Photoshop (which everyone hates when it comes to handling EXR alpha) is only mainstream image processing software out there that expect straight instead of premultiplied alpha. All the other mainstream packages, such as Nuke, Fusion, Resolve, and so on, expect Alpha to be premultiplied - which output from 3ds Max indeed seems to be.

If you are OK with outputs of 3ds Max, you will be satisfied with outputs of the editor and standalone. The point of the change was to make it the same way as in Max. We hesitated because it goes against the standard, but we had to do it to be compatible with other (wrong) implementations.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-07, 11:23:13
There's been actually one very well known thread where adobe engineer fought many folks from high end vfx houses about the multiplication of alpha:
https://forums.adobe.com/thread/369637

It's very interesting 5 pages of reading with points of view from both camps.

Non the less, I think I've found out cause of all the confusion and misunderstanding. The post by Master Zap from the thread in the link above sums it up I think:

Quote
The error here is that Chris is interpreting the word "premultiplied" literally. Many people do, incorrectly. I really hate the word, actually, because it leads you to believe it's literal meaning, that something has been multiplied with something "before" (i.e. "pre" something).

THAT IS WRONG. It is a total misrepresentation of what "premultiplied" means.

I don't know what a better word would be, but it's meaning is "dont' multiply the color-channels with alpha".

I.e. in non-premultiplied (aka "straight" alpha), a compositing operation would be

r = fg * fg.alpha + bg * (1 - fg.alpha)

And in "pre multiplied" the compositing math is

r = fg + bg * (1 - fg.alpha)

Notice the lack of a multiplicatoin on the fg? This is what lead the people to name this to say it is "pre multiplied". It isn't, really. It just means IT HAS THE PROPER RGB DATA TO BE ADDED TO THE MATTED BACKGROUND. This is *****NOT****** and I repeat * N * O * T * the same as "having already premultipled it with alpha"

Because this is a completely legal premultipled RGB color (1.0,1.0,0.0,0.0).

This is 100% transparent luminiscent yellow.

When composited properly, according to r = fg + bg * (1 - fg.alpha) it ends up ADDING yellow on top of the (unmodified) background. This is a very common workflow that renderers output such channels.

The whole idea that for a zero alpha, RGB data is always zero (or can legally be thrown away) is WRONG. It is a complete misinterpretation of the concept of "premultipled" alpha. It is a total misunderstanding, going so far as some documents claiming this "illegal" completely erroneously.

(For street cred of my position, since that seems necessary here, I had this discussion with Alvy Ray Smith, the guy who *invented* the Alpha channel, and he agrees with me on this).

/Z

So everything is fine, it's just confusing empirical terminology I guess :) Even Autodesk folks themselves seem to have been misled by the wrong interpretation of the term, and so did we, users:)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-07, 12:11:57
*shrug* This is why we cannot have nice things. Let's just change the changelog to "made compatible with 3ds max"
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-07, 12:57:14
So everything is fine, it's just confusing empirical terminology I guess :)
So, even computer graphics has its alternative truth then ;)
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-07, 13:34:40
So everything is fine, it's just confusing empirical terminology I guess :)
So, even computer graphics has its alternative truth then ;)

(http://i2.cdn.cnn.com/cnnnext/dam/assets/170207070302-01-donald-trump-0202-exlarge-169.jpg)
Title: Re: Daily Builds 1.7
Post by: SoniKalien on 2017-07-10, 02:33:29
How do we apply the CoronaHairMtl? For example, I have a camferbox in max 2017, uv unwrapped. I apply a HairFur WSM to it.

I cannot get the hairs to change colour at all - they render with the default brown. Apllied (any) material to cmferbox only changes the box material. Also tried setting to render MrPrims with the coronahairmtl in the mrshader box and as expected didnt work. Render as gemotry has no effect. Changing colours in the HairFur settings box also has no effect...
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-07-10, 10:26:11
Currently Hair material can't be adjusted when working with H&F. We have to wait and pray for proper support.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-10, 10:32:29
done
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-07-10, 10:34:28
(http://community.spartangames.co.uk/uploads/gallery/album_853/gallery_3406_853_429.jpeg)
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-07-10, 16:06:55
done
Greattt news!!!
Title: Re: Daily Builds 1.7
Post by: Lomarx on 2017-07-10, 18:44:58
Hi all,
I made animated grass with forest pack (5.4.0) and I used random samples to offset the animation of the 4 source objects (I add an animated blend modifier).
In viewport I see the animation with offset but on render Corona didn't see the random samples option and the objects moves all at the same time.

I use 3ds max 2018 update 1, Corona 1.7 DailyBuild Jul 4

Lomarx
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-11, 00:10:27
done
Greattt news!!!
out ;)
Title: Re: Daily Builds 1.7
Post by: SoniKalien on 2017-07-11, 00:51:51
Awesome, thanks Ondra. Now I can has my fluffy dice at last :D

(https://lh3.googleusercontent.com/EB1CsB9KrMMhMP_RfK3ABuIKIfOLt8-ytfurLDpXbQiPm6tG-xDdGEDBZW0In01w3ohMLMagb9wVo1ix2fakTcpfgwV-cuHsOGnRz_XmLHpIL2B2LOBwxSBXyToQjod3fnaGsdOE_LRkGXCQXLah5Tf6k8REpVxnniOtLnDxr-jj_Ies0PDdXrG65-7FIpuq2QSUT4g-OYDWpJhVG8AB9cIlnMtUrvDaUtQgk2gZzy5VMbSYD02H9GUgGewFSlLJu6yb1qSuf2TyRCYzT7Xihqa_n1W6Z7SCiGe6gLCo-cnIcCqJ2MOm_JaGVCF1KGMihdUM1DDCOrvcQDkLCtXpoXE1-JChw39vYctWvXmxl2UQi3FlnQX-8i53ouOAYYwCmzslOeahnz3MxS_hLP61PfeYn59CgPlVYJjda8D8Wf3_amrPyMYMA8auzLZq4ViVoqDrmpzXZrsw5ksJkPo9aMcpwOg04i6sd4cqrWI0bM9D33N2viPUmlQ0KUxEdAECbub_obG5OZqmp4EcHprI8jVXNGi-nk4UBTgTJtDGpXFfeNeUndyRfE53s7hw2x0pSqRz2uwtVyOOv1m-aNBjHz-kUr7PqEv6BZUxddTp-Id9ZrGpyB693Fa7=w640-h480-no?pageId=103504779555619467549)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-07-11, 10:22:48
Thank you for H&F support! I've noticed that hair doesn't inherit up its parent's uv mapping. Will it be solved?
Title: Re: Daily Builds 1.7
Post by: maru on 2017-07-11, 11:31:06
I made animated grass with forest pack (5.4.0) and I used random samples to offset the animation of the 4 source objects (I add an animated blend modifier).
In viewport I see the animation with offset but on render Corona didn't see the random samples option and the objects moves all at the same time.
Hi, can you contact us about this at support@corona-renderer.com?
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-11, 11:50:35
I made animated grass with forest pack (5.4.0) and I used random samples to offset the animation of the 4 source objects (I add an animated blend modifier).
In viewport I see the animation with offset but on render Corona didn't see the random samples option and the objects moves all at the same time.
Hi, can you contact us about this at support@corona-renderer.com?

It's a bug, which I did not get to reporting of yet. Basically, Corona ignores animation modes of ForestPack. There are several, which for example randomly offset animation per instance.
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-07-11, 22:29:04
Last Daily Build from 2017 07 10 have problem with DR///
All slaves not sending updates at all to main machine///
Title: Re: Daily Builds 1.7
Post by: Lomarx on 2017-07-12, 11:19:34
It's a bug, which I did not get to reporting of yet. Basically, Corona ignores animation modes of ForestPack. There are several, which for example randomly offset animation per instance.

Ok, thank you!
Title: Re: Daily Builds 1.7
Post by: bs on 2017-07-17, 07:42:07
hey is the randomize per mesh element mode on the horizon for one of the next daylies?

thx for any info regarding that feature - most anticipated !!
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-07-17, 13:02:17
hey is the randomize per mesh element mode on the horizon for one of the next daylies?

thx for any info regarding that feature - most anticipated !!

Same as CoronaMultimap by element I belive its work in progress, but they dont treat it as a priority atm.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-07-17, 14:45:36
Multimap by mesh element is planned for 1.7: https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-07-17, 16:31:39
I see there's a MASSIVE speedup - less noise on the Roadmap. I know it's super dependent on scene, but what do You mean by massive? Any comparisons maybe?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-17, 16:33:58
first a question, is there a way to subscribe to the change notifications, or do you refresh it? :D

The thing about this speedup is that it should be more or less universal - any interior scene with UHD cache, any exterior scene with non-trivial lighting (meaning either sun&sky or HDRI map). It is hard to judge, because our noise metric does not pick up the difference. But subjectively it could be 50-100% faster. The build will be released either on wednesday or next monday, so you will be able to try it for yourself
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-07-17, 16:39:25
It IS massive, indeed. Can't wait to try it.

Just refreshing... But I need to check this subscription :)
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-07-17, 16:42:59
... it could be 50-100% faster...
i think its better to call it massive development ;)
Title: Re: Daily Builds 1.7
Post by: maru on 2017-07-17, 16:55:01
I *think* that if you sign up with Trello you can subscribe to lists, so you would get automatic notifications every time something is changed.
I am getting those, but not sure about others, outside of the "company account".
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-17, 17:40:18
here is the difference in one more pronounced case
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-17, 18:18:25
here is old build vs. new build with half the passes. New build would be close to half-time too, but I ran both renders at the same time
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-07-18, 12:21:15
I *think* that if you sign up with Trello you can subscribe to lists, so you would get automatic notifications every time something is changed.
I am getting those, but not sure about others, outside of the "company account".
I'm an "outsider" but I have trello account and subscribed to corona trello and always get notification by email :)
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-07-21, 14:21:44
with the latest corona build, I cannot create a rug/carpet with max hair&fur just like in corona 1.6 before.. the base object is invisible, and the furs diffuse cant use the applied material. did I miss something?
and the scene compatibility, crash when I open the latest build scene with 1.6.1
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-07-21, 14:47:48
and the scene compatibility, crash when I open the latest build scene with 1.6.1

IMPORTANT NOTE BEFORE YOU TEST:
Due to the significant changes in 1.7, scenes saved with 1.7 are NOT backwards compatible with 1.6.1 - if you save a scene using the 1.7 daily builds, you will not be able to open it with 1.6 or 1.6.1 installed.

As for H&F, you have to assign new hair material to it in mr parameters rollout, then duplicate base object and delete H&F modifier to be able to render it. As for hair coloration, taht is currently unsupported in combination with H&F.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-07-22, 03:54:01
IMPORTANT NOTE BEFORE YOU TEST:
Due to the significant changes in 1.7, scenes saved with 1.7 are NOT backwards compatible with 1.6.1 - if you save a scene using the 1.7 daily builds, you will not be able to open it with 1.6 or 1.6.1 installed.
jeezs, I missed that thread =( eventhough merge way is possible but crashes is always super annoying.
As for H&F, you have to assign new hair material to it in mr parameters rollout, then duplicate base object and delete H&F modifier to be able to render it. As for hair coloration, taht is currently unsupported in combination with H&F.
that sounds like the convenient way to create a rug/carpet with h&f is already gone. and then, now I'm ready to sleep and dream for the solution.
thanks romulus
Title: Re: Daily Builds 1.7 Coroner Converter
Post by: jacobhutson on 2017-07-24, 05:12:55
Seem to have an issue with Corona Converter 1.36 and MAX2017 (upto date)

It doesnt seem to convert all materials (from sketchup import) to Corona unless i load them into material editor
Conversion picks up some but not all
Conversion is set to ALL

dont get any messages about ADSK materials.
Is it just me, or does everyone get this.


Title: Re: Daily Builds 1.7
Post by: maru on 2017-07-24, 10:36:56
What kind of materials are you importing? Here is a list of materials supported for conversion: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html
Title: Re: Daily Builds 1.7
Post by: BorderLine on 2017-07-24, 19:44:05
Seems Corona DR with 50 % slowing with this version !
Title: Re: Daily Builds 1.7
Post by: antanas on 2017-07-24, 21:30:22
is it me or today's daily is a lot more ram-hungrier than the previous one ? cannot say nothing about speedup yet - heavy exterior scene lots of geo so it goes slow either way, need to do some dedicated tests but cannot spare the time for it right now.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-24, 22:25:40
yes, there is increased memory usage expected, but only 5-15%. We decided this is a good trade for double speed ;)
Title: Re: Daily Builds 1.7
Post by: antanas on 2017-07-24, 23:55:15
Hmm I observed ram usage increase from 28-30gigs of ram up to 42gigs on that scene i'm working on - not a big deal but seems to be on 15%++ side of things yet speed increase is surely worth it )) Anyway that scene of mine uses some proxies, some forestpack objects and some displacement - well the usual wip mess of a scene so it's hard to tell what can be chewing that additional ram + one strange thing I observed while doing some 4k preview rendering of it - scene started to render using some amount of ram then it did displacement + secondary gi and went up to 42gigs (well more or less the usual thing) then it rendered to around 4 passes (around 10 min or something) using those 42gig and then, suddenly, while rendering 5th pass it jumped down to 36gigs - never seen Corona behave like this - maybe it's something wrong on my end and that initial bigger than +15% ram consumption increase difference I'm observing is not normal after all.
Title: Re: Daily Builds 1.7
Post by: jacobhutson on 2017-07-25, 01:30:50
What kind of materials are you importing? Here is a list of materials supported for conversion: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html

They come in as standard materials from sketchup
they do convert but only when loaded into the material editor
so you have to keep running the convert script

Update
found selecting everything and changing to materials of selected materials converts most of them
leaving the odd straggler that has be loaded into material editor
Title: Re: Daily Builds 1.7 - DR with Deadline
Post by: jacobhutson on 2017-07-25, 06:08:08
We use Thinkbox Deadline here in the studio.
When we send a DR job to deadline it needs to be run as workstation mode (basically takes a network licence as if you manually rendered it), to get it the DR nodes to contribute to the Render.

Is this the expected behaviour. Is it the same in Backburner or can you slave render a job in DR.?
I am using 9.0.1.1 of Deadline + 11July DB.

It would be much better if you can render DR in slave mode.



Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-07-25, 08:54:53
Did I understand this right that, based on the latest db release notes, Rounded Edges will not take into account foreign objects anymore?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-25, 09:22:40
yep
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-07-25, 10:59:20
Holy crap, that's bad for me. I've finally found a perfect way to simulate some good looking stuff and now it's gone... I had no issues whatsoever. Is it possible to add foreign objects handling or at least keep the old map in legacy mode?
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-07-25, 11:07:32
....hmm... not happy with this this move too :(
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-07-25, 12:02:26
EDIT:

Yep, sorry to see it go. It was useful in many cases.
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-07-25, 12:07:23
Ruh roh... it's #roundedcornergate again....

But seriously though, if we can once again have the option, that's clearly the best situation for users.
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-07-25, 12:26:48
As far as I'm concerned, I'll not be able to render a specific project and will need to switch to 1.6 whenever I need to render certain assets. Needless to say that's a major pain in the pants.
Please ask us if you plan to remove features users rely on, we've been through this a few times now and it's not a good way to handle changes.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-07-25, 12:44:49
Sorry for that move, but the issue is just more complex than it seems. We just had to choose the lesser evil. We are also looking into bringing rounded corners for multiple objects back, so stay tuned! Our developers are known to accomplish impossible tasks. ;)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-25, 13:31:52
I agree that the situation is a bit messy, but if everything goes well, we will have new build with different objects rounded edges working in about 14 days...
Title: Re: Daily Builds 1.7
Post by: shadowman on 2017-07-25, 13:58:31
hope to see some news about htis old problem.. 😅

cleaning this as I am moving all similar reports to our internal tracking system. We will give it a shot for 1.7
it is because the reflections becomes partially classified as diffuse when lowering glossiness. Currently there is no easy fix for this
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-25, 14:59:58
sorry, we won't do that in 1.7, it will remain one of top priority issues for later releases
Title: Re: Daily Builds 1.7
Post by: thilima on 2017-07-25, 18:20:57
I was comparing the two latest builds - 10/07  x  24/07

The 24/07 is cleaning the noise faster but this new improved random sampler doesn´t seems to be recognized diferently by the "noise level limit"


If I render some scene by Time limit eg.10mins.  The 24/07 build will have less noise in the same amount of time.

BUT

If I render the scene using "noise level limit" (5% for example). The 24/07 build will be slower (like 20% slower) than 10/07  to reach the same noise level. But the 5% noiselevel on 24/07 will be cleaner than 5% noiselevel on 10/07.

Don´t know why :/
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-07-25, 18:25:40
The 24/07 is cleaning the noise faster but this new improved random sampler doesn´t seems to be recognized diferently by the "noise level limit"
Yes, this is known limitation. The noise estimation has some limitations, such as not picking this visually recognizible difference. The solution is to start using higher noise limits than before ;)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-07-25, 20:23:00
Standards of noise have been increased recently :]
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-07-25, 20:33:27
I'm very happy with the way Corona is heading, but changing functions that people rely on several times creates a bit of uncertainty. This is a sincere question, not trying to troll you: why release a hotfix for 1.6 with the rounded edges changes (that for many users is a step backwards) if you're planning on changing them again in two weeks?
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-07-25, 21:11:43
I agree that the situation is a bit messy, but if everything goes well, we will have new build with different objects rounded edges working in about 14 days...
Ok, thanks for considering this.
Maybe now is the best time to request a useful addition to the way it behaves: could you add optional direction for foreign/self object? Right now, self object produces negative direction while foreign object produces positive - could we have a dropdown for each so all output combinations are possible? That's the only thing I've been missing.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-07-26, 02:31:50
Hmm I observed ram usage increase from 28-30gigs of ram up to 42gigs on that scene i'm working on - not a big deal but seems to be on 15%++ side of things yet speed increase is surely worth it )) Anyway that scene of mine uses some proxies, some forestpack objects and some displacement - well the usual wip mess of a scene so it's hard to tell what can be chewing that additional ram + one strange thing I observed while doing some 4k preview rendering of it - scene started to render using some amount of ram then it did displacement + secondary gi and went up to 42gigs (well more or less the usual thing) then it rendered to around 4 passes (around 10 min or something) using those 42gig and then, suddenly, while rendering 5th pass it jumped down to 36gigs - never seen Corona behave like this - maybe it's something wrong on my end and that initial bigger than +15% ram consumption increase difference I'm observing is not normal after all.

Corona has always had a higher usage of ram at the beginning then it tapers down when it starts making passes.
Title: Re: Daily Builds 1.7
Post by: steyin on 2017-07-26, 18:56:38
That speed increase for 5-15% more RAM tradeoff might be very troublesome, especially in an office environment where IT/ownership won't spend the $ for more RAM for several computers.
Title: Re: Daily Builds 1.7
Post by: Frood on 2017-07-26, 20:23:45
... or in a farm environment where you have installed already the maximum possible ram the board is capable of :-[ But I do not quite understand the latest moves anyway - except moving the office again of course :)


Good Luck


Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-07-26, 20:27:31
Reading this tread after latest daily I feel like nobody is happy with that...
It's so weird! I work mostly with exterior visualization and I've noticed already really great speedup! Did couple of test with interior scenes and got cleaner pictures for the same time as pictures rendered with previous build! I'm really happy that you guys are working hard to improve your product and make it even faster that it is.
So THANKS A LOT, Corona team!
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-07-26, 20:35:23
Hmm I observed ram usage increase from 28-30gigs of ram up to 42gigs on that scene i'm working on - not a big deal but seems to be on 15%++ side of things yet speed increase is surely worth it )) Anyway that scene of mine uses some proxies, some forestpack objects and some displacement - well the usual wip mess of a scene so it's hard to tell what can be chewing that additional ram + one strange thing I observed while doing some 4k preview rendering of it - scene started to render using some amount of ram then it did displacement + secondary gi and went up to 42gigs (well more or less the usual thing) then it rendered to around 4 passes (around 10 min or something) using those 42gig and then, suddenly, while rendering 5th pass it jumped down to 36gigs - never seen Corona behave like this - maybe it's something wrong on my end and that initial bigger than +15% ram consumption increase difference I'm observing is not normal after all.

I've been seeing some very odd Ram usage too.  Can't figure out if it's Max or Corona.  Running the second most recent daily build as of today.  My scene sometimes renders at 8gb and sometimes 20gb.  Seems like it's random.  Even tried merging into a new scene and no luck.  Just have to keep re opening and re rendering till Ram usage drops.  Pretty simple interior archviz scene with forest pack and no displacement to speak of.

On another note, can't wait to try the newest build and compare speedup!
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-07-27, 00:57:32
That speed increase for 5-15% more RAM tradeoff might be very troublesome, especially in an office environment where IT/ownership won't spend the $ for more RAM for several computers.

that's a bit of an exaggeration "very troublesome", about a year ago I realized after using Corona for 6 months that it needs more ram than VRAY, my nodes have 48GB and my main machine 128GB. I am aware that sooner or later all my nodes will need to be 64GB. WIth scenes and software getting more complex there is no escape you just need to accept that your wallet needs to hurt and you need to do whatever to get that RAM. Those who can't adapt won't be able to compete. Having faster rendering for animations can make or break a business, needing more ram is just money you spend.
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-07-27, 21:49:54
Hmm I observed ram usage increase from 28-30gigs of ram up to 42gigs on that scene i'm working on - not a big deal but seems to be on 15%++ side of things yet speed increase is surely worth it )) Anyway that scene of mine uses some proxies, some forestpack objects and some displacement - well the usual wip mess of a scene so it's hard to tell what can be chewing that additional ram + one strange thing I observed while doing some 4k preview rendering of it - scene started to render using some amount of ram then it did displacement + secondary gi and went up to 42gigs (well more or less the usual thing) then it rendered to around 4 passes (around 10 min or something) using those 42gig and then, suddenly, while rendering 5th pass it jumped down to 36gigs - never seen Corona behave like this - maybe it's something wrong on my end and that initial bigger than +15% ram consumption increase difference I'm observing is not normal after all.

I've been seeing some very odd Ram usage too.  Can't figure out if it's Max or Corona.  Running the second most recent daily build as of today.  My scene sometimes renders at 8gb and sometimes 20gb.  Seems like it's random.  Even tried merging into a new scene and no luck.  Just have to keep re opening and re rendering till Ram usage drops.  Pretty simple interior archviz scene with forest pack and no displacement to speak of.

On another note, can't wait to try the newest build and compare speedup!

So, weird RAM usage is still there in the latest build.  What I notice is that after rendering for a few minutes it drops from 20gb to 6gb!  Super weird.  No distributed rendering, just local.  Only one render element (Object ID).  Then, if I stop the render and then hit render again, the ram usage stays low at like 6gb.  Any thoughts?  I'll have to test with DR and see if nodes stay high or go low...

New speed increase is super nice by the way!  Fewer fireflies, sharper edges, less noise, etc.  No more 'passes' but that's kind of an arbitrary number anyway.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-07-31, 00:51:18
I rendered a project this weekend with the very latest build, 10 render nodes DR, big city with plenty of 3d trees and shrubs, everything worked fine no issues to report. used 40+ GB ram per node.
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-08-01, 05:38:20
Hi
Working with last builds have to say that the problem I've mentioned some time ago "Corona 1.6, FP 5.3.1/2/3b grass is changing during the production rendering" https://forum.corona-renderer.com/index.php/topic,16135.msg101906.html#msg101906  with FP 5.4.0 is still here... Lock 3DS Max helps, but it's not convenient to keep it locked all the time
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-08-01, 07:21:47
is there any possibility for having a build like 1.6.2 but with "significant speedup due to better sampling: scenes with glossy surfaces clean up faster" and without hair material feature? :) :)
with 1.6.2 i got 100% speedup for my interiors scenes, that was so great and unbelievable. and now I have few more upcoming scenes with glossy materials but with h&r rugs which I cant use the daily build for that..
I cant deal with the incompatibility issue for a moment.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-01, 10:02:23
sorry, this speedup is much more complex, so it cannot be backported into 1.6
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-01, 10:26:11
is there any possibility for having a build like 1.6.2 but with "significant speedup due to better sampling: scenes with glossy surfaces clean up faster" and without hair material feature? :) :)
with 1.6.2 i got 100% speedup for my interiors scenes, that was so great and unbelievable. and now I have few more upcoming scenes with glossy materials but with h&r rugs which I cant use the daily build for that..
I cant deal with the incompatibility issue for a moment.

Shouldn't you ask for full CoronaHair support of H&F, instead of dumbing it down to the previous state? :]

As for your rugs, can't you convert them to mesh and then to proxy or are they too complex for that?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-01, 11:28:25
H&F is now fully supported, there should be no issues
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-08-01, 11:39:27
H&F is now fully supported, there should be no issues
a big yeay for corona!
and big thanks, for let me undo my process of converting h&f to mesh and proxy it (romullus idea) :D
when will that build be available for us ? :)

Shouldn't you ask for full CoronaHair support of H&F, instead of dumbing it down to the previous state? :]
As for your rugs, can't you convert them to mesh and then to proxy or are they too complex for that?
haha thanks romullus, my questions came from a boiling head :)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-01, 12:38:19
it is available in the current one
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-01, 13:12:58
Have you tried the new daily with new speedups? Here are some images where the difference is largest: https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-08-01, 14:36:11
Tried the new build - found some small differences of reflections on glossy surfaces, but didn't see speedup of cleaning picture
Max 2014
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-01, 14:50:16
Tried the new build - uv mapping still not working with H&F. Did i miss something?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-01, 15:30:33
I will have to check, but AFAIK autodesk said we are using it correctly and there is bug in H&F (aka: unfixable)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-01, 16:36:15
Ah lovely, Autodesk again. Do they have single line of code that would contain no bugs in it :[

I'm not loosing all the hope though, since it seems that Vray somehow managed to get it work.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-08-01, 18:16:05
I will have to check, but AFAIK autodesk said we are using it correctly and there is bug in H&F (aka: unfixable)
Oh no....
Title: Re: Daily Builds 1.7
Post by: ask3r on 2017-08-02, 15:39:36
Wow, just installed Daily on my 3ds 2012 and it works like a charm;) thx for keeping support!
Title: Re: Daily Builds 1.7
Post by: Nekrobul on 2017-08-02, 16:29:32
IDK if that should be so, but it seems that somehow Vray maps and multiscatter maps disapeared from supported maps list in the latest daily build X_x

3ds MAX 2017
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-08-03, 05:17:32
i hate to say this again, but I am facing tons of product shot renders which will need to use for-compositing alpha mode in shadow catcher material.
dev team, I don't see this problem planned in corona trello but I remember ondra already started a little development progress for this problem.
ondra would you please create a 1.7 trello card for this optimization..
Title: Re: Daily Builds 1.7
Post by: fobus on 2017-08-03, 09:41:34
Hi, Ondra.

Why you're comparing picture times from absolutely different Pcs (8-thread server with 48-thread workstation) in the latest build https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441 (https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441)?
Title: Re: Daily Builds 1.7
Post by: Nekrobul on 2017-08-03, 10:44:57
Hi, Ondra.

Why you're comparing picture times from absolutely different Pcs (8-thread server with 48-thread workstation) in the latest build https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441 (https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441)?

Because this is not time comparsion but a demonstration of a difference in the images.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-03, 10:59:02
Hi, Ondra.

Why you're comparing picture times from absolutely different Pcs (8-thread server with 48-thread workstation) in the latest build https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441 (https://forum.corona-renderer.com/index.php/topic,15845.msg106441.html#msg106441)?

well, because we have different machines in the office ;). The only thing that changes is the noise, so equal pass comparison is fair in this case
Quote
Attaching before/after images - they are (+-5%) rendered in the same time - disregard renderstamp, as they were rendered on different machines
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-08-03, 11:42:51
i hate to say this again, but I am facing tons of product shot renders which will need to use for-compositing alpha mode in shadow catcher material.
dev team, I don't see this problem planned in corona trello but I remember ondra already started a little development progress for this problem.
ondra would you please create a 1.7 trello card for this optimization..

+1 check my "do You halo" three on I need help. Also I will on YouTube when im back on ofice.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-08-03, 16:55:39
I can attest that not only this new daily build 2017.8.1 shaves off about 3-5% render times but reaches a much lower noise level with the same amount of passes. Setting a 6% noise level limit for a particular scene for instance, 1.6.2 reaches 5.89% while the new daily build reaches 4.71% it does this by being about 4% faster in rendertime.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-08-04, 22:02:45
latest build always crashing on render end in production render or canceling on interactive. max2016
somebody can confirm the same?
Corona_2017-08-04
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-04, 22:26:34
Doesn't happen to me in 2017. Please send minidump from the crash.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-08-04, 22:34:36
but I cant. it is crashing like this
max2016
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-08-04, 22:42:54
Doesn't happen to me in 2017. Please send minidump from the crash.

caught it in 2018 with minidump
Successfully uploaded as 1501879289_Desktop.rar.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-08-04, 23:09:19
Quote
Fixed bad performance of thin glass (see images below)
It's solid glass, right? (hybrid, no caustics?)
Title: Re: Daily Builds 1.7
Post by: ronaldjung on 2017-08-04, 23:33:18
Very unstable version the 2017-08-04.

Crash every time I want to open the preview (interactive) in the max VFB to save the image.

Going back to the 2017-08-01 version.

But still, Corona rules!

Regards.

Ronald Jung
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-05, 07:40:47
Crash every time I want to open the preview (interactive) in the max VFB to save the image.

Could you also please send minidump from the crash? The more information we have about problems, the faster we'll be able to fix them.
Title: Re: Daily Builds 1.7
Post by: ronaldjung on 2017-08-05, 13:39:13
Crash every time I want to open the preview (interactive) in the max VFB to save the image.

Could you also please send minidump from the crash? The more information we have about problems, the faster we'll be able to fix them.

Just sent.
:)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-05, 22:12:26
Build Aug 04 throws unhandled exception error every time when bloom&glare checkbox is being unchecked either in VFB or in render settings. Eventually max crashes, but minidump is not created.

3ds max 2016 sp3, reproducable every time in every scene.
Title: Re: Daily Builds 1.7
Post by: LorenzoS on 2017-08-06, 11:23:11
Hi all,
i notice a strange behavior on corona 1.7 - 2017-08-01 and 2017-08-04, not shure for previous.
On the slave computer it miss one file, but if i try to delete it, again tell the same error for another textures.
Can be my setting error or it's a bug?

Thanks
Title: Re: Daily Builds 1.7
Post by: LorenzoS on 2017-08-06, 11:25:18
...using 3ds max 2017
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-08-07, 14:56:49
Build Aug 04 throws unhandled exception error every time when bloom&glare checkbox is being unchecked either in VFB or in render settings. Eventually max crashes, but minidump is not created.

3ds max 2016 sp3, reproducable every time in every scene.

Fixed, thank you.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-08, 01:57:02
Aug 4 build crashes with interactively rotating the sun or playing around with the lightmix elements if you do it at the beginning fo the IR stages.
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-08-08, 07:11:55
Aug 4 build crashes with interactively rotating the sun or playing around with the lightmix elements if you do it at the beginning fo the IR stages.

Could you upload a minidump of the crash?
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-08-08, 09:18:44
Nevermind, fixed :)
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-08, 14:06:14
Opened two separate exterior scenes.
Each crash at the end of render during "clean up".
Both have latest forestpacks in them.
No DR used. Using build 1.7 Aug 7.
Good speed increase, before crash. :)

Also the zoom in and out gets stuck. I see you have added some buttons for this.


Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-08, 14:18:27
Each crash at the end of render during "clean up".

Please send minidump from the crash, it helps us a lot in debugging crashes which we can't reproduce ourselves.

Also the zoom in and out gets stuck. I see you have added some buttons for this.

Well, the new buttons are by no means meant as a workaround for a newly introduced bug :) They are meant to be used in situations where mouse and/or keyboard shortcuts cannot be used for zooming (e.g. using remote desktop from a smartphone).

Are you trying to zoom using mouse wheel or the keyboard shortcuts? And which Windows version are you using?
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-08-08, 14:28:54
Please try today's daily. There are some further zooming fixes.
And if it still gets stuck (using mouse wheeling?), does it still work using the new buttons or keyboard shortcuts (CTRL + plus/minus)?
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-08, 15:02:48
Will install latest build and try scenes again.
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-08, 15:47:57
Installed DB Aug 8.
Crashes no longer happening.
Zoom in and out still sticking now and then whilst using wheel mouse.
Using windows 7.

Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-08-08, 15:57:29
Installed DB Aug 8.
Crashes no longer happening.
Zoom in and out still sticking now and then whilst using wheel mouse.
Using windows 7.
Thank you for testing it out! Mouse wheeling in general behaves a bit differently in Windows 7 than in newer Windows versions. We will fix it.
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-08, 22:00:02
Hi all,

Latest DB Aug 08 still produces occasional crashes when I zoom in the VFB.
I use Win 10.

Thanks,

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-08, 22:14:21
Hi all,

Latest DB Aug 08 still produces occasional crashes when I zoom in in the VFB.
I use Win 10.

Thanks,

Dionysios -

Please send minidump from the crash to help us debug this issue.
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-08-08, 22:34:00
Hi all,

Latest DB Aug 08 still produces occasional crashes when I zoom in in the VFB.
I use Win 10.

Thanks,

Dionysios -

During interactive rendering?
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-09, 00:09:38
Yes, I confirm!

During interactive rendering!
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-09, 00:16:40
Hi all,

Latest DB Aug 08 still produces occasional crashes when I zoom in in the VFB.
I use Win 10.

Thanks,

Dionysios -

Here is the 3ds Max minidump...

Please send minidump from the crash to help us debug this issue.
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-09, 12:41:41
Hi again,

I use the latest DB Aug 08 and I notice that when I save to Corona EXR format the denoise data is not saved in the file.
In this case Corona Image Editor doesn't permit any denoise operation...

Can you guys check as well please?

Thanks!

Dionysios -
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-08-09, 13:16:00
Hi again,

I use the latest DB Aug 08 and I notice that when I save to Corona EXR format the denoise data is not saved in the file.
In this case Corona Image Editor doesn't permit any denoise operation...

Can you guys check as well please?

Thanks!

Dionysios -

Confirmed that this happens for me too, with Gather Data For Later, save to CXR from VFB, open in CIE, Aug 8th build.
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-09, 13:36:05
Thanks Tom!
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-08-09, 15:05:08
Hi again,

I use the latest DB Aug 08 and I notice that when I save to Corona EXR format the denoise data is not saved in the file.
In this case Corona Image Editor doesn't permit any denoise operation...

Can you guys check as well please?

Thanks!

Dionysios -

Thank you, fixed.
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-09, 19:52:48
You welcome and thanks! :)
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-08-10, 01:39:29
The denoiser not working in 08-08 build
Title: Re: Daily Builds 1.7
Post by: maru on 2017-08-10, 18:06:02
Fixed slow rendering of solid glass in 09.08 daily. In this case it's ~2,5x faster!
plus a pimped up version ;)
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-10, 20:32:19
Backburner is such a problem with corona. I know BB is an old piece of crap but what alternatives does one have without going to Deadline.

I submit jobs to BB. Each jobs starts to render in the queue with DR. The render starts but no DR slaves start.
It's so frustrating. Sometime I wait to see if it'll start but nothing (even after 15-20min). Each slave is at 100% cpu but no updates or passes.

Title: Re: Daily Builds 1.7
Post by: Frood on 2017-08-10, 20:40:09
Interesting. We use BB solely for rendering all the time without problems, even with dr slaves activated. 1.6.1 here and no "search for lan" experiments though.


Good Luck


Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-11, 09:24:03
Frood: Will try turning off search on lan.



Title: Re: Daily Builds 1.7
Post by: JViz on 2017-08-11, 12:43:50
the daily build has a problem with DR, only some maps are missing in the slave workstation. not all maps just some. anybody else experiencing this same issue?
Title: Re: Daily Builds 1.7
Post by: agentdark45 on 2017-08-11, 13:37:24
the daily build has a problem with DR, only some maps are missing in the slave workstation. not all maps just some. anybody else experiencing this same issue?

Same issue here - the DR Log just says </Error></root> despite it actually copying the assets to the working directory on the slave (although with garbled file names).
Title: Re: Daily Builds 1.7
Post by: JViz on 2017-08-11, 14:01:22
yes agentdark45 that's the issue
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-08-11, 14:14:39
Not getting a problem in a couple of tests here with DR. In my case, all assets were stored locally on the master machine (nothing on networked drives).

The devs can ask for specifics they would need, but I'd think this kind of info would be useful:
Is it always the same files that are missing?
If their names are getting garbled on the DR slave, what are the original filenames? (in case there are special characters or something) Do they always get garbled in exactly the same way?
Does the same file go missing / get garbled if used in another scene?
Where is the original location of the files that are affected? Are they all from the same place?

Thanks!
   Tom

Title: Re: Daily Builds 1.7
Post by: Paul Jones on 2017-08-12, 14:17:06
Anyone point me in the direction of the latest daily url please, having a brain fart morning!
Title: Re: Daily Builds 1.7
Post by: Fluss on 2017-08-12, 14:29:32
https://www.dropbox.com/sh/mswauuv1afec8am/AAA5OKrd_QujokDM3mxQ7S40a
Title: Re: Daily Builds 1.7
Post by: Paul Jones on 2017-08-12, 14:31:51
Brilliant, thanks!
Title: Re: Daily Builds 1.7
Post by: maru on 2017-08-12, 18:26:39
Anyone point me in the direction of the latest daily url please, having a brain fart morning!
Always here https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015
Title: Re: Daily Builds 1.7
Post by: JViz on 2017-08-13, 10:14:45
I'm using three render nodes. one master and two slaves.

this is the log I get in Corona Error Messages. I'm using daily build Aug 9 2017

START>>>>

===== Error(37) =====
Required asset file(s) could not be located:
dirt_1.png
dirt_2.png
dirt_3.png


===== Error(38) =====
Slave '192.168.0.102' reported error:
Texture map plugin is missing
Offending map: Map #1742573404
The image may come out wrong (e.g. darker or missing objects) because of this.

===== Error(38) =====
Slave '192.168.0.102' reported error:
Required asset file(s) could not be located:
AI39_002_dirty_02.jpg
AI39_002_gravel_bump.jpg
AM139_019_reflect.jpg
C:\Users\BladeXY\AppData\Local\CoronaRenderer\DrData\16b2a237-f710-46a9-aaa9-acf1bdef1a1a.png
C:\Users\BladeXY\AppData\Local\CoronaRenderer\DrData\2463e8ef-e4e5-4e58-ad22-b1c3036a84bf.png
C:\Users\BladeXY\AppData\Local\CoronaRenderer\DrData\359b25eb-e542-47c2-a48f-1e90145d2eaf.png
G:\Textures&Proxies\AI39_002_background_diff.JPG
V:\HDRI\CG-Source HDRI Maps\cloudy_sun48deg_0069-01_sample.hdr

The image may come out wrong (e.g. darker or missing objects) because of this.

===== Error(38) =====
Slave '192.168.0.101' reported error:
Texture map plugin is missing
Offending map: Map #1742573404
The image may come out wrong (e.g. darker or missing objects) because of this.

===== Error(38) =====
Slave '192.168.0.101' reported error:
Required asset file(s) could not be located:
AI39_002_dirty_02.jpg
AI39_002_gravel_bump.jpg
AM139_019_reflect.jpg
C:\Users\BladeXZ\AppData\Local\CoronaRenderer\DrData\16b2a237-f710-46a9-aaa9-acf1bdef1a1a.png
C:\Users\BladeXZ\AppData\Local\CoronaRenderer\DrData\2463e8ef-e4e5-4e58-ad22-b1c3036a84bf.png
C:\Users\BladeXZ\AppData\Local\CoronaRenderer\DrData\359b25eb-e542-47c2-a48f-1e90145d2eaf.png
G:\Textures&Proxies\AI39_002_background_diff.JPG
V:\HDRI\CG-Source HDRI Maps\cloudy_sun48deg_0069-01_sample.hdr

The image may come out wrong (e.g. darker or missing objects) because of this.


<<<END


the maps that are missing are located in corona dr data as can be seen from the log above example in red. there are other maps that are missing in the slaves but shouldn't!!
Title: Re: Daily Builds 1.7
Post by: naeq on 2017-08-15, 11:10:34
Daily 08.09:
LUT appears on most of render elements!

Daily 14.09:
Refraction makes strange alpha apperance on model:

Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-15, 11:27:49
Just to be clear, what would the correct result in this situation be? All white?
Title: Re: Daily Builds 1.7
Post by: naeq on 2017-08-15, 11:38:01
Yeah, there's a solid plane behind that diamond.
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-08-15, 12:25:32
I've had this alpha problem in v1.6.1 also.
Title: Re: Daily Builds 1.7
Post by: Frood on 2017-08-15, 13:45:32
I think this is correct. Refraction "sees" environment there (something we would love to have for masks :) And the solid plane is just not enough to cover all refraction directions. If you would put a semisphere above the scene, alpha should get solid white.


Good Luck


Title: Re: Daily Builds 1.7
Post by: PROH on 2017-08-15, 15:30:17
Yes, the refraction "sees" the environment as you describe, but it doesn't "see it" in the viewers direction, and therefore you can't use the alpha channel as a mask for replacing the background.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-08-15, 15:55:50
Making refraction always produce opaque alpha would be devastating for some of the compositing workflows. What's on the picture is correct - there's environment being refracted, and environment has 0 alpha.

If you want to override it, just select your glass material, and in advanced options rollout, set alpha mode to always white.
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-08-15, 16:52:34
I'm do not want refraction to always produce opaque alpha. Just saying that when there's solid geometry behind your glass, water or whatever refractive material, the alpha behavior is not always logical or even "correct". The workaround you suggest doesn't always work either, when for example the refractive object is placed partly in front of solid geometry, and partly in front of the background.

In most cases it's not a big problem to fix it in PS tho.
Title: Re: Daily Builds 1.7
Post by: Fluss on 2017-08-15, 19:11:02
The alpha channel should be white in this case, nothing else.
Title: Re: Daily Builds 1.7
Post by: naeq on 2017-08-15, 20:37:34
Probably you guys right, probably it's correct, but in most cases in my professional projects, alpha like that makes only problems.
Maybe there should be a trigger in material for solid alpha in refraction?
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-08-15, 21:34:32
Come on guys, did you even read my post entirely? :)

In the advanced options rollout of CoronaMTL, there is an alpha mode dropdown, that allows you to override alpha of your glass to pure white (opaque alpha)

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=15843.0;attach=69025)
Title: Re: Daily Builds 1.7
Post by: naeq on 2017-08-15, 23:58:58
This doesn't solve entire problem. I've attached image that should explain what we're looking for.
Anyway, alphas for refraction are little too solid in my opinion.
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-08-16, 01:25:32
hey guys - what is this feature in the latest daily?

Added support for scripted light plugin rendering
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-16, 08:49:31
it is for when you extend corona light by  maxscript. lumiere is using  that
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-16, 08:52:16
This doesn't solve entire problem. I've attached image that should explain what we're looking for.
Anyway, alphas for refraction are little too solid in my opinion.

Corona is tracing alpha according to material's IOR and the laws of physics, you're expecting to get some arbitrary alpha, based on your feelings, mood or whatever else. How on earth renderer could guess what alpha you're expecting at specific situation in given moment of time?

As for your example, you could try to decrease Max Ray Depth to very low value, like 1-3 and see if that would help to get rid of unwanted refractions in alpha. Unfortunatelly that would inevitably degrade beauty pass as well.
Title: Re: Daily Builds 1.7
Post by: Njen on 2017-08-16, 09:08:28
Yeah, there's a solid plane behind that diamond.

Not if parts of the environment being refracted have no alpha.
Title: Re: Daily Builds 1.7
Post by: Fluss on 2017-08-16, 09:44:55
alpha and refraction are NOT the same. Naeq example is good.

The real question is : is that usefull for compositing ? It's not. The composited background will not be affected by IOR so it's useless.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-08-16, 11:19:11
alpha and refraction are NOT the same. Naeq example is good.

The real question is : is that usefull for compositing ? It's not. The composited background will not be affected by IOR so it's useless.

You seem to be unable to see further than the boundaries of your own workflows. There are quite a few compositing packages, such as fusion, which allow you to import geometry and put realtime GPU computed refraction on it, then use that to refract the background added on postprocessing and mask it out by alpha which takes refracted environment opacity into account. And there are some pipelines that rely on it.

The exact same thing that's happening here in Corona is happening also in V-Ray, when you set refraction to affect alpha channel. And V-Ray has been used for quite many feature films in quite many VFX pipelines, and they don't get people complaining about this behavior, because it works as intended.

I am not implying that everything V-Ray does is right, but in this particular case, it is.
Title: Re: Daily Builds 1.7
Post by: Fluss on 2017-08-16, 11:52:50
My bad, it works as it should then, just maid some tests with Vray (behavior i was used to) and it works exactly the same way, I misinterpreted the results. Anyway, Vray offer the choice on shader level, so it can be set on a per object basis, that's what makes the real difference imho.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-08-16, 13:49:12
My bad, it works as it should then, just maid some tests with Vray (behavior i was used to) and it works exactly the same way, I misinterpreted the results. Anyway, Vray offer the choice on shader level, so it can be set on a per object basis, that's what makes the real difference imho.

So does corona, as you can see a few posts above, where I posted a screenshot. Only difference is that V-Ray defaults to equivalent of Corona's "always white" alpha setting, while Corona defaults to equivalent of V-Ray's Color+Alpha setting.
Title: Re: Daily Builds 1.7
Post by: VASLAVO on 2017-08-16, 16:10:06
got an error trying to add a map on bump slot, it seems to assign that map to self illumination and if i move or copy it disappears.
Title: Re: Daily Builds 1.7
Post by: Fluss on 2017-08-16, 16:59:28
My bad, it works as it should then, just maid some tests with Vray (behavior i was used to) and it works exactly the same way, I misinterpreted the results. Anyway, Vray offer the choice on shader level, so it can be set on a per object basis, that's what makes the real difference imho.

So does corona, as you can see a few posts above, where I posted a screenshot. Only difference is that V-Ray defaults to equivalent of Corona's "always white" alpha setting, while Corona defaults to equivalent of V-Ray's Color+Alpha setting.

I need to be more sedulous... So it works as intended, on every aspects. Does it work with matte elements as well ?
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-08-16, 20:19:54
My bad, it works as it should then, just maid some tests with Vray (behavior i was used to) and it works exactly the same way, I misinterpreted the results. Anyway, Vray offer the choice on shader level, so it can be set on a per object basis, that's what makes the real difference imho.

So does corona, as you can see a few posts above, where I posted a screenshot. Only difference is that V-Ray defaults to equivalent of Corona's "always white" alpha setting, while Corona defaults to equivalent of V-Ray's Color+Alpha setting.

I need to be more sedulous... So it works as intended, on every aspects. Does it work with matte elements as well ?

Unfortunately not yet. It's a feature that has been requested for at least 5 versions now...
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-08-21, 15:13:53
hey guys - so is there a plan to have an official corona light lister?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-21, 15:38:17
hey guys - so is there a plan to have an official corona light lister?
yes, we will bundle the excimer's script with 1.7
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-08-22, 02:50:43
Thanks - i checked the link for that script on the forums and its dead - can it be found anywhere?
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-08-22, 14:05:57
Thanks - i checked the link for that script on the forums and its dead - can it be found anywhere?

Only once bundled - the older versions are no longer available since the new version is planned to be bundled in the installer.
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-22, 15:44:01
I've notice there seems to be more noise generally within the renders.
I thought I read there should be less noise for the same time, or am I doing something wrong.
Title: Re: Daily Builds 1.7
Post by: VASLAVO on 2017-08-22, 17:47:06
Is this normal behavior, did i have to increase the passes when is sent as Distribute? latest built comparison between  16 machines vs single machine, the denoiser is active in goth at 35%, no missing maps, all textures and proxys are stored local on each server
Title: Re: Daily Builds 1.7
Post by: Luis.Goncalves on 2017-08-23, 15:25:50
Is this normal behavior, did i have to increase the passes when is sent as Distribute? latest built comparison between  16 machines vs single machine, the denoiser is active in goth at 35%, no missing maps, all textures and proxys are stored local on each server

we are coming to the same conclusion.
I'm wondering if the local machine is using the new random sampler and the DR machines are still using the old one messing up the image
(I haven't tried out 1.7 but i'm having the same issue with 1.6 hotfix2)
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-23, 15:29:57
I'm wondering if the local machine is using the new random sampler and the DR machines are still using the old one messing up the image

This can definitely happen if you update master to 1.6.2 but leave the DR nodes with older version of Corona.
Title: Re: Daily Builds 1.7
Post by: Luis.Goncalves on 2017-08-23, 15:33:35
I'm wondering if the local machine is using the new random sampler and the DR machines are still using the old one messing up the image

This can definitely happen if you update master to 1.6.2 but leave the DR nodes with older version of Corona.

We have 1.6 Hotfix2 installed on all computers.

What i meant was, if it was possible to have a bug where the new sampler is being used in the local machine and somehow the DR servers try to run the old one (even though they have 1.6.2 installed)
Title: Re: Daily Builds 1.7
Post by: VASLAVO on 2017-08-23, 16:10:47
all he machines are on the sema build, latest daily build, we made different tests with same results, complex or simple scenes.
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-08-23, 16:56:28
I remember that when a new image filter was introduced, newer Corona versions would load the scene with a different filter since the list had an additional entry and what was no.4 before in the list now was no.5. Since image samplers are handled similarly (lists) this could be a similar problem.
Title: Re: Daily Builds 1.7
Post by: mav3rick on 2017-08-23, 20:52:52
i have some spare time today to finally test db 22.08 - 1.7, speed increase is... wow :D
something is not right with IR, lagging... some times it hangs for 2-3min...
render settings for this test : noise limit  - 3%, pass limit: 600
Title: Re: Daily Builds 1.7
Post by: sprayer on 2017-08-24, 10:10:38
mav3rick
Why 3 windows at second floor has different reflections?
Title: Re: Daily Builds 1.7
Post by: maru on 2017-08-24, 11:32:12
mav3rick
Why 3 windows at second floor has different reflections?
My 2 guesses would be:
1) Different UHD Cache pattern
2) Hybrid glass rendering fix in 1.7
Title: Re: Daily Builds 1.7
Post by: mav3rick on 2017-08-25, 07:51:27
best thing is that i render this scene with V-ray...
300DPI A4 (3507px x 2480px)
Brute force + LC = 8h 39min,
Irradiance Map (low) + LC = 6h 30min
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-25, 13:49:36
I have put together a threadripper, 1950X, the corona benchmark comes in at 1min23secs, I also have Ryzen 1700 comes in at 3min44sec
now when I render a real project at 5400 pixels wide, the threadripper out of 200 passes the threadripper renders 20 passes while the ryzen renders 17 passes, and the rest of the farm the rest, why isn't it scaling properly? I would expect the threadripper to render at least twice the passes of the Ryzen...
Am I missing something or is there a programming improvement that can be made? both are showing 100% use although the threadripper is the boss and I am surfing the internet or watching a video while waiting. but this takes like 3% of the cpu.
what am I doing wrong?
I am going to still be doing tests and seeing how it goes as I plan to get three rippers if they render as fast as three 6700Ks each.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-08-25, 15:14:28
3% of CPU time spend doing something else will probably result in more than 3% rendering slowdown due to funny stuff like the other processes trashing CPU caches and so on. But the slowdown should definitely not be as large as what you're seeing.

Do I understand correctly that you're using DR and the Threadripper is the DR master while the Ryzen is DR slave? Is adaptivity turned on?
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-08-25, 17:38:32
Closing 3dmax 2017 after rendering with Corona scene Daily build from 22.08  taking about 5 min ---:0
Not so heavy and complex scene, but contain Corona scatter objects///////////
Title: Re: Daily Builds 1.7
Post by: andrewdtejeda on 2017-08-25, 19:56:56
So this is happening now!? https://www.chaosgroup.com/news/render-legion-and-corona-join-chaos-group-family (https://www.chaosgroup.com/news/render-legion-and-corona-join-chaos-group-family) What can we expect with this? At my studio, there's both excitement and concern. I see that you'll obviously be implementing Vray's DMC in 1.7. Is there any worry that one day Choas group will shut down Corona?

Cheers!

Edit: Not sure if this is the right spot for this, so I've made a topic in the general discussion forum.
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-08-25, 19:59:54
You can see our post on it at https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/ (https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/)

You'll note there that neither Corona Renderer nor V-Ray are going away, short term or long term. The V-Ray DMC isn't just going to be implemented, it's already in the 1.7 dailies and has been for a bit :)
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-26, 01:43:05
3% of CPU time spend doing something else will probably result in more than 3% rendering slowdown due to funny stuff like the other processes trashing CPU caches and so on. But the slowdown should definitely not be as large as what you're seeing.

Do I understand correctly that you're using DR and the Threadripper is the DR master while the Ryzen is DR slave? Is adaptivity turned on?

I rendered throughout the night and now another scene same issue. now my 6800K is making the same or even a couple more passes than threadripper.
I hope it is one of these things:
my using dailies or
passes aren't important it is the number of rays and my threadripper passes are cleaner or
some easy tweak in bios or a faster NVME drive or some better ram would fix this

cpu utilization is mostly 95% and more for max even while I am surfing or watching or even using Autocad.
Maybe Vray will use all the threads better now that it is the same company no harm in saying I might switch back!!!
Title: Re: Daily Builds 1.7
Post by: sprayer on 2017-08-26, 11:41:12
You'll note there that neither Corona Renderer nor V-Ray are going away
I hope this will not end like brazil r\s
Title: Re: Daily Builds 1.7
Post by: fire3d on 2017-08-27, 16:23:33
i think (and hope) that this will bring us integration of products like phoenix and vr scans :)

i
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-08-27, 16:32:56
Hello,

Is there any way I can go back to the old image sampler now that Corona is not backwards compatible anymore? Something is wrong with this one, I don't really have any speed improvement and I get a lot more reflective noise than I had before. I haven't had the time to properly test it, but this is how it feels.

Where there major changes to the sampler between Version 1.5- Version 1.6 as well ? Because so far I felt 1.5 to be the best.


Thank you,
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-08-27, 16:36:46
Hello,

Is there any way I can go back to the old image sampler now that Corona is not backwards compatible anymore? Something is wrong with this one, I don't really have any speed improvement and I get a lot more reflective noise than I had before. I haven't had the time to properly test it, but this is how it feels. I made the huge mistake of working on my projects while updating to 1.7

Where there major changes to the sampler between Version 1.5- Version 1.6 as well ? Because so far I felt 1.5 to be the best.


Thank you,

It would make a lot more sense to send that scene and get that bug fixed, rather than revert two versions back.
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-08-27, 16:44:48
Hey,

I wanted to go back so I can properly test it and see what happens. To get a feel of what I'm dealing with (middle lower part is ok, part near the walls take ages to clear), but this is not the best example, I have some private scenes where the whole ship I was rendering was super clean, but small parts where stuff was being reflected never cleared out.
http://c2n.me/3NfCJCw

I am probably messing some stuff up, but I really wanted to test 1.5/1.6/1.7. I tihnk I'll make another scene and test them out, because I'm doing similar projects like last year and I don't remember having trouble with reflective noise. I do need help with a particular scene though, render times ~10h on Dual Xeon 2670. I've checked for all the things like intersecting lights, portals, small light leaks etc, nothing. Last time when I needed I've sent the scene to Maru and I got some really ncie breakdown of my f*-ups, To whom should I send it now? It's all private etc.

Thanks!
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-08-27, 18:32:37
You can use the Private Uploader to send files to us that can't be shared publicly - https://corona-renderer.com/upload

Thanks!
   Tom
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-27, 20:03:39
Roadmap sais that expected realease date for 1.7 is August 31st. Is this still the target? I see a lot unfinished features yet.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-27, 20:09:43
we had to move it back because of the merger taking lot of time (there were also vacations and babies being born ;)), we will re-schedule soon
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-08-27, 20:11:02
Roadmap sais that expected realease date for 1.7 is August 31st. Is this still the target? I see a lot unfinished features yet.

I guess it will be moved. I hope not longer than month... BUT new conditions, you know... )) Maybe main feature going to be Corona to VRAY converter ))))
Title: Re: Daily Builds 1.7
Post by: antanas on 2017-08-27, 20:17:29
Or better yet one material for both of them or cross renderer material support by default ))
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-27, 21:24:13
Or better yet one material for both of them or cross renderer material support by default ))
now that's a good one!
also implementing Vray VSCan material or whatever they call them.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-27, 21:28:48
I guess it will be moved. I hope not longer than month... BUT new conditions, you know... ))
well, we have a long history of not making original deadlines, so this is nothing shocking, hopefully ;)
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-08-28, 11:56:45
I am having some strange issues with the latest 22/08 daily build and DR:

1. I set the noise threshold to 2.0 and the render goes on forever. The estimating time is not real, last night I saw 2 hours to finish and this morning was almost the same...
2. I noticed an unusual behaviour on a DR server which loads the scene, after a while is in rendering mode but for some reason it doesn't calculate anything and the memory usage it seems like it never loaded any data into memory. Closing DR Server and start it again resolves this problem.

Thanks,

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-08-28, 13:41:31
ATTENTION!

Guys!! 22nd Daily Build is not comptabile with 14th one!! I had my project, saved with daily build of 14th august and when I tried to open it with the 22nd one, it crashes. Also crashes if you try to merge stuff from a .max file saved with 14th daily build into the 22nd one.

Thank god it works installing the 14th August version back, otherwise I would'be been completely and utterly f-ed!
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-28, 13:44:30
the problem is actually with the 14th daily build - it is in way materials are loaded. I deleted the 14th daily build, only 22th is kept and is 100% compatible with every previous build except for the 14th. Be aware, that if your scene crashes in 14th daily build, it will be impossible to open in any future daily build
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-08-28, 13:54:58
the problem is actually with the 14th daily build - it is in way materials are loaded. I deleted the 14th daily build, only 22th is kept and is 100% compatible with every previous build except for the 14th. Be aware, that if your scene crashes in 14th daily build, it will be impossible to open in any future daily build

Hey chief,

So at the moment, I have 14th august, as I need to work on my scene, and I cannot open it with the 22nd. My scene does not crash in the 14th daily build, will I be able to open it in future daily builds?

Thanks!
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-28, 14:38:41
no, if it crashes in 22th, it will crash in all future builds, the problem was in the 14, not in the 22. Sorry about that
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-08-28, 14:55:28
no, if it crashes in 22th, it will crash in all future builds, the problem was in the 14, not in the 22. Sorry about that

Ohh mama mia, by the old gods and the new and jesus christ. Any ideas what I can do so I won't have this scene stuck in 14th? if I clear all the materials asign a Standard Material set the render engine to Default Scanline, would that work? And then reapply materials... I must find a way somehow.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-28, 15:19:20
yes, getting rid of corona materials will work. Also do you have some materials animated? That could be the problem...
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-08-28, 15:28:23
yes, getting rid of corona materials will work. Also do you have some materials animated? That could be the problem...

I don't think so, I have a 12 angles with an animated camera, and I might've forgotten the animate button on while doing other changes(maybe to materials) and not only camera ones. I will check, but if clearing the materials will work at least I have a way around.
Title: Re: Daily Builds 1.7
Post by: davemahi on 2017-08-28, 18:22:46
Have you set the Alpha mode in Advanced Options to "always white" in the diamond shader?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-29, 04:08:15
this is major did anyone else notice that int he compact materials editor the corona material map slots are out of control? you drag a map to a slot it shows up in a different one, and the bump slot doesn't even work at all?
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-29, 09:27:58
What build this is? AFAIK Aug 14 build has some critical issues with Corona materials. Could be the case?
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-29, 10:54:40
There is definitely something not right. The 1.7 latest builds are not cleaning up the noise. At 2% noise there is still a lot of noise compared to 1.6 Hf 2.
Is this because of the implementation of adaptivity? I seem to be having this problem with a lot of scenes in latest build.
There also seems to be an issue with DR rendering and noise.
Attached is the difference between DR render vs a single machine. Both render to 2% noise with 0.4 Denoise.
There is a big difference between the two renders. Seems like the DR render is denoising.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-29, 11:19:59
I kinda can confirm this - it seems that in Aug 22 build denoising working inconcistently. I had one occasion where i have to rerender one shot for denoiser to be able properly do its job.
Title: Re: Daily Builds 1.7
Post by: Nekrobul on 2017-08-29, 11:28:02
Guys you are scaring me.

Will it be reasonable to make backup copies of scenes with obsolete DB just in case?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-29, 11:35:57
What build this is? AFAIK Aug 14 build has some critical issues with Corona materials. Could be the case?
latest build 22nd
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-29, 11:47:43
we will investigate the DR problems soon, stay tuned please
Title: Re: Daily Builds 1.7
Post by: lacilaci on 2017-08-29, 12:01:23
Will the next massive speedup(lightsampling) make it to 1.7?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-08-29, 14:17:16
hopefully ;) we are about 1 week away from release in daily builds
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-08-29, 18:03:34
Think we have sorted the Backburner DR problem.
VrayHDRI loader was causing the problem.
Have been use VrayHDRI loader, which isn't a problem unless you have different vray versions running.
Completely forgot to check vray version on all slaves.
After updating each to same version seems to have fixed the problem.

Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-30, 01:06:46
Think we have sorted the Backburner DR problem.
VrayHDRI loader was causing the problem.
Have been use VrayHDRI loader, which isn't a problem unless you have different vray versions running.
Completely forgot to check vray version on all slaves.
After updating each to same version seems to have fixed the problem.

you need to remove all vray dependencies in your projects make it all corona streamline your process not to need vray, you never know when you won't have acess to vray. you might come back in a year to render and your vray will betray you.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-08-30, 10:33:26
Using parts of Vray or any other renderer than Corona will (currently ;) ) sooner or later result in some unexpected troubles. For example, Vray HDRI is known to cause flickering in animations, even when using path tracing only. The features of Vray HDRI can be easily achieved using the standard/Corona bitmap loader.
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-08-30, 11:38:12
Using parts of Vray or any other renderer than Corona will (currently ;) ) sooner or later result in some unexpected troubles. For example, Vray HDRI is known to cause flickering in animations, even when using path tracing only. The features of Vray HDRI can be easily achieved using the standard/Corona bitmap loader.

Could you tell me, please, which parameter of standard/Corona bitmap loader do the same job as Inverse gamma parameter of Vray HDRI map?
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-08-30, 12:04:33
long long time ago i asked for vrayHdri's Inverse gamma in coronaBitmap but it seems no one really need it except me
Title: Re: Daily Builds 1.7
Post by: maru on 2017-08-30, 12:08:16
Could you tell me, please, which parameter of standard/Corona bitmap loader do the same job as Inverse gamma parameter of Vray HDRI map?

You can get exactly the same result using:
-gamma in the 3ds max Color Correction node
-override gamma when loading a bitmap in 3ds max
-additionally there is a gamma spinner in Corona Output map since 1.6
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-08-30, 12:44:40
You can get exactly the same result using:
-gamma in the 3ds max Color Correction node
-override gamma when loading a bitmap in 3ds max
-additionally there is a gamma spinner in Corona Output map since 1.6

Thanks Maru. I just was thinking, that I miss something in CoronaBitmap loader. But anyway, thanks for the idea to use Corona Output map, it didn't come to my mind :)
Title: Re: Daily Builds 1.7
Post by: steyin on 2017-08-30, 16:55:09
Using parts of Vray or any other renderer than Corona will (currently ;) ) sooner or later result in some unexpected troubles. For example, Vray HDRI is known to cause flickering in animations, even when using path tracing only. The features of Vray HDRI can be easily achieved using the standard/Corona bitmap loader.

I will say, I always used the VrayHDRI, but I tried the Corona bitmap the other day with it and the gamma/output values worked much better with it. Was much easier to get the right values than using the VrayHDRI. Don't know if I was setting something incorrectly all this time (I was following Peter's articles on it for the last couple of years) but from now on I'm using the Corona bitmap.
Title: Re: Daily Builds 1.7
Post by: Njen on 2017-08-30, 20:39:32
When you load the image there is a gamma override attribute in Max's file loader.

Or, and this is more preferable, correct the gamma in any decent image editing program then just load it in straight.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-08-31, 00:37:50
 but from now on I'm using the Corona bitmap.
[/quote]


the Corona Bitmap is really great it has only one flaw the resource collector in max can't see the maps so I have to switch to regular then to corona bitmap via the script to collect all maps.

Title: Re: Daily Builds 1.7
Post by: romullus on 2017-08-31, 09:58:21
Collect Asset (http://www.scriptspot.com/3ds-max/scripts/collect-asset) script works perfectly well with CoronaBitmap.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-08-31, 18:09:31
Hey guys, what about Corona Toolbar? it would be awesome to have it with installer...
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 05:58:04
I kinda can confirm this - it seems that in Aug 22 build denoising working inconcistently. I had one occasion where i have to rerender one shot for denoiser to be able properly do its job.

can confirm denoising issues here too.
single pc rendering less noise than DR
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 09:33:23
can also confirm that you cannot open files saved with latest daily build if you reinstall 1.6.2
hopefully will be openable with future versions...
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 10:24:43
we need this fixed I have 6 high res image sand 3 animations to render please
I attached a render I think it explains what is happening, I rendered this to CXR with gathering data fro denoising and denoised in corona image editor, it seems corona is not gathering the denoising data  from render nodes.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-04, 10:40:41
we need this fixed I have 6 high res image sand 3 animations to render please
I attached a render I think it explains what is happening, I rendered this to CXR with gathering data fro denoising and denoised in corona image editor, it seems corona is not gathering the denoising data  from render nodes.

Could you please file a bug report on Mantis (https://www.corona-renderer.com/bugs)? That way we're sure not to forget about this bug and you'll be informed about any progress. Also please save the data sent by DR slaves to master and attach it to the bug report. You can save the data by checking the "retain EXRs" checkbox in render setup DR rollout.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 11:04:02
we need this fixed I have 6 high res image sand 3 animations to render please
I attached a render I think it explains what is happening, I rendered this to CXR with gathering data fro denoising and denoised in corona image editor, it seems corona is not gathering the denoising data  from render nodes.

Could you please file a bug report on Mantis (https://www.corona-renderer.com/bugs)? That way we're sure not to forget about this bug and you'll be informed about any progress. Also please save the data sent by DR slaves to master and attach it to the bug report. You can save the data by checking the "retain EXRs" checkbox in render setup DR rollout.

I think I fixed the problem with denoising and DR, guys all you have to do is disable the new improved sampler and go back to the old stratified sampler, I tried the same region and it worked and now I am rendering the full res which would take a few hours I will let you know the results.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 12:55:06
we need this fixed I have 6 high res image sand 3 animations to render please
I attached a render I think it explains what is happening, I rendered this to CXR with gathering data fro denoising and denoised in corona image editor, it seems corona is not gathering the denoising data  from render nodes.

Could you please file a bug report on Mantis (https://www.corona-renderer.com/bugs)? That way we're sure not to forget about this bug and you'll be informed about any progress. Also please save the data sent by DR slaves to master and attach it to the bug report. You can save the data by checking the "retain EXRs" checkbox in render setup DR rollout.

I am sorry but I don't have time to do this. This is not a bug that I should be fixing for you it is your software and your business. it is a major flaw, akin to Corona shooting itself in the foot, it is like a Trojan horse that Vray sneaked in, the code for the sampler is buggy enough to be unusable in production, and it prevents rollbacks.
The stratified sample is slower, but at 200 passes it is so much cleaner to a point where it barely needs denoising, while the new vray sampler is so dirty especially in corners. the time saving is 10 minutes or 15 minutes off 2hrs of rendering.
One of the main reasons I moved from Corona to Vray is the Corona had a predictable behavior. You start introducing approximations into it and it is no longer what we want. With Corona I can render animations with moving objects using path tracing with 40 passes and it will be cleaned by the denoiser and the only flickerign I have is with bloom and glare which i can turn off while with vray you need more time to render the same thing with brute force to remove the flickering.
And another thing is I myself have been looking for a partner for the last 20 years, with my wife telling me to play by myself it is safer, I looked everywhere and after 20 years she is right. Same with Corona you do not need Vray they will smile at you and stab you in the back believe me. I am older than you I have seen life you have been doing great so far on your own but now you invited the big grizzly bear into your cave.
Title: Re: Daily Builds 1.7
Post by: blank... on 2017-09-04, 13:00:21
I am sorry but I don't have time to do this. This is not a bug that I should be fixing for you it is your software and your business. it is a major flaw, akin to Corona shooting itself in the foot

Jeez, man, calm down. No one asked you to fix anything, just to report where everyone reports bugs.
Besides, no one forced you to use daily builds, have you read this:

Quote
USE AT YOUR OWN RISK
Always make backups of important projects! Daily builds may contain unfinished features and may not be stable - they may damage your scenes, freeze your 3ds Max, make you miss your deadline

https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 13:04:08
I am sorry but I don't have time to do this. This is not a bug that I should be fixing for you it is your software and your business. it is a major flaw, akin to Corona shooting itself in the foot

Jeez, man, calm down. No one asked you to fix anything, just to reported where everyone reports bugs.
Besides, no one forced you to use daily builds, have you read this:

Quote
USE AT YOUR OWN RISK
Always make backups of important projects! Daily builds may contain unfinished features and may not be stable - they may damage your scenes, freeze your 3ds Max, make you miss your deadline

https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds


I am pretty calm for someone who wasted a day on this. you confuse my helping you to figure this out with whatever.
Plus I figured someone would say this so I have an answer ready : giving us new features in daily builds is akin to putting a horny teenager in locked room with a naked lady.

I really do not have to participate in this forum I am doing everyone a service by spending time troubleshooting this. if you find otherwise let me know you won't see me here again.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 13:04:23
Results are in: the stratified sampler got me a very crystal clean image denoised to perfection, not that it needed much denoising. 6K wide image with 200 samples using 10 computers took 2 hrs plus denoising time, denoising time was about 8 minutes, it was 16 minutes with the new sampler and then it failed.
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-09-04, 13:07:26
That's why using DBs in production is not recommended in the first place. Also no need to be hostile, that's what DBs are for, testing new features and making sure that they are fixed if someone comes across a problem. It's really in your own interest to submit a small repro case so it can be addressed. And once it's fixed you're able to use the sampler of your choice without issues.
Title: Re: Daily Builds 1.7
Post by: blank... on 2017-09-04, 13:07:59
you confuse my helping you to figure this out with whatever.

You confuse me with someone employed at Corona :D
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 13:09:08
That's why using DBs in production is not recommended in the first place. Also no need to be hostile, that's what DBs are for, testing new features and making sure that they are fixed if someone comes across a problem. It's really in your own interest to submit a small repro case so it can be addressed. And once it's fixed you're able to use the sampler of your choice without issues.

can we stop with calling me hostile?, this is passive aggressive from your side.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 13:10:46
you confuse my helping you to figure this out with whatever.

You confuse me with someone employed at Corona :D

it doesn't matter we are all one team whether we work at Corona or not, aren't we troubleshooting these daily builds? whatever anyone of us does affects all of us.
Title: Re: Daily Builds 1.7
Post by: blank... on 2017-09-04, 13:14:06
it doesn't matter we are all one team whether we work at Corona or not, aren't we troubleshooting these daily builds?

I guess you're that one "i" in team.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-09-04, 13:15:41
it doesn't matter we are all one team whether we work at Corona or not, aren't we troubleshooting these daily builds?

I guess you're that one "i" in team.

I don't understand?
Title: Re: Daily Builds 1.7
Post by: blank... on 2017-09-04, 13:17:43
I don't understand?

Never mind, happy rendering!
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-04, 13:19:33
we need this fixed I have 6 high res image sand 3 animations to render please
I attached a render I think it explains what is happening, I rendered this to CXR with gathering data fro denoising and denoised in corona image editor, it seems corona is not gathering the denoising data  from render nodes.

Could you please file a bug report on Mantis (https://www.corona-renderer.com/bugs)? That way we're sure not to forget about this bug and you'll be informed about any progress. Also please save the data sent by DR slaves to master and attach it to the bug report. You can save the data by checking the "retain EXRs" checkbox in render setup DR rollout.

I am sorry but I don't have time to do this. This is not a bug that I should be fixing for you it is your software and your business. it is a major flaw, akin to Corona shooting itself in the foot, it is like a Trojan horse that Vray sneaked in, the code for the sampler is buggy enough to be unusable in production, and it prevents rollbacks.
The stratified sample is slower, but at 200 passes it is so much cleaner to a point where it barely needs denoising, while the new vray sampler is so dirty especially in corners. the time saving is 10 minutes or 15 minutes off 2hrs of rendering.
One of the main reasons I moved from Corona to Vray is the Corona had a predictable behavior. You start introducing approximations into it and it is no longer what we want. With Corona I can render animations with moving objects using path tracing with 40 passes and it will be cleaned by the denoiser and the only flickerign I have is with bloom and glare which i can turn off while with vray you need more time to render the same thing with brute force to remove the flickering.
And another thing is I myself have been looking for a partner for the last 20 years, with my wife telling me to play by myself it is safer, I looked everywhere and after 20 years she is right. Same with Corona you do not need Vray they will smile at you and stab you in the back believe me. I am older than you I have seen life you have been doing great so far on your own but now you invited the big grizzly bear into your cave.

Hello, you don't have time to report a bug, yet you have time to complain about it. Expecting developers to fix it when they don't have the core files that are needed to do so. It would be for the benefit of all the community if you would change your mind about that.

Your concerns about the merge seem to be coming from your experience and care, please consider having bit more confidence in developers competence. They were doing good till now, lets see some results of the new model before we judge.

That brings me, where is the new daily?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-04, 14:33:36
I banned ihabkal for 24 hours to calm down, so everyone else, please stop attacking him. Hopefully he will have good nights sleep on this and come back tomorrow willing to cooperate on fixing the bug. In the meantime we assigned an engineer to investigate
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-04, 14:34:02
new daily... let me merge camera  and skin first ;)
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-04, 14:59:54
Ondra: What can we look forward to? Is the change log in the installation.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-04, 15:00:49
next daily is basically CoronaCamera + CoronaSkinMtl. Also we will fix the DR+DMC bug, Martin just found the problem
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-04, 15:02:38
CoronaSkinMtl - yaaaaaaay!
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-04, 15:06:53
Corona Camera, that sounds good.
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-04, 15:11:25
Dr+DMC bug: Is that the problem with noise when using DR rendering? And problem subsequently denoising?




Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-04, 15:28:31
Dr+DMC bug: Is that the problem with noise when using DR rendering? And problem subsequently denoising?
yes, both, will be solved today
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-09-04, 15:46:40
Corona Camera, that sounds good.

We're more excited about this than anything else currently in the roadmap. I cannot wait for IR to stop refreshing when using shift... we use it on perhaps 90% of our cameras on every single project...
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-09-04, 17:48:49
Hooray!  Can't wait to try skin material on some 3d people.  Hopefully a little more convincing.
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-05, 09:56:32
I know the daily isn't out yet, but can we have a glimpse on workflow regarding skin material? Is it something simple (one of Corona's best feature) or we have to deal with many maps and parameters? (In mental ray it was always a pain)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-05, 11:27:19
there is both simple (in corona mtl) and advanced (corona skin mtl) options
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-06, 10:59:14
Was the previous Random Sampler Stratified?
I might need to use previous one till the next build comes out.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-06, 16:10:34
It's already up: https://corona-renderer.com/download/
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-06, 16:57:36
I'm a little confused. Is there no Dailybuild for 1.7?
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-09-06, 17:13:48
It's already up: https://corona-renderer.com/download/
yeah im confused too, is the 1.6.3 the including the 1.7 daily stuff? or is it just another small hotfix for 1.6.2?
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-09-06, 17:30:47
It's already up: https://corona-renderer.com/download/
yeah im confused too, is the 1.6.3 the including the 1.7 daily stuff? or is it just another small hotfix for 1.6.2?
AFAIK HF3 exclusively fixes a problem with the DMC sampler, there were issues with distributed rendering and probably some more.
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-09-06, 17:33:38
It's already up: https://corona-renderer.com/download/
yeah im confused too, is the 1.6.3 the including the 1.7 daily stuff? or is it just another small hotfix for 1.6.2?

I just installed the new hotfix and I'm not seeing any skin material, uvw randomize and so forth.  I'm guessing it's a small hotfix or else I'm just blind.

Maybe they're still chugging on rolling in skin and so forth into the dailies?  *hits refresh again on the dropbox folder*
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-06, 18:02:07
Sorry for the confusion! My fault!
I just blindly assumed that this thread is about something else, please ignore my last post. We have to wait for the new 1.7 daily a bit more.
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-09-06, 18:03:11
The hotfix is just for fixing the two issues noted in this thread, the noise when using DR and the "Lock sampling pattern":
https://forum.corona-renderer.com/index.php?topic=17355.msg108895;topicseen#new

Skin etc won't be in a 1.6 version, as those are 1.7 features :) So those will turn up in a 1.7 daily build (which will also include the same fix for the DR noise and "Lock sampling pattern")
Title: Re: Daily Builds 1.7
Post by: thilima on 2017-09-07, 02:09:56
I got the new daily build 06/09 and I´m trying Corona Camera now and my question is: Any plans for these settings to work realtime (without restart render) like the VFB settings does?

(https://i.imgur.com/gQWoaQ1.png)


Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-09-07, 04:28:10
about coronaCamera,
thanks devs, for creates this super nice feature.
- what is the difference of toneMapping "override" checkbox with "on" checkbox?
- its target distance value is changing it self and the whole controls is flickering while I zoom in/out and pan the viewport.

edit:
devs, is there a plan to remove coronaCameraMod?
if not, I found there are some properties name (mxs) of coronaCamera which doesn't match with what coronaCameraMod has.
imo, to avoid confusion I think both feature's should have identic properties name.

edit2:
it seems every viewport's mouse movements recalculates the targetDistance property
I don't know if it is by the design or a bug..
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-09-07, 08:43:33
Cool and thanks for Camera ))
but one really annoying thing, Camera ICON IS VERY HUGE ))) could you please add the option icon size
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-07, 10:21:55
There's something weird going on with CoronaCam target's transformations. It's drift from its position while you move mouse in viewports. To see this, just select cam target, move your mouse and watch mini transform toolbox on the bottom of the screen. Also if you select targetd CoronaCam, move it to another location and then undo last action, camera will return to completely different location.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-07, 10:43:58
Hello,

1. Camera Clipping needs visible marker so that users can set the distance more accurate.
Enviro has it, and it looks great yet It is set only for the near range.

2. Would be amazing if Cameras would have Save/Load option on the bottom for the settings.

3. Is it possible to add Tilt & Shift for the Camera Clipping? (Image)
That would make Corona Cam standout from all the engine cameras.

4. Is there option to use exposure from VFB instead of camera?

Is corona camera using the same "Auto tilt" as Phis camera in 3ds max? If yes, then it will create some problems when using animated camera.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-07, 10:45:49
There's something weird going on with CoronaCam target's transformations. It's drift from its position while you move mouse in viewports. To see this, just select cam target, move your mouse and watch mini transform toolbox on the bottom of the screen. Also if you select targetd CoronaCam, move it to another location and then undo last action, camera will return to completely different location.

Happend to me 1-2 times, cant really reproduce when I try to, just a random jump from time to time.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-09-07, 11:18:26
it seems every viewport's mouse movements recalculates the targetDistance property
There's something weird going on with CoronaCam target's transformations. It's drift from its position while you move mouse in viewports. To see this, just select cam target, move your mouse and watch mini transform toolbox on the bottom of the screen.
i'm sure both things are related and devs already knew it.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-07, 11:36:37
1. camera targed distance should be available to edit, even if target is disabled, otherwise it's pretty inconvenient to adjust focus distance for targetless cameras.
2. it would be nice if Corona cameras would have same blue wire colour on creation like max's cameras has and not random ones like it is now.

i'm sure both things are related and devs already knew it.

Ah sorry, i missed your report. Also probably related to that same issue - target distance is impossible to set by typing in appropriate field, it can be done only by dragging spinners.
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-07, 11:42:52
Old problem here - take a look at the sphere. [Doesn't happen with normal coronaMtl with SSS applied]
(https://i.imgur.com/dd00G0K.jpg)
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-07, 11:46:13
Old problem here - take a look at the sphere.
(https://i.imgur.com/dd00G0K.jpg)
I haven't tested this build yet, but I am guessing it's https://coronarenderer.freshdesk.com/support/solutions/articles/12000012390-my-sss-objects-are-faceted-
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-07, 11:53:43
Old problem here - take a look at the sphere.
(https://i.imgur.com/dd00G0K.jpg)
I haven't tested this build yet, but I am guessing it's https://coronarenderer.freshdesk.com/support/solutions/articles/12000012390-my-sss-objects-are-faceted-

Seems like it... Too bad, just for skin - where you sometimes cannot have very dense mesh - should be some kind of workaround.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-07, 11:58:12
Is it different in other renderers?
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-07, 12:00:56
There are no other renderers for me ;)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-07, 12:05:00
Render history doesn't work in latest build. Save VFB to history and immediately try to load it for comparison - you will get "not rendered" error.
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-07, 12:08:50
Max 2014
Corona camera doesn't have line which should connect camera and target. Also no cone visible whatever option chosen
Title: corona camera issue - max 2014
Post by: Alexandre Besson on 2017-09-07, 12:32:23
Hi,
I'm having an issue with the new CoronaCamera (3ds max 2014 sp5). It looks like 3ds max is considering the camera object AS an object in the viewport, so i can't see through whereas the render is going well.
Moreover, i can't see the link beetween the camera and the target wich is diturbing & can't see the cone.
Regards.
Title: Re: Daily Builds 1.7
Post by: cecofuli on 2017-09-07, 12:37:03
And, what about the new two SSS parameters inside CoronaMtl. Are they really necessary? Now we have 7 different parameters, inside CoronaMtl to control SSS:
Translucency, Refraction, Opacity, Adsorption and Scattering... Now SSS fracion and SSS Radius.
For a newbies is too much, IMO. Corona philosophy is to be simple ;-)
Title: Re: Daily Builds 1.7
Post by: shadowman on 2017-09-07, 12:39:46
Cool start!
Above mentioned things:
the icon - simplier = better. Example - VRayCam. And It's selectable all ower it's icon.
And it would be nice to have individual resolution for each.
And Exclude option - other words the "Renderable" checkbox on/off for objects that often blocks the view when Batch render is used.

Thank you! :)
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-07, 12:48:13
And, what about the new two SSS parameters inside CoronaMtl. Are they really necessary? Now we have 7 different parameters, inside CoronaMtl to control SSS:
Translucency, Refraction, Opacity, Adsorption and Scattering... Now SSS fracion and SSS Radius.
For a newbies is too much, IMO. Corona philosophy is to be simple ;-)
Soon there will be presets for materials, so new users will easily and quickly pick whatever they need.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-07, 13:00:32
Cool start!
Above mentioned things:
the icon - simplier = better. Example - VRayCam. And It's selectable all ower it's icon.
And it would be nice to have individual resolution for each.
And Exclude option - other words the "Renderable" checkbox on/off for objects that often blocks the view when Batch render is used.

Thank you! :)

+1 The camera hitbox is smaller than the icon, making it hardly selectable.

PS. I like the Random Color thing
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-07, 13:10:39
I got the new daily build 06/09 and I´m trying Corona Camera now and my question is: Any plans for these settings to work realtime (without restart render) like the VFB settings does?

(https://i.imgur.com/gQWoaQ1.png)
yes, definitely!
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-07, 13:13:02
devs, is there a plan to remove coronaCameraMod?
if not, I found there are some properties name (mxs) of coronaCamera which doesn't match with what coronaCameraMod has.
imo, to avoid confusion I think both feature's should have identic properties name.
yes, we will remove camera mod. It will be hidden plugin for backwards compatibility for few years, with no further updates.

We will see if there is some unnecessary inconsistency between camera and mod, and fix that
Title: Re: Daily Builds 1.7
Post by: fraine7 on 2017-09-07, 14:20:02
Corona Camera seems very promising but I have noticed a few issues, some of which are already mentioned above.

One major issue I have noticed when using the Corona Camera is that IR stops completely when my mouse is not on/in the vfb window. If I am hovering over a viewport then IR does not work (it's as though I have chosen to cancel/stop interactive rendering). IR then jumps back into life (restarts) when I hover over the VFB again. Deleted the Corona Camera and this issue goes away (IR behaves normally again).

Max 2016 SP4

Edit - This only happens when looking through the Corona Camera, switching to Physical Cam or perspective view returns IR to it's normal behaviour
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-07, 15:24:30
There is already an (internal) discussion about SSS controls in the Corona mtl vs the Skin mtl, and there will be definitely some changes to make things more simple. Any suggestions are however appreciated!
Title: Re: Daily Builds 1.7
Post by: moriah on 2017-09-07, 16:26:28
Can you please not remove camera mod? For example, when importing cameras from Houdini / Maya, since it's an alembic camera, it is easier just to put a modifier on top of it, instead of having to somehow convert it to the new corona camera. If new changes to the camera are made, we don't have to re-convert it again. Unless you can implement an easy way to convert alembic/standard/vray cameras to corona camera. That's one of the things i don't like about vray camera / 3dsmax phys cam. Just putting a modifier on top of whatever camera and make it compatible works perfectly.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-07, 23:18:15
Can you please not remove camera mod? For example, when importing cameras from Houdini / Maya, since it's an alembic camera, it is easier just to put a modifier on top of it, instead of having to somehow convert it to the new corona camera. If new changes to the camera are made, we don't have to re-convert it again. Unless you can implement an easy way to convert alembic/standard/vray cameras to corona camera. That's one of the things i don't like about vray camera / 3dsmax phys cam. Just putting a modifier on top of whatever camera and make it compatible works perfectly.

Or DeadClown could add a Camera converter if possible, what would solve the problem, right?
Title: Re: Daily Builds 1.7
Post by: cecofuli on 2017-09-07, 23:21:46
I think both, CameraMod and CoronaCamera can live together =)
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-09-08, 10:27:05
Personally I think we'd rather the old cameramod remained usable, for total backwards compatibility. If we need to re-load an old job (happens all the time) and re-render, it would not be ideal if we no longer have access to the cameramod.

And an update to the corona converter script that will allow you to convert any regular camera with a mod on it > coronacamera with all the correct values would solve that problem too.
Title: Re: Daily Builds 1.7
Post by: Noah45 on 2017-09-09, 02:23:27
9/8 db , Thanks for the beginning of the Corona Material Library. I expect this will be a very convenient way to store our mat assets.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-09-09, 03:56:23
the corona material library, that's a nice cool feature.
I thought it would be something like dropdownlist template in arch&design material :D
Title: Re: Daily Builds 1.7
Post by: JoeVallard on 2017-09-09, 04:11:51
Corona Bitmap and Triplanar mapping are broke for me in the latest Daily Build(2017-9-8). Adjusting any of the triplanar settings does nothing for me when using Corona Bitmap. Converting Corona Bitmap > Regular Bitmap, fixes the issue.
Title: Material Library
Post by: Monkeybrother on 2017-09-09, 09:19:42
I haven't tested the latest daily yet, but what are the plans for the material library? Will you be able to add materials from different directories? We already have a set of material libraries on our main server that everyone in the group can access and it would be nice if that could be added to the library and be automatically updated for everyone whenever a change is made.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-09, 09:34:45
I never used any material libraries or presets before, but it looks i really will like Corona Material Library (CML). It has one issue though - texture paths aren't hooked automatically.
Title: Re: Daily Builds 1.7
Post by: Renovacio on 2017-09-09, 09:38:48
Check this moment please!!! this problem has always been. Background - this is the plane with the CoronaLightMTL
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-09, 11:32:31
I never used any material libraries or presets before, but it looks i really will like Corona Material Library (CML). It has one issue though - texture paths aren't hooked automatically.
Forgot to do it. Will be fixed in next daily. Thanks.
It still should work when you manually add C:\Program Files\Corona\material\assets among asset paths.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-09, 11:41:41
Yes, i did that and it works. It just i expected that to be setup automatically :]

BTW, what about our own assets, will there be option to add my materials to library?
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-09, 12:13:51
VFB - selecting any number with the mouse cursor is not possible to enter numbers to replace with the keyboard. (Corona_2017-09-08)
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-09, 12:43:26
Yes, i did that and it works. It just i expected that to be setup automatically :]

BTW, what about our own assets, will there be option to add my materials to library?
Yes, the path will be set automatically in next daily.
A possibility to add own materials is planned, but not in 1.7. It will come later.
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-09, 18:29:19
Yes, i did that and it works. It just i expected that to be setup automatically :]

BTW, what about our own assets, will there be option to add my materials to library?
Yes, the path will be set automatically in next daily.
A possibility to add own materials is planned, but not in 1.7. It will come later.

Am I missing something? Cant we just Add and save the Mat lib?
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-09, 19:02:05
@Tanakov, the talk is about brand new Corona Material Library tool.
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-09-09, 20:48:56
Material library could be really cool feature.
One thing, please add the option Real-World-Map-Size.
Please look at similar SIGER libs https://www.sigershop.eu/item/cmpp-max/
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-09, 23:37:21
@Tanakov, the talk is about brand new Corona Material Library tool.

I seem to be unable to locate that tool, can you explain how can I activate it?
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-09-09, 23:45:27
I hope the material library will be fully optional install.

(same would be great for LUTs).
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-10, 07:45:52
I hope the material library will be fully optional install.

(same would be great for LUTs).

The material library will be optional in full 1.7 release. It won't even be part of the installer package itself and will be automatically downloaded during the installation only when needed (but it will almost definitely be selected to install by default).

It's doable to do the same with both LUT and IES bundles. I was actually thinking about making all of them optional just a few days ago, but I don't see any benefit in doing so. Why would you want to install Corona without LUTs?
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-10, 07:47:02
@Tanakov, the talk is about brand new Corona Material Library tool.

I seem to be unable to locate that tool, can you explain how can I activate it?

In the main 3ds Max menu choose Corona->Material Library
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-10, 16:56:36
Material library could be really cool feature.
One thing, please add the option Real-World-Map-Size.
Please look at similar SIGER libs https://www.sigershop.eu/item/cmpp-max/

That is a good idea, or some tips on texture size/scale.

@Tanakov, the talk is about brand new Corona Material Library tool.

I seem to be unable to locate that tool, can you explain how can I activate it?

In the main 3ds Max menu choose Corona->Material Library

Thanks I wasnt aware of the new manu tab, thank you.


I hope the material library will be fully optional install.

(same would be great for LUTs).

The material library will be optional in full 1.7 release. It won't even be part of the installer package itself and will be automatically downloaded during the installation only when needed (but it will almost definitely be selected to install by default).

It's doable to do the same with both LUT and IES bundles. I was actually thinking about making all of them optional just a few days ago, but I don't see any benefit in doing so. Why would you want to install Corona without LUTs?

I can only imagine that he has his own libraries that he uses instead of those provided by others. Still having option to chose would be just nice.
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-10, 18:39:33
I hope the material library will be fully optional install.

(same would be great for LUTs).

The material library will be optional in full 1.7 release. It won't even be part of the installer package itself and will be automatically downloaded during the installation only when needed (but it will almost definitely be selected to install by default).

It's doable to do the same with both LUT and IES bundles. I was actually thinking about making all of them optional just a few days ago, but I don't see any benefit in doing so. Why would you want to install Corona without LUTs?

I'm sure I'm not alone, but I use my own collection of LUT's. And typically only in Photoshop. I do so much post work prior to applying a LUT it is rarely useful for me to use them from the VFB. When I do, I rarely (once every few months) use the provided LUTs. Honestly though the ones provided don't bother me, just offering some explanation why some would value the option to install these.
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-09-11, 02:25:32
The interactive render now refreshes the render everytime i move the mouse.... does anyone else have this issue?
Title: Re: Daily Builds 1.7
Post by: Njen on 2017-09-11, 03:36:05
I'm sure I'm not alone, but I use my own collection of LUT's. And typically only in Photoshop. I do so much post work prior to applying a LUT it is rarely useful for me to use them from the VFB. When I do, I rarely (once every few months) use the provided LUTs. Honestly though the ones provided don't bother me, just offering some explanation why some would value the option to install these.

You are not alone, I never use LUTs in Corona, as I comp all of my renders through Nuke.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-09-11, 06:57:47
The interactive render now refreshes the render everytime i move the mouse.... does anyone else have this issue?

Same here, when used corona camera with
Dof enabled. IR refreshes on mouse movement.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-09-11, 12:11:41
I'd also vote for option to install LUTs optionally, in the same manner as material presets. Of course, I would still make the option to install both of these ON by default, so new users who don't know what they do yet won't miss out on it.

Specifically for LUTs, I would probably always include Dubcats trio of Photographic LUTs, regardless of if the LUT package is selected or not.
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-09-11, 17:52:54
I may be missing something, but can we add our own materials to the library right now? if so, how?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-11, 17:57:57
I may be missing something, but can we add our own materials to the library right now? if so, how?
it is not possible now, but we want to make it happen in the future. Also stay tuned for the full release, we are currently scanning wood ;)
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-09-11, 18:02:15
I may be missing something, but can we add our own materials to the library right now? if so, how?
it is not possible now, but we want to make it happen in the future. Also stay tuned for the full release, we are currently scanning wood ;)
Will it be seamlessly tileable?
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-11, 19:13:20
it looks more or less like this

(http://i0.kym-cdn.com/photos/images/facebook/000/816/782/cce.jpg)
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-09-12, 00:57:29
I may be missing something, but can we add our own materials to the library right now? if so, how?
it is not possible now, but we want to make it happen in the future. Also stay tuned for the full release, we are currently scanning wood ;)

That sounds cool an all, but if it's not possible to build project specific libraries, this feature seems super pointless to me.
Title: Re: Daily Builds 1.7
Post by: Noah45 on 2017-09-12, 01:26:43
Yep, it's wood. :)

Basic customizable materials, complex and not. Drag and Drop? count me in, and give Corona Dev. some time....
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-09-12, 01:54:46
I may be missing something, but can we add our own materials to the library right now? if so, how?
it is not possible now, but we want to make it happen in the future. Also stay tuned for the full release, we are currently scanning wood ;)

That sounds cool an all, but if it's not possible to build project specific libraries, this feature seems super pointless to me.

These are just basic mats for beginners who asked for something to come with installer.

For anyone else, to actually manage a library, both Siger and Connecter are full-scale content managing libraries. Siger is bit more straightforward as it's made only for materials, but Connecter is really kick-ass in every aspect.
All the biggest pros out there already use it to manage materials as well.
Title: Re: Daily Builds 1.7
Post by: Noah45 on 2017-09-12, 03:21:17
All this big pro needs is a simple way help me flow.

Siger beaut mats, needs Drag and drop


Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-09-12, 11:50:53
All this big pro needs is a simple way help me flow.

Siger beaut mats, needs Drag and drop

Connecter ! :- )

(It cannot be stressed out how good that tool is. Drag&Drop HDRi,Textures,Models,Materials. And could even IES if Corona makes it droppable slot)
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-09-12, 12:10:47
Hi all, did you noticed that using the new Corona Camera the rendering process doesn't behave as it should? The Rays/s total & actual number jumps and shows crazy values and the render doesn't go on...

Do you confirm?

Thanks,

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-09-12, 19:06:06

Connecter ! :- )

...And could even IES if Corona makes it droppable slot)

+1

If not, is there a way to change the default path that pops up when clicking new light's IES slot? But seriously, drag 'n drop would be lovely for IES as Connecter handles them previews like a baws.
Title: Re: Daily Builds 1.7
Post by: Roman Divoky on 2017-09-13, 19:28:40
Hi, in latest build Hair&fur modiefier hides base mesh while rendering.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-09-14, 06:33:26
latest build 14th sept 17,
IR unnecessary restarts still exist. let me guess, it is caused by coronaCamera targetDistance always recalculated in viewport mouse movement. the value decreased about 0.01 in mouse movement event.
or do I have to post it in bug report?
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-09-14, 07:52:48
CoronaCam looks better. thanks ))
Could you please add some more features:
1) add clipping/env range lines, to define clipping range visually in top/side views
2) visual appearing of selection cameras parts. please see mocap to simple explanation

thanks
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-09-14, 08:14:07
CoronaCam looks better. thanks ))
Could you please add some more features:
1) add clipping/env range lines, to define clipping range visually in top/side views
2) visual appearing of selection cameras parts. please see mocap to simple explanation

thanks
CoronaCam looks better. thanks ))
Could you please add some more features:
1) add clipping/env range lines, to define clipping range visually in top/side views
2) visual appearing of selection cameras parts. please see mocap to simple explanation

thanks
+1 for point 1, just like physical camera
about the point 2, I like your drawing;) and its just about the line turns to white when camera only selected which should turn to white only when it is selected.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-14, 08:14:49
latest build 14th sept 17,
IR unnecessary restarts still exist. let me guess, it is caused by coronaCamera targetDistance always recalculated in viewport mouse movement. the value decreased about 0.01 in mouse movement event.
or do I have to post it in bug report?
please do the bug report ;) with max version, scene, ...
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-09-14, 09:24:23
latest build 14th sept 17,
IR unnecessary restarts still exist. let me guess, it is caused by coronaCamera targetDistance always recalculated in viewport mouse movement. the value decreased about 0.01 in mouse movement event.
or do I have to post it in bug report?
please do the bug report ;) with max version, scene, ...
done in mantis :)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-14, 11:08:30
thanks, pavel will look into it today
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-14, 14:32:57
Is there a way for the DR servers to be able to respond to a max crash? By restarting max.
I seem to get this often and have to manually restart DR server. Would be great for when we leave stuff rendering over night.

Thx.

Title: Re: Daily Builds 1.7
Post by: soso on 2017-09-14, 15:37:54
When you guys finished "Massive direct light sampling speedup" and maybe "Heterogenous media (FumeFX, Phoenix FD, OpenVDB)" ?
I hope before September 23 this year ;)
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-14, 15:38:44
heterogenous media won't make it into 1.7.

direct light sampling speedup is done, we just need to do some verification and release it in daily build (possibly today)
Title: Re: Daily Builds 1.7
Post by: soso on 2017-09-14, 15:45:06
Oh no :(
Perhaps it's too late for us as mankind, corona user, and maybe American people too :(
Btw, thanks for the info :)
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-09-14, 21:02:26
heterogenous media won't make it into 1.7.

direct light sampling speedup is done, we just need to do some verification and release it in daily build (possibly today)

Sweeeeeeeet!  So this will help out HDRI lit exteriors and so forth?
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-09-15, 02:03:18
Hey Corona team..,, latest daily is FANTASTIC!  Thanks so much team

The Corona materials are AWESOME.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-15, 08:53:23
Hey Corona team..,, latest daily is FANTASTIC!  Thanks so much team

The Corona materials are AWESOME.
Speaking for the team: you are welcome ;-)
Title: Re: Daily Builds 1.7
Post by: ts_berlin on 2017-09-15, 10:35:28
[!solved - there is an updated daily-build from the 14th with a 500Mb material-pack!]
Hi Team,

I can find only five standard materials, how can I add the other 300?
or ma I blockheaded...?

best, thomas
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-15, 10:36:10
Thanks for this build (2017-09-14(2))!
Could you tell me, is Corona material library still doesn't work with Max2014, or I just can't find the way how to start it?
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-15, 11:17:58
Thanks for this build (2017-09-14(2))!
Could you tell me, is Corona material library still doesn't work with Max2014, or I just can't find the way how to start it?
The library should work for Max 2015 and newer. We are still working on support of Max 2012-2014.
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-09-15, 11:34:36
Hey Corona team..,, latest daily is FANTASTIC!  Thanks so much team

The Corona materials are AWESOME.
Speaking for the team: you are welcome ;-)

It's already come in handy and I've only had it installed for a few hours!  I hope you guys keep adding to it.

Corona team...as always, a cut above.
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-15, 15:16:21
Why? Installed several times.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-15, 15:45:34
we just updated the pack to make it smaller. Also we will improve some of the woods (or already did)
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-15, 16:14:39
Thanks for this build (2017-09-14(2))!
Could you tell me, is Corona material library still doesn't work with Max2014, or I just can't find the way how to start it?
The library should work for Max 2015 and newer. We are still working on support of Max 2012-2014.

Thanks.
I don't know how the library should looks (if I got it right it should be something like Siger's plugin), but I found .mat file which I can't open it in ME either, because it saved with newer version of Max. But I'm really interested to try those materials because I've seen thumbnails and they look good :) Is it possible at least for now to save this .mat file with the 12-14 versions of Max to give us possibility to try your nice materials using regular ME/SME?
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-09-15, 17:40:51
we just updated the pack to make it smaller. Also we will improve some of the woods (or already did)

I hope:))
Because now this is some problem to install this package to 10 Slaves with so no fast internet connection:))
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-15, 18:26:33
we just updated the pack to make it smaller. Also we will improve some of the woods (or already did)

I hope:))
Because now this is some problem to install this package to 10 Slaves with so no fast internet connection:))

The library component in the installer is just data. All support code is already compiled in the main Max plugin. Therefore you can disable the library in the installer for the nodes and just manually copy the data from master.
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-09-16, 07:53:35
The new adaptive lights is great.  Definitely noticeable, even more so than the previous speedup that was released a while ago.  Of course I'm testing it on an interior with a ton of lights, but still...

Attempting to attach a comparison image.  New code on the right, old on the left.  Both rendered for 10 minutes with the exact same settings.

I do notice a funny rectangular pattern to the noise, which is weird.
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-09-16, 11:21:37
I haven't tried the latest daily yet, just a quick question: are the textures in the material library "real world" size?
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-09-16, 19:02:05
I haven't tried the latest daily yet, just a quick question: are the textures in the material library "real world" size?

No those are tiled, there is no description yet.
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-09-16, 19:28:41
OK. Thought it was time to try out the 1.7 daily, and downloaded the 15. september version. First install failed to download the materialpack, and after uninstalling and reinstalling without fails, everything seemed fine. But... I simply can't figure out how to activate the Corona Materials!

The Corona tab in the menu doesn't do anything when pressed. So what's the secret? How does it work?

Edit: The above is done in Max2016 - there is no flyout text when "Corona" is pressed. Tried the Max2014 install, and here there is a flyout text that opens the Corona Material material tool, but I can't load the materials since the matlib is saved in v.2015.

Any hints about getting this to work in Max2016?

Edit 2: OK. Got it solved by manually configuring the UI. :)
Title: Re: Daily Builds 1.7
Post by: subpixelsk on 2017-09-16, 19:58:07
I haven't tried the latest daily yet, just a quick question: are the textures in the material library "real world" size?

there is tiling set to default 1/1 on maps that are directional (eg. wood) and triplanar maps used for maps that don´t have specified direction - like fabrics, scratches etc, and no, they are not "real world" size
Title: Re: Daily Builds 1.7
Post by: Feodor on 2017-09-16, 20:36:42
When adding Ornatrix modifier, an unexpected error occurs when I press the render button. The error remains when adding a modifier CoronaHairMod
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-09-16, 21:59:25
hey guys, 2 things i have noticed :
1. applying materials from the corona materials pack takes a long time, like couple of seconds...is it normal?
2. something i had from couple of builds before also : in the vfb, i usualy scroll with the mousewheel over the "beauty" and render elements selection area,
    to jump between them and view them. but now even if im above this area, the scrolling does a zoom in and out in the vfb...can this be fixed?

still, best renderer ever !!
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-16, 23:10:29
the interactive render is updated when moving in the projection windows (front, top ...) when using coronacam. "build_15_09_17"
Title: Re: Daily Builds 1.7
Post by: erick3d on 2017-09-17, 07:53:05
humm seems i have a little problem on max 2016 ..library just show some materials.....But works on 2017  (2016 on left, 2017 on right)

Can u help to fix it? thanks !

(https://i.imgur.com/pVciQZI.png)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-17, 09:57:09
humm seems i have a little problem on max 2016 ..library just show some materials.....But works on 2017  (2016 on left, 2017 on right)

Can u help to fix it? thanks !

Different builds perhaps? If it's not the case, then try to reinstall latest build (sep 15) and make sure it will download additional material library files during installation.
Title: Re: Daily Builds 1.7
Post by: erick3d on 2017-09-17, 12:20:49
nope same build 15 september...redownloaded and reinstalled same problem.
Anyway not a big problem for me....
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-17, 15:24:31
applying materials from the corona materials pack takes a long time, like couple of seconds...is it normal?
amitshneor, i would like to inspect it - please, can you share the scene and tell me which material are you dropping and where? You can use our private uploader for that: https://corona-renderer.com/upload
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-17, 15:58:52
humm seems i have a little problem on max 2016 ..library just show some materials.....But works on 2017  (2016 on left, 2017 on right)

Can u help to fix it? thanks !

(https://i.imgur.com/pVciQZI.png)
Hi, the left screenshot is definitely from an old daily build (perhaps the first one where the Material Library has been released). The screenshots are from the same computer?

Maybe something is wrong with your installation. Please try to remove Corona via "Add or remove programs" in Control Panel, then manually erase everything in C:\Program Files\Corona, and then install latest daily with Material Library and Max 2016 and 2017 plugins enabled (just make sure, all should enabled by default).
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-17, 15:59:24
Hi,

I'm really impressed with last build speed increase !
However I can clearly see a color tint shift.
Even more strange is that it seems there is time shifting too.
It's a PFlow scene, don't know if it's related.

Here is a simple noisy test :

Edit :
Forget about the color shift, it appears only when viewing jpgs here on my mac, not in max or in browser.
But still strange, has jpeg saving changed ? A color profile thing or something ?
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-17, 16:19:52
Thanks for this build (2017-09-14(2))!
Could you tell me, is Corona material library still doesn't work with Max2014, or I just can't find the way how to start it?
The library should work for Max 2015 and newer. We are still working on support of Max 2012-2014.

Thanks.
I don't know how the library should looks (if I got it right it should be something like Siger's plugin), but I found .mat file which I can't open it in ME either, because it saved with newer version of Max. But I'm really interested to try those materials because I've seen thumbnails and they look good :) Is it possible at least for now to save this .mat file with the 12-14 versions of Max to give us possibility to try your nice materials using regular ME/SME?
As I have said, we are still working on 2012-2014 support. We have to backport the materials themselves to 2012. Stay tuned!
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-17, 16:23:40
humm seems i have a little problem on max 2016 ..library just show some materials.....But works on 2017  (2016 on left, 2017 on right)

Can u help to fix it? thanks !

(https://i.imgur.com/pVciQZI.png)
Hi, the left screenshot is definitely from an old daily build (perhaps the first one where the Material Library has been released). The screenshots are from the same computer?

Maybe something is wrong with your installation. Please try to remove Corona via "Add or remove programs" in Control Panel, then manually erase everything in C:\Program Files\Corona, and then install latest daily with Material Library and Max 2016 and 2017 plugins enabled (just make sure, all should enabled by default).

2. delete the folder C:\Program Files\Corona (in older versions, not all was deleted)
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-09-17, 18:00:04
Very impressed with the size of the new library! Great work guys.

A request would be to have a "settings button" or tab where we could change the asset path. I.e. put the material folder on a network drive and link to that so it's shareable on the network and nodes can access maps. Just like with Siger Shaders.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-09-17, 18:40:59
applying materials from the corona materials pack takes a long time, like couple of seconds...is it normal?
amitshneor, i would like to inspect it - please, can you share the scene and tell me which material are you dropping and where? You can use our private uploader for that: https://corona-renderer.com/upload
Actually , its in every scene, even a teapot alone, just takes like 5 seconds to assign materials...
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-17, 19:14:37
Hi,

I'm really impressed with last build speed increase !
However I can clearly see a color tint shift.
Even more strange is that it seems there is time shifting too.
It's a PFlow scene, don't know if it's related.

Here is a simple noisy test :

Edit :
Forget about the color shift, it appears only when viewing jpgs here on my mac, not in max or in browser.
But still strange, has jpeg saving changed ? A color profile thing or something ?

nothing about saving was changed, or could even be changed, because saving is done by 3dsmax, not corona ;)
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-09-17, 21:01:33
I haven't tried the latest daily yet, just a quick question: are the textures in the material library "real world" size?

there is tiling set to default 1/1 on maps that are directional (eg. wood) and triplanar maps used for maps that don´t have specified direction - like fabrics, scratches etc, and no, they are not "real world" size

Ok, thanks. I've been using real world map size for so long that I forget how the tiling mode works. I usually just slap a box uvw-modifier with real world map size on buildings etc and all my materials just work. Will the same happen with the materials in the material library?
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-17, 21:04:27
Hi,

I'm really impressed with last build speed increase !
However I can clearly see a color tint shift.
Even more strange is that it seems there is time shifting too.
It's a PFlow scene, don't know if it's related.

Here is a simple noisy test :

Edit :
Forget about the color shift, it appears only when viewing jpgs here on my mac, not in max or in browser.
But still strange, has jpeg saving changed ? A color profile thing or something ?

nothing about saving was changed, or could even be changed, because saving is done by 3dsmax, not corona ;)

Even when saved from the corona vfb ?
Do you have any idea regarding the time shifting ?
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-17, 21:20:45
Actually , its in every scene, even a teapot alone, just takes like 5 seconds to assign materials...
Any material? Which Max version? It is quite swift for me ...
Title: Re: Daily Builds 1.7
Post by: Njen on 2017-09-17, 21:48:06
I'm experiencing decreases in render time in the latest build (15/09) compared to the 22/08 build, somewhere between 15% to 35%, and this is in a scene mainly lit by a single HDRI. Well done!
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-17, 21:48:56
Is it just me or for anybody else "Options" flyout gets stuck in always on position in interactive in viewport? Sep 15 build.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-09-18, 05:26:39
Actually , its in every scene, even a teapot alone, just takes like 5 seconds to assign materials...
Any material? Which Max version? It is quite swift for me ...

yep,any material...max 2016...weird...
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-09-18, 06:51:43
Actually , its in every scene, even a teapot alone, just takes like 5 seconds to assign materials...
Any material? Which Max version? It is quite swift for me ...

Marerials saved on HDD or SSD
Years ago when I used HDD with long files names (like coronahas now) I had the similar problem. Now use SSD and seems everything ok
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-18, 07:53:06
Hi,

I'm really impressed with last build speed increase !
However I can clearly see a color tint shift.
Even more strange is that it seems there is time shifting too.
It's a PFlow scene, don't know if it's related.

Here is a simple noisy test :

Edit :
Forget about the color shift, it appears only when viewing jpgs here on my mac, not in max or in browser.
But still strange, has jpeg saving changed ? A color profile thing or something ?

nothing about saving was changed, or could even be changed, because saving is done by 3dsmax, not corona ;)

Even when saved from the corona vfb ?
Do you have any idea regarding the time shifting ?

I think I found the "time shifting" culprit at wake up...
I use custom bokeh map, there was an offset issue that was resolved few builds before. Should be that.
Title: Re: Daily Builds 1.7
Post by: johan belmans on 2017-09-18, 10:02:42
Very impressed with the size of the new library! Great work guys.

A request would be to have a "settings button" or tab where we could change the asset path. I.e. put the material folder on a network drive and link to that so it's shareable on the network and nodes can access maps. Just like with Siger Shaders.

+1
Title: Re: Daily Builds 1.7
Post by: benevvo on 2017-09-18, 10:37:43
Hello!
I've wanted to test Material Library in newest Daily Build - but I can't open it in my 3ds max 2012.
link to error:
https://www.screencast.com/t/tIPQDgJzG
Btw - great job!
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-18, 10:46:48
Hello!
I've wanted to test Material Library in newest Daily Build - but I can't open it in my 3ds max 2012.
link to error:
https://www.screencast.com/t/tIPQDgJzG
Btw - great job!
The Material Library works in Max 2015 and newer. Still working on support of Max 2012-2014. Will be ready for Corona 1.7, so stay tuned. ;-)
Title: Re: Daily Builds 1.7
Post by: benevvo on 2017-09-18, 10:51:17
Hello!
I've wanted to test Material Library in newest Daily Build - but I can't open it in my 3ds max 2012.
link to error:
https://www.screencast.com/t/tIPQDgJzG
Btw - great job!
The Material Library works in Max 2015 and newer. Still working on support of Max 2012-2014. Will be ready for Corona 1.7, so stay tuned. ;-)
Superb!
Great and I really appreciate backward compatibility with 2012!
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-18, 11:01:51
Materials barely see any changes from version to version in 3ds max, yet they are completely backward incompatible. Shame on you, autodesk!
Title: Re: Daily Builds 1.7
Post by: subpixelsk on 2017-09-18, 13:05:14
I haven't tried the latest daily yet, just a quick question: are the textures in the material library "real world" size?

there is tiling set to default 1/1 on maps that are directional (eg. wood) and triplanar maps used for maps that don´t have specified direction - like fabrics, scratches etc, and no, they are not "real world" size

Ok, thanks. I've been using real world map size for so long that I forget how the tiling mode works. I usually just slap a box uvw-modifier with real world map size on buildings etc and all my materials just work. Will the same happen with the materials in the material library?

It will work very similar, only you have to uncheck real world map size box but most of the textures are square so you only have to adjust box map size same in all directions to fit your needs. Many materials don´t need uvwmapping at all as they are using triplanar map inside the shader :)
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-09-19, 01:16:10
Hi Corona team

Once again, love the new materials. Can I request a 'powder coated metal' material.  I am keeen to see how you guys would set it up.  Its a common material i use on windows/fascias/gutters/roofs/letterboxes etc so would be a good staple material to have.

Thanks and keep up the great work.
Title: Re: Daily Builds 1.7
Post by: Feodor on 2017-09-19, 09:52:37
Perhaps in the future to do in the camera such a tool as the exclusion of the object from the clipping? Sometimes it is necessary to cut off only the walls and not touch the floor lamp or sofa.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-19, 13:49:38
Something is very wrong with the latest daily build (Corona_2017-09-15). Render is taking too long. In attachment is render finished on Corona_2017-09-14 at 1:01min and the estimated time remaining on Corona_2017-09-15 is almost 9 min.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-19, 14:46:04
what machine do you have?
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-19, 15:56:01
Dual Xeon 2696 v3.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-19, 16:16:15
do you have some volumetric effects in the scene by any chance?
Title: Re: Daily Builds 1.7
Post by: alexyork on 2017-09-19, 16:41:50
Perhaps in the future to do in the camera such a tool as the exclusion of the object from the clipping? Sometimes it is necessary to cut off only the walls and not touch the floor lamp or sofa.

+1. Just rendering a cut-away right now and if I could exclude some objects it would make life easier.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-19, 16:52:52
No Ondra, i don't have any volumetric effects in this scene. I can send it to you if want.

Edit: I've send it to you through Private Uploader.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-09-19, 17:13:42
No Ondra, i don't have any volumetric effects in this scene. I can send it to you if want.

Edit: I've send it to you through Private Uploader.

Go go go :)

Use the private uploader link in Ondra's signature :)
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-19, 17:58:23
I'm having issues using DR with the latest daily build (and the previous daily) sending assets to my second workstation. The issue is totally random in its choice which assets are missing. I have used "asset collector" to place all assets on a shared server, used UNC paths for all assets and while this fixed my HDR's and a random jpeg from transferring, but now a single png was randomly selected to be missing, despite being on a shared server. No files are missing, all with "network path" status.

Another issue which seems to be tied to distributed rendering is the VFB continuously spinning after the clean up phase at the end of a render. I can click the render button inside the Max ui but not the render button in Corona VFB. This doesn't occur if I stop the rendering before any DR updates.

Just yesterday prior to updating to the 1.7 daily build I was using 1.6 HF3 and had 0 issues transferring assets using local paths and the renderer stopped as one would expect. Is anyone else experiencing similar issues?
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-19, 19:41:22
Something is very wrong with the latest daily build (Corona_2017-09-15). Render is taking too long. In attachment is render finished on Corona_2017-09-14 at 1:01min and the estimated time remaining on Corona_2017-09-15 is almost 9 min.

Same happens on todays build (Corona_2017-09-19), btw. Image in attachment. Something is crippling cpu usage, because with 14th September build, cpu usage is at 100% :)
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-19, 21:30:23
I'm at a total loss as to why this is happening. I attached the log from my latest attempts at fixing this with UNC paths (again). A new thing popped up, I'm getting normal shading errors which weren't present when I tried this scene earlier today. But easily fixed with the Corona Converter. Also, assets are being transferred to the slave even though they're on a shared server. That seems strange.

Edit: I attached a progress rendering I let run to a noise level of 3.8%. It seems only the background is striping, but it isn't impacting the geometry in the scene? There's just a strange halo around the objects where it meets the sky.

Quote
===== Error(38) =====
Slave '10.1.8.124' reported error:
Required asset file(s) could not be located:
D:\X.RENDER BACKUP\Render\_EVERMOTION\EVERMOTION - Archmodels Vol.183\Am183_textures\textures\AM183_025_petal_bump.jpg
D:\X.RENDER BACKUP\Render\_HDRI\Poliigon\HdrSkyCloudy001_HDR_HIRES.exr
\\wdmycloudex4100\AE7\X.RENDER BACKUP\Render\_HDRI\PG Skies\1958\1958 Night.hdr

The image may come out wrong (e.g. darker or missing objects) because of this.


The sky I'm using is highlighted in red. I thought maybe if I link this file through a shared server it would at least get me through this project. But of course not, that'd be too easy.

Also, the noise level on the street light reflections on the road is very high the further it gets from the camera. Any ideas what may be causing that particular issue?
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-20, 11:26:10
Build from Sep 20 reinstalls (and redownloads) material library, yet i don't see any changes to it mentioned in changelog. Is it how it should be?
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-20, 11:30:05
We just changed the license text contained in the library to something more sane and less lawyer-y. I didn't think it deserved its spot in the changelog :)
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-20, 11:33:15
the materials library does not want to upload more than 43Mb. Can eat an alternative way of loading? build 20.09
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-20, 12:13:55
We just changed the license text contained in the library to something more sane and less lawyer-y. I didn't think it deserved its spot in the changelog :)
Ah i see. Previous licence text wasn't bad either, but new version looks like written more in Corona style :]
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-09-20, 12:20:23
Hi all.

With the latest 20 Sept. build, draging materials from Corona Material library to the Material Editor doesn't work!

Do you confirm?

Thanks,

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-20, 12:47:49
Which version of 3ds Max? It works for me with both compact and slate material editors.
Title: Re: Daily Builds 1.7
Post by: giza on 2017-09-20, 14:18:15
The new corona camera has all the best features, i specially like the node selection in DOF & Motion blur now playing with dof is so easy & fun .. thanks for that
Title: Re: Daily Builds 1.7
Post by: shadowman on 2017-09-20, 14:51:24
Sep 20 build, max2015.
Still trubles with cam selection.

And hope for "custom output size" option for CoronaCam.
And visible clipping planes.
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-20, 15:24:55
No one can share the library? Neither does it load from the server (
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-20, 15:52:44
Hi,

I've big issue with some scene render time since Sep 15 update (direct light sampling).

Here is a frame rendered with Aug 22 build in 1h33min.
And next the same frame, with the same computer, same noise level, etc, took 1h36min at first try, then 2h05min at second try !

So, to sum up, I got slower and unconsistent render time.

I rendered each try through backburner, restarting the same job.
The offset you can see between pictures is the resolved custom bokeh map bug, so it's actually the same frame.

Do you guys have some idea ?

I can upload the scene if needed.
Thanks


Dual Xeon E5-2630 @ 2.30Ghz
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-20, 16:25:54
We have already noticed there are problems with the new code on dual socket machines and on some specific scenes. Fix is already underway.
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-20, 16:54:08
We have already noticed there are problems with the new code on dual socket machines and on some specific scenes. Fix is already underway.

Nice !
May I ask if it will be released soon ?
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-20, 16:57:32
lets hope for today
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-20, 17:07:40
Yeah ! Thanks !
Title: Re: Daily Builds 1.7
Post by: jop on 2017-09-20, 17:17:30
I've also one issue where some frames saves really noisy regarding neighbors ones, even if there are very similar.
For now I restart them using time limit instead noise level.
Is this a known issue ?
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-20, 18:27:29
I've also one issue where some frames saves really noisy regarding neighbors ones, even if there are very similar.
For now I restart them using time limit instead noise level.
Is this a known issue ?


Also come across this problem.
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-09-20, 20:17:38
It could be related to the new light sampling, so it may improve with planned light sampling fix. but in general, keep this in mind:

Noise level limit may cause varying noise amount between frames, but time limit can too, because CPUs of different speeds will reach different noise levels in the same time limit. Only way to ensure consistent noise between frames is pass limit. Not noise level limit, not time limit, just pass limit.
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-09-20, 20:48:27
Sep 20 build, max2015.
Still trubles with cam selection.

And hope for "custom output size" option for CoronaCam.
And visible clipping planes.

Is this happening immediately after you create CoronaCam?
What display driver do you use?
Title: Re: Daily Builds 1.7
Post by: shadowman on 2017-09-20, 21:06:00
Is this happening immediately after you create CoronaCam?
What display driver do you use?
Yes, immediately.
In max 2018 it work as it should.
Nvidia 385.41 for GTX970. - oops, misunderstood about driver. 😅 It's Nitrous d3d 11
Title: Re: Daily Builds 1.7
Post by: cecofuli on 2017-09-20, 23:26:16
I have the same problem with camera selection. Try to make Icon size = 5. I'm not able to select the Blu camera wireframe.
3ds Max 2015 - Nitrous D3D 11
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-21, 01:26:42
Hi
First release candidate for 1.7's material library still doesn't work with Max 2014. Is it going to be supported in final release of 1.7 or you decide to skip Max 2012-2014?
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-21, 01:51:47
Does not load a material library from the server. RC1
Title: Re: Daily Builds 1.7
Post by: mahmoudkeshta on 2017-09-21, 05:24:31
Hi,

Great work guys. I really like the new features and material library.

some issues in 19th Sept build:

- Corona camera view becomes blank white when create a copy from another one.

- Corona camera auto vertical tilt is not working automatically in viewport when move the camera. I should turn it off and on to see it again in viewport

- Alpha is missing from cxr when I open it on CIE. I know that it maybe an old issue but it was working when I add it as element but now it is not. All other elements are working as expected except the alpha.

- Missing assets message in DR specially when using Hdri.

I didn't test  RC1 yet. but also I didn't see any of these issues solved in release changelog.

Thanks
Title: Re: Daily Builds 1.7
Post by: mahmoudkeshta on 2017-09-21, 05:33:17
I also have some features request if possible :

- Converter from physical cam to corona cam.

- Auto masking (like lightmix) by object or material g-buffer id or  any other method. It will be very useful specially when creating a lot of masks.

Thanks
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-21, 09:38:10
Thanks for the bug reports, we'll look into them.

Does not load a material library from the server. RC1

Is there some kind of error message in the installation log? Are you able to manually download this file (http://installer.corona-renderer.com/3dsmax/1.7 RC1/MaterialLibrary)?
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-09-21, 10:12:22
Hello! Thanks for all great work what you're doing on Corona updates, great stuff!

Just want to let you know about some problems:
I just tested lates 1.7 RC1 on my scene wich was slow on render using 1.7 daily builds on my dual Xeons 2696 v3 and it still rendering a bit slow with about 1mln rays. Here is screen http://take.ms/ctR76

Also i wanted to test render speed of that scene using Corona 1.6.3 version and got some errors about loading parameters (or smt like that) after it 3ds Max crashed. Didn't grab screen with errors, but i can if it need.

Thanks

Title: Re: Daily Builds 1.7
Post by: johan belmans on 2017-09-21, 10:16:42
- Converter from physical cam to corona cam.

This one will be welcome. As this is just for converting files made with previous Corona versions an extra button will be overkill. So a script will do.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-21, 10:40:42
I also have some features request if possible :
- Converter from physical cam to corona cam.

Could you repeat your request in this topic: https://forum.corona-renderer.com/index.php?topic=126.0


Also i wanted to test render speed of that scene using Corona 1.6.3 version and got some errors about loading parameters (or smt like that) after it 3ds Max crashed. Didn't grab screen with errors, but i can if it need.

Scenes made in 1.7 will not open in 1.6 or earlier, 3ds max will crash.
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-09-21, 10:59:02
I also have problems with the maps in server!

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-09-21, 11:09:28
I also have problems with the maps in server!

Dionysios -

I have a scene which is made with the build 20/09 and now it can't find the Corona maps when using the RC1.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-21, 11:25:29
I also have problems with the maps in server!

Dionysios -

I have a scene which is made with the build 20/09 and now it can't find the Corona maps when using the RC1.

Assets' names were significantly shortened, so you'll have to search and replace textures by hand - that's one of the benefits of being brave beta testers :]
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-09-21, 11:29:33
I also have problems with the maps in server!

Dionysios -

I have a scene which is made with the build 20/09 and now it can't find the Corona maps when using the RC1.


Assets' names were significantly shortened, so you'll have to search and replace textures by hand - that's one of the benefits of being brave beta testers :]

Ok... I'll go back to the 20/09 build at this point as I have not time to do this manually.

Thanks for getting back!
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-21, 11:33:40
You can go back to previous build, collect all assets to your project folder and then install RC again ;]
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-21, 13:27:52
I just tested lates 1.7 RC1 on my scene wich was slow on render using 1.7 daily builds on my dual Xeons 2696 v3 and it still rendering a bit slow with about 1mln rays. Here is screen

Can you please share the scene for testing? See the private uploader link in my signature for a way to share the scene with us privately.
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-09-21, 13:28:21
Hi,

Great work guys. I really like the new features and material library.

some issues in 19th Sept build:

- Corona camera view becomes blank white when create a copy from another one.

- Corona camera auto vertical tilt is not working automatically in viewport when move the camera. I should turn it off and on to see it again in viewport

- Alpha is missing from cxr when I open it on CIE. I know that it maybe an old issue but it was working when I add it as element but now it is not. All other elements are working as expected except the alpha.

- Missing assets message in DR specially when using Hdri.

I didn't test  RC1 yet. but also I didn't see any of these issues solved in release changelog.

Thanks

Hi,

what 3ds max version are you using?
Title: Re: Daily Builds 1.7
Post by: cecofuli on 2017-09-21, 14:03:18
Still have problem to select Corona Camera. Try to change Icon size = 4 and select the CoronaCamera blue wireframe.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-21, 14:23:57
Still have problem to select Corona Camera. Try to change Icon size = 4 and select the CoronaCamera blue wireframe.

Pavel (sevecek) is already working on camera issues that seem to appear only in 3ds Max 2015.
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-21, 14:36:45
Thanks for the bug reports, we'll look into them.

Does not load a material library from the server. RC1

Is there some kind of error message in the installation log? Are you able to manually download this file (http://installer.corona-renderer.com/3dsmax/1.7 RC1/MaterialLibrary)?

Thank you.

The RC1 installer writes the same.

And how to install a separate pack of materials?
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-21, 14:47:03
That's weird. I would expect some kind of error message.

There is no way to install the separately downloaded file manually yet. I just wanted to check that you are able to download the full file.

Could you please try:

1. Running the Windows "Disk Cleanup" tool on your system disk and cleaning the "Temporary Internet Files" and optionally also the "Temporary files". With some luck, this may fix the issue
2. If 1. does not help, please try downloading the installer pack file manually using Internet Explorer (not Edge). Just checking this will help us in debugging this issue.

If we're not able to fix this issue, I'll add a workaround where you'll be able to download the file manually and tell the installer to use the local copy.
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-21, 15:31:03
1. Running the Windows "Disk Cleanup" tool on your system disk and cleaning the "Temporary Internet Files" and optionally also the "Temporary files". With some luck, this may fix the issue
2. If 1. does not help, please try downloading the installer pack file manually using Internet Explorer (not Edge). Just checking this will help us in debugging this issue.


Did the cleaning.
As if the download interruption occurs. And the installer thinks that the download was complete. The download volume is always different.
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-09-21, 15:43:02
Hi. Had this problem too in the daily from 15. september. The only thing that worked for me then, was to fully uninstall Corona and then reinstall it.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-21, 16:17:47
Hi
First release candidate for 1.7's material library still doesn't work with Max 2014. Is it going to be supported in final release of 1.7 or you decide to skip Max 2012-2014?

We plan to make the materials compatible with older Max versions in another build coming soon.
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-21, 16:34:48
A DR issue is still persistent using 1.7 RC1. I have followed the guide as posted on the helpdesk here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000675871

Quote
2017-09-21 10:10:31   DR server started
2017-09-21 10:10:31   Binded to localhost
2017-09-21 10:10:31   Running Corona DrServer build Sep 20 2017 on TCP/UDP ports 19666, loopback TCP/UDP19667
2017-09-21 10:10:31   Available 3dsmax versions:
2017-09-21 10:10:31   2016: C:/Program Files/Autodesk/3ds Max 2016/
2017-09-21 10:10:31   Running command:
"C:\Program Files\Autodesk\3ds Max 2016\3dsmaxcmd.exe" "C:\Users\ajaskow\AppData\Local\CoronaRenderer\DrData\corona_dr.max"  -continueOnError -gammaCorrection:1 -rfw:1 -sf -v:5  -postRenderScript:"C:\Users\ajaskow\AppData\Local\CoronaRenderer\DrData\post.ms"
2017-09-21 10:10:35   Started loopback connection with 3ds max
2017-09-21 10:10:36   Cannot contact 3ds Max, trying again ...
2017-09-21 10:10:36   3dsMax started successfully
2017-09-21 10:15:23   Replying to discovery ping from 10.1.8.114
2017-09-21 10:18:02   Accepted remote connection from 10.1.8.114
2017-09-21 10:18:02   Started connection #1
2017-09-21 10:18:02   Handshake: <root><DataType>0</DataType><Handshake>init</Handshake><FrameName>0</FrameName><HostVersion>Max2016</HostVersion><CameraName>PhysCamera002</CameraName><Region>0 0 0 0</Region><CoreVersion>1.7 RC1</CoreVersion><IpAddress>10.74.69.17</IpAddress></root>
2017-09-21 10:18:02   Saving incoming scene to C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/received_scene_477435378.max
2017-09-21 10:18:37   Downloaded scene: 406 M bytes in 34 s
2017-09-21 10:18:38   Render for connection #1 started
2017-09-21 10:18:38   Received sampling focus mask (region 0 0 4000 2250)
2017-09-21 10:20:08   Received a list of missing assets
2017-09-21 10:20:08   Received asset: D:/X.RENDER BACKUP/Render/_LUT/LUTs_Color_Grading_Pack_by_IWLTBAP_/LUTs Color Grading Pack by IWLTBAP/LUTs by IWLTBAP (3DL)/01 - Standard/F-9490-STD.3dl
2017-09-21 10:20:21   Received asset: //wdmycloudex4100/AE7/X.RENDER BACKUP/Render/_HDRI/PG Skies/1855/1855 Dusk.exr
2017-09-21 10:22:32   Forwarded to master: <root><DataType>0</DataType><Forward>error</Forward><Error>Required asset file(s) could not be located:
D:\X.RENDER BACKUP\Render\_EVERMOTION\EVERMOTION - Archmodels Vol.183\Am183_textures\textures\AM183_025_petal_bump.jpg
D:\X.RENDER BACKUP\Render\_HDRI\Poliigon\HdrSkyCloudy001_HDR_HIRES.exr
\\wdmycloudex4100\AE7\X.RENDER BACKUP\Render\_HDRI\PG Skies\1855\1855 Dusk.exr
</Error></root>
2017-09-21 10:22:33   Started EXR dump (166,561 bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8498.exr)
2017-09-21 10:22:33   Finished EXR dump after 0 s
2017-09-21 10:22:34   Received sampling focus mask (region 0 375 4000 500)
2017-09-21 10:23:35   Started EXR dump (128 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8499.exr)
2017-09-21 10:23:47   Finished EXR dump after 11 s
2017-09-21 10:23:47   Received sampling focus mask (region 0 500 4000 625)
2017-09-21 10:24:37   Started EXR dump (135 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8500.exr)
2017-09-21 10:24:50   Finished EXR dump after 12 s
2017-09-21 10:24:50   Received sampling focus mask (region 0 625 4000 750)
2017-09-21 10:25:39   Started EXR dump (134 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8501.exr)
2017-09-21 10:25:51   Finished EXR dump after 12 s
2017-09-21 10:25:52   Received sampling focus mask (region 0 750 4000 875)
2017-09-21 10:26:41   Started EXR dump (136 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8502.exr)
2017-09-21 10:26:54   Finished EXR dump after 12 s
2017-09-21 10:26:55   Received sampling focus mask (region 0 875 4000 1000)
2017-09-21 10:27:18   Got a message from remote: terminate_soft
2017-09-21 10:27:19   Sending command to slave: <root><DataType>0</DataType><Command>terminate_soft</Command></root>
2017-09-21 10:27:27   Started EXR dump (1,832 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8503.exr)
2017-09-21 10:27:28   Sending file to remote side failed
2017-09-21 10:27:36   Slave 3ds Max ended render
2017-09-21 10:27:37   DR is finished
2017-09-21 10:27:37   Ready for new connection

Initially the slave machine received the asset, and then it reports it as missing. On the bright side, my scene renders as expected but I'm confused with the error reporting. Can I please get some input on this?
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-21, 16:38:34
A DR issue is still persistent using 1.7 RC1. I have followed the guide as posted on the helpdesk here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000675871

Quote
2017-09-21 10:10:31   DR server started
2017-09-21 10:10:31   Binded to localhost
2017-09-21 10:10:31   Running Corona DrServer build Sep 20 2017 on TCP/UDP ports 19666, loopback TCP/UDP19667
2017-09-21 10:10:31   Available 3dsmax versions:
2017-09-21 10:10:31   2016: C:/Program Files/Autodesk/3ds Max 2016/
2017-09-21 10:10:31   Running command:
"C:\Program Files\Autodesk\3ds Max 2016\3dsmaxcmd.exe" "C:\Users\ajaskow\AppData\Local\CoronaRenderer\DrData\corona_dr.max"  -continueOnError -gammaCorrection:1 -rfw:1 -sf -v:5  -postRenderScript:"C:\Users\ajaskow\AppData\Local\CoronaRenderer\DrData\post.ms"
2017-09-21 10:10:35   Started loopback connection with 3ds max
2017-09-21 10:10:36   Cannot contact 3ds Max, trying again ...
2017-09-21 10:10:36   3dsMax started successfully
2017-09-21 10:15:23   Replying to discovery ping from 10.1.8.114
2017-09-21 10:18:02   Accepted remote connection from 10.1.8.114
2017-09-21 10:18:02   Started connection #1
2017-09-21 10:18:02   Handshake: <root><DataType>0</DataType><Handshake>init</Handshake><FrameName>0</FrameName><HostVersion>Max2016</HostVersion><CameraName>PhysCamera002</CameraName><Region>0 0 0 0</Region><CoreVersion>1.7 RC1</CoreVersion><IpAddress>10.74.69.17</IpAddress></root>
2017-09-21 10:18:02   Saving incoming scene to C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/received_scene_477435378.max
2017-09-21 10:18:37   Downloaded scene: 406 M bytes in 34 s
2017-09-21 10:18:38   Render for connection #1 started
2017-09-21 10:18:38   Received sampling focus mask (region 0 0 4000 2250)
2017-09-21 10:20:08   Received a list of missing assets
2017-09-21 10:20:08   Received asset: D:/X.RENDER BACKUP/Render/_LUT/LUTs_Color_Grading_Pack_by_IWLTBAP_/LUTs Color Grading Pack by IWLTBAP/LUTs by IWLTBAP (3DL)/01 - Standard/F-9490-STD.3dl
2017-09-21 10:20:21   Received asset: //wdmycloudex4100/AE7/X.RENDER BACKUP/Render/_HDRI/PG Skies/1855/1855 Dusk.exr
2017-09-21 10:22:32   Forwarded to master: <root><DataType>0</DataType><Forward>error</Forward><Error>Required asset file(s) could not be located:
D:\X.RENDER BACKUP\Render\_EVERMOTION\EVERMOTION - Archmodels Vol.183\Am183_textures\textures\AM183_025_petal_bump.jpg
D:\X.RENDER BACKUP\Render\_HDRI\Poliigon\HdrSkyCloudy001_HDR_HIRES.exr
\\wdmycloudex4100\AE7\X.RENDER BACKUP\Render\_HDRI\PG Skies\1855\1855 Dusk.exr
</Error></root>
2017-09-21 10:22:33   Started EXR dump (166,561 bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8498.exr)
2017-09-21 10:22:33   Finished EXR dump after 0 s
2017-09-21 10:22:34   Received sampling focus mask (region 0 375 4000 500)
2017-09-21 10:23:35   Started EXR dump (128 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8499.exr)
2017-09-21 10:23:47   Finished EXR dump after 11 s
2017-09-21 10:23:47   Received sampling focus mask (region 0 500 4000 625)
2017-09-21 10:24:37   Started EXR dump (135 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8500.exr)
2017-09-21 10:24:50   Finished EXR dump after 12 s
2017-09-21 10:24:50   Received sampling focus mask (region 0 625 4000 750)
2017-09-21 10:25:39   Started EXR dump (134 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8501.exr)
2017-09-21 10:25:51   Finished EXR dump after 12 s
2017-09-21 10:25:52   Received sampling focus mask (region 0 750 4000 875)
2017-09-21 10:26:41   Started EXR dump (136 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8502.exr)
2017-09-21 10:26:54   Finished EXR dump after 12 s
2017-09-21 10:26:55   Received sampling focus mask (region 0 875 4000 1000)
2017-09-21 10:27:18   Got a message from remote: terminate_soft
2017-09-21 10:27:19   Sending command to slave: <root><DataType>0</DataType><Command>terminate_soft</Command></root>
2017-09-21 10:27:27   Started EXR dump (1,832 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump8503.exr)
2017-09-21 10:27:28   Sending file to remote side failed
2017-09-21 10:27:36   Slave 3ds Max ended render
2017-09-21 10:27:37   DR is finished
2017-09-21 10:27:37   Ready for new connection

Initially the slave machine received the asset, and then it reports it as missing. On the bright side, my scene renders as expected but I'm confused with the error reporting. Can I please get some input on this?

Edit: I'm noticing the slashes used for the missing assets are "\" instead of "/".

but if you use HDRI instead of EXR?
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-21, 16:42:05
I'm having an issue with a variety of file types. Not just a single type. Here is a DrLog from my initial issue:

Quote
2017-09-19 14:57:48   DR server started
2017-09-19 14:57:48   Binded to localhost
2017-09-19 14:57:48   Running Corona DrServer build Sep 19 2017 on TCP/UDP ports 19666, loopback TCP/UDP19667
2017-09-19 14:57:48   Available 3dsmax versions:
2017-09-19 14:57:48   2016: C:/Program Files/Autodesk/3ds Max 2016/
2017-09-19 14:57:48   Running command:
"C:\Program Files\Autodesk\3ds Max 2016\3dsmaxcmd.exe" "C:\Users\ajaskow\AppData\Local\CoronaRenderer\DrData\corona_dr.max"  -continueOnError -gammaCorrection:1 -rfw:1 -sf -v:5  -postRenderScript:"C:\Users\ajaskow\AppData\Local\CoronaRenderer\DrData\post.ms"
2017-09-19 14:57:50   Replying to discovery ping from 10.1.8.114
2017-09-19 14:57:56   Started loopback connection with 3ds max
2017-09-19 14:57:57   Cannot contact 3ds Max, trying again ...
2017-09-19 14:57:57   3dsMax started successfully
2017-09-19 14:59:59   Accepted remote connection from 10.1.8.114
2017-09-19 14:59:59   Started connection #1
2017-09-19 14:59:59   Handshake: <root><DataType>0</DataType><Handshake>init</Handshake><FrameName>0</FrameName><HostVersion>Max2016</HostVersion><CameraName>PhysCamera002</CameraName><Region>0 0 0 0</Region><CoreVersion>1.7 DailyBuild Sep 18 2017</CoreVersion><IpAddress>10.74.69.9</IpAddress></root>
2017-09-19 14:59:59   Saving incoming scene to C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/received_scene_3877315531.max
2017-09-19 15:00:33   Downloaded scene: 406 M bytes in 34 s
2017-09-19 15:00:34   Render for connection #1 started
2017-09-19 15:00:34   Received sampling focus mask (region 0 0 1920 1080)
2017-09-19 15:02:09   Trying to save invalid strip: 0 0 0 0
2017-09-19 15:02:09   Forwarded to master: <root><DataType>0</DataType><Forward>error</Forward><Error>Required asset file(s) could not be located:
D:\X.RENDER BACKUP\Render\_EVERMOTION\EVERMOTION - Archmodels Vol.183\Am183_textures\textures\AM183_025_petal_bump.jpg
D:\X.RENDER BACKUP\Render\_HDRI\PG Skies\1958\1958 Night.hdr
D:\X.RENDER BACKUP\Render\_HDRI\Poliigon\HdrSkyCloudy001_HDR_HIRES.exr
</Error></root>
2017-09-19 15:03:10   Started EXR dump (42,218,003 bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump6016.exr)
2017-09-19 15:03:15   Finished EXR dump after 4 s
2017-09-19 15:03:16   Received sampling focus mask (region 0 432 1920 648)
2017-09-19 15:03:25   Got a message from remote: terminate_soft
2017-09-19 15:03:26   Sending command to slave: <root><DataType>0</DataType><Command>terminate_soft</Command></root>
2017-09-19 15:03:28   Started EXR dump (182 M bytes, filename: C:/Users/ajaskow/AppData/Local/CoronaRenderer/DrData/dump6017.exr)
2017-09-19 15:03:29   Slave 3ds Max ended render
2017-09-19 15:03:44   Finished EXR dump after 16 s
2017-09-19 15:03:45   DR is finished
2017-09-19 15:03:45   Ready for new connection
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-21, 17:26:36
1. Running the Windows "Disk Cleanup" tool on your system disk and cleaning the "Temporary Internet Files" and optionally also the "Temporary files". With some luck, this may fix the issue
2. If 1. does not help, please try downloading the installer pack file manually using Internet Explorer (not Edge). Just checking this will help us in debugging this issue.


Did the cleaning.
As if the download interruption occurs. And the installer thinks that the download was complete. The download volume is always different.

Build from 14.09 download the library of materials stably. All the following builds could not download the library.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-21, 17:42:57
A DR issue is still persistent using 1.7 RC1. I have followed the guide as posted on the helpdesk here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000675871

Quote
...

Initially the slave machine received the asset, and then it reports it as missing. On the bright side, my scene renders as expected but I'm confused with the error reporting. Can I please get some input on this?

Could you try mapping the network drive? I guess we may not handle paths starting with \\ correctly in this case.

Build from 14.09 download the library of materials stably. All the following builds could not download the library.

That's weird. I'm not aware of any changes being done to this code between the mentioned builds, but I'll look into it. Thanks for the info
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-21, 18:03:27
A DR issue is still persistent using 1.7 RC1. I have followed the guide as posted on the helpdesk here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000675871

Quote
...

Initially the slave machine received the asset, and then it reports it as missing. On the bright side, my scene renders as expected but I'm confused with the error reporting. Can I please get some input on this?

Could you try mapping the network drive? I guess we may not handle paths starting with \\ correctly in this case.


If you look in the same log, the asset was successfully sent. Then an update later says it couldn't locate it. It continued to render normally, no dark striping from the DR. However after setting up batch rendering and trying to proceed, the striping returned and the asset that was once received successfully is missing.

I was trying to use a UNC path to that asset, hence the \\, but I used the mapped path and still receiving an error. Also other assets are missing and won't transfer. Those are less of a concern, but the HDR/EXR is very important.
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-09-21, 19:32:49
'Disabled the new direct light sampler for scenes with global medium (as it was not producing good results there)'

Just curious what a global medium is...?  HDRI?
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-09-21, 20:02:17

If you look in the same log, the asset was successfully sent. Then an update later says it couldn't locate it. It continued to render normally, no dark striping from the DR. However after setting up batch rendering and trying to proceed, the striping returned and the asset that was once received successfully is missing.

I was trying to use a UNC path to that asset, hence the \\, but I used the mapped path and still receiving an error. Also other assets are missing and won't transfer. Those are less of a concern, but the HDR/EXR is very important.

Thank you, it should be fixed now.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-21, 20:41:16
Hate to say it but Corona_2017-09-20 build has the same slow render problems i had in post-Corona_2017-09-14 builds on my dual 2696 v3's.
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-21, 21:38:32


Thank you, it should be fixed now.

Great. Will this fix be applied to the next RC?
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-09-22, 02:47:09
Ive been having major issues with proxies in DR whereby they arent rendering correctly and appearing semi-transparent.  When i convert them back to polys then it works fine.
Anyone else experiencing this?
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-09-22, 04:29:59
In order to fix this, I had to use UNC paths instead and it worked fine.  Seems as though the proxies arent transferring over DR like normal textures are.

Ive been having major issues with proxies in DR whereby they arent rendering correctly and appearing semi-transparent.  When i convert them back to polys then it works fine.
Anyone else experiencing this?
Title: Re: Daily Builds 1.7
Post by: mahmoudkeshta on 2017-09-22, 04:52:28
Hi,

Great work guys. I really like the new features and material library.

some issues in 19th Sept build:

- Corona camera view becomes blank white when create a copy from another one.

- Corona camera auto vertical tilt is not working automatically in viewport when move the camera. I should turn it off and on to see it again in viewport

- Alpha is missing from cxr when I open it on CIE. I know that it maybe an old issue but it was working when I add it as element but now it is not. All other elements are working as expected except the alpha.

- Missing assets message in DR specially when using Hdri.

I didn't test  RC1 yet. but also I didn't see any of these issues solved in release changelog.

Thanks

Hi,

what 3ds max version are you using?

3ds max 2016
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-09-22, 09:19:42
I just tested lates 1.7 RC1 on my scene wich was slow on render using 1.7 daily builds on my dual Xeons 2696 v3 and it still rendering a bit slow with about 1mln rays. Here is screen

Can you please share the scene for testing? See the private uploader link in my signature for a way to share the scene with us privately.
Hello, i've uploaded the scene. Thanks
Title: Re: Daily Builds 1.7
Post by: mahmoudkeshta on 2017-09-22, 09:53:06
Hi,

Some other issues :

- Corona material library performance is slow when assigning material to object. It freezes max for 5 seconds or more.

- Sampling Hdri is very slow. I should use noise limit 1.5 or 1.0 to clean up noise. Noise limits of 3 and 3.5 are producing a lot of noise. I'm not sure about the reason is it from corona itself or hdri or my scene has something wrong but it is the same in other scenes. Its OK if I will use artificial lights with it but if I want to create a pure daylight interior scene it will take a huge render time to clean up the noise. Even with using Denoising of 0.6 value the noise is not acceptable.

Thanks
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-22, 10:37:54
Seem to be missing maps from Corona Library Materials in existing scene, after installing RC 1.
Title: Re: Daily Builds 1.7
Post by: pdaniun on 2017-09-22, 10:47:45
There seems to be no preview for clipping planes in the CoronaCamera and no DOF preview.

The MatLlib materials are nor consistent in mapping scale type - Real-world or Tiled. Some maps are simply tiled, others are mapped with Triplanar Map, forcing real scale mapping. For example the Fabric Silk Damask has two at the same type - Tiled for Diffuse and Reflection, Triplanar for Bump.

Still no denoising of Unassigned LightMix elements.

Otherwise - GREAT WORK GUYS! WOW! AMAZING! LOVE! PEACE! ...drugs and Rock and Roll :-)
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-22, 11:21:16
There seems to be no preview for clipping planes in the CoronaCamera and no DOF preview.

What 3ds Max version are you using?

The MatLlib materials are nor consistent in mapping scale type - Real-world or Tiled. Some maps are simply tiled, others are mapped with Triplanar Map, forcing real scale mapping. For example the Fabric Silk Damask has two at the same type - Tiled for Diffuse and Reflection, Triplanar for Bump.

The general idea was to have a triplanar for easier mapping for materials where there's no inherent directionality (like silk). The rest where directionality actually matters (like wood) don't use triplanar and have to be mapped explicitly.
Title: Re: Daily Builds 1.7
Post by: pdaniun on 2017-09-22, 12:05:06
What 3ds Max version are you using?

I'm using Max 2017.

The general idea was to have a triplanar for easier mapping for materials where there's no inherent directionality (like silk). The rest where directionality actually matters (like wood) don't use triplanar and have to be mapped explicitly.

Ah, I see. That results in UVW Mapping scaling the pattern, in case of silk, whlist bump mapping remains the same. Nice :-)
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-22, 12:20:19
Hi all.

With the latest 20 Sept. build, draging materials from Corona Material library to the Material Editor doesn't work!

Do you confirm?

Thanks,

Dionysios -
Hi, could you be more explicit? Which Max version? Which material cannot be dropped? Maybe just the mouse cursor is wrong and dropping the material still works. We currently cannot control the cursor type while doing a drag&drop from MatLib. Dropping should still work even if the cursor "says" the opposite.
Title: Re: Daily Builds 1.7
Post by: AM_visualization on 2017-09-24, 16:24:01
Hi, in the last daily have you maybe change all the name of the preset material texture?
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-24, 17:33:48
Hi, in the last daily have you maybe change all the name of the preset material texture?

Yes they did. Assets names were shortened by users demand.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-09-24, 17:44:40
Rc 1, still, assigning materials from matlib takes
A lot of time, up to 10 seconds even...
Any news on that matter?
Title: Re: Daily Builds 1.7
Post by: AM_visualization on 2017-09-24, 21:09:16
Hi, in the last daily have you maybe change all the name of the preset material texture?

Yes they did. Assets names were shortened by users demand.

any suggest to relink all the new name?

Rc 1, still, assigning materials from matlib takes
A lot of time, up to 10 seconds even...
Any news on that matter?

i'm using max 2016 and rc1, drag material into slate is working good...
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-09-24, 21:29:22
any suggest to relink all the new name?

Install earlier build where old paths works, collect textures into your project file and install RC again. I don't think there's other automatic way.

i'm using max 2016 and rc1, drag material into slate is working good...

Did you try to drag material from MatLib straight to objects in the viewport? Usually it's where biggest lag occurs.
Title: Re: Daily Builds 1.7
Post by: amitshneor on 2017-09-24, 21:55:56

Quote from: AM_visualization link=topic=15843.msg110173#msg110173 date=1506280156
Did you try to drag material from MatLib straight to objects in the viewport? Usually it's where biggest lag occurs.

for me, lag in both dragging to slate,compact, and objects in viewport....realy annoying and slow working like that....
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-25, 12:57:28
Rc 1, still, assigning materials from matlib takes
A lot of time, up to 10 seconds even...
Any news on that matter?
Hi, some materials take longer time to assign than others. It depends on size of used textures. For instance, wood materials use large textures and it seems that Max itself needs some time to process them. It is not being delayed on our side. Still, we will introduce some changes regarding this issue in RC 2, and we will keep looking into it.
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-09-26, 01:22:48
Why does it take SO long to install corona now, the downloading of additional data is sooooooo slow for a puny 385mb ? is it being hosted on a tiny server in europe?

Just curious, because it seems like there is no reason why it should be this slow (10mins to install since matlib was added)
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-09-26, 01:53:16
same here, its ridiculously slow.

Why does it take SO long to install corona now, the downloading of additional data is sooooooo slow for a puny 385mb ? is it being hosted on a tiny server in europe?

Just curious, because it seems like there is no reason why it should be this slow (10mins to install since matlib was added)
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-09-26, 08:20:46
When I start the DR server on my machine now, it keeps giving me this error. The DR never actually starts to the point where it will pick up a job?

It just loops this forever.

Quote
2017-09-26 16:18:49   Cannot contact 3ds Max, trying again ...
2017-09-26 16:18:49   Started loopback connection with 3ds max
2017-09-26 16:18:50   Cannot contact 3ds Max, trying again ...
2017-09-26 16:18:50   3dsMax started successfully
2017-09-26 16:19:17   Closing loopback manager
2017-09-26 16:19:18   Running command:
"D:\Program Files\Autodesk\3ds Max 2018\3dsmaxcmd.exe" "C:\Users\tchristensen\AppData\Local\CoronaRenderer\DrData\corona_dr.max"  -continueOnError -gammaCorrection:1 -rfw:1 -sf -v:5  -postRenderScript:"C:\Users\tchristensen\AppData\Local\CoronaRenderer\DrData\post.ms"
2017-09-26 16:19:20   Started loopback connection with 3ds max
2017-09-26 16:19:21   Cannot contact 3ds Max, trying again ...
2017-09-26 16:19:22   Cannot contact 3ds Max, trying again ...
2017-09-26 16:19:22   3dsMax started successfully
2017-09-26 16:19:32   Closing loopback manager
2017-09-26 16:19:32   Running command:
"D:\Program Files\Autodesk\3ds Max 2018\3dsmaxcmd.exe" "C:\Users\tchristensen\AppData\Local\CoronaRenderer\DrData\corona_dr.max"  -continueOnError -gammaCorrection:1 -rfw:1 -sf -v:5  -postRenderScript:"C:\Users\tchristensen\AppData\Local\CoronaRenderer\DrData\post.ms"
2017-09-26 16:19:34   Started loopback connection with 3ds max
2017-09-26 16:19:35   Cannot contact 3ds Max, trying again ...
2017-09-26 16:19:35   Started loopback connection with 3ds max
2017-09-26 16:19:36   Cannot contact 3ds Max, trying again ...
2017-09-26 16:19:36   3dsMax started successfully
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-09-26, 09:35:43
When I start the DR server on my machine now, it keeps giving me this error. The DR never actually starts to the point where it will pick up a job?

It just loops this forever.

Could you please upload the 3ds Max log?
C:\Users\UserName\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU\Network\Max.log
Thank you
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-26, 12:27:25
Can the material library not come with the installer?
Preventing it from being downloaded every time it's installed on a render node.
Title: Re: Daily Builds 1.7
Post by: twcg on 2017-09-26, 12:39:31
Can the material library not come with the installer?
Preventing it from being downloaded every time it's installed on a render node.

https://forum.corona-renderer.com/index.php?topic=15845.msg110252#msg110252

"To prevent downloading MatLib on every render node, you can now manually download the file https://installer.corona-renderer.com/3dsmax/1.7RC2/MaterialLibrary and place the downloaded file to the same directory as the installer .exe"
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-26, 12:43:06
Yep, that's one solution. Another is to choose the custom installation and just deselect the material library.
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-09-26, 14:05:47
Thanks!
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-09-26, 14:28:57
Thanks for Camera clipping visual appearence.
But can I ask somthing more feature for it?
Please add option Show Clipping planes when Camera selected (without Show in viewport)
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-09-26, 16:53:50
Hi. When RC1 is already installed with matlibs, should I then reinstall the matlibs with RC2? Are there any changes?
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-26, 17:42:23
Hi. When RC1 is already installed with matlibs, should I then reinstall the matlibs with RC2? Are there any changes?

*MatLib
*Improved error handling when pre-renderer previews are missing
*MatLib is now working on 3ds Max 2013 & 2014 (we’re still trying to make it working for 2012)
*Drag & drop of materials optimized a bit
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-26, 17:52:34
- Alpha is missing from cxr when I open it on CIE. I know that it maybe an old issue but it was working when I add it as element but now it is not. All other elements are working as expected except the alpha.
Hi, we have changed how alpha (and other single-channel data) are being stored in CXR. Probably in next RC the editor will be adjusted to reflect this new data layout and it should work as before. Thank you.
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-26, 18:05:16
Just wanted to report that RC 2 has fixed my DR issues entirely (based on the few different scenes I've tested so far). Thanks guys!
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-26, 18:23:10
I still have problems with my 2x Xeon 2696 v3 setup in RC2. Build 14.09.2017 is the fastest one for me. Builds after that made speed a lot worse. RC2 is the "least worst" version if i may say. Build 14.09.2017 renders in 61 seconds while RC2 renders the same scene for the same exact noise level in 106 seconds. That's almost twice as slow! Altough not as bad as previous builds after 14.09.2017 up until RC2 which were 6x-12x slower.
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-09-26, 18:28:42
I still have problems with my 2x Xeon 2696 v3 setup in RC2. Build 14.09.2017 is the fastest one for me. Builds after that made speed a lot worse. RC2 is the "least worst" version if i may say. Build 14.09.2017 renders in 61 seconds while RC2 renders the same scene for the same exact noise level in 106 seconds. That's almost twice as slow! Altough not as bad as previous builds after 14.09.2017 up until RC2 which were 6x-12x slower.

Do you see a comparable drop also in rays per second?
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-26, 18:47:43
Just wanted to report that RC 2 has fixed my DR issues entirely (based on the few different scenes I've tested so far). Thanks guys!

The Corona VFB is still "locked up" with the spinning smiley face following cleanup when using DR, forcing me to re-render from the max UI or "start interactive" from Corona render dialog.

Also issues saving zdepth inside CXR still persistent as reported here: https://forum.corona-renderer.com/index.php?topic=17537.0
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-26, 18:52:23
Also issues saving zdepth inside CXR still persistent as reported here: https://forum.corona-renderer.com/index.php?topic=17537.0
Hi, as stated above - we have changed how alpha (and other single-channel data) are being stored in CXR. Probably in next RC the editor will be adjusted to reflect this new data layout and it should work as before.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-26, 20:32:30
I still have problems with my 2x Xeon 2696 v3 setup in RC2. Build 14.09.2017 is the fastest one for me. Builds after that made speed a lot worse. RC2 is the "least worst" version if i may say. Build 14.09.2017 renders in 61 seconds while RC2 renders the same scene for the same exact noise level in 106 seconds. That's almost twice as slow! Altough not as bad as previous builds after 14.09.2017 up until RC2 which were 6x-12x slower.

Do you see a comparable drop also in rays per second?

Hi sevecek!

There's a significant drop in total rays. About half in RC2. Screenshots in attachment.

Title: Re: Daily Builds 1.7
Post by: TomG on 2017-09-26, 20:44:12
From my testing here, RC 2 outperforms the 14th - a slight drop in rays, but takes 15 less passes and 33 seconds less to reach a comparable noise level:

Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-27, 01:02:16
And much cleaner in your case Tom. Not quite what i'm seeing with my dual setup.
Title: Re: Daily Builds 1.7
Post by: Alexp on 2017-09-27, 10:13:53
When I try to use the slider in the color selector to get pure white I get pure black. But if I enter the 255 value it works.
Can you test it ?
Regards!
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-27, 11:56:33
When I try to use the slider in the color selector to get pure white I get pure black. But if I enter the 255 value it works.
Can you test it ?
Regards!
Could not reproduce. How exactly are you doing it? And changing color where? Using the Corona color picker?
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-09-27, 16:13:20
Hi. Just installed RC3 (max2014), and now I'm getting an error when trying to open the material-converter. What's wrong?


Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-27, 16:47:31
Hi. Just installed RC3 (max2014), and now I'm getting an error when trying to open the material-converter. What's wrong?




Having the same issue in Max 2016.
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-27, 17:27:44
Hi. Just installed RC3 (max2014), and now I'm getting an error when trying to open the material-converter. What's wrong?

There is wrong Build timestamp - Sep 25 2017 in About Corona Renderer/Licensing rollout
Title: Re: Daily Builds 1.7
Post by: Alexp on 2017-09-27, 18:32:40
When I try to use the slider in the color selector to get pure white I get pure black. But if I enter the 255 value it works.
Can you test it ?
Regards!
Could not reproduce. How exactly are you doing it? And changing color where? Using the Corona color picker?

Solved. It was a monitor config problem.
Title: Re: Daily Builds 1.7
Post by: oncire on 2017-09-28, 04:17:58
testing the rc3, Automatic vertical tilt in corona camera does not work in walk-through mode...can add support? i usually set up my camera frame this way... also problem in rc2 still exist in rc3 in mouse scrolling instead of zooming its scrolling up and dn until you click the vfb image...
Title: Re: Daily Builds 1.7
Post by: apjasko on 2017-09-28, 13:38:37
testing the rc3, Automatic vertical tilt in corona camera does not work in walk-through mode...can add support? i usually set up my camera frame this way... also problem in rc2 still exist in rc3 in mouse scrolling instead of zooming its scrolling up and dn until you click the vfb image...

I was having this issue too, but Rom suggested it may be my mouse. He was right. At least in my case, anyway.
Title: Re: Daily Builds 1.7
Post by: shadowman on 2017-09-28, 14:40:07
Weird things with Max's Orbit Camera + CoronaCamera
Title: Re: Daily Builds 1.7
Post by: maru on 2017-09-28, 15:25:52
I was surprised that we didn't have any reports about Corona Cam + orbiting yet. :)
It should be fixed in the next RC.
Title: Re: Daily Builds 1.7
Post by: cecofuli on 2017-09-28, 15:50:34
I reported this bug (Orbit bug with CCamera) some time ago and, yes, Ondra fixed it
But, now, it comes back again =)
Title: Re: Daily Builds 1.7
Post by: oncire on 2017-09-28, 17:53:14
testing the rc3, Automatic vertical tilt in corona camera does not work in walk-through mode...can add support? i usually set up my camera frame this way... also problem in rc2 still exist in rc3 in mouse scrolling instead of zooming its scrolling up and dn until you click the vfb image...

I was having this issue too, but Rom suggested it may be my mouse. He was right. At least in my case, anyway.

i guess you're right. the problem is my mouse(logitech G102) in the office... just tried rc3 at home with my mouse (coolermaster mastermouse s), and zooming with scroll wheel works normal... thats weird. some mouse can cause this kind of problem...
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-28, 18:28:48
Using RC2 and RC3 getting crashes when start IR, or sometimes Max crashes right after file opening.

Here is minidump. Max 2014
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-09-28, 21:51:37
Using RC2 and RC3 getting crashes when start IR, or sometimes Max crashes right after file opening.

Here is minidump. Max 2014

From the minidump I can see only that it crashes somewhere in MultiTexture. I can't see anything more since I don't have their debug symbols. You should report it to this plugin's developer.
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-28, 22:17:50
Using RC2 and RC3 getting crashes when start IR, or sometimes Max crashes right after file opening.

Here is minidump. Max 2014

From the minidump I can see only that it crashes somewhere in MultiTexture. I can't see anything more since I don't have their debug symbols. You should report it to this plugin's developer.

Thanks.

Before these builds I didn't get this kind of crashes. Not big problem now - just change it to CoronaMultiMap
Title: Re: Daily Builds 1.7
Post by: Nauh on 2017-09-28, 22:56:17
This is really weird, I am getting a positive malware diagnosis from avast when trying to download RC3, RC2 is ok.

Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-28, 23:18:02
random antiviruses randomly flag random binaries as viruses, that is nothing new, we had the issue previously with different antivirus software. Only avast/Avg flag this, see: https://www.virustotal.com/#/file/7399d653e0ac6b124940cdb486028517587af622a7a89e013a41197535965701/detection

My advice is:
1) check that you are really on https-encrypted trusted website (dropbox/corona)
2) download the file and check digital signature of Render Legion (right click->properties)
3) install it without worries
Title: Re: Daily Builds 1.7
Post by: Nauh on 2017-09-29, 00:02:21
Thanks Ondra, just wanted to let you know about it in case it wasn't normal, I added an exception in the antivirus and downloaded the file.
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-09-29, 03:45:39
When I start the DR server on my machine now, it keeps giving me this error. The DR never actually starts to the point where it will pick up a job?

It just loops this forever.

Could you please upload the 3ds Max log?
C:\Users\UserName\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU\Network\Max.log
Thank you

Sorry I didn't get back to you, I think problem solved itself in RC3, now running RC4 and it seems to work.  Thanks
Title: Re: Daily Builds 1.7
Post by: stephenak on 2017-09-29, 04:50:05
Could just be me but when the render gets going it's fully blown out white.  Need to go into the interactive lightmix and switch a light off then back on again to fix it.  I've got a bunch of lights and any light will do so it's not 1 light playing up.
Title: Re: Daily Builds 1.7
Post by: FrostKiwi on 2017-09-29, 11:45:36
With RC4 the MentalRay error is still there and popping up with each drag&drop, (https://corona-renderer.com/bugs/view.php?id=2806) if you don't have mr installed.
Please don't overlook it, as many will not have MR installed.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-09-29, 13:15:53
With RC4 the MentalRay error is still there and popping up with each drag&drop, (https://corona-renderer.com/bugs/view.php?id=2806) if you don't have mr installed.
Please don't overlook it, as many will not have MR installed.
Yes, we know. Thank you. We are trying to solve it ...
Title: Re: Daily Builds 1.7
Post by: awa on 2017-09-29, 13:50:54
CoronaCam vertical shift doesn´t work. The field of view is changing when shifting. You can fix it with the zoom factor, but that is not so slick…
Max2017, Corona 1.7 RC4

Br, August
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-09-29, 15:02:29
Please separate parameters Cameras Clipping to Use clipping and Show Clipping in viewport (but when Clipping camera selected should be displayed automatically). Thanks
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-29, 16:58:45
This is something that's bothering me so much with the latest Release Candidates. Tried all of them against 14th September build with several simple test scenes and the speed issue occurs in every single one of them on my dual Xeon 2696 v3 setup.

RC4 is SLOWER than 14th September build. It is particularly evident in cameras with strong depth of field. There was only one time that RC4 matched speed and it was with a camera without depth of field. Still, i expect RC4 to be a little faster not equal.

I've attached a few screenshots.

Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-29, 17:36:01
Another set of head-to-head renders. All set for the same noise level (3%) and all with the new Corona Camera. 01 has no DOF and 02 has DOF enabled in camera. As you can see, RC4 is slower on all of them. With heavy DOF, RC4 is 3x slower than 14th September build.
Title: Re: Daily Builds 1.7
Post by: sprayer on 2017-09-29, 20:49:17
Is it planing to fix displacement in layers material or blend? Now displacement work at all mixed materials but only from plugged to first material slot and mixing mask not working for it
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-29, 23:45:27
Another set of head-to-head renders. All set for the same noise level (3%) and all with the new Corona Camera. 01 has no DOF and 02 has DOF enabled in camera. As you can see, RC4 is slower on all of them. With heavy DOF, RC4 is 3x slower than 14th September build.

I would argue with you. The scene was completely made in 1.7 from the very beginning, the camera was used 3dmax. As you can see, the build from 14 Sep 9:59, and build RC4 8:29 - 16%
Processor i7 3770

You somehow in RC4 "rays/s total" has increased in 10 times.
Title: Re: Daily Builds 1.7
Post by: tallbox on 2017-09-30, 08:35:56
I don't know if this a bug or it is a regular thing?
Got this error message when I tried to pick a second spline for distance map.
Update: Definitely this is an abnormal thing for Max/ Corona as Max just runs out of memory in my Mat.lib. Window :D
When I try to select Distance map, Max consumed 32 gigs of ram in a 10 sec.
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-30, 11:35:36
Trying material library of 1.7RC4 with Max2014:
- selected slot is not marked, so it not clear from the attached picture which slot is selected
- names of materials appear when mouse moves over the slots, but they do not disappear after that, you can see it in attachment too
- these names are staying over all open windows :) even after material library is closed
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-09-30, 11:43:16
Trying material library of 1.7RC4 with Max2014:
- selected slot is not marked, so it not clear from the attached picture which slot is selected
- names of materials appear when mouse moves over the slots, but they do not disappear after that, you can see it in attachment too
- these names are staying over all open windows :) even after material library is closed

answer from another forum thread
"mike288"-"The bug is already fixed and the fix should be in next RC."
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-30, 11:52:56
Thanks ArchSpideR
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-09-30, 13:40:14
Another set of head-to-head renders. All set for the same noise level (3%) and all with the new Corona Camera. 01 has no DOF and 02 has DOF enabled in camera. As you can see, RC4 is slower on all of them. With heavy DOF, RC4 is 3x slower than 14th September build.

I would argue with you. The scene was completely made in 1.7 from the very beginning, the camera was used 3dmax. As you can see, the build from 14 Sep 9:59, and build RC4 8:29 - 16%
Processor i7 3770

You somehow in RC4 "rays/s total" has increased in 10 times.

I think this problem is specific for dual socket setups. Not in your case.

Repeating more tests i came to the conclusion that RC4 is averaging between 80-100% SLOWER than 14th September build.
Title: Re: Daily Builds 1.7
Post by: zavikus on 2017-09-30, 14:59:46
After installing RC4 i have a problem. 3Ds Max 2017 crashes when i start render scene at second time. First render works nice.
Title: Re: Daily Builds 1.7
Post by: annkos on 2017-09-30, 17:50:41
I have the same crash problem with rc4 in 3dsmax 2016
Title: Re: Daily Builds 1.7
Post by: zavikus on 2017-09-30, 17:53:50
Looks like problem has gone after merging scene in new file. But it's was realy strange. Before this scene worked fine.
And i have another scene with that problem, and its realy diferent. The first one is exterior, the second - small and very simple interior. if it's needed i can send dump from another scene.
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-09-30, 18:11:29
I'm noticing slower performance on RC4 too. Especially very choppy performance when orbiting even the simplest objects/scenes in IR mode. This is on max 2016 and a single xeon 2696v4 cpu. It's as if the update to boost performance on many threads has done the opposite :)
Title: Re: Daily Builds 1.7
Post by: Bormax on 2017-09-30, 20:04:58
RC4 Max 2014
Bloom and glare effects do not work for whole picture if rendered only region of it. You can see on attached pictures result after full frame render and after region render. Clear VFB after inbetween renders ticked off. If I remember right previously, B/G effect worked for whole picture, now it works only for region. So I can't rerender only region of rendered before big picture and save ready picture directly from VFB without blending full rendered picture with rendered region somewhere outside Max
Title: Re: Daily Builds 1.7
Post by: maxpyane_2k5 on 2017-09-30, 22:02:27
Corona 1.7 RC4 crashes all the time on 3ds Max 2015 version :(
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-09-30, 22:49:36
can you post some minidumps so we confirm it is the same problem as zavikus is having?
Title: Re: Daily Builds 1.7
Post by: annkos on 2017-09-30, 23:24:12
I hope that helps
Title: Re: Daily Builds 1.7
Post by: zavikus on 2017-10-01, 00:05:47
I noticed that the problem occurs in some cases after setting the Noise Level Limit in Render Setup dialog (but not for all scenes). But in other cases when i set it to zero, problem still remains.
Title: Re: Daily Builds 1.7
Post by: Naxos on 2017-10-01, 12:01:20
testing the rc3, Automatic vertical tilt in corona camera does not work in walk-through mode...can add support? i usually set up my camera frame this way... also problem in rc2 still exist in rc3 in mouse scrolling instead of zooming its scrolling up and dn until you click the vfb image...

Igot the same issue with regular 1.6.x release, with a max' physical cam... I had to animate manually the vertical shift every 50 frames...
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-10-01, 18:18:07
Some old  Problem with displaying in MatEditor and max viewport Corona Bitmap map channel different than 1///
--------------------- is not Displaying at all textures map, not in viewport,
not in Material Editor, unlike standard max Bitmap,---
 very uncomfortable for adjusting component materials and mapping:))
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-10-02, 11:26:32
I hope that helps

Thank you, fixed.
Title: Re: Daily Builds 1.7
Post by: zavikus on 2017-10-02, 11:59:57
Thank you, fixed.

^_^ Waiting for RC5 :)
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-10-03, 01:17:34
Hey guys! Is the speed issue with dual socket systems i reported, solved with RC5?
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-03, 08:18:34
Hey guys! Is the speed issue with dual socket systems i reported, solved with RC5?

Not yet. We're still trying to figure out the best way to optimize this which would have the least chance of introducing additional bugs
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-10-03, 09:19:16
I just tested lates 1.7 RC1 on my scene wich was slow on render using 1.7 daily builds on my dual Xeons 2696 v3 and it still rendering a bit slow with about 1mln rays. Here is screen

Can you please share the scene for testing? See the private uploader link in my signature for a way to share the scene with us privately.
Hello, i've uploaded the scene. Thanks
Hi, looks like the problem has gone when i merged this scene with the new one. Now i'm getting 10 mln ray's total vs 900k with old one.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-03, 09:36:42
Trying material library of 1.7RC4 with Max2014:
- selected slot is not marked, so it not clear from the attached picture which slot is selected

Why would you need that? At this moment there isn't even any concept of "selected material" in the material browser.

Hi, looks like the problem has gone when i merged this scene with the new one. Now i'm getting 10 mln ray's total vs 900k with old one.

Thanks for the info. That kinda confirms my suspicion that the problems are still related to scene layout.
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-10-03, 10:41:42
When interactive is started for the first time after max is started, the render window is huge, it covers both of my screens. Still. Is this ever going to be fixed?
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-03, 11:02:42
When interactive is started for the first time after max is started, the render window is huge, it covers both of my screens. Still. Is this ever going to be fixed?
+1 for this behavior, it freezes my max for seconds...
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-03, 11:32:55
Hey guys! Is the speed issue with dual socket systems i reported, solved with RC5?

Not yet. We're still trying to figure out the best way to optimize this which would have the least chance of introducing additional bugs

Is this only related to dual socket systems or is it # of cores dependent?
Title: Re: Daily Builds 1.7
Post by: Monkeybrother on 2017-10-03, 14:59:56
When interactive is started for the first time after max is started, the render window is huge, it covers both of my screens. Still. Is this ever going to be fixed?
+1 for this behavior, it freezes my max for seconds...

Yes. It would be a lot better if it opened too small than too big.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-10-03, 15:48:57
I don't know if this a bug or it is a regular thing?
Got this error message when I tried to pick a second spline for distance map.
Update: Definitely this is an abnormal thing for Max/ Corona as Max just runs out of memory in my Mat.lib. Window :D
When I try to select Distance map, Max consumed 32 gigs of ram in a 10 sec.
Hi,
is there some Corona Scatter involved? That would explain some of it. If you can reproduce it, can you share the scene with us?
Title: Re: Daily Builds 1.7
Post by: tallbox on 2017-10-03, 17:28:23
Hi, Ondra.
Yes, I have Corona Scatter involved with few splines. I think I have a backup scene with this error and I'll try to reproduce the error again and I will upload the scene.
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-10-03, 18:04:13
there should be some safety there that cuts it off after 5M polygons, but lets see if your scene manages to somehow get past that :D
Title: Re: Daily Builds 1.7
Post by: Tanakov on 2017-10-03, 18:06:39
I really dont like the way you changed the CoronaMtl layout.
I find previous look more.

Regards.
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-10-04, 01:46:15
I really dont like the way you changed the CoronaMtl layout.
I find previous look more.

Regards.

give it two weeks, you get used to it. hardly a problem
Title: Re: Daily Builds 1.7
Post by: sinjongthae on 2017-10-04, 06:45:24
Why isn't there any light-lister come along with this version? Thought that u gonna include it with this release.
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-10-04, 07:51:16
I agree - it is far overdue!!!!  Come on gents please can we have this in the upcoming release. 

Why isn't there any light-lister come along with this version? Thought that u gonna include it with this release.
Title: Re: Daily Builds 1.7
Post by: joonior1985 on 2017-10-04, 09:09:51
Hi there,

something is wrong with corona camera. Once it's visible in viewport the cone is also visible but if I pan viewport in the way that corona camera is beyond the vewport frame the cone of it disappears. Problem happens only if "Targeted" is turned off. It's annoying because if I'm about to tweak DOF focus point I'm not able to do so because I can't see the cone of camera.

Title: Re: Daily Builds 1.7
Post by: BorderLine on 2017-10-04, 12:07:19
Hi Team,
Never have this problem before rev 5:

Slave '192.168.1.28' reported error:
Windows enabled 'Fault Tolerant Heap' for 3dsmax or dependent processes. This may have severe performance impact on Corona. Please follow the link to learn how to solve the problem.
Affected executables are:
  WSCommCntr4.exe
The image may come out wrong (e.g. darker or missing objects) because of this.   Learn more »
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-10-04, 12:20:20
Hello.
Just want to report a strange behavor of render.
 Using the same hdr with CoronaBitmap in both screens, but enableing Color Map and curve slows down the render almost twice. (Dual xeons 2696v3) Is it a bug? Attached screens.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-04, 13:19:35
Hi Team,
Never have this problem before rev 5:

Slave '192.168.1.28' reported error:
Windows enabled 'Fault Tolerant Heap' for 3dsmax or dependent processes. This may have severe performance impact on Corona. Please follow the link to learn how to solve the problem.
Affected executables are:
  WSCommCntr4.exe
The image may come out wrong (e.g. darker or missing objects) because of this.   Learn more »
For the solution, please follow the "learn more link", or just click on the one below:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000678431
Title: Re: Daily Builds 1.7
Post by: BorderLine on 2017-10-04, 14:04:57
Hi Team,
Never have this problem before rev 5:

Slave '192.168.1.28' reported error:
Windows enabled 'Fault Tolerant Heap' for 3dsmax or dependent processes. This may have severe performance impact on Corona. Please follow the link to learn how to solve the problem.
Affected executables are:
  WSCommCntr4.exe
The image may come out wrong (e.g. darker or missing objects) because of this.   Learn more »

For the solution, please follow the "learn more link", or just click on the one below:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000678431

All is good, thanks !
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-04, 15:42:40
I remember that FTH thing made me crazy like hell few months ago, thanks for the complete documentation
Title: Re: Daily Builds 1.7
Post by: 3DHighModel on 2017-10-04, 15:56:17
Good morning,
a question.
We have installed the new version (1.7 rc3 / 4/5), but we have some problems with 3D scenes.
If I make a new scene, I have no problems, but if I have to open an old image (made two weeks ago with 1.6.1), the software at the time of rendering stops and closes.

This happens to me with 90% of the scenes I've created with version 1.6.1

Any suggestions on this?
If I reinstall 1.6.1, I have no problem.

What happens?

THANKS
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-05, 06:25:44
Good morning,
a question.
We have installed the new version (1.7 rc3 / 4/5), but we have some problems with 3D scenes.
If I make a new scene, I have no problems, but if I have to open an old image (made two weeks ago with 1.6.1), the software at the time of rendering stops and closes.

This happens to me with 90% of the scenes I've created with version 1.6.1

Any suggestions on this?
If I reinstall 1.6.1, I have no problem.

What happens?

THANKS

same here, happens with both old and new scenes.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-05, 10:29:04
If Max stops/freezes/crashes, please contact us about this at support@corona-renderer.com, upload the scene using https://corona-renderer.com/upload (if possible), and attach a minidump - https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006
Thanks in advance!
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-05, 23:08:41
a 6000px image took 8-9min of parsing time on my Dual Xeon render node and is only rendering with around 3mil ray/s actual. This scene only took a couple of mins to parse and is rendering with over 6mil rays on my single Xeon workstation. So I still think something is off when it comes to performance on dual xeons.

Running 1.7RC6 on max 2016.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-10-06, 00:35:53
Something is definitely off Jens! Since TomG doesn't have problems with his 32 thread dual socket system i suspect this is more related with the high # of cores/threads. Hopefully the team will find a way. They always do... :)
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-10-06, 01:21:06
the time has increased and the figures have disappeared somewhere after the render. It is right?
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-06, 07:31:50
Something is definitely off Jens! Since TomG doesn't have problems with his 32 thread dual socket system i suspect this is more related with the high # of cores/threads. Hopefully the team will find a way. They always do... :)

So you still have bad performance even in RC6 and RC7? Is it at least a tiny bit better than before? :)
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-10-06, 08:19:25
Something is definitely off Jens! Since TomG doesn't have problems with his 32 thread dual socket system i suspect this is more related with the high # of cores/threads. Hopefully the team will find a way. They always do... :)

So you still have bad performance even in RC6 and RC7? Is it at least a tiny bit better than before? :)
I had in my current scene difference of speed rendering the same resolution image with IR and production render, IR rendering was 3times faster. And yesterday i was going to report about this, but in RC6 this problem has gone :) Thansks for update!

Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-10-06, 08:26:08
I have another problem (dont know if it Corona problem)  3ds Max 2017 crashes after an hour or two rendering 7k picture (RC6, big exterior scene with motion blur and scatters). I'm not sure but looks like this happends after I'm saving renders.
Will test RC7 today.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-06, 09:26:22
I have another problem (dont know if it Corona problem)  3ds Max 2017 crashes after an hour or two rendering 7k picture (RC6, big exterior scene with motion blur and scatters). I'm not sure but looks like this happends after I'm saving renders.
Will test RC7 today.

If it crashes again, please save the generated minidump and send it to us for debugging.
Title: Re: Daily Builds 1.7
Post by: TomG on 2017-10-06, 14:14:00
I don't recall seeing this mentioned, apologies if it is a repeat - with the CoronaCam, when I select it using the line (to catch both target and camera) the 3ds Max translate / rotate / scale widgets don't work properly, it's like I can't select the "adjust in a single dimension" options. Works fine with native Max cams, and works if CoronaCam or its target are selected individually (though after having selected with the connecting line, it seems like clicking on just the CoronaCam wants to select both again, until I select something else).

This is Max 2017, 1.7 RC 7. I hadn't noticed it before so it may be new.

Video: https://youtu.be/0qjhnEJ-CEE (https://youtu.be/0qjhnEJ-CEE)
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-10-06, 14:35:57
Something is definitely off Jens! Since TomG doesn't have problems with his 32 thread dual socket system i suspect this is more related with the high # of cores/threads. Hopefully the team will find a way. They always do... :)

So you still have bad performance even in RC6 and RC7? Is it at least a tiny bit better than before? :)

Don't know. Will try RC7 today and get back to you ;)
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-10-06, 16:04:42
Ok Ryyu,

I've tested RC7 and i think it is definetely better than previous Release Candidates. Comparison renders in attachment. Just a brief resume:

Scene 01:
14 SEP build - 100seconds
RC4 - 166 seconds
RC7 - 80-86 seconds

Scene 02:
14 SEP build - 61seconds
RC4 - 104 seconds
RC7 - 57 seconds

Scene 03:
14 SEP build - 56seconds
RC4 - 180 seconds
RC7 - 57 seconds

Scene 04 (NO DOF):
14 SEP build - 47seconds
RC4 - 65 seconds
RC7 - 46 seconds

As TomG has reported with RC4 on his 32 thread system, now, for my 72 thread system, RC7 shoots roughly the same amount of rays as the 14th September build and reaches the desired noise level in less passes. In some scenes the time is the same as the 14th September build but others the speed is noticeable. Definetely better than previous release candidates.

I'm available if you need additional info from me guys.
Title: Re: Daily Builds 1.7
Post by: crnexperiencce on 2017-10-06, 16:16:30
Here what I have found in RC6. Some corona camera bug. To recreate follow this sequence:
1)Create corona camera
2)Set it type to "Spherical 360"
3)Copy this camera
4)Change the type of the new camera to "Perspective"
5)Hit "render" (no matter interactive or no)
You should get black image & CPU loaded 100%.
Title: Re: Daily Builds 1.7
Post by: sevecek on 2017-10-06, 17:06:15
Here what I have found in RC6. Some corona camera bug. To recreate follow this sequence:
1)Create corona camera
2)Set it type to "Spherical 360"
3)Copy this camera
4)Change the type of the new camera to "Perspective"
5)Hit "render" (no matter interactive or no)
You should get black image & CPU loaded 100%.

Hm, I cannot reproduce this issue. Could you share a scene where it happens?
Title: Re: Daily Builds 1.7
Post by: crnexperiencce on 2017-10-06, 20:01:49
The scene is here: https://fex.net/#!896990525396
And one more notice: MAX 2014
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-10-07, 01:22:20
During interactive rendering, the values can be changed via the keyboard only if the mouse cursor is in the frame of the framebuffer
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-07, 09:49:00
a 6000px image took 8-9min of parsing time on my Dual Xeon render node and is only rendering with around 3mil ray/s actual. This scene only took a couple of mins to parse and is rendering with over 6mil rays on my single Xeon workstation. So I still think something is off when it comes to performance on dual xeons.

Running 1.7RC6 on max 2016.

Follow up after trying the RC7 Build:

Parsing is better, but still performance is way worse than I remember the performance of the first 1.7builds.

Image being rendered is 6000x4000px.

Render node is a dual Xeon E5-2670:
Parsing 4min (down from 8-9min, so that is atleast something).
Actualy ray/s: hovering just below 2mill (so worse than prev build I guess?)

Workstation is a single Xeon E5-2696:
Parsing = 9sec(might have remembered the RC6 stats wrong last time, so screenshots now)
Actual ray/s: around 6.2-6.5mil (sorry I had stopped the render when taking the screenshot on this one).

Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-07, 16:35:58
Build RC7
IR reaction to materials strange is rather odd, most of the times i have to reassign materials on objects just for interactive could see that there's some changes in materials.


Not able to repeat.
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-10-08, 01:59:45
Settings in the VFB (Exposure / Compression Highlight and etc.) - affect the RenderID mask
So it should be?
Title: Re: Daily Builds 1.7
Post by: crnexperiencce on 2017-10-08, 10:51:03
Two fellows reported the same thing with baking vfb settings into channels (RC 7 and even 1.6.3).
Title: Re: Daily Builds 1.7
Post by: Ludvik Koutny on 2017-10-08, 11:42:53
Build RC7
IR reaction to materials strange is rather odd, most of the times i have to reassign materials on objects just for interactive could see that there's some changes in materials.

Did you report it on mantis?
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-08, 12:01:42
Not yet, i'll try to see if it's replicable.I'm not sure if it's not side effect of Corona camera bug which i found in that same scene few moments later.

Edit: probably it was just some random fluke, everything seems to work fine now.
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-10-09, 08:50:53
I have another problem (dont know if it Corona problem)  3ds Max 2017 crashes after an hour or two rendering 7k picture (RC6, big exterior scene with motion blur and scatters). I'm not sure but looks like this happends after I'm saving renders.
Will test RC7 today.

If it crashes again, please save the generated minidump and send it to us for debugging.

Hello!
So i did some render tests with my current working scene (quite big exterior scene with scatters and motion blur, 7k image, RC7, dual 2696V3) and here is statstic on my attempts
1. After about 3 hours 3ds Max 2017 crash
2. Second try - crash in about same time
3. I try to render this scene in 3ds Max 2016 - crash in same 3 hours
4. Render this scene with Corona 1.6.3 - 9 hours render without crash
5. Another 8 hour render with 1.6.3 - no problems
6. Last try to render with RC7 - crash after 3 hours, but luckly I managed to take some screens of 3dsMaxs behavior while crash - it was frozen and was showing slideshow with desapiring windows. Maybe it can help some how https://monosnap.com/file/8pyUUfOTOfAfKSv4j9tzvEk36ABafe

Also i did render another scene for test with RC7 - 8 hours no problem. So it happends not with every scenes.
Uploaded minidumps from 3ds Max 2016 and 2017 (Minidumps_Sleax.ZIP)
Title: Re: Daily Builds 1.7
Post by: octavtirziu on 2017-10-09, 09:46:12
This happened in all versions of corona, not sure it's a bug but it's sometimes annoying.

During interractive rendering if I hide geomtry (shift+g) to select something and then I unhide it, it remains hidden until I restart interractive. Same behaviour if I hide/unhide lights.
Title: Re: Daily Builds 1.7
Post by: sprayer on 2017-10-09, 11:44:17
Sleax Do not know about corona, but with running screen capturing programs like teamview or skype, many software not works properly. Try to render then teamview is off
Title: Re: Daily Builds 1.7
Post by: Sleax on 2017-10-09, 12:00:05
Sleax Do not know about corona, but with running screen capturing programs like teamview or skype, many software not works properly. Try to render then teamview is off
I had no problem using teamviewer earlier, also i had succes renderings with Corona 1.6.3 version (was checking procces with teamviewer while rendering several times). Oh and i'm using teamv from my phone, so it aumaticaly disconects after i close app.
Title: Re: Daily Builds 1.7
Post by: octavtirziu on 2017-10-09, 13:28:10
And my first crash with 1.7 rc6.  when having multiple render regions
Title: Re: Daily Builds 1.7
Post by: crnexperiencce on 2017-10-09, 16:08:54
One of the users in rusian forum described his case with distributed render:
In distributed render RC7 saves file for transfering to rendernode to this folder AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\en-US\plugcfg\corona and then "forgets" to delete them.
This was figured out when an error appeared, something like "couldn't save file for transfer"
Disk C: was full and tons of files were collected in that folder.

I personally don't have an ability to replicate. Maybe somebody...
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-10-09, 22:30:13
With RC7 I'm having troubles with editing values with the keyboard in Corona materials and modifiers. Any number written with the keyboard changes to 0,00 when pressing "enter". Max stuff works as usual (materials, modifiers, etc.).

Has anybody els experienced this behavior?
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-10-09, 23:00:44
With RC7 I'm having troubles with editing values with the keyboard in Corona materials and modifiers. Any number written with the keyboard changes to 0,00 when pressing "enter". Max stuff works as usual (materials, modifiers, etc.).

Has anybody els experienced this behavior?

Yes! I got the same problem in office today!

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-10, 03:56:01
no I didn't experience it, but its like that the bug is max version related.
mine is max 16 SP4, win 7 SP1.
Title: Re: Daily Builds 1.7
Post by: johan belmans on 2017-10-10, 08:44:23
Yep, me too. But I was wondering if this is a Max issue instead of Corona.

edit: Max 2018 Update 3
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-10-10, 09:16:47
I experienced this in MaxDesign 2014 with latest SP, and haven't tried RC7 in other max-versions yet, but since these problems only occurs in Corona related stuff, it seems to be a Corona issue.
Title: Re: Daily Builds 1.7
Post by: tallbox on 2017-10-10, 10:49:32
For me, RC7 is even worst than RC 5 and 6. I've got a slow mat.lib + mat.editor, slow updates on materials, random freezing of the whole max. I don't know what is related this but is annoying.
I had a slow material browser with RC 2 and RC 3 then this problem disappeared until RC7.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-10, 10:57:55
@guys with values resetting to 0,00 - what is your decimal symbol in Windows settings?
win10 - https://www.isunshare.com/windows-10/customize-numbers-format-on-windows-10.html
win7 - http://ccm.net/faq/13460-windows-7-decimal-symbol-replaced-by-a-comma

Is it point (.) or comma (,)? There were some similar issues in older versions of Corona, and maybe this is related.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-10, 11:10:15
I experienced this in MaxDesign 2014 with latest SP, and haven't tried RC7 in other max-versions yet, but since these problems only occurs in Corona related stuff, it seems to be a Corona issue.
what I meant is I'm sure it is corona bug but doesn't happen in all max version.
and RC7 has two problems for me, I already report the first bug but the second I'm not so sure... the IR sometime seems too slow but it doesn't always happen and I cant reproduce it.

do you guys experience this slow IR too?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-10, 13:01:32
Good morning,
a question.
We have installed the new version (1.7 rc3 / 4/5), but we have some problems with 3D scenes.
If I make a new scene, I have no problems, but if I have to open an old image (made two weeks ago with 1.6.1), the software at the time of rendering stops and closes.

This happens to me with 90% of the scenes I've created with version 1.6.1

Any suggestions on this?
If I reinstall 1.6.1, I have no problem.

What happens?

THANKS

this is a problem for me too, and it is also happening with new scenes after I do something to them but I don't know what. I noticed today if I have missing maps and I do resource collector and make it change the maps location this makes the scene un-renderable but I am not sure... does this happen to you? I tried everything removing lights, removign render elements, merging scene into new one, resetting corona these old scenes won't render no matter what even merged without lights no luck. Also I noticed a big lag in navigating the viewport and doing anything in max even opening a menu from the top with these unrenderable scenes as if the graphics driver or card is affected, this lag does not happen with healthy scenes. installing 1.6.1 does not solve this for me too.
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-10-10, 14:29:50
@maru - I'm using comma

@Christa Noel - Yes. My two main issues with IR/render:
1) In some files the very first use of render or IR takes forever to start (more than a minut). Seems to be scene dependent.
2) Slow IR in generel, if "IR Subsampling" isn't set to 1 or turned off.
Title: Re: Daily Builds 1.7
Post by: AM_visualization on 2017-10-10, 15:57:52
@guys with values resetting to 0,00 - what is your decimal symbol in Windows settings?
win10 - https://www.isunshare.com/windows-10/customize-numbers-format-on-windows-10.html
win7 - http://ccm.net/faq/13460-windows-7-decimal-symbol-replaced-by-a-comma

Is it point (.) or comma (,)? There were some similar issues in older versions of Corona, and maybe this is related.

from 1.6 i had this kind os issue, in windows to separate decimal i use point, sometimes in the rollout rendering tab and also in the modifier tab it switch to comma...

now i have another problem, i'm tring to move a corona camera by the tab of move but all the number ar blinking and i cannot change nothing...
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-10, 16:00:14
now i have another problem, i'm tring to move a corona camera by the tab of move but all the number ar blinking and i cannot change nothing...

Is your camera's cone set to other than none? If so, set it to none and see if that helps.
Title: Re: Daily Builds 1.7
Post by: AM_visualization on 2017-10-10, 17:10:35
now i have another problem, i'm tring to move a corona camera by the tab of move but all the number ar blinking and i cannot change nothing...

Is your camera's cone set to other than none? If so, set it to none and see if that helps.

i can move the camera only when the cone i never show..
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-10, 20:55:20
now i have another problem, i'm tring to move a corona camera by the tab of move but all the number ar blinking and i cannot change nothing...

Is your camera's cone set to other than none? If so, set it to none and see if that helps.

i can move the camera only when the cone i never show..
set your target distance to 20 feet or more and try again.
Title: Re: Daily Builds 1.7
Post by: AM_visualization on 2017-10-10, 22:44:59
now i have another problem, i'm tring to move a corona camera by the tab of move but all the number ar blinking and i cannot change nothing...

Is your camera's cone set to other than none? If so, set it to none and see if that helps.

i can move the camera only when the cone i never show..
set your target distance to 20 feet or more and try again.

here there is a video to show you what happens..:)
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-10, 23:48:14
it seems to me there are a few issues related to display drivers maybe. this could be related to my lag in the viewports and not rendering problems. just an idea...
Title: Re: Daily Builds 1.7
Post by: oncire on 2017-10-11, 03:44:51
i dont know if this was discussed already but there's a slight difference in saturation of what you see in the "vfb" vs the "output render"... the vfb is more saturated... this is annoying when you want the colors to match the output render... the problem is the same when you use texture or just solid color.

corona rc8
3dsmax 2014
output gamma = 2.2
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-10-11, 13:18:48
where are you opening the image? photoshop?
Title: Re: Daily Builds 1.7
Post by: oncire on 2017-10-11, 14:59:53
where are you opening the image? photoshop?

both in PS and Default windows viewer

attach here are some testImage.. screenshot all of them ... just concentrate on the "land" ignore the bldgs
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-10-11, 15:04:47
Is this behavior new to daily build ?

If it doesn't happen before, it's bug. If it happens always, that's just how it is, 3dsMax/Corona is not color-managed, so it will always saturate up to monitor's gamut, which will always be more then color-managed environment (Photoshop). Only way to solve that is by clamping your windows environment down to sRGB, which is not real-color managed solution, but ugly band-aid that... sorta works around the issue.
Title: Re: Daily Builds 1.7
Post by: DKulakov on 2017-10-11, 15:35:20
Clipping...
3dsMax 2017, Corona 1.7 RC7
Title: Re: Daily Builds 1.7
Post by: PROH on 2017-10-11, 17:55:56
Hi. The changelog for RC8 says:
"Turned off flipping green in normal maps of some fabric and leather materials in Material Library (material data will be redownloaded)."

If I understand this correct, the changes is only in the materials, and NOT in the textures, so couldn't we possible only download and replace the matlib-file instead of the full material package?

I installed the RC8 with the use of a previously dowloaded material package, and can't see any changes, but I can easily make these changes myself, if you can be more accurate about them. I believe that "flipping green" should be OFF in all Leather materials using normal maps, and that the same goes for "Fabric Velvet Crushed" (just like it is originally in "Fabric Velvet"). Is that correct?

Regards
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-12, 14:39:11
you got to do something about this bug man, old files and new files reach a point where they don't render anymore, it has kept me sleepless for 3 weeks now!!!
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-12, 14:43:57
Does reseting render settings solve that or not?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-12, 14:55:33
resetting doesn't work, merging into new file doesn't work, files get corrupted on different machines at work and at home, deleting lights and render elements doesn't work, nothing works. been trying for three weeks. only thing that works is going back to an older version. the scene becomes laggy, and the render only shows 9s and cpu usage at 1 or 2 percent and that's it nothing but ending the process in task manager.
I am suspecting materials bug...
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-12, 17:05:16
resetting doesn't work, merging into new file doesn't work, files get corrupted on different machines at work and at home, deleting lights and render elements doesn't work, nothing works. been trying for three weeks. only thing that works is going back to an older version. the scene becomes laggy, and the render only shows 9s and cpu usage at 1 or 2 percent and that's it nothing but ending the process in task manager.
I am suspecting materials bug...
Nothing like this happened to me so far, and I also don't recall any similar reports. Can you please send us any scene(s) where this is happening using https://corona-renderer.com/upload ?
Title: Re: Daily Builds 1.7
Post by: JonG on 2017-10-12, 17:35:10
Running 1.7 RC8 at the moment but it's been happening since the first 1.7 build I tried. I'm getting weird differences in rendering on linked FBX objects from Revit. I've tried both PT and UHD with varying results. Any idea what could be causing this? I'm using Max 2016 and a legit Corona license.

Title: Re: Daily Builds 1.7
Post by: Pixel Folks on 2017-10-12, 20:06:15
I'm having a problem when using the Corona Cam, everytime I have the Clipper on, the geometry starts to disappear when moving or panning in the viewport. like when you have issues with your graphic driver.
The problem seems to solve with a standard camara, so I'm guessing the problem is the corona cam.

3dsmax 2017. 1.7 RC8  win 10
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-10-13, 05:32:19
I just went back to RC5 because RC8 felt very unstable. combined with how unstable max18 still is, it was very frustrating.
Title: Re: Daily Builds 1.7
Post by: mike288 on 2017-10-13, 11:31:01
...
If I understand this correct, the changes is only in the materials, and NOT in the textures, so couldn't we possible only download and replace the matlib-file instead of the full material package?
...
We do not offer any way how one can separately download just the material file (or any other part). Sorry. But yes, in this particular case replacing just the material file with the new one should be enough.

I will ask johnymrazko to answer the rest of your question.
Title: Re: Daily Builds 1.7
Post by: subpixelsk on 2017-10-13, 11:33:22
Hi. The changelog for RC8 says:
"Turned off flipping green in normal maps of some fabric and leather materials in Material Library (material data will be redownloaded)."

If I understand this correct, the changes is only in the materials, and NOT in the textures, so couldn't we possible only download and replace the matlib-file instead of the full material package?

I installed the RC8 with the use of a previously dowloaded material package, and can't see any changes, but I can easily make these changes myself, if you can be more accurate about them. I believe that "flipping green" should be OFF in all Leather materials using normal maps, and that the same goes for "Fabric Velvet Crushed" (just like it is originally in "Fabric Velvet"). Is that correct?

Regards

Hi

it changes only the material setup, not the texture itself you are right. Flip green should be turned off for all materials using normal maps :)
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-13, 13:15:56
I just went back to RC5 because RC8 felt very unstable. combined with how unstable max18 still is, it was very frustrating.

Whenever you encounter any crash, please report it with minidump attached. Unreported bugs usually have a pretty low chance of being fixed :)
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-10-13, 13:29:38
Rc8.
in the rendering process, the mouse cursor freezes during the movement, at the first 3 passes, while the initial rendering of the render takes place.
Title: Re: Daily Builds 1.7
Post by: Dan Rodgers on 2017-10-14, 02:46:15
I am having sporadic noise level values during my render, instead of the noise level gradually decreasing over time I am getting jumps up of up to 1%.  I'm currently rendering a pretty heavy scene and my noise level has gone from 4 to 3.5 to 2.8 and then jumped back up to 3.5 then to 3.25 etc.  This has happened a few times throughout the render.  I have my system set to autosave  .cxr's at intervals, but I'm not sure if the noise jump correlate to when these are being saved out.

not a biggie, but prob still worth mentioning...
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-10-14, 10:13:01
I am having sporadic noise level values during my render, instead of the noise level gradually decreasing over time I am getting jumps up of up to 1%.  I'm currently rendering a pretty heavy scene and my noise level has gone from 4 to 3.5 to 2.8 and then jumped back up to 3.5 then to 3.25 etc.  This has happened a few times throughout the render.  I have my system set to autosave  .cxr's at intervals, but I'm not sure if the noise jump correlate to when these are being saved out.

not a biggie, but prob still worth mentioning...

I am having same problem when i using DR///
With first update from DR I get upper level of noise, and than during rendering process--- this level lowering///
Also DR rendering not working correctly with Corona region, especially with using region and  resuming render from exr. file in same time/
DR slaves continue rendering image out of region, and ruins ready part of image out of region//
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-14, 18:54:22
I'm getting weird results in my CMasking_ID render element when I have DR enabled. Happens in all my scenes with RC7 Build and DR enabled. All is fine without DR. Think it was there in RC6 too, but figured it must've been a specific scene. Not the case. (haven't tried RC8 yet). See attached :)
Title: Re: Daily Builds 1.7
Post by: thilima on 2017-10-14, 18:58:53
I am having sporadic noise level values during my render, instead of the noise level gradually decreasing over time I am getting jumps up of up to 1%.  I'm currently rendering a pretty heavy scene and my noise level has gone from 4 to 3.5 to 2.8 and then jumped back up to 3.5 then to 3.25 etc.  This has happened a few times throughout the render.  I have my system set to autosave  .cxr's at intervals, but I'm not sure if the noise jump correlate to when these are being saved out.

not a biggie, but prob still worth mentioning...

Same here, since the New Sampler was implemented (since build 09/14 if I remember well)

Sometimes the render is almost finished, like 98% done but still rendering for a very long time until is finished, due to this crazy noise level variation. (specially in heavy scenes)
Title: Re: Daily Builds 1.7
Post by: Dan Rodgers on 2017-10-16, 03:18:52
Using Max 2016 (not sure about other versions)...  When opening scenes that were originally created with Corona 1.5 the 2D Pan and Zoom function is missing for the [ + ] options in viewport.  If I ad 2D pan and zoom to my quads I get a missing plugin message.

Checked on a few scenes I created at the beginning on the year and had the same outcome on all of them.  I can merge everything into a new file to fix it, but if i merge my render settings the problem is brought over to the new file.


this is with RC7, I'll try 8 tonight and see if the problem has gone
Title: Re: Daily Builds 1.7
Post by: rozpustelnik on 2017-10-16, 11:38:31
How far we are from official release? (trying to push animation on renderfarm, but cannot since they don't support hair&fur and skin mtl yet)
Title: Re: Daily Builds 1.7
Post by: DKulakov on 2017-10-16, 11:41:08
Please correct clipping.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 13:36:23
HI.

Using i.7 RC8 on a Windows 7 Dual Xeon E5-2698 v4 2.2GHz with 128 GB memory installed and the CPU usage when rendering is sitting at 3-5% usage. This image is nowhere near renderable on this machine. Had this issue about 7 months ago from one of the releases and took ages for a daily build to fix it. Now it has come back again. Incredibly frustrating!!
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-16, 14:07:47
HI.

Using i.7 RC8 on a Windows 7 Dual Xeon E5-2698 v4 2.2GHz with 128 GB memory installed and the CPU usage when rendering is sitting at 3-5% usage. This image is nowhere near renderable on this machine. Had this issue about 7 months ago from one of the releases and took ages for a daily build to fix it. Now it has come back again. Incredibly frustrating!!

Do you have a photometric light in your scene by any chance?
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 14:28:41
Yes I am using one from the installed folder of Corona. When I had this issue last time it happened with files that had and didn’t have ies used.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-16, 14:56:08
Quote from: Known bugs and limitations
3ds Max native photometric lights do not scale well with multi-processor systems and therefore may introduce significant performance drop.
Solution: remove the photometric lights, or replace them with Corona lights.

You can find the rest of known bugs and limitations in the Freshdesk article (https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations)
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-16, 15:10:39
Maybe it would be better decission to drop support for photometric lights altogether?
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 15:13:11
So all ies lights including the ones supplied by Corona in 1.7 are classed as 3ds max native? Just to be understood, this is a corona light with an ies light profile attached from the corona folder. 

Which means no ies light can ever be used in Corona if you have a Xeon machine?  Also as stated the previous issue happened with or without ies files.

To throw another curve ball it works fine rendering on my other Xeon machine, just a different processor 2x E5-2670 v3
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-16, 15:30:26
Maybe it would be better decission to drop support for photometric lights altogether?

We were thinking of adding a warning when a photometric light is encountered during the scene parsing. It's one of those little things that seem to be on the TODO list forever while there is always something better to do.

So all ies lights including the ones supplied by Corona in 1.7 are classed as 3ds max native? Which means no ies light can ever be used in Corona if you have a Xeon machine?  Also as stated the previous issue happened with or without ies files.

To throw another curve ball it works fine rendering on my other Xeon machine, just a different processor 2x E5-2670 v3

Just to clarify, are you using 3ds Max photometric light with one of the Corona-supplied IES profiles or a CoronaLight?

If you're using the 3ds Max photometric light then there is unfortunately nothing we can do about that at this moment, besides recommending to convert the 3ds Max light to CoronaLight. It does not matter which IES profile you use, the problem is in the 3ds Max photometric light code itself.

If you are using a CoronaLight, then disregard my last statement, the problem is most probably not caused by that.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 15:34:27
No its a Corona Disk light with Corona ies light attached. I never use native 3ds max lights with Corona now after the last set of complications
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-16, 15:37:47
OK, in that case I'm sorry for the confusion. Could you send the scene for testing/debugging?
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 15:46:00
Will do. Which email should I send it to? I will wetransfer as it it just over 200mb inc textures
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-16, 15:58:36
It's best to use the private uploaded from my signature
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 16:04:29
OK thanks, its on its way to you
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-16, 17:46:31
Hi Ryuu

I am not sure if this makes any difference but there seems to be a pattern on the cores not firing up when there is no environment light in the scene, only artificial light. One of the other files that gave me issues previously was a Bathroom with no window too.
Title: Re: Daily Builds 1.7
Post by: vkiuru on 2017-10-16, 18:33:57
Having problems with a 32 core Xeon as well and of course the scenes are such that I can't share them. Maybe I get the time to reproduce the problem on spare time but the issue is, sometimes the first pass renders for like 30 minutes. Also it slows down during the estimated time remaining. Exterior scenes using some forest objects and displacement, I have 128 GB RAM on the machine and plenty of space on all drives, Corona using about 20 GB IIRC, so it shouldn't be a memoery issue. But no matter what I do only one core is rendering while the others stand idle.

Also, maybe it's just me but I just seem to find the images are more.. blurry? lately. I'm using pretty much standard settings, only displacement precision changed to 1. Also tried with adaptivity on/off, no difference. 2 light layers, sun and sky. Haven't touched the  reduce noise filtering, either.

Is this something you're about to nail down, maybe? :P I'll be sure to send a scene if I get to reproduce it on spare time, once I have time and enough energy to just play with everything until the rendering process begins to fail.
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-10-16, 18:39:00
I've found the VFB window to behave a little unpredictably, both with IR and production.

With IR:

1 - Maybe it's not 'unpredictability' but the fact that it starts at the render size (sometimes 6k) makes for a rough start.  Would be great if it started as a ratio of your screen resolution.
2 - When I double click the titlebar to maximize, it doesn't maximize it just jumps to a larger size.  Would much prefer it behaves like most windows 'windows' and just maximize...I feel like it used to do this pre 1.7?  Maybe not.

With Production;

1 - Sometimes when I switch focus (click on) the VFB from another window, the VFB will jump from a small window up to the render size.  So basically I'll be modifying materials, or just perusing around, and then I'll click on the small VFB window and *bam* it jumps to an enormous size.

Anyway, those are my experiences.  Hope it helps!
DT
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-17, 11:30:51
Having problems with a 32 core Xeon as well and of course the scenes are such that I can't share them.
Maybe there is a chance to share a scene, or at least a part of it, where the problem would be present? If so, please upload it using https://corona-renderer.com/upload
It will not be shared anywhere, and it will be used only for debugging.
We have also received some other reports about Xeon issues, and the first build with some improvements included should be out soon.
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-10-17, 14:43:51

Also, maybe it's just me but I just seem to find the images are more.. blurry? lately. I'm using pretty much standard settings, only displacement precision changed to 1. Also tried with adaptivity on/off, no difference. 2 light layers, sun and sky. Haven't touched the  reduce noise filtering, either.


Yes, it's not only you. I just noticed that as well. Also the reflective noise issue is becoming unbearable:( Problem is, denoiser doesn't seem to clear these fireflies as well as it did before. Something changed in this regard?

thanks
Title: Re: Daily Builds 1.7
Post by: Nekrobul on 2017-10-17, 15:24:27
I am having very strange isue with latest daily build RC8

The VFB screen goes black right after 5-6 pases and if i switch between renderlayers image apears back but just for 1 sec and turns back again.

What i have tryed:

- saving EXR - all layers are black exept for alphachanel
- disabaling lightmix - same

Completley no idea what is causing it it just apeared X_X
Title: Re: Daily Builds 1.7
Post by: scionik on 2017-10-17, 15:26:23
the same here...
just turn OFF bloom and glare option.
anyway I guess it should be fixed sa soon as posible.

I am having very strange isue with latest daily build RC8

The VFB screen goes black right after 5-6 pases and if i switch between renderlayers image apears back but just for 1 sec and turns back again.

What i have tryed:

- saving EXR - all layers are black exept for alphachanel
- disabaling lightmix - same

Completley no idea what is causing it it just apeared X_X
Title: Re: Daily Builds 1.7
Post by: Nekrobul on 2017-10-17, 15:28:00
the same here...
just turn OFF bloom and glare option.
anyway I guess it should be fixed sa soon as posible.

I am having very strange isue with latest daily build RC8

The VFB screen goes black right after 5-6 pases and if i switch between renderlayers image apears back but just for 1 sec and turns back again.

What i have tryed:

- saving EXR - all layers are black exept for alphachanel
- disabaling lightmix - same

Completley no idea what is causing it it just apeared X_X

Yea thanks, just found out that too =D

UPD - It looks like it apeared only after i have added portals to the windows.

UPD2 - also i have recived black artifacts after i have added portals.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-17, 15:44:23
Hi Ryuu,

Sent a problematic scene to you yesterday. Working on another bathroom scene with no environment light and the same thing is happening. The really weird thing is that if I render normally then it uses 5% cpu. If I stick a render region on part of the view and then  the cpu jumps up to 70%-100% usage.  So I can render a scene but have to move the region around.

Also the same thing applies in interactive, 5 % normal, zoom in and it jumps up to 60-70%, then drops back down when zoomed out.

Updated: even stranger, region render at the top of the image works 100%, bottom of the screen 3%, start moving the region up the screen and watching the cpu climb back up
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-10-17, 16:59:03
:( I am working on a scene I created while using Corona 1.6 . Today I only needed to change a sofa.(client request)

But... I am getting artifacts from the HD cache that I didn't have in 1.6. You know what kind of artifacts...the exact ones I was running away from V-ray because of the Light cache. Really weird light leaks starting to appear in my scene.  I change the Precision parameter to 5, it is fixed in one area, appears in another area. I have to use values like 15-20 :(  I've been working with Corona for 2 years and I have never needed to change that parameter! The geometry is fine, I've checked it.

Also...I somehow feel I lost that Corona sharpness I used to love without changing any of the settings.

The reflective noise is KILLING me!  Sadly I cannot post anything because of copywright issues but it seems the problem just gets worse. Denoiser doesn't seem to clean those fireflies properly anymore, I don't know why. I had to manually clean them in photoshop using the healing brush. Again, on scenes on which I did NOT have this problem with other Corona versions.

IR is less responsive that it was before. Is it the Xeons? However, my frustration comes because all these problems were non existent previously.

I keep saying that I will upload scenes but I never seem to find the time but I hopefully these days I will be able to so you guys can look into this.

Has anyone else have problems with reflective noise that simply doesn't clear?

Thanks!!

RC7 here


Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-17, 17:11:27
I started a scene in 1.6 and moved it over to 1.7 and there is definitely 100% slower noise clean up in the scene. Even the initial 5 min render in 1.6 was good enough to send to a client for a very quick check. Now it needs 20 min to get even close to that initial look. I will be looking at going back to 1.6 as soon as this job is over.
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-10-17, 17:14:58
I started a scene in 1.6 and moved it over to 1.7 and there is definitely 100% slower noise clean up in the scene. Even the initial 5 min render in 1.6 was good enough to send to a client for a very quick check. Now it needs 20 min to get even close to that initial look. I will be looking at going back to 1.6 as soon as this job is over.

Aaa, exactly!! That is what I needed to do today, to send an updated preview to a client. Usually 10 minutes of rendering @1080 is good enough pretty much in all my scenes. I kid you not, today I at 20 minutes there was still a lot of noise. And denoiser didn't really help me that much. + Light leaks and extra reflective noise:(
Title: Re: Daily Builds 1.7
Post by: Duron on 2017-10-17, 17:52:17
I started a scene in 1.6 and moved it over to 1.7 and there is definitely 100% slower noise clean up in the scene. Even the initial 5 min render in 1.6 was good enough to send to a client for a very quick check. Now it needs 20 min to get even close to that initial look. I will be looking at going back to 1.6 as soon as this job is over.

+1

It's dissapointing compared to old builds.
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-10-17, 19:45:01
I've just tested RC8 on my dual Xeon 2696 v3 workstation and rendertimes are almost the same (sometimes slightly worse) as RC7. I must say i was hoping for a bigger leap in speed since the introduction of the new adaptive direct light sampling. Does this mean i better not expect any speed improvements from now on?

Speedwise I can't see much difference between 14 September build and these newer RC7 or RC8. Granted it reaches the same noise level in less passes in the lastest Release Candidates but the difference is not night and day as i hoped it would be.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-17, 20:07:29
Have you compared 1.6 to 1.7 on your machine? Is there a speed and noise difference? I have 2 different Dual Xeons, and both seem considerably slower to render to a low quality but acceptable level, even at 100%CPU power compared to 1.6.
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-10-17, 20:09:25
Interesting to read that actual scenes benefit very little from all the various sampling improvements. Perhaps it's more tied to very specific scenarios.

Would be good to compare this to something like 1.4 All these things improve tiny few percentages at best on each stage, but overall it must stack up. But it will probably never make the kind of 'Night&Day' difference people hope for.

I am pretty much at ease with raytracers staying mostly slow and rather advancing into more complex feature-rich&quality-of-look packages. Hard to compete with real-time packages at their own game and rather move further into realism and features.
Title: Re: Daily Builds 1.7
Post by: dj_buckley on 2017-10-17, 21:40:51
Feels like each RC release is getting worse - just went to 1.7 - my scene randomly started rendering black, was fine in IR, upgraded to 1.8, my scene light came back (didn't change anything) - but now i have a load of random black artifacts anywhere - which is most the stable RC?
Title: Re: Daily Builds 1.7
Post by: vkiuru on 2017-10-17, 22:07:40
Having problems with a 32 core Xeon as well and of course the scenes are such that I can't share them.
Maybe there is a chance to share a scene, or at least a part of it, where the problem would be present? If so, please upload it using https://corona-renderer.com/upload
It will not be shared anywhere, and it will be used only for debugging.
We have also received some other reports about Xeon issues, and the first build with some improvements included should be out soon.

Thanks for the reply maru, I'll do my best but hngh these deadlines - won't be today, that's for sure. I'll try to strip a scene down tomorrow if I get an hour. Anyways good to hear it's been noticed but would be more than happy to help hasten search for a solution :)


Also, maybe it's just me but I just seem to find the images are more.. blurry? lately. I'm using pretty much standard settings, only displacement precision changed to 1. Also tried with adaptivity on/off, no difference. 2 light layers, sun and sky. Haven't touched the  reduce noise filtering, either.


Yes, it's not only you. I just noticed that as well. Also the reflective noise issue is becoming unbearable:( Problem is, denoiser doesn't seem to clear these fireflies as well as it did before. Something changed in this regard?

thanks

Well thanks for confirming - I guess.. On one hand maybe it's not just me going crazy but on the other, blurrier renders.. that's a bit troublesome, too :D

Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-17, 23:00:54
I've just tested RC8 on my dual Xeon 2696 v3 workstation and rendertimes are almost the same (sometimes slightly worse) as RC7. I must say i was hoping for a bigger leap in speed since the introduction of the new adaptive direct light sampling. Does this mean i better not expect any speed improvements from now on?

Speedwise I can't see much difference between 14 September build and these newer RC7 or RC8. Granted it reaches the same noise level in less passes in the lastest Release Candidates but the difference is not night and day as i hoped it would be.

I noticed is light flickering in animations in the new adaptative light system which used to happen in Vray.
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-10-18, 02:48:20
Does anyone remember the smoothing bug that happens when you add a bump map to an object, suddenly all the facets show up in render instead of being smooth?

Did corona ever fix that?  I know vray solved it years ago, Fstorm also fixed it months ago, and I know there was a lot of talk about it here too, and I feel like it was meant to be part of 1.7 ? 

Reason I am asking is because I am pretty sure I just had that error in 1.7 RC5, and now I can't remember if it was fixed? or if the problem is back?
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-18, 08:13:21
Does anyone remember the smoothing bug that happens when you add a bump map to an object, suddenly all the facets show up in render instead of being smooth?

Did corona ever fix that?  I know vray solved it years ago, Fstorm also fixed it months ago, and I know there was a lot of talk about it here too, and I feel like it was meant to be part of 1.7 ? 

Reason I am asking is because I am pretty sure I just had that error in 1.7 RC5, and now I can't remember if it was fixed? or if the problem is back?
shadow terminator? never experience it since 1.7 RCs
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-10-18, 08:21:35
Does anyone remember the smoothing bug that happens when you add a bump map to an object, suddenly all the facets show up in render instead of being smooth?

Did corona ever fix that?  I know vray solved it years ago, Fstorm also fixed it months ago, and I know there was a lot of talk about it here too, and I feel like it was meant to be part of 1.7 ? 

Reason I am asking is because I am pretty sure I just had that error in 1.7 RC5, and now I can't remember if it was fixed? or if the problem is back?
shadow terminator? never experience it since 1.7 RCs

Yeah, that.  okay?  I will have to do some basic tests again to make sure then, it could also just be shitty geometry causing it, but I just wanted to check if was actually ticked off the list.
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-10-18, 09:39:06
So I just went back to 1.6 and I have no more light leaks with the standard settings and IR is more responsive as well. I had light leaks from the HD cache on RC7. I see someone complaining about FLICKERING in animations...and every time I hear flickering I remember V-ray. Every time I hear light leaks, I also remember V-ray. It is beyond me why would someone take tech from a render from which we all(or most of us) ran away to the welcoming arms of Corona.

I know 1.7 is not finished..but a release candidate should be close to the final product. We are at RC8 still with some serious issues. Dump the V-ray tech and stick to your own goodness :D

About the terminator artefact, make sure your UV coordonates are ok for the normal map, in case you have one. Tiling of normal maps are almost identical to the terminator fix.
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-18, 09:55:28
Some facts:

1) Terminator issues have been fixed in 1.6 already:
https://corona-renderer.com/blog/corona-renderer-1-6-for-3ds-max-released/

2) The only tech from V-ray which we have implemented right now is the DMC sampler. It has nothing to do with flickering, light leaks, or artifacts. It was already present in the 1.6 hotfix 3 version, so it's not specific to 1.7 builds.

3) The new tech in the newest builds is our in-house light solver. It greatly speeds up rendering, but may sometimes produce square-shaped artifacts. We are working on a fix.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-18, 10:05:04
Hi Maru,

When you say greatly speeds up rendering, do you mean all workstations except Xeons? I ask as my two computers with completely different dual CPU's have seen speeds slow down by double if not more.
Title: Re: Daily Builds 1.7
Post by: Juraj on 2017-10-18, 10:07:06
For those who mentioned light leaks, check the UHD precision multipliers. For early 1.6 release, the precision was lowered. Just to make sure it's not from it.
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-10-18, 10:34:37
Hi Maru,

When you say greatly speeds up rendering, do you mean all workstations except Xeons? I ask as my two computers with completely different dual CPU's have seen speeds slow down by double if not more.

I am very interested in this as well, becase me and the other person with whom I am working, we have Xeons (Sandy Bridge and Ivy Bridge) and we both haven't seen any speed up into rendering. Please keep us posted on the dual Xeon thingie.

Thanks!
Title: Re: Daily Builds 1.7
Post by: AM_visualization on 2017-10-18, 10:55:32
For me on my workstation with 2x 2630 v3 (i think) all the isage of cpu during rendering is working fine using RC8..
i will try with the new v4...
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-10-18, 12:03:54
Artisticpixel, Flavius: can you post any scene where there are problems? That is the only way to solve this. If it happens in any scene not under NDA, please send it to us via the private uploader
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-18, 12:08:08
Hi Ondra, I sent a scene 2 days ago. Can post another if required. ALL my work has NDA on them but I trust you will not be sharing anything with anyone from what I have been told by email and only to be used for testing of the scene and will be deleted once used. Is that correct in my understanding?
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-18, 14:35:11
The files uploaded through the uploader are only accessible to us, and we only use them for testing/fixing/debugging. They are not shared anywhere outside Render Legion, and we delete them once the problem is deal with.
@Artisticpixel, thanks a lot for your upload.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-18, 15:22:07
No Problem Maru,.. hope it helps
Title: Re: Daily Builds 1.7
Post by: Flavius on 2017-10-18, 15:33:12
I will prepare a package and upload them in 1-2 days. Thanks a lot!
Title: Re: Daily Builds 1.7
Post by: fraine7 on 2017-10-18, 17:14:57
Can somebody please confirm that 1.7 files can now be opened in 1.6.3?

I'm guessing I will need to install 1.7 RC8 first, save the file and then install 1.6.3 again?

Having too many issues with 1.7 that I haven't had to deal with in ages, since I moved over to Corona in fact. There is nothing worthwhile in 1.7 which would convince me to keep putting up with these issues so I will be reverting back to 1.6 which was so much more reliable.
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-18, 17:22:24
Can somebody please confirm that 1.7 files can now be opened in 1.6.3?

Since RC7 they should be backward compatible:

RC7.
  • Corona 1.7 scenes can now be opened in 1.6
Title: Re: Daily Builds 1.7
Post by: fraine7 on 2017-10-18, 17:25:01
Thanks Romullus!
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-10-19, 01:36:03
Quote
Made the new direct light solver optional and off by default (there is switch in performance settings) to prevent problems in scenes with nonphysical fakes and transparent lights that we cannot fix now. We will fix these problems for the 1.8 release, and the solver will be always enabled

So this means the light sampler will be the same as in 1.6?  What if we are using RC5, because RC 7-8 was too buggy, should we update to RC9? or is that problem not that common? I'm not sure I understand the "nonphysical fakes and transparent lights" enough to figure out if I would have that problem? also what is the problem that it causes?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-19, 01:48:09
Some facts:

1) Terminator issues have been fixed in 1.6 already:
https://corona-renderer.com/blog/corona-renderer-1-6-for-3ds-max-released/

2) The only tech from V-ray which we have implemented right now is the DMC sampler. It has nothing to do with flickering, light leaks, or artifacts. It was already present in the 1.6 hotfix 3 version, so it's not specific to 1.7 builds.

3) The new tech in the newest builds is our in-house light solver. It greatly speeds up rendering, but may sometimes produce square-shaped artifacts. We are working on a fix.

we need to do more animations and especially interiors with many lights to make sure it is not just the settings in this scene or bad modeling and materials from our side, but if you watch my animation on
go to time 00:30 and till 00:40 and look up and right at the ceiling and go to  1:09 till 1:19 it is more apparent in the ceiling there
the client did not complain actually they loved the whole thing but I was too much reminded of the Vray era,
I used path tracing I always use it whether I have animated objects or not.
it could be some minor settings or mistake from my part or lights improvement to tweak and it could be because it was a daily build in any case just something to keep an eye on some clients and some projects might not pass the approval stage if they flicker too much.
Title: Re: Daily Builds 1.7
Post by: shortcirkuit on 2017-10-19, 04:56:45
just upgraded from RC5 to RC9 and I am experiencing scene hangs.  When i select my scenes corona camera for instance, there is a 10 second hang before I can edit it.  The IR is not as responsive + all around more slower interface and a few hangs.
I am using Max 2016
Title: Re: Daily Builds 1.7
Post by: danio1011 on 2017-10-19, 08:20:53
Quote
Made the new direct light solver optional and off by default (there is switch in performance settings) to prevent problems in scenes with nonphysical fakes and transparent lights that we cannot fix now. We will fix these problems for the 1.8 release, and the solver will be always enabled

So this means the light sampler will be the same as in 1.6?  What if we are using RC5, because RC 7-8 was too buggy, should we update to RC9? or is that problem not that common? I'm not sure I understand the "nonphysical fakes and transparent lights" enough to figure out if I would have that problem? also what is the problem that it causes?

+1 to these questions...
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-19, 09:14:36
max 16 sp4, win 7 sp1, RC9
with unchecked the new new direct light solver checkbox, I am still experiencing cpu usage increase to about 25 when select a coronaCamera even with a blank scene. with interior scene, heavy lag, low fps, slow IR..
compared to RC5, I guess it is the savest build for me.

1. open taskManager (always on top)
2. open blank scene
3. create coronaCamera
4. select it
5. cpu usage increased
6. deselect it / create non-corona camera
7. cpu usage 0
Title: Re: Daily Builds 1.7
Post by: subpixelsk on 2017-10-19, 09:18:30
max 16 sp4, win 7 sp1, RC9
with unchecked the new new direct light solver checkbox, I am still experiencing cpu usage increase to about 25 when select a coronaCamera even with a blank scene. with interior scene, heavy lag, low fps, slow IR..
compared to RC5, I guess it is the savest build for me.

1. open taskManager (always on top)
2. open blank scene
3. create coronaCamera
4. select it
5. cpu usage increased
6. deselect it / create non-corona camera
7. cpu usage 0

I am experiencing this as well
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-19, 09:44:24
go to time 00:30 and till 00:40 and look up and right at the ceiling and go to  1:09 till 1:19 it is more apparent in the ceiling there
How did you use the uhd cache here? Was it computer anew for each frame, or one cache file was saved and reused for each frame?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-19, 11:40:43
go to time 00:30 and till 00:40 and look up and right at the ceiling and go to  1:09 till 1:19 it is more apparent in the ceiling there
How did you use the uhd cache here? Was it computer anew for each frame, or one cache file was saved and reused for each frame?

no UHD cache it was all Path tracing fully.
Title: Re: Daily Builds 1.7
Post by: pdaniun on 2017-10-19, 11:42:16
RC9, Max 2017
Corona camera with Clipping on displays a red plane in Perspective and ortographic views, regardless of objest selection. It is not visible in Camera view.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-19, 12:10:38
Is it OK to reinstall 1.6 over 1.7 or is it advisable to completely remove 1.7  from my system first.  I have a corona camera in 1 of my scenes too, will that be an issue?
Title: Re: Daily Builds 1.7
Post by: cecofuli on 2017-10-19, 12:15:41
Same problem here with CoronaCam selection: + 10% of CPU usage (RC9 + Win7 + 3ds max 2015)
Title: Re: Daily Builds 1.7
Post by: pokoy on 2017-10-19, 12:24:54
RC9, Max 2017
Corona camera with Clipping on displays a red plane in Perspective and ortographic views, regardless of objest selection. It is not visible in Camera view.
AFAIK this is a limitation of 3dsmax, visibility and clipping planes are not visible through the same camera. I guess this doesn't work in Standard and the Physical cam, too.
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-19, 12:34:17
Just installed 1.6 from 1.7 rc8 and the file opens with multiple errors and then crashes max without opening the scene, is there something I need to do in order to use my scene with 1.6?
Title: Re: Daily Builds 1.7
Post by: snakebox on 2017-10-19, 13:02:42
Just installed 1.6 from 1.7 rc8 and the file opens with multiple errors and then crashes max without opening the scene, is there something I need to do in order to use my scene with 1.6?

I think you need to install RC9 (at least RC7) and save your file, before it opens in 1.6
Title: Re: Daily Builds 1.7
Post by: maru on 2017-10-19, 13:03:45
Just installed 1.6 from 1.7 rc8 and the file opens with multiple errors and then crashes max without opening the scene, is there something I need to do in order to use my scene with 1.6?
This looks like an issue with opening file from one version in another... I think a minidump could help.
You can also try uninstalling Corona completely, and then re-installing it.
Title: Re: Daily Builds 1.7
Post by: johan belmans on 2017-10-19, 18:09:52
Could it be you have corona cameras in your converted scene?
Title: Re: Daily Builds 1.7
Post by: Artisticpixel on 2017-10-19, 18:45:43
I think it must have been, I have installed RC9 and will continue using until I can go back to 1.6 as soon as this job is over. Even with RC9 it looks like noise levels still requires a lot more render time to reduce to acceptable levels. Unable to do a proper test at the moment as I have a deadline due. Kicking myself for changing over to RC7 from 1.6 but I presumed it was close to ready and I wouldn’t have any serious issues. Lesson learnt.
Title: Re: Daily Builds 1.7
Post by: johan belmans on 2017-10-19, 19:55:20
Yeah, that's why it is called Daily Builds.
I do not know how many camera's you have, but you can always replace them with a Physical camera adjust the necessary values and open render in 1.6.

 
Title: Re: Daily Builds 1.7
Post by: fire3d on 2017-10-19, 19:56:46
just upgraded from RC5 to RC9 and I am experiencing scene hangs.  When i select my scenes corona camera for instance, there is a 10 second hang before I can edit it.  The IR is not as responsive + all around more slower interface and a few hangs.
I am using Max 2016

I had something silmilar after i updated from RC8 to RC9 on Max 2018.

In case that anyone has problems like these and saved a maxstart.max scene try to delete
the maxstart.max scene in the scene directory - for me this was the solution for the hangs and
camera problems.
Title: Re: Daily Builds 1.7
Post by: iancamarillo on 2017-10-20, 00:34:08
I'm noticing a delay too. I'm running rc8 using corona cameras. What maxstart.max file are you referring to?
Title: Re: Daily Builds 1.7
Post by: hkezer on 2017-10-20, 12:47:00
I'm noticing a delay too. I'm running rc8 using corona cameras. What maxstart.max file are you referring to?

maxstart,max is generally a template file. You setup unit settings gamma settings and maybe viewports bla bla, then use that empty file as startup template.
Title: Re: Daily Builds 1.7
Post by: fire3d on 2017-10-20, 13:08:27
maxstart,max is generally a template file. You setup unit settings gamma settings and maybe viewports bla bla, then use that empty file as startup template.

that it is :) exactly
Title: Re: Daily Builds 1.7
Post by: fraine7 on 2017-10-20, 18:12:41
Opening existing scenes is becoming a real chore with 1.7 RC9.

I have a 50mb Max file which opened in around 30 seconds with RC8, currently on 16 mins waiting for the same scene to open in RC9.

Tried other files and they are also taking an age to open. Reluctant to merge this scene into an empty max file and start my setup again but it would certainly be quicker if I did.

edit - It's also worth mentioning that the file appears to be hung and is not actually close to opening - Windows memory for this scene is static at around 1GB and has not moved in the 18 mins I have been waiting for the file to open - definitely something in RC9 that isn't playing nicely
Title: Re: Daily Builds 1.7
Post by: Dalton Watts on 2017-10-20, 23:21:08
RC10 gives me worse renderspeeds on some ocasions than RC7, 8 or 9. Not as bad as post 14th September and pre RC7 builds but either way if i let it cook for more time is suspect time differences will be more noticeable. Scene 1 rendertimes are especially evident because of this.

For comparison:

Scene 01:
14 SEP build - 100seconds
RC4 - 166 seconds
RC7 - 80-86 seconds
RC9 - 88 seconds
RC10 - 113 seconds

Scene 02:
14 SEP build - 61seconds
RC4 - 104 seconds
RC7 - 57 seconds
RC9 - 58 seconds
RC10 - 72 seconds

Scene 03:
14 SEP build - 56seconds
RC4 - 180 seconds
RC7 - 57 seconds
RC9 - 55 seconds
RC10 - 57 seconds

Scene 04 (NO DOF):
14 SEP build - 47seconds
RC4 - 65 seconds
RC7 - 46 seconds
RC9 - 49 seconds
RC10 - 49 seconds
Title: Re: Daily Builds 1.7
Post by: iancamarillo on 2017-10-20, 23:54:12
In rc10 if I create a corona camera with auto grid on and targeted unchecked it orients the camera on the surface I click. But if immediately try to create another camera, it does not orient the next camera correctly. I need to exit create mode and repeat the initial steps. Is this by design or bug? thx
Title: Re: Daily Builds 1.7
Post by: ArchSpideR on 2017-10-21, 02:31:57
during the rendering, the rays/s actual sometimes begin to decrease, during this time the load on the processor decreases to 37% (build rc10).
Title: Re: Daily Builds 1.7
Post by: romullus on 2017-10-21, 09:46:56
Build RC10

CoronaCam always maintain its target distance, if you select camera alone and move it, its target will also move in interesting fashion - you can steer camera through viewport like in a video game :]

max 2016 SP3
Title: Re: Daily Builds 1.7
Post by: Alex Darby on 2017-10-21, 13:30:29
Material editor seems to be really slow. Last couple of updates seem to have effected it.
Takes some time to render out the material shader ball.
Title: Re: Daily Builds 1.7
Post by: DKulakov on 2017-10-21, 15:10:31
Yes, mat editor became slow!
Title: Re: Daily Builds 1.7
Post by: LorenzoS on 2017-10-21, 15:57:01
Quote
Material editor seems to be really slow. Last couple of updates seem to have effected it.
Takes some time to render out the material shader ball.
If you have corona camera in scene, try to delete it and check again. I think the problem is the continuous refresh in the viewport due to a camera bug.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-22, 02:54:35
w render node crashes and despite a few restarts Corona DR won't relaunch it.
Title: Re: Daily Builds 1.7
Post by: Dionysios.TS on 2017-10-22, 10:42:54
I had the same issue 2 days ago!

Thanks for sharing,

Dionysios -
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-22, 15:47:10
Have any one experienced this issue with white noise in corners? Never seen it before in earlier versions, but it happens constantly now. Albedo pass is fine, all values good.

(I'm still on RC7 due to the many reports of how unstable and buggy the newer versions are).

Title: Re: Daily Builds 1.7
Post by: PROH on 2017-10-22, 15:53:14
Hi Jens. This looks like the "light leak" issue, that has been discused several times on this forum. In most of these cases the problem occurred because the walls had no thickness, and the solution was to ad thickness, for example by using a shell modifier.

Is this the same in your case?
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-22, 17:40:53
Hi Jens. This looks like the "light leak" issue, that has been discused several times on this forum. In most of these cases the problem occurred because the walls had no thickness, and the solution was to ad thickness, for example by using a shell modifier.

Is this the same in your case?

Thank you PROH! This was indeed the case :)
Title: Re: Daily Builds 1.7
Post by: denisgo22 on 2017-10-23, 14:18:49
In work process I discovered very low and bad perfomance of 3dmax viewport with Corona proxy in all last daily build versions. /Even with proxy's in wirebox display mode/.
With many types of proxy's the viewport and max simply freezing for several minutes///
This new corona proxy's were made from last Daily's  1.7 RC 8-10//
With old corona proxy's were made from Corona 1.6-1.2.3 it's working much better and faster///
max 2017 Corona 1.7 rc10 -------
win 10, GeForce GTX 1050Ti 4GB
i-7 5820K 32Gb RAM

Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-23, 15:20:42
RC10 gives me worse renderspeeds on some ocasions than RC7, 8 or 9. Not as bad as post 14th September and pre RC7 builds but either way if i let it cook for more time is suspect time differences will be more noticeable.

What do the times actually mean? Is it time to reach a preset number of passes or time to reach a target noise level?

Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-10-23, 15:48:29
Here what I have found in RC6. Some corona camera bug. To recreate follow this sequence:
1)Create corona camera
2)Set it type to "Spherical 360"
3)Copy this camera
4)Change the type of the new camera to "Perspective"
5)Hit "render" (no matter interactive or no)
You should get black image & CPU loaded 100%.
Hi,
is this fixed now? (RC10)
Title: Re: Daily Builds 1.7
Post by: hkezer on 2017-10-24, 12:27:48
I guess I have now installed 1.7, as it was in the dropbox folder, now it is deleted. Im scared! and also great job guys!
Title: Re: Daily Builds 1.7
Post by: Ondra on 2017-10-24, 13:02:06
I guess I have now installed 1.7, as it was in the dropbox folder, now it is deleted. Im scared! and also great job guys!
That was a mistake, it is not the true 1.7. Please wait an hour for the real thing ;)
Title: Re: Daily Builds 1.7
Post by: Jens on 2017-10-26, 12:49:38
I'm getting weird results in my CMasking_ID render element when I have DR enabled. Happens in all my scenes with RC7 Build and DR enabled. All is fine without DR. Think it was there in RC6 too, but figured it must've been a specific scene. Not the case. (haven't tried RC8 yet). See attached :)

I'm still getting a weird result with the CMasking_ID and CShading_SourceColor pass when using DR. Using the final 1.7build nothing has changed here. No matter the scene. All works good if I only render locally or on the node via backburner. So it's a DR problem for sure.

Are you able to reproduce this? Screenshots are in org. reply in this thread (reply #770)
Title: Re: Daily Builds 1.7
Post by: jacobhutson on 2017-10-26, 15:40:36
im getting much heavier ram use on scenes now. at least 30% and sometimes 50% more on the same scenes.
it actually means my DR nodes wont render unless they are the large ram ones.
with PT/PT

Do i need to convert all the scenes to 1.7 (i use xrefs alot) or can i use a mix of 1.7rc4 scenes and 1.7 release scenes
the render file has been converted to 1.7 release.

cheers
J
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-26, 23:03:44
im getting much heavier ram use on scenes now. at least 30% and sometimes 50% more on the same scenes.
it actually means my DR nodes wont render unless they are the large ram ones.
with PT/PT

Do i need to convert all the scenes to 1.7 (i use xrefs alot) or can i use a mix of 1.7rc4 scenes and 1.7 release scenes
the render file has been converted to 1.7 release.

cheers
J

make sure you have enough swap space on your SSDs, I had to switch from 120GB to 240GB SSDs to make thinggs work, if it can't find the ram it will need that space. 5 out of 6 nodes failed until I upgraded.
Title: Re: Daily Builds 1.7
Post by: jacobhutson on 2017-10-27, 02:24:03

[/quote]

make sure you have enough swap space on your SSDs, I had to switch from 120GB to 240GB SSDs to make things work, if it can't find the ram it will need that space. 5 out of 6 nodes failed until I upgraded.
[/quote]

thanks, checked that and there is plenty of space.
wow, ssd's in your render nodes, luxury. (so jealous)


Title: Re: Daily Builds 1.7
Post by: jacobhutson on 2017-10-27, 02:26:10
another weird issue with 1.7 release
using DR some of the nodes dont start rendering until you click on the DRserver app dialog

nodes are on win10, 1511. so it could be a windows issue.
seems odd they cant get focus until clicked on.

app priority?
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-10-30, 05:08:51
it could be an issue related to windows firewall and security, I turned firewall off all my render nodes becuase it stood in the way on several nodes.
Title: Re: Daily Builds 1.7
Post by: Christa Noel on 2017-10-30, 05:26:01
I guess it could be the OS issue.
it could be an issue related to windows firewall and security, I turned firewall off all my render nodes becuase it stood in the way on several nodes.
turning off the firewall? doesn't it makes them "unsafe"? imho exclude/allow all related programs DRserver, backburners, 3dsmax in firewall should be enough.
but actually I know that it is way easier by simply turn it off. I just don't feel comfortable with having a completely disabled firewall.
Title: Re: Daily Builds 1.7
Post by: jacobhutson on 2017-10-31, 01:02:38
it could be an issue related to windows firewall and security, I turned firewall off all my render nodes becuase it stood in the way on several nodes.

We are behind a hardware firewall, so firewall etc isnt enabled on the rendernodes.
Title: Re: Daily Builds 1.7
Post by: Ryuu on 2017-10-31, 09:30:38
So you don't have render nodes on the local network? We're definitely interested in details of any and all such "non-standard" setups so that we can make the DR a bit more universal in the future.
Title: Re: Daily Builds 1.7
Post by: ihabkal on 2017-11-05, 10:21:57
I was hoping this would go away with 1.7 but the render settings block is is still being cropped on two projects today. resetting renderer fixes it until the render settings is open again then it is cut again. I have a 4K screen but setting it to 1920 still doesn't solve it. if you can fix it that would be great.