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Topics - grasshopper

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I have recently been playing with submitting jobs through command line and am now trying to create custom bat file to control my renders.

Is there any way to change the pass limit or noise threshold limit or indeed any on the corona settings whist submitting through command line?

Sorry I forgot to note 3dsMax 2018 & Corona 5

Thanks
G

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Previous post:  https://forum.corona-renderer.com/index.php?topic=27617.0
I am making this post in relation to a previous feature request that I made and found a work around for.
The bases of the request was to use an object in the scene as a render region using a gbuffer ID. The work around uses an object with a material set as transparent so in theory it should just render everything within it’s form. Great for patch rendering animated scenes with cameras and objects moving.

So I did some more testing and have an issue as the render behaves differently when rendering selected ID is set. The render takes long time and renders to a much lower than expected noise threshold.
All attached renders are set to 40 passes, and I would expect it to reach around 2-3% noise. The first render has render selected by Gbuffer ID and the ONLY difference in the second render is that I drew a region tight in around the rendered area. The third render is EXACTLY the same except the region covers the whole frame.

First Render (no region selected ID only)
render time -26 minutes
noise level - 0.96%

Second Render (with tight region)
render time -7 minutes
noise level - 2.63%

Third Render (with full frame region)
render time -26 minutes
noise level - 0.96%

The second image is how I would of expected the first image to also render. In fact I would of expected all 3 to render the same!
Although there is a time saving in set up time it leaves relatively little point in using gbuffer instead of rendering many regions.

I would expect a whole frame to render in about 45 minutes. We have had similar experiences with render time in the past using Obj ID (never been trying it with a transparent object before) but never really investigated it any further other than rendering to a noise threshold which for animation we found flickery.
Why would a region bigger that the object effect the render so much and Is this an expected behaviour? Has anyone else experience similar? and most importantly is there a solution (other than regions)
Thanks for your time.

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Being able to used viewport selection or Object ID as a selection for rendering with the selected object set to invisible to camera would be awesome for patch rendering and fixing animations.

We use xrefs to build up our master scenes so don't have geometry in our render scenes. The ability to drop some geometry into a render scene and use it as a mask for rendering selected on ID would allow to render a very specific areas through an animation. Currently if renderable is unchecked or invisible to camera is set in the properties that object cant be used as a selector. This would allow you to create geometry larger than your target to include shadows and GI, you could link such an object to animated models in your scene and re-render allowing enough render data to feather results into previously rendered footage.

Hope this makes sense. :)

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This would be an awesome tool and would save a huge amount of time and hassle whilst producing animations. Batch processing is a step in the right directions but an After effects plugin that could produce the same results would be amazing.... Please make it so!!!!! :)

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[Max] Feature Requests / Batch process to 16bit exr
« on: 2019-06-03, 12:52:19 »
Hi,

Is there any way when using the batch processes to export to a 16bit exr?

We don't need much adjustment after running the batch processor and the file size is significantly smaller at 16bit.

Thanks

6
Hi,

I'm new to Corona and this is probably a dumb question.......... but

I an saving out 8bit jpgs for a test animation. How do i stop the alpha channel being saved without the tone mapping effecting it's tone?

Thanks

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[Max] I need help! / Disable Duplicate sun found
« on: 2017-07-03, 10:51:48 »
Hi,

Is there a way to disable the feature that disables a secondary sun?

In my current image I need a slightly different sun position to a different parts of the image and the only way to do it is to produce a second region render.

What I'd like to do is have them both turned on and sort it out in the lightmix.

Is there a way to do that? thanks

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[Max] I need help! / Lightmix baking using CoronaLightMtl
« on: 2017-06-06, 11:52:33 »
Hi All,

I am working on my first Corona project and have jumped in at the deep end with a heavy scene lots of maps and proxies.

I have set up a lightmix with 42 elements but am running out of RAM whilst rendering.
I have tried using the 'scene' function to bake in the intensities but that is proving problematic:

The lighting is made up of a mix corona lights and coronalightmtls, The function that bakes the light values does a good job on the lights creating new instances and applying different values to them but the materials are not converting properly.

I have a multi material with 25 ID's (all different corona light materials) which is applied to all the meshes assigning different ID's to various poly's. The baking function doesn't seem to deal with this at all, it would need to create different versions of all the materials adjust the values and apply them to suit.

Does anyone know if there is a way to do this? Should corona manage to convert materials? Any other work around suggestions welcome.
My only option at the moment is to manually create 42 unique versions of the 25ID deep multimap work out the values manually and apply them. (not a task I want to take on)

All help appreciated.

Cheers

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