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Messages - Jahred

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[Max] Daily Builds / Re: Tonemapping playground!
« on: 2022-04-12, 12:29:20 »

The last daily build (RC4 & RC5, since ACES RT) seems to have broken the VFB update :

I opened a scene adding the new operator "ACES RT", I got an error message due to the fact that I already had the old operator "ACES RRT" and it will be replaced. Since this message, impossible to have a dynamic update of the VFB with the RC4 & 5, I had to regress to the RC2 version for it to work again.

A empty scene with the cameras and where the VFB bug is present is attached. It seems related to Dionysios.TS bug.

[Max] Feature Requests / Re: Lightlister
« on: 2021-09-16, 16:25:34 »
Hi everyone, there are plans for improvement on the lister, I will bump this up.

(Report ID=CRMAX-967)

Hi, and to complete the request, add the CoronaLightMaterial to the Lister as well. I use 80% of this type of light in my scenes.


With the last RC4, the curve editor seems to ignore my *.acv file, the curve stay linear. Someone else has the problem ? Bug known ?

Thanks in advance

Hello there,

Any chance to integrate such feature directly inside Corona (+player) for the future ? It's the best compromise between realistic results and interactivity without taking the "realtime engine path".

I am glad to hear you'll investigate.

When rewrite of parsing will occur, the dev team should take a second look at "multithread capability for one scatter object" as well. I repeat myself :)

Anyway, good work on general optimisation, I see good improvement in many scenes. 

Last version yes, Forest Pack 6.2.2

Hi Rowan, Ondra,

Tested with the last RC, it's strange.

First batch, the multithread parsing is faster, with a gain time compared to the first test (with +25% instances). For the second batch (*_02), the multi is slower than the monothread and the total gain time is lost compared the the 1st test.

Performance bug with Forest Pro ? The real problem remains the same, the difference between mono and multi is small.

Back in time, multithread parsing was much faster than monothread but that is no longer true. Test renders below with current corona daily and a forest object, time difference -7%

This 2016 topic concern the same problem :

With Corona 6 (7?) and the "rewriting scene parsing" (trello road map), could you take a second look to optimize 'heavy instancing' ?

I struggle with heavy scene (many Railclone and Forest Pro objects, tiles, grass, gravel, etc and large surfaces) with 2 to 5 minutes of parsing, a little frustrating to make multiple test render to check my full project with many cameras.

Ironically the "grainy" test render itself take often less time to tell me if it's ok, Corona stay very fast for pure raytracing.

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