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Messages - pokoy

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1681
Similar to the new preserve displacement switch, only for bump.

1682
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-23, 13:59:09 »
I have two issues with yesterday's daily build (Jan-22-2015, max 2014):

- fireflies on glossy metals, they're getting more with every pass
- rounded edges map evaluation seems to be different from the build before, but not sure about this. It looks a bit different but not sure exactly.

Can anyone confirm?

BTW, congrats on the website launch!

EDIT
Nevermind, actually the fireflies are related to the map used as rounded corners map, it'll produce fireflies under certain conditions. Will report on mantis.

1683
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-21, 17:54:36 »
Downloaded latest daily (21 Jan), and voila, it's super slow again. Can we get the "material editor performance" thread back ? It's not resolved.

Opening any scene, with, without texture, no, medium, or heavy geometry, the behaviour is the same. Material editor is extremely laggy. Creating clean CoronMat, and simply clicking on various attributes, has 5 second delay.

Converting clean scene with material editor having default VrayMats, just freezes on material editor generating previews and unfreezed after 2 minutes.

I wonder what it is that triggers this, I don't see that behavior since the semi-fix some days ago.
IR doesn't feel that smooth anymore for me, though.

1684
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-21, 10:06:52 »
CoronaMatte material seems to be missing from the latest (1/21/15) build.  Still works on older scenes, just doesn't show up as an option in the material editor now on new scenes.

Might be a known/temporary glitch, just thought I'd mention it. :)

It's there for me: CoronaShadowCatcherMtl

Shows up in the old Mat/Map Browser and in Slate.

1685
Not exactly. AO can produce something similar but what I'm talking about should not be based on occlusion but on distance from edge (so it would also work on flat geometry).

Condition to paint a gradient would be:
- open edge
- edge is adjacent to 2 different smoothing groups.

It could be basically an extension to the CoronaWire Map but with a checkbox to work only on or a combination of:
- selected edges
- smoothing groups boundaries (ie where smoothing group 1 and 2 meet)
- only open edge

and a gradient that extends to a user defined distance like 2 cm, not a solid color.

CoronaWire does something similar when 'All edges' is inactive but it's solic color only.
Something like this is great to produce worn edges, and would work without any occlusion.

I realize a similar thing is available but it's not inverted AO (and it's not a resolved feature request...)

1686
Would it be possible to have the same underlying algorithm that is used for the Rounded Corners effect in CoronaMtl as a map that produces a b/w gradient with user defined width and weighting? Similar to AO it could have a map slot to either perturb or modify its output (for example width). That would be great!

1687
[Max] Daily Builds / Re: Daily builds
« on: 2015-01-20, 09:28:06 »
It's resolved for me in the latest db (2015-01-19) but it seems it is not resolved for everyone, so more testing and feedback is probably a good thing.
Please test the mentioned db and make sure to report here, make sure to include your max/OS setup:
https://forum.corona-renderer.com/index.php/topic,6645.0.html

1688
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 18:42:17 »
13 seconds would be still the 'slow' mode, depending on your system of course.
With the latest 'fixed' build the material editor renders in ~2 seconds here, not much slower that scanline.

1689
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 17:49:42 »
For me the MatEd displays materials instantly now, even on the heavy scenes it's quite fast.

Now I wonder if max 2015 is part of the problem. Can you test the same build with 2014?

1690
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 17:42:56 »
I confirm that the issue is solved with the newest build (Jan 19 2015 17:19:26).
Both the 10kBoxes scene and some of my production scenes now work like they used to before.

Keymaster, you made a man happy today. Thanks!

1691
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 17:26:30 »
I get it!

Honestly, I'm happy if it's resolved. Also would like to test the fix on some heavy scenes.

1692
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 17:19:35 »
Fixed. It was a matter of 5 minutes with the right scene.

For the love of god, why are you reporting it only now?! I mean, reporting specific times and providing nice scene for testing, not saying "I think material editor is now slower" This could have been fixed month ago

My bad :)

My take is that it has to do with all kinds of reports going into one thread and being overlooked fairly quickly without being picked up by the community. I'm afraid that if no one else would've stumbled upon the same issue it would've remained overlooked regardless of how well I would have backed it up.

Thanks for fixing this, can't wait to test the fix.

1693
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 14:42:34 »
Thanks for the script!

My tests with the script:

10k boxes, 300 materials:
MatEd Scanline - under 1 sec.
Mat Ed Corona - ~14 sec

10k boxes, 600 materials:
MatEd Scanline - under 1 sec.
Mat Ed Corona - ~15 sec

Benchmark done manually, so it is not accurate.

It seems the number of materials has a small impact only.
I'm still not seeing the issue I had with the production scene, so I guess material complexity plays a big role in the slowdown, too.

1694
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 13:50:57 »
My test with the 10kBoxes.max:

MatEd Scanline = under 1 sec.
MatEd Corona = 13 sec.

Still faster than my 60 sec wait for my production scenes.

DeadClown, could you script a setup where you create 300 unique CoronaMtl (with unique names maybe) and assign them to the boxes, but in a way so that every box gets a material from the 300 mtls pool? I'd like to compare that setup one against the one you already posted.

1695
[Max] Resolved Bugs / Re: Material Editor performance issues
« on: 2015-01-19, 13:39:13 »
I checked only workstation we work on (4930k), but now that you mention it, I will check Xeons.

Edit: OK, the Dual-Xeon (but also Ivy-Bridge based v2), has none of those issues in freshly opened scene. Daily build.

What the hell gives... ?

Ha! That's odd but might help to get an idea what's causing it.
My setup is a dual 2650v2.

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