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Topics - Juraj

Pages: 1 [2] 3 4
16
See attached example inside CoronaColor.

If the sRGB is checked, CoronaColor reports the value as linear (during RC candidates, it was linear check-box).

Secondly, in either case, the "Value" is always in sRGB. Is this by design ? It's bad name in such case. And exact linear value has to by typed into R/G/B values instead.

Funny enough, it matches if I check "values are in linear space" check-box in CoronaColor.

So what's happening ? Is new picker wrong ? is CoronaColor wrong ? It's behaving very confusingly.

17
As title.

When creating MixMap ( in my case, Linear Light in sRGB mode, highpass layer above, color bellow), it shows just fine the result. After saving and re-opening the scene, it doesn't, and clicking on the button does nothing, it will only show the color (of something ?).

18
[Max] Resolved Bugs / LUT clamps the image
« on: 2016-10-18, 17:59:47 »
As title :- ). But unnecessary and not wanted. See illustration

VFB+ provides same look with same LUT, but doesn't clamp the image, retains full dynamic range for post-production ( including white-balance which required dynamic range to work properly).

[img height=1024 width=640 ]https://forum.corona-renderer.com/index.php?action=dlattach;topic=13515.0;attach=53554;image[/img]


19
[Max] Resolved Feature Requests / Extended Albedo pass
« on: 2016-10-17, 15:26:56 »
Currently, the Albedo shines RED with overbright materials, I would like to to shine BLUE (for example) for over-dark materials.

Could the range also be specified ? Either to be user-specified, or just make the default 50-240 sRGB.

This concerns purely diffuse albedo, not even sure how the pass currently treats metals/specular only.

20
I've noticed for some time my slaves are super slow to kick-up, which is odd given they're all dual-xeon monsters. It can't be the scene given it starts in seconds on master workstation.

Monitoring task manager showed me the whole precomputation is happening in single-thread only, i.e transforming vertices, parsing the scene and seemingly also large part of secondary GI ?

Is this intended behavior or some bug along the path.

21
Right now the Corona contrast function is extremely aggressive towards blacks, and slight highlights peak.

Artistically, it's not very nice and not commonly used either.
Here are Dubcat's graph comparisons between Corona's contrast and AdobeCameraRaw contrast, which is far more universally used (from Raw, to Lightroom, CaptureOne,..)

Corona on left, Beautiful CameraRaw on right


CameraRaw applied to linear gradient. Crisp, unclipped, lifted.





22
Well, here's DR issue that I keep getting for long time, but finally decided to look into logs what is behind.

The DR fails to download the scene:

Code: [Select]
2016-07-06 20:28:18   Downloading 3ds max 2016 scene to render with 3ds max 2016
2016-07-06 20:29:03   Downloaded scene: 0 bytes in 44 s

It download some half-scene. Instead. Happens randomly, during same scene. The other node will download it sucessfully and start running.
What happens after is simple:

Code: [Select]
06.07.2016 20:29:32;  File Open Failed: C:\Users\juraj\AppData\Local\CoronaRenderer\DrData\received_scene_3332386331.max
06.07.2016 20:29:32;  Error loading file C:\Users\juraj\AppData\Local\CoronaRenderer\DrData\received_scene_3332386331.max
06.07.2016 20:29:32;  Error rendering frame 0: Unknown error while loading application
06.07.2016 20:29:32;  Send End of Job command to Max

I pondered upon this for long time, tried various stuff from help-desk, but nothing.

Seems like it might do something with network ? But what ? And why it happens on random basis when my network setup is always the same, unchanging.



23
Hi guys, I've put some short commentary on the build I did, and some general building advice. It's not all encompassing but could be useful. If some questions pop-up too often, I will revise particular sections that might concern it.

http://talcikdemovicova.com/32-thread-build-on-budget/

EDIT:

Revision 1.1 : I formated Motherboard and CPU Coolers sections to go right after each other as they have close dependability. I added further motherboard options with links and divided coolers based on motherboard layout. I don't have much energy to research all cheap options for cooling since I always use Noctua.... but if I find the time (or would like to suggest yours) I will add them with links.

24
[Max] Resolved Bugs / Viewport selection rendering speed.
« on: 2016-06-06, 23:00:57 »
Was there a drop in performance ? The passes go so slowly, like 10 times compared to simple region.

25
[Max] General Discussion / Shadow catcher speed
« on: 2016-06-03, 04:15:35 »
I am not putting this topic into bug because this probably isn't.

Is anyone using this in production ?

I did about 50 tests today and same result, with simplest Shadowcatcher (everything on default), composite mode takes 10 times longer to clear.
Nothing is wrong in stats, same ray/s, samples per pixel, total rays. Same. Except for noise. The image starts from 20+ perc. instead of 6 with any other mode. I tried adaptivity on/off but that is hard to judge since noise ratio is not being shown in latter.

Is it because of the forced black ? I can't wrap my head around why it would need so much more sampling. The shadow alpha is incredibly useful, and the two other modes are totally useless.

For workaround, I am using just the non-compositing modes, and select the whole area by regular alpha and tweak it with levels. Only works because I need just white sweep..

26
[Max] Resolved Bugs / Shadow catcher pass counting
« on: 2016-06-01, 13:40:54 »
I am not 100perc. sure this is a bug, but I wonder why it behaves this way.

I use shadow catcher to get shadows on ground plane (and what is the perfect way to achieve just that ? No light alteration on scene), and the moment I use something else in the color slot, like HDRi, the pass counting starts going about 100 times faster, but noise seems to calculate the same.

27
[Max] General Discussion / New AA filters (Parabolic,etc..)
« on: 2016-05-21, 17:15:31 »
Anyone done any extensive testing on the new image filters ? Which one works best ? Seems the new default is Parabolic, how does it compare to Tent ?

28
I use SigerLibrary to store materials, but it's just UI that automatized the process, so the materials are still classic 3dsMax .mat file. Just putting it as disclaimer that it shouldn't have anything to do with Siger.

I use CM/CM (display/system) scenes across all projects, with rare exception of CM/M when large scope exterior. In .mat file, I have materials that use CoronaEdge map, set to 1cm. When this material gets imported into scene in meters, it translates into 100cm. I could understand this (unfortunate) behavior if it stored just abritrary units (i.e 1.0 in CM is 1cm and 1.0 in m is 1m) but it changes the actual value. From "1cm" it does "100cm" (both scenes use cm is show units).

Is this is AutodeskAPI-ness again or could this be corrected ?


29
The said material is multi-material, and the diffuse is MIX-map. It doesn't show the actual result of the mix when checked, but Vray perfectly does.

Edit: Faulty 3dsMax's maps are to blame. Temporary solution is to use node which has functioning "show shaded", on top of your nodal tree, such as ColorCorrect for example. That is, if you want to propagate such node to 100 materials that you mix map.
Ultimate solution would be to see how Vray can work around this and be able to use "show shaded" on top/material level.

It's not deal-breaking thing, but Interactive isn't always feasible (and it never will for actual scene work like dressing space, there is just too much lag for that), so the viewport should look somehow representive of the result. Esp. when viewports are getting more and more real-time.

DISCLAIMER for reading comprehension: This has nothing to do with ConverterScript function "show diffuse", which just activates top node with "show shaded" in diffuse slot. Which, doesn't work in all cases. A point of this request.

Illustration better than 1000 words:

Render:


Viewport:




30
Let's say I dislike everything about it, esp. in latest releases.

Is there currently any alternative that you guys use ? I see Outliner but that is not exactly what I am after and seem like rather abandonware.

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