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Messages - iainbanks

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1
Hi,

I have a scene with a Direct visibility override replacing the sky (background) with a flat colour rather than the corona sky. However when I activate the new Volume Effect, a ground plane seems to be forced over the Direct visibility override. I imagine this is a bug? If not, is there any way around this to have the ground plane disappear, keeping the Volume effect?

Cheers

Iain

2
[Max] Resolved Bugs / Re: Interactive mode stuck
« on: 2021-05-17, 19:05:29 »
Actually...go ahead and delete this thread, closing all other max files and a restart did the trick..

x

3
[Max] Resolved Bugs / Interactive mode stuck
« on: 2021-05-17, 18:59:37 »
Hi, tried posting this through the ticket system but it kept failing.

Interactive mode in active viewport is stuck.  It won't show the active rendering and also wont cancel. When i change this viewport to another view such as 'left' the stuck interactive remains in the background rendering. No new interactive renders can be started. With the interactive mode in the viewport, it cannot be stopped by right clicking and hitting stop as this option is longer available.

Issue began when changing the render engine to another whilst interactive was running and then switching back. The resulting saved max file always opens with this bug.

Iain

4
Some updates on this.

Updated again to latest windows updates, also updated corona to release candidate 2.  Problem still exists.

Interestingly though, I thought I'd test this from home logging in remotely using parsec and the problem seems to disappear and menus are snappy again.  Not sure of the reason for this.. local monitors in office are off.

Iain

5
CPU - AMD Ryzen threadripper 3990X (overclocked) 
RAM -    256GB Corsair Vengeance LPX 256GB (8x32GB) DDR4 PC4-25600C16 3200MHz
Graphics Card - ZOTAC GeForce RTX 2060 SUPER 8192MB GDDR6 
Driver Type (studio or game) and Version - Studio version  451.77   
Windows Version (Including version number i.e. 2004 update)  - Windows 10 pro, 2004 (OS build - 19041.388)
Corona Version  - 6 (Daily build nov 12 2019)
3ds Max Version  - 3dsmax 2020.3
C4D Version   - none
Additional renderers installed - Vray next - update 3

6
Hi Tom, thanks for your reply.  Interesting to hear that others are having this problem also.  We dont have any other versions of Corona installed on these machines, only Corona for 3ds max 2020.

To add to the mix of testing:

One machine also appears to have this problem when the render engine is switched to 'Vray GPU next, update 3'.  The other machine is still snappy on Vray.

Iain

7
We have 2 identical amd machines with  geforce 2060 super graphics cards.  Both experience a lot of laginess moving the 'render setup' and 'corona material library' windows around the screen.

Opening a fresh empty Max scene, all dialogues are snappy.  Once i change the render engine to Corona, the 'render Setup' dialogue becomes considerably sluggish to move around the screen. On 1 machine we have the very latest geforce studio drivers, and the other is a few versions behind but both experience the same problem.  All other workstations in the office with different gfx cards do not have this problem.

I'm wondering if this is a 2060 super / corona specific problem?

Thanks

Iain

8
Thanks guys for the comments, and thanks Ludvik for the FPS tips.  The screen refresh rate wasn't something that we had considered when putting this thing together.

However, we've had a fresh look at this and luckily there were enough extra frames to recompose the thing at 30fps.  The Vimeo link is now updated and should look a good bit smoother.

Thanks again guys!

Iain

9
Thank for sharing great project.
I myself into a little bit animation these days and I wonder

- what is the program you compose it? I was using after effects, but I got tons of errors, and people mostly suggest nuke
- About dof, is it real time or post process? I cannot decide with one is more efficient, since rendering real dof takes tons of time
- at around 00:19 image looks like skipping, I know you use 25fps as its europian standart for tv, but why do this happen? and do you know how to solve it?
- and just out of curiosity, 1 image for 1 hour! it means like 1 second is like a day, how do you manage to do that? When I have similar job, I automatically send it to rebus. Otherwise its impossible for me to finish it.

Thank again for sharing :)

Hi hkezer, to compose the animation we primarily used Premiere Pro, with a little of after effects for 1 of the shots where we had to comp some layers together with a little more control.

The reason we used premiere pro mostly and not After effects was because all of the DOF was done in render on this.  Other wise we would use something like the frischluft plugin to create the DOF with zdepth passes.  In the past we have done it like this but figured it might not work as well with the chandelier so close to the camera.

That's true, some of the shots look a little like they were juttering but i think this is just a side effect of a lower frame rate and fairly fast moving objects across the image.  Ways to improve would be higher frame rate or some sort of frame blending perhaps.

Yeah there was quite a bit of rendering going on in the studio over a few weeks, but not all shots were 1 hour a frame. 

Cheers

Iain

10
Holy hell guys, incredible work! I really appreciate the camera work - too often do I see people trying to replicate a hand-held camera and an extreme over-use of DOF and changing focus... this was simple, subtle, and beautiful - almost as if you had someone who knows how to use a camera ;)

Really guys, kudos. Wondering what the render time per frame for the animation was? Must have been quite a bit of power to push that through.

Thanks plusvisual, We usually do approach each project with a photographers frame of mind as much as possible.  Render times varied between 15mins to 1 hour per frame on a dual xeon 64cores systems.

Iain

11
Thanks Fraine7!

12
Hi Ondra - The beauty pass is unaffected, only the lightmix pass.

Maru - Yes i believe those post are related to the same problem.

Thanks

Iain

13
Hi Ondra,

I've looked a little more into the problem and it is only visible in th Lightmix pass with denoising enabled. 

I render the scene and allow for 5 passes, then hit stop and allow it to denoise.  I then change camera and hit render again without clearing frame buffer and it mixes 50% (or so) with the previous render (5 passes) until the point when i hit stop and it denoises.  After denoising has finished only the new render is visible.  However if i hit cancel instead of stop on the 2nd render i'm left with a mix of both renders.

The denoising amount seems to control the percentage that it is mixing too.

Thanks

Iain

14
Hi guys,

I have a problem in Corona 1.6 and 1.61 where on a certain scene if i do a render and i haven't cleared the frame buffers previous render, the new render blends 50% with the old.  I can do x number of passes and it is still 50% there.

Any ideas?

Cheers

Iain


15
Gallery / Bassett Road Interiors
« on: 2016-11-30, 13:21:48 »
Hi Guys,

Over here at Recent Spaces we've uploaded another project to our website and below.  A lovely set images rendered in Corona and led by our artist Jan Galliott.

Also check out some more examples of our Fluid Image Tool where we control the intensity of lights and depth of field: http://www.recentspaces.com/work#/bassett-road/















Lots more images and Vr here http://www.recentspaces.com/work#/bassett-road/


Thanks

Iain
Recent Spaces

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