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Messages - Frood

Pages: [1] 2 3 ... 114
2
[Max] I need help! / Re: Find displacement materials
« on: 2022-01-13, 10:03:27 »
... or use a simple script to find the names of materials using displacement:

Code: [Select]
if CoronaMtl!=undefined do (
print "CoronaMtls with active displacement:"
for m in getClassInstances CoronaMtl where (m.texmapDisplace!=undefined and m.texmapOnDisplacement==true) do (
print m.name
)
)

if CoronaPhysicalMtl!=undefined do (
print "CoronaPhysicalMtls with active displacement:"
for m in getClassInstances CoronaPhysicalMtl where (m.displacementTexmap!=undefined and m.displacementTexmapOn==true) do (
print m.name
)
)


You'd have to merge the xrefs first though.


Good Luck




3
[Max] I need help! / Re: Direct visibility override issue
« on: 2021-12-22, 20:36:21 »
So what caused the 10051 animations layers?

All those downloaded assets you have merged into your scene :) Many of them are "infested" with animation layers and they get merged silently as they are global tracks.


Good Luck



4
[Max] I need help! / Re: Direct visibility override issue
« on: 2021-12-22, 20:19:17 »
Yes, it "works" :) I see you are using PRG clear sky with volume effect. Unfortunately this setting bleeds into the direct pass. One of two reasons why I consider this feature as not production ready :( The second reason is, that the volume effect goes to the "Rest" element when using light mix.

So the result is expected currently when using such a setup. Side note: your scene has 10051 animation layers. Use a cleaner script (or this tiny one) to get rid of them. They may cause slowdowns, large scene files and other issues.


Good Luck



5
[Max] I need help! / Re: Direct visibility override issue
« on: 2021-12-22, 19:14:24 »
Ok, what I meant is, it would be interesting if you could attach exactly that empty scene so that we can have a look at it :)


Good Luck


6
[Max] I need help! / Re: Direct visibility override issue
« on: 2021-12-22, 17:36:55 »
But it should work out of the box like this, shouldn't it? The empty scene (just scene+camera) would be interesting.


Good Luck

7
There is no official way (yet). However, you can try this hack:

Create a CoronaSelect map. Plug (HDRI) bitmap into slot 0. Plug CoronaSky with activated volume effect in slot 1. Select slot 0 as active slot. Then use the CoronaSelect map as environment. But it may stop to work like this in future Corona versions, so nothing to rely on.


Good Luck




8
It sounds super weird to me.

Windows memory management, 3ds max memory usage and garbage collection, 3ds max/plugin requests for ram, leading to absurd commit values which are twice as big as the actually needed memory - all that is exactly weird :)

What's unusual, at least for me, it is that during the "parching scene" phase it doesn't reach slaves' potential of 64GB. It just goes around 20GB max.

Hard to say without some live task manager. If the process just sits there at 20GB and restarts after a while, it could be some (too) large memory amount requested at once or maybe a blocked task. You can try this if you are still interested. Anyway, you will never be able to render that specific scene in any reasonable resolution with 64GB I fear.


Good Luck




9
So no, I can't render the scene on the slave.

There are scenes which need 90GB on a 128GB node but render fine (and need less memory) on a computer with significantly less ram. But my question was more about missing plugins or loading/parsing errors, thus the logs.

Does the scene use 90GB to open it or to render it? What happens if you open the scene on a slave interactively? If you are not able to load it on a slave due to lack of memory or any missing plugins for example, you are of course also not able to render it there via DR, simple as that.


Good Luck





10
I asked my questions you did not answer not for no reasons :)


Good Luck




11
If you remove the default path C:\HdCache.hdc, the file will render (...)

Just for reference:

LUTs, Lightcache, IES files - even if not used/activated but only referenced somewhere in the UI - are required assets using Corona for some reason. It has already caused trouble earlier:

https://forum.corona-renderer.com/index.php?topic=22054.0

And it spams log files with ugly unnecessary warnings, which is worse ;]


Good Luck





12
Any help?

Max.log and DrLog.txt of a (failing) slave would be useful. Additionally: are you able to open/render the scene on that DR slave without issues? Does it work with any other, maybe smaller test scene?

Btw: you should have posted here to get a quick answer from support:

https://forum.corona-renderer.com/index.php?board=29.0


Good Luck



13
[Max] Daily Builds / Re: Chaos Scatter Playground!
« on: 2021-12-10, 18:06:56 »
This one seems like an inherited defect from CoronaScatter. Trackview names are empty for ChaosScatter.



Good Luck


Edit: Sorry, this should rather go to
https://forum.corona-renderer.com/index.php?topic=35061.0


14
[Max] Daily Builds / Re: Corona Slicer Material playground!
« on: 2021-12-10, 12:21:33 »
there were multiple slicers at play

As you can see in the picture: obviously only one chain saw ;]


Good Luck





15
[Max] I need help! / Re: Corona LightMtl Viewport Preview
« on: 2021-12-08, 13:53:07 »
Just set emission color to black. Same with self illumination btw.


Good Luck




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