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Topics - JPeters

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1
Hi there,

After updating to Corona version 8, a load of our custom plugins have suddenly started throwing errors and it seems a ton of Corona commands were changed in this version.

For instance accessing the Corona Camera tag before could be done with this:
Tag[c4d.CORONA_CAMERA_INTENSITY_OFFSET] = 0.0

Now, this has become SimpleExposure[2017] but putting that in the tag like this throws another error:
Tag[SimpleExposure[2017]] = 0.0

Is there documentation on how to use these commands now?


Also the Tone Mapping in the render settings is now a separate menu accessible via "Configure", but how do we access the contents of this menu via python?

Another one is for instance light materials, before you could access parameters like this:
[c4d.CORONA_LIGHTMTL_EMISSION_COLOR_LEVEL]

and now this needs to be:
[c4d.CORONA_LIGHT_MATERIAL_EMISSION_COLOR_LEVEL]

=====

So in short, is there documentation somewhere on how to access the camera tag information via python and how do we access the contents of the tone mapping window in the render settings via Python?


2
Hi there,

It seems this and this bug is back in Corona 8.
Yet again it seems that the corona camera tag is not passed to the clients of the renderfarm and no post is applied.

Cinema R25
Corona v8
Team Render (Web Interface).

When we render an images on our internal renderfarm we run into the following issue:
- When a single image is split over multiple machine, it seems that the Corona Camera tag is completely ignored.
- When we render the same image on a single machine, the camera tag is properly applied.

This is a bug that was fixed before but it seems to be back again?

Can we get someone to look into this please?

Cheers,

3
Hi guys,

Just a quick question, is there a list or page somewhere that lists the proper Python commands to create Corona lights or cameras etc.?

With "proper" I mean not "c4d.CallCommand(1032104) # Corona Light" but rather something along the lines of "c4d.BaseObject(c4d.Ocamera)"

Thanks!

4
Hi there,

Seems like we found another one.

Cinema R23
Corona v6 Hotfix 2
Team Render (Web Interface).

Last weekend we rendered a large set of images on our internal renderfarm and we ran into the following issue:
- When a single image is split over multiple machine, it seems that at least "Highlight Compression" in the Corona Camera tag is completely ignored.
- When we render the same image on a single machine, the camera tag is properly applied.

I said "at least" in the first sentence because perhaps the entire camera tag is ignored (again). This is a bug that was fixed before but it seems to be back again?

Can we get someone to look into this please?

Cheers,

5
Hi there,

We've encountered a rather serious problem it seems when using Corona with a UDIM texture format in combination with the web based (team)render-farm. The model has only got the texture of UDIM 1001 applied on all subsequent UDIM's (1002,1003, 1004 etc.) which makes it come out wrong.
This bug happens when you have a single image rendered split over multiple render clients. I am still in the process of verifying if this also happens when you have an image rendered on a single machine of the renderfarm.

We're using Cinema R23
Corona version 6 Hotfix 2

When you render the same exact scene in Cinema R23 on a single machine, it comes out fine and all UDIM's work as they should.

Is it possible for someone on your side to look into this please?

Kind regards,

6
Hi,

With last versions of the daily builds cinema crashes in combination with a simple hair object.
This happens under Big Sur - Pentium chipset - R23 and S24
Simple sphere + corona hair object. Interactive render crashes on activation.
The vfb renders crashes sometimes but is highly instable

Cheers!

7
Hi guys,

We've got an issue which has been present for quite a long time now (in Corona 6).

At the moment we are using the render server (web client) in our office and have a number of machines hooked up to it to run jobs.
When we queue render jobs with multiple frames (2 or more) per job, you can start all of them and they'll work fine.
When we queue render jobs with single frames (that split over multiple machines to render) we can only start 1 job at a time. If we start a second of these jobs, the render server client instantly crashes.

This is a rather serious issue which I've already made a ticket about 3/4 of a year ago and TomG acknowledged there was an issue. However this issue is still present at this day and it's causing severe delays as artists have to sit and keep an eye on when jobs finish, so they can start a new one.

So in short:
You can start multiple jobs that render multiple frames fine, but as soon as you try starting multiple jobs that each have one frame, the render server crashes.
You can start 1 job with 1 frame and next to that multiple jobs with multiple frames as well, so the issue is purely with scenes that have 1 frame.

OS: Mac OS version 10.14 / 10.15
Corona 6 Hotfix 1


It would be really nice if this rather serious issue could be tackled in a timely fashion as it's taking up a lot of our time at the moment as well as wasted render farm capacity.

Cheers,

Joep

8
Hi there,

I'd like to bring to your attention a rather serious lighting bug which happens on external (web interface) render farms. This bug manifests when single frames are rendered on multiple machines and what happens is that both Corona Sun *AND* Corona Sky (improved sky model but also other models in earlier versions) seemed to get decreased in strength.
We've experienced this bug in multiple Corona versions now and hoped it would be addressed in Version 6.0 but that still does not seem to be the case.

Since the lighting is different and the whole process of a render farm is to speed up the rendering process, this is quite the handicap.
The only viable solution at the moment is to, even if you only want to render one frame, create at least 2 frames in your scene so a single machine will render each frame. Rather then frames being split over multiple machines if you only render one.

Below I've attached two images showing what I mean which also contain the relevant information to the scene/situation.
It's an image showing the light mix of both the Sun and the Sky separately.

This happens with *ALL* scenes, newly created and old and in multiple versions of Corona (as it's been happening for a while).

Would it be possible for someone at your end to please look into this and potentially address the issue (or explain the solution) in a timely fashion?

Kind regards,


9
Hi there,

We've noticed that occasionally the specular part of a shader, when using "layer" to make a shader, breaks.
There is no consistency when it happens as the same scene can render fine on one machine but break on a different machine (same Corona version, same Cinema version, same texture locations).
When rendering on our internal render farm (using Teamrender and the web interface) it also breaks occasionally.

The only thing that helps is to duplicate the shader, empty out the "reflection" tab of all parameters and completely rebuild all the parameters from scratch with exactly the same texture(paths). Afterwards it works fine.

We've been using these shaders for 1,5 years (since we are working on a multi year project of a series of products) and they always work fine, but when installing Corona v6 (daily build the 30th) they suddenly break occasionally.
Also, the same shader in a different product scene from the past might work while it breaks in another.

Cheers,

10
Hi there,

We are running into an issue using Corona (both 5 and the latest (June 30) daily build of 6) with a team render server+clients setup.
The problem is as follows:

When we try to render a C4D scene that has 1 frame (So it splits the one frame over multiple machines), the entire render server crashes. When we restart the render server, the job we just started is indicated as "complete" without results.
If we have started multiple projects, it will be rendering a different project from the one we started when the server comes back online.
We are trying to render one frame on multiple machines to speed up the rendering process.

When we take the same exact scene, give it 2 frames (so it will render 1 frame per client), the render server works fine and there are no problems.

When using Corona 5, when rendering 1 frame on multiple machines, even when it finishes, there is a color difference (looks like different exposure or if some lights are switched off) in the image which does not happen when we render the same frame on 1 dedicated machine. (All machines are running the exact same Corona version so this can not be the issue I imagine)
When using Corona 6, when rendering 1 frame on multiple machines, there is no color difference anymore (All machines are running the exact same Corona version so this can not be the issue I imagine)

When using Corona 5, when rendering 1 frame on multiple machines, if you start a job like this, the render server crashes. (All machines are running the exact same Corona version so this can not be the issue I imagine)
When using Corona 6, when rendering 1 frame on multiple machines, you can start 1 job safely but as soon as you launch a second job the render server crashes. (All machines are running the exact same Corona version so this can not be the issue I imagine)

=====================

I've attached the bug report zip of the latest crash with Corona 5 (I believe) called _BugReport.zip which is the crash that happens when you try to launch any job that splits over multiple machines.
I've also attached the bug report of the latest crash with Corona 6 (30 June) called _BugReport_Corona6.zip which is the crash that happens when you try to launch more then one job.

As I said it happens with multiple Corona versions.

This is a rather serious issue for us as we render a combination of animation but also high res single images most days and having the render farm crash all the time is rather frustrating.

Cheers,

Joep






11
[C4D] I need help! / Corona hair bunches hair around guides
« on: 2020-03-05, 13:46:07 »
Hi There,

Last week I started on a project using corona hair driven by various texture maps for density/length/kink/fizz etc. and I'm running into an annoying issue.
If you look at the image you can see that it creates clusters of hairs for some reason near the guides, rather than spreading the hairs out "evenly".

Corona 5 hotfix 2
Cinema4D R21
Distribution = Polygon Area
Cloning = Off
Density is controlled by a greyscale texture from MARI (linear) and levels are 8.

I've fiddled with pretty much all settings but none seem to want to spread out the hairs more evenly.

Also I did try the "minimum spacing" but this just reduces the number of hairs in a cluster while vastly increasing the render times so it's no option really.

Anyone got experience with this?

12
Hi there,

Got a simple request really, when disabling shading in the multipass tab to render only masks, can we please stop writing RGB images with "Shading was disabled to render masks faster."? You can still render them in the viewport to show what is going on but there really is no need to actually write them out.

These RGB files overwrite the original RGB output from earlier renders which is very annoying and totally unnecessary. There is a reason why I *only* want to render masks and that reason is not to overwrite previous RGB output with garbage images.


For instance, I render an animation in separate .tif sequences per pass but then later find out my mask numbering is off. I then change my mask settings and disable shading in the multi-pass tab after which I render out the masks only again. But at this point corona also overwrites my RGB .tiff sequence with garbage images. Why?

Cheers,

Joep

13
[C4D] Resolved Bugs / Fixed, not a bug
« on: 2019-04-04, 13:41:38 »
It was a mistake on our side, the problem was another part of the material.

Thanks for the help!

14
Hi there,

After some trial and error I noticed that the "transform" effect in a layer shader does not work with the Corona Bitmap.

Tested in both Corona 3 and Corona 4 for C4D on MacOS, Cinema 4D version 20.

When one has a regular C4D "image" (bitmap) loaded in the layer shader and puts a transform over it to affect the tiling in the shader (independently from the shader tag tiling) everything works as expected and it renders correctly.
When one uses a Corona Bitmap in the layer shader and puts a transform over it, the tiling changes in the viewport but when rendering the tiling is completely ignored and the texture is at it's normal size.

Perhaps something to look into.

15
Hi Guys,

MAC OS
C4D Version 20
Corona 3 Hotfix 1

Working on a shader for a project and I encountered the following issue:

- When I plug a Corona Bitmap of a fabric texture in the bump slot, the bump properly works and I get a nice fabric texture.
- When I then click the arrow next to "Bitmap" and select "Layer" (Layer node), the bump instantly stops working.

This does however *NOT* happen when I do the above with a standard C4D bitmap. With a standard C4D bitmap everything works as expected.

When I create a layer node as a base in the bump and then plug in a Corona Bitmap it also does not work. If I instead plug in a standard C4D bitmap it does work again.

-------------------

EDIT 1:

It seems there are also problems with Corona Bitmap and the Layer node when trying to build a displacement shader.
Again, Corona Bitmap makes a mess while the standard C4D Bitmap works perfectly fine.

Cheers,

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