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Messages - Frood

Pages: [1] 2 3 ... 129
1
[Max] I need help! / Re: Render multiples camera matching
« on: Yesterday at 14:02:30 »
Hi,

I'm trying to insert a different background image for each camera to do different photomatching in the same scene, but I don't understand how

you cannot set a different background for each camera, except when using any "xyz manager" out there, but you can do this (and much more) for different frames of the timeline:

Name your background images "bg_00.jpg", "bg_01.jpg" and so on, then create an IFL ("Image File List") sequence by selecting "Load as sequence" when choosing the file "bg_00.jpg" as bitmap for a standard max bitmap (Corona bitmap is not able to create or use IFL sequences).

This creates a file named Edit: "bg_01.ifl" "bg_00.ifl" which is a simple text file containing the names of all background bitmaps and is used as movie file by the bitmap node with one image per frame in the timeline. At frame 0 you will get bg_00.jpg, at frame 1 you'd have bg_01.jpg and so on by default.

Then animate your camera (and its settings) to match in every frame. You can use your already created cameras to align the animated one to them at every frame, having the Auto Key button activated. Or just choose the correct camera for the current background image to render if you do not want to animate it. I'm doing this since decades with the exception that I usually take 5 frames for one background/shot to have enough space for motion blur if required.

Alternatively you could use a corona select map instead of an IFL sequence and animate/change the selected map. You will not be able to feed the viewport background with it unless you use it as environment map though.

Attaching an (low version, Max2021, Corona v9 since I do not know what versions you are on) example scene. Start IR and scrub to frames 0 to 6 to see what's happening. Background images are piped through CoronaTonemapControl, the viewport uses the IFL sequence directly with "Animate Background" enabled.


Good Luck




2
Corona has always been a bit stingy with stats data (and logging) and a convenient option to access it would be nice (at least in CIE), yes. Additionally all stats should be included in EXR metadata as well at best.

But Corona already stores the most important info in CRXs. Use exiftool to extract it like:

Code: [Select]
exiftool -CoronaStats* -CoronaRenderStamp* yourfile.cxr
And note that the renderstamp is always saved into the CRX, even when not activated in the render settings. So you can use it to store various data additionally. if you write a batch with something like above, you can even integrate it into windows explorer context menu of CXR files (image).


Good Luck





3
Hi,

yes, this:

You can as well reduce the adaptivity recalculation to less passes than the default 5 - this will calculate the noise level more frequently, if it helps.

Do this everywhere and in every scene, especially doing animation. But even for stills it's better to use 1 here (it is a dinosaur default setting from old Corona times, it does more bad than good).

Additionally, activate the CInfo_SamplingFocus render element FYI to see adaptivity in action.


Good Luck





4
[Max] I need help! / Re: How do I know if vfb is on or off?
« on: 2024-04-15, 15:07:40 »
Hi,

yes, hotkeys to call a macro script seem to be blocked when Corona is rendering unfortunately (invoking from the scripting listener works though). I don't know why, sorry.


Good Luck




5
[Max] I need help! / Re: How do I know if vfb is on or off?
« on: 2024-04-12, 15:02:10 »
Hi,

what do you mean by "invalid"? Just checked, works as expected here (v9 to 11). Which Corona version are you using?

Is this what you mean by "what is vfb state"?

It is about being visible, maximized, minimized or even about getting position and size (and the currently displayed channel at best). In one of the first macros I created for Corona (10 years old) I have found a note, that it is "unfortunately not possible" to get the state of the VFB, and as a result, the macro button cannot react to the current VFB state (isChecked).


Good Luck




6
Hi,

thanks for sharing your experience, I remember requesting exactly this:

a custom map node that loads colour libraries from csv files

as an additional feature for the Corona Color Picker as soon as it was introduced, but withdrawed it because standard Max material libraries appeared to be good enough and are generally usable. Still something interesting though :)


Good Luck




7
[Max] I need help! / Re: Switching VFB Script?
« on: 2024-04-12, 11:39:27 »
Hi, try

Code: [Select]
if classof renderers.current == Corona do renderers.current.vfb_type=2

0: none
1: 3ds Max VFB
2: Corona VFB


Good Luck




8
[Max] I need help! / Re: Tone Mapping Problems
« on: 2024-04-09, 13:11:23 »
so weird how its only started happening now

I remember stumbling across this for the first time after quite a few years using Corona - in a scene not even relying much on GI apparently

I am losing my mind

... and I felt similar :)


Good Luck




10
stand out in the UI

Yes, it indeed does :) And looks ugly. I understand the purpose to "promote" CoronaPhysicalMtl those days. It comes as a bad hack affecting basic stuff though. All that renaming materials/maps in order to place them differently in any listing (or to avoid clipping) is crap imho, but go on.


Good Luck




11
If you are connected via VPN, depending on the VPN system, it could be everything. You have neither shown how it looks in the vfb when it fails nor provided any log files.

You should at least go through this at first:

https://support.chaos.com/hc/en-us/sections/9924340063121-Distributed-Rendering-Troubleshooting

Yes, and create a ticket with all relevant information.


Good Luck



12
Thanks for looking into it anyway,

Edit: Oh, and if this has been done just to have CoronaPhysicalMaterial on top of the material list using the material editor, please reconsider. It crumbles the basement and adds confusion just to achieve some UI effect.


Good Luck



13
[Max] I need help! / Re: Black rectangles in saved images
« on: 2024-04-04, 18:09:06 »
This should at least ought to been some announcement in the forum. Having knowledge of this bug, not publishing it, letting customers scratch their head and having a bad time when producing output appears like bad product management to me. I'm not reclaiming the public bug tracker we once had, but be more verbose please.


Good Luck




14
Now, what is this all about. Memory issues of DR slaves or slaves not working generally? The "n/a" is there as long as no master has connected to the slave, nothing special. If #2 does not work even when using a simple scene, try to switch off the windows firewall and see if it is working without. If so, add a rule to the firewall for drserver.exe.


Good Luck




15
Btw, kind of bug report/annoyance:

Code: [Select]
showclass "Standardmaterial.*"
showclass "CoronaLegacyMtl.*"
showclass "CoronaPhysicalMtl.*"
showclass "_CoronaPhysicalMtl.*"
apropos "CoronaPhysical"


Good Luck




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