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Messages - karelbuhr

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1
Hello,

I'm not upset or anything. :)
So I'll try to explain in more detail:

I've been using history autosaves to save CXR files for quite some time. It was fine with me that these files were deleted after 3ds Max or C4D was closed because I would copy them to a folder with renders or rendered elements before closing. This way, if my clients wanted any changes to the image in progress, I could easily make them using the full CXR file in the VFB. That's why I prefer to keep these files. I agree that it doesn’t make sense to enable this for a single station and disable it for DR. I have two PCs with approximately similar configurations, so my render times are twice as fast. That’s why I use it. Before version 12, it sometimes saved thousands of CXR files, and I didn't mind. The problem now is that these files are no longer deleted after the application is closed, which causes that pop-up dialog to appear. In my case, it has frozen 3ds Max a few times.

If I can achieve the same result with Output Autosave without saving tens of GB for each image (which would use up my TBW within a year), I'm okay with that.

Have a nice day,
Karel

2
Okay, sorry about that. I'll try to be more clear. I just meant this (render history A/B comparison). When I use DR, it no longer saves the CXR file. But without DR it saves it.

3
Hello, are you planning to enable 'history autosaving for sequences and for slaves during distributed rendering' again in a future hotfix? I've been using this as a way to save the full CXR file since there is no other way to do it.

4
I use Cinema R21 Studio and CPU AMD TR 2990WX with 128 RAM.

Regards,
Karel

5
Hi,
I can confirm that build from CRN_31.3. is almost 8 times slower than build from CRN_17.2.
Also I've noticed that build CRN_31.3. uses only half of cores I got.

Karel

6
[C4D] Daily Builds / Re: Convert native materials to PBR
« on: 2021-04-10, 10:31:58 »
Hi,
do you mean "daily build", or next release?

7
The round edge shader works, but you have to put the bump value at 100% (it's like round edge strength value). In version 5 and maybe some beta 6 it worked with any bump value.

8
Hi guys,
also, I noticed if you use a normal shader with an additional bump map, bump doesn't work.
Sending screenshot and the simple cube scene file with some textures.

btw. Thanks Jan for a confirmation of a layered mat. mask issue. :)

Best regards
Karel

9
Hi guys,
in the latest RC4, in the node editor, the node connection of a mask in layered material doesn't work. Check the attached screen capture video which hopefully clarifies that.

Best regards,
Karel

10
Hello Jan,

there is a snapshot of a node material editor and also the scene file (its om model from FH). It works just fine with corona color correct, but I prefer to use filter shader.

Thanks,
Karel

11
Hello,
also, I recently noticed that bump doesn't work with triplanar if there is filter shader after that in a node structure.

12
Hello,
when using UVW Randomizer (with new high quality blending on) it's almost 4times slower. Without HQ blending it is approx 33% slower.
Can somebody confirm that? Is such a time penalty for the use of the UVW randomizer normal?

Best regards
Karel

13
Thanks for the new daily build.

Roundedges is somehow dependent on bump strength value - not sure if it's intended to happen.
Also, I'm not sure if the bump works correctly with native shaders (like noise etc.).

Best regards,
K.

14
[C4D] Feature Requests / Corona bitmap - absolute file path
« on: 2020-05-18, 08:15:29 »
Dear Corona team,

is it possible to add support for the absolute file path in corona bitmap shader?

Now it works just with a relative path (/tex folder).
If you use large bitmaps 100MB+ it means lot of space taken by same file.

thanks
Karel

15
Hello,
I confirm that the HDRI intensity value doesn't work (also in the Scene environment). But you can overcome it by Corona Color Correct shader which got an intensity value.
But there is still yellowish tint error when you use it with HDRI, but you only need to restart interactive. :)

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