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Messages - 3dboomerang

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16
awesome - any animation elements soon?

17
I'm hoping it's going to be a listening command tool that gets pluged into Max which lends its code for any and every 3rd party plugin to get itself involved in - It's AI, it's endless, I'm sure pple can write 1001 ideas right here and now with what they'd like from AI in their minds.

Some people fear it'll take their jobs away, I don't agree with that. AI in it's first form will be an equivalent of having an assistant in your 3D Studio Max (Or lets just say computer, cause we all know we're going there) that does what you ask it to. AI will firstly and mostly liberate you from not understanding how to do things, but knowing the output you want. We as a whole will become less technical, more artistical.

I'm hoping to throw my mouse & keyboard away in 5 years max :)

18
how about generating furniture or vegitation. That doesn't need to be accurate to the degree that clients aren't happy.

Or even better: An input-voice command for doing "anything" you want. The soft executes.

I'd rather talk to my computer and have it do things for me than having a million clicks or not understanding where a problem comes from.

"Make the materials a little lighter" - done
"Turn off translucency for all materials that start with veg in front" - done
"Select all objects with more then 500K polygons and generate proxies for them"

The only thing left would be "Make me a coffee".



You see where i'm getting at? It's not just about the house I reckon, it's about the whole package. Kitbashing is going to luv AI and arch viz pple might need some training in kitbashing instead of drawing everything out in accuracy to the degree no one will notice / care.


19
+1 on the story above, I think this is a story from many members here.

20
I am alctualy a duplicate of the post above, just saw this forumpost now, after working hard the past few months and not having time to visit.

If this was such a live topic and obviously wrong event, why weren't there automatic emails sent out to the customers offering a way back on their auto double payment? What the ?

I thought I was being stupid and missed a mail upfront about the doubling in paying when this was going to "change" if we chose to keep paying monthly instead of yearly. Cause you know, the energy prices have skyrocketed in the past months and I'm sure I'm not the only one struggling with inflation here, so a little humanity would go a long way.

Seeing the souble pricing "suddenly" I cancelled my subscription at that moment. Same situation, the necessity for continuing on the render platform is a given, since all our projects are on corona render.

Waiting for Corona 10 to come out in a stable version, gonna check the Forest Pack support that's been fixed / added. Take it from there...

21
[Max] General Discussion / Re: Thinking of switching to VRay
« on: 2022-09-03, 21:27:03 »
Using Chaos Scatter instead of Forest Pack is not a viable solution for you in this case? Could you explain why? Is it mainly because of the amount of manual work that would be needed?
It's a viable solution I think, but it's one of those things we'd need to focus on and use into a new project so we can start with Corona Scatter from the beginning and learn as we go along. If it supports the same sort of mingling of objects and "edge" mode cutting, sub-object and custom replacing, etc.. I mean, we'd have to see what it does. We chose Forest Pack Pro a long time ago, it's just a hump to get over.

Plus this is a project we did months ago, that is now asked to make an animation of. Happens a lot and we can't convert to Corona Scatter like that, to much vegetation to redo.

Time wise we're spending our R&D on UE5. (There was also the Q of UE5 support for the new Corona Physical Shaders when using datasmith export, cause currently also only supports CoronaLegacyMTL and the Converter doesn't let you choose Legacy anymore). So I don't know, maybe. But it's always ever the question of wanting to spend time on new plugins / software, or spend it on family once in a while ;)

Ai.... It's Saturday evening and I'm here again on the forum.. shame on me.

Grts

22
[Max] General Discussion / Re: Thinking of switching to VRay
« on: 2022-09-02, 13:46:50 »
One thing I'd like to throw out there before you make a move is to try out reducing your bitmap sizes.

I was working on a scene that was using every bit of my 128gb RAM. It was sluggish, of course.

I discovered 'Pixamoon Bitmaps Tracking/Resizing' plugin and it saved my life. It's now essential to my workflow, has removed many headaches from my 3DS max use and now wish I employed it years earlier. Best $18 I've spent!

Highly recommend... to at least mitigate one of the issues you've described here.

Good luck mate

Thank you, that script is worth well over 18$, it's pushed back RAM with a mindboggling 10Gb RAM. I owe you sir.

23
[Max] General Discussion / Re: Thinking of switching to VRay
« on: 2022-09-02, 12:08:53 »
If this would push the 64Gb RAM back to +/- 60Gb we're saved. We're using alot of 4K 8K tiff scanned textures from textures.com so yes I would assume this would help.

Trying it out, tyvm -

24
[Max] General Discussion / Thinking of switching to VRay
« on: 2022-09-02, 09:51:59 »
I'd never thought I'd say this, but I'm probably going to HAVE TO switch to VRay. I was a Mental Ray user and was amazed by those first versions of Corona. I mean, god damn that stuff was fresh.

Now however, I have to say I'm disappointed with the development as to the de-bugging and priorities of the general path. Please: This is NOT a rant, I'm basicly forced to move to VRay because of technical limitations in our projects.

I would LOVE some input of the dev team on this issue:
https://forum.itoosoft.com/forest-pro-(*)/fpp-corona-animated-proxies-and-scene-parsingprep-time/
https://forum.corona-renderer.com/index.php?topic=26213.0

Our latest scenes over the past year were around 60Gb RAM of usage. This is due to using Forest Pack Pro, the parsing times explode and RAM usage is killing our RAM to the limit.

So much so that now our latest project just won't render, it hits the 64Gb mark on scene parsing, and preparing geo + rendering first pass is to much, it crashes, not enough RAM, paging size is also maxed out.

I go to the FPP forums pissed, I rant there saying this is such a pain in the ass plugin. Their reply:
The difference between Corona and VRay proxies, is that Corona proxies are handled different. They are stored as a FULL MESH in the memory, and the VRay proxies have a thing called "GetRenderMesh", which I don't understand, but it's supposed to be fast.

My worry is now that we have to move to VRay if this engine supports Forest Pack Pro better in parsing times and memory usage.

They (FPP-dev team) claims to have already contacted the Corona dev team multiple times about the issue, but nothing is happening.

So my question is why? I do not want to go Vray, I'd like to use Corona, but this just puts us in an impossible position.

Can a dev-team member state whether or not this is factual and if we are going to get better processing of proxies in FPP objects, or NOT. I'm sure you can say that much, so I can make an informed decision around this. I'm not going to keep waiting around for some progress on this part of Corona if the new features that're coming out atm in the new versions, is not even something we use.

Again: Not a rant, but asking firmly: Is this being adressed, or NOT. Is this improved in the next version, or NOT?

Warm regards;

Ethan

25
Hi;

The name kind of says it all: We use different settings for brick vs vegitation vs metals ...

The presets are seeming to be handy, although I don't want "these". I want "mine". Is there a way to get manual presets going?

Example 1: Starting a new material, I want a preset with IOR 1,3 // Glossyness (not roughness) 0.6 // Translucency of 0.5
I want to be able to preset these settings and load them up for all my different material types.

I'm not sure to what degree people use the presets provided, but I tried them and I found myself using only 1: the architectural glass.
To say "You can use the presets we provide as a base" defuses the point of using a preset in which all settings are correct to begin with. If we would take a preset and still have to check all the settings and adjust them to our liking, we might as well just start from scratch, the amount of clicks are the same still. So again: I want manual presets.

Extra: CHOOSE to delete the existing maps in those channels being altered when preset is selected. Instead of "automatic delete".

Creating manual presets would allow people to have more creative and productive control over their project, and thus time.


Grts

26
Gallery / Re: Estate Visuals
« on: 2022-01-20, 09:30:40 »
nice, not bad at all.

1 point of advice is to use the edge mode in forest pack pro when scattering the grass so it won't go through your pavement like that. It pulls the image away from realism for our "techical" eyes?

Grts

27
[Max] I need help! / Corona Converter
« on: 2021-12-24, 14:07:00 »
Corona converter has changed it's Material Editor-reset from CoronaLegacy materials to CoronaPhysical shaders now.

Personaly, I hate the new Physical shader, the placing of slots changed and my library of 500+ mats need to be updated. I'm not here to bash the new shader or judge the choices made by the dev team. Their renderer so their choice.

I've worked with the new shader now for a while but I simply don't care for it, so I don't use it and keep using the legacy material shaders for now.

However, it would be a minimum request I believe to give the choice to people for using either in their projects. The converter now converts ONLY to physical shaders and the material reset button ONLY resets the materials to physical shaders.

Does anyone know of a script to have these back to Corona Legacy? Do I need to revert my corona renderer to a previous version for this?

I suppose the legacy shader will be removed over time and that's ok, but as long as it still stands in our projects, why remove the ability to convert to this shader immediately when bringing out a new shader.



28
Garagefarm, hands down.

It's the direct opposite from Rebusfarm.

Garagefarm has the best IT-personel support you can find anywhere. They will carry you whilst having problems, it's insaine to which degree they will go to help you out. And I love them for it, and never went anywhere else, because of it.

Rebusfarm, I have a ton of renderpoints there saved from when Corona monthly licences came with 10 renderpoints. I simply dont use them because Rebusfarm is useless when you have for example anima running in your scene. There WILL be issues and you will end up losing more money. They're really shit in a can, sorry. Maybe if you have a scene with no issues for sure.

for example: Garagefarm has a need app for the comp that syncs into Max, and they have a chat window that is live constant. Simply told me to upload with a code you can put in the app and the renders get directed to the correct farm-computers with the correct plugins for you specificaly.

Minor point for Garagefarm is their plugin tends to freeze Max out once the upload is done, the max-window tries to refresh and reload the scene but that can take up to 45mins if the scene is heavy. There is def a delay in that so we basicly save before sending, and force-close once sent so we can move on with other max files.

Is nice.

30
[Max] General Discussion / Re: Corona Image Editor CPU Usage
« on: 2021-10-15, 09:45:49 »
This isn't resolved yet, is it? I just came here looking for reasons why the corona image editor is so sluggish... I guess it's a WIP..?

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