Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - GeorgeK

Pages: 1 ... 32 33 [34] 35 36 ... 56
496
Hi all, I'm having this strange issue where a scene which was rendering water caustics inside Corona 5 is now having issues with Corona 6

I've noted a few variables where if I isolate the pool (pictured) it renders normally after 2 minutes. But when the full scene is loaded, it can sit there for half an hour without any caustics generated, or very tiny dots scattered around the frame (also pictured).

The scene here has glass which doesn't have caustics ticked, and that's pretty much it. Deleting all the glass also doesn't change things. Scene complexity isn't high at all, not that it should matter as it rendered just fine with Corona 5 - same computer, same render times.

Are there any dev mode settings I can tweak to fix this up? Thanks in advance :)


It would be best if we could take a look at your scene and investigate any possible setup issues, could you please archive your scene and upload it using our private uploader?

Private uploader: https://corona-renderer.com/upload 

Please let me know if you choose to do so, you might also want to try resetting all of your render settings to see if it helps.

Thanks,

497
[Max] Resolved Bugs / Re: Corona Displacement Bug
« on: 2020-11-18, 12:34:30 »
Hi Maru, thx for the response.
I didn't have any crash with the texture or scene, that's weird.
I was told (by your colleague) that there is not too much to be done here until there is some new progress on corona displacement tech.

As also suggested in your ticket the following can somewhat help with the current issue you are experiencing, until further improvements are introduced:

"...proceed and tessellate your geometry even more, and also apply a CoronaDisplacement mod modifier, this would help a lot with the face normal-expansion of your displacement. ​Lastly you might want to use min-max level values in your displacement modifier and try lowering your screen (px) quality to something like 0.5-0.8."

Lastly, do note that Arnold's displacement values scale differently, displacement intensity is somewhat low so you'll have to set corresponding values for corona accordingly. Arnold's displacement value of 1.0 is something like 0.1-0.3 cm for Corona depending on the scene setup. Example: https://corona-renderer.com/comparer/GZqyOW

(internal id=597129430)


498
[Max] Resolved Bugs / Re: ANYDESK Stop rendering
« on: 2020-11-12, 08:55:38 »
This has started to happen with me and my colleagues aswell. We are using 3ds Max 2020 with Corona 6 (hotfix 1). Please keep us updated on this :)

Would it be possible for you to submit a ticket and share some further details? https://coronarenderer.freshdesk.com/support/tickets/new

We have already contacted Anydesk about this and wait for further feedback.

Regards,

499
Work in Progress/Tests / Re: cjwidd render thread
« on: 2020-11-08, 15:45:17 »
ooo me likey, this one! nice cataphote!

500
[Max] I need help! / Re: Best way to animate lights only?
« on: 2020-11-03, 09:27:53 »
Hi,

what do you think is the best way to create an animation like this one?
https://drive.google.com/file/d/1hQul9qWMh5NpcHYjwmBFNpV5bEMFOp-Q/view

In my case, camera will be completely static and there will be no fog. Just the light trick.

I was wondering if there's a way I could to this using lightmix.

I believe there is a way you can wire the parameters of an Audio Position Controller  -Limited to one axis movement- (but you ll have to convert your track to .wav), and then link it to the inensity of a lightmtl or light's intensity. Theoritically it's possible I will try and make a test scene and share it here. The effect might not be exactly what you wish tough with this method, looking into some post production software to recreate this and produce an animated bitmap would be a better solution IMO.

Other than that it is still doable with lightmix but the animation would require quite the effort without the use of a script.

501
Hello all, we would love to hear your thoughts and receive some feedback regarding the changes in Masks/propagation for Corona version 6.

1) Should we include a Hidden option for CoronaMtl, that would hide the object in masks? (similar to version 5 "Visible/invisible to masks") It would then show the background "mask" instead. (Currently, this is not possible)

2) In a scenario where masks are propagated through an object and the background is being hit, should we show the object's mask or the background "mask"? (Currently, it shows the object A mask). This is in regard to both Corona Mtl and CoronaLight MTL. Although the current implementation can allow for separate control between masking elements (i.e. editing separate color range for reflection-refraction) it leads to issues when editing the background element. Example: https://corona-renderer.com/comparer/3ShyQ8

3) If the propagation is set to reflect/always (with both reflection/refraction level 0.0) and diffuse material is used, what should happen? (Currently, diffuse reflection is treated the same way as a specular reflection -> this leads to noise in masks, since diffuse reflection goes all over the place). Example of wire color mask for table surface between always/never: https://corona-renderer.com/comparer/73zQV7

To be honest, it's absolutely horrible. We are suddenly no longer able to render masks, which is causing a lot of problems for us. We have tried all different Propegation-settings, but the masks always comes out messy and useless. It would be relly nice if you could test these big changed internally to see if it works before releasing them in an update.

Could you please be more specific in what way your results are messy and useless?

502
[Max] I need help! / Re: Corona render only corona sky
« on: 2020-10-29, 08:06:37 »
I believe your exposure might be too high in case you are rendering an exterior scene, try lowering your EV to -5.

503
[Max] Resolved Bugs / Re: An application error with cproxy
« on: 2020-10-29, 08:04:59 »
Corona 5.

Please send us the mini-dump which was produced from your 3ds max error (upload using our private uploader: https://corona-renderer.com/upload)
, to acquire the file please see the following guide: https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/Where-to-find-3ds-Max-dump-dmp-files-on-the-local-workstation-after-a-program-error-crash.html


504
Does this technique work with non-glossy reflections?

It works equally for low-gloss surfaces but needs more time to clear the mask. Any feedback is welcome if you are planning on utilizing it.

505
Yes, this would be really handy, I am reporting it for further consideration. Thanks!

(internal id=579126687)

506
So based on Material ID?

507
I've seen renders that get strange effects that over time disappear. Both massive colored reflections that over time clean up and aren't visible in the end render and strange effects where you see massive pixels like if the bitmaps where super low rez.
I'm thinking that the scene might have non-corona lights? or some new progressive setting? The image looks right after rendering for a long time but it's irritating not knowing how the end result will be.

As Romullus suggested please provide some image examples of what you've encountered, it would also help specifying which Corona version you are currently using.

Thank you.

508
Thanks very much George - when you say the atlas method, how do you mean exactly?

By texture atlas I mean the creation of a single map (usual high resolution) that includes all of UVs of all your distributable/seperate modelled bricks that you are going to scatter on a surface. You can create the map, then unwrap a single brick, "park" the islands over the surfaces you wish and repeat with the next models. I can send you a test scene with this if you wish.

Regards,

509
I will also share my take on this with a bit of an alternative method. I would suggest creating and mapping different variants of brick objects, it would be best if you would use a single "texture atlas" which all of your bricks will use through a single material. For scattering and variability, I would use Corona scatter or other similar scattering plugins/scripts, there are many that can also create brick walls.

You can benefit from using different Corona Scatter seed to make fast alterations to your distribution method (somewhat avoid pattern repetition), have better control in object translation/rotation/variability depending on how much detail you wish to achieve. Additionally, this allows for the use of Corona multimap along with element/material ID per face, you will have to somewhat randomize your source scatter object-element/face ID's for this to be achieved.

Once again there are various ways to approach this, it really depends on what's the end goal and how much quality/control/optimization you want to have over the mesh.

510
[Max] I need help! / Re: corona 6 / visible in mask options
« on: 2020-10-02, 17:47:25 »
ok, i will render masks in a second time

yes, the reason is that i m rendering an interior scene project, and 75% of my project is behind a glass
i would have to propagate 572 objects to have everything right
this is too bad

please bring back the chek box fast ;)

thank you

In theory, you can make a mask "invisible" by setting your propagate through refraction and set your IOR to 1.0, but that would mean you have to render separately the masks from your beauty. For the moment what Marcin suggested stands. Do note the above solution won't help you with z-depth at all.

We have everything logged and as previously mentioned a more flexible/better functionality will be introduced with v7 Dailies.

(internal id=559690034)

Pages: 1 ... 32 33 [34] 35 36 ... 56