Author Topic: [ARCHIVE] Pre-1.0 Daily builds  (Read 159098 times)

2014-12-12, 18:32:29
Reply #525

pokoy

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Created teapot with 16M faces and got same sympthoms as you described.

Thanks for checking! Good to know it's reproducible for others so it can be fixed in the end.

2014-12-13, 23:52:12
Reply #526

VASLAVO

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Round one error, after convert vray material to corona and sometimes a vray normal map its applied corona render crashes 3dsmax, solution: temporarily assign your primary render as standard, change vray normal map to corona map and then assign corona render again, hope this solves some issues, thins only happens with new daily build

2014-12-14, 15:43:44
Reply #527

cecofuli

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Ondra, what's the real difference between HD and UHD?

2014-12-14, 15:56:23
Reply #528

Ludvik Koutny

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Ondra, what's the real difference between HD and UHD?

None at the moment. It's under development, so UHD cache option is currently there for Ondra, not for testing. ;)

2014-12-16, 17:04:34
Reply #529

romullus

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Keymaster, could you swap HD and UHD in secondary solver, so HD would be #3 and UHD - #4. Whenever i open old scene with HD Cache as sec. solver, it gets replaced with UHD Cache and in december 12 build UHD is totally broken.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-12-16, 20:12:49
Reply #530

Ondra

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try newer build, UHD is working and is no longer default

edit: maybe I should make the newer build first :D
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-12-17, 00:48:58
Reply #531

snakebox

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try newer build, UHD is working and is no longer default

edit: maybe I should make the newer build first :D

So when you say working, does that mean we should test it ? and if so, what's different about it? Aka what are we looking for when testing it?

2014-12-17, 01:33:40
Reply #532

Ondra

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do not test it yet, focus on the interactive and scene parsing instead ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-12-17, 01:36:24
Reply #533

snakebox

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do not test it yet, focus on the interactive and scene parsing instead ;)

Alright, will do.

2014-12-17, 09:41:57
Reply #534

Alessandro

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During HD computing there is no preview. Btw, previz flag is active ;)
My Ducati or a render with Corona.....mmm, hard question!

2014-12-17, 15:08:42
Reply #535

pokoy

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do not test it yet, focus on the interactive and scene parsing instead ;)

Getting the same IR pre-processing loop problems as described above with the latest db (2014-12-16).

Edit:
Material editor speed with large scenes has improved in the latest both db when compared to the older ones from October - that's great. It's still not as fast as I'd like it to be but it's definitely back to workable again.
« Last Edit: 2014-12-17, 15:25:31 by pokoy »

2014-12-17, 16:32:19
Reply #536

form

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Is there a way to limit the interactive render to only the safe frames?

2014-12-17, 16:50:27
Reply #537

antanas

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IR is starting waaay too long when some forest pack objects are present - it takes about 5-10min (sometimes longer) to start compared to some 10-30sec. for a regular render, maybe that's not IR's fault at all but instead some forestpack's pre render scene optimizations just going mad, not knowing what some sort of Ir is enabled, and Ir just follows constantly restarting, reparsing but still starting at some point. Or at least that is so in my case, at first I even thought it just crashed, frustrated I went to smoke, came back just to see it hasn't and Ir renders fine. Testing again proved it to be repeatable, and while starting IR, the closer camera is to FP objects (some free, converted, laubwerk trees in my case) the worse it gets so probably that's some of FP's optimizations getting in the way.
 EDIT:
  tried IR with some regular FP's preset grasses and stones - no such delay, it seems that problem lies in FP+Laubwerk's trees+IR as those trees are not just some meshes but some sort of procedural geometry which in turn does some pre render optimizations
 EDIT 2: 100% sure it was those trees cause if imported via laubwerks library browser, converted to mesh and then scattered by Forest Pack, same one where those original ones were used(so same settings same amount) there is no issues with starting IR at all so anyone interested just be aware of that.
 Maybe it's a common knowledge (those trees need to be converted) which I wasn't aware of, for somehow I never used laubwerk trees a single time before today... 
« Last Edit: 2014-12-17, 17:27:45 by antanas »

2014-12-18, 18:04:33
Reply #538

Ondra

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Today - UHD cache. Stay tuned.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-12-18, 18:13:42
Reply #539

juang3d

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Great!

Explain main advantages of UHD when it's ready in daily please (like 10000% Render speed gain and such things hehehe )

Cheers!

EDIT: Typo provoqued by answering from the phone :P ITS = UHD
« Last Edit: 2014-12-18, 20:04:05 by juang3d »