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 - Designerman77

Pages: [1] 2 3 ... 34
1
Hey Jan,

V7 works without the previously mentioned problems.
( Except for the less clean up on round edges-map & bump maps in general... the old problem. )

And as mentioned before, the same scene is way less noisy in V7 than in V5 - using the same render time.

Let´s hope no other bugs occur.
If it stays like this... great job, developer team !

Cheers!

2
Hey Jan,

the HDR is attached here.

Regarding the COR HI-q denoiser: I am of course aware, that it's not a surrogate for enough passes. :)
BUT: with the same amount of passes, the AI denoiser has not the same issue - at all.
Pics might still be a bit grainy - but equally grainy, everywhere... and not 3X more on round edges & other bump areas.

In many test I had already done one year ago, the Hi-q denoiser showed jaggy edges, even after very, very many passes.... like hundreds of passes.
And generally, who wants to render every time until 1 % noise? That's not the sense of having a denoiser function. :)

Fact is: the hi-q denoiser does not work properly... to say the least & with all due respect to the complicated work of programming such stuff.



Downloading V7 right now and going to give it a go.

Greetings!

3
Hey Jan, thanks a lot for your quick reply.

Round edges indeed show up only if strength is at 100%.
This is new in V6. Has not been like this before in V5 (default was on 10%).

Thanks for this tip! Works.

Regarding the crashes when AI denoiser is used - they still occur on all tests using V6 hotfix 2.
Bug teport .txt is attached here.

Regarding COR hi-q denoiser, it does not crash, but still does not clean up round edges bump - and generally all bump map areas properly.
( Image also attached. )
I had already reported this issue over one year ago. At that time it made Corona basically unusable, until devs came up
with the AI denoiser.


I´m gonna give V7 daily build a try now and report how it behaves.

Alternatively, I will switch C4D from 21 to a newer version.


Generally I see that V6 renders so, so much faster in interior scenes and I can't wait to profit from this!
My yesterday's test showed ca. 20-30% faster rendering and also more pleasant / realistic light calculation in the scenes.


Cheers!





4
Hey Corona dev. team,

today I finally installed V6. Following major bugs observed:

1. AI-denoising pernmanently crashes.
2. Round edges-bump map does not have any effect.

Any suggestions, how to get it running?

V6 seems to render interiors much faster than V5 - and I do want to benefit from this.

Thanks in advance for tips how to fix those two bugs.
Cheers.
 



Update: uninstalled & re-installed.
Now getting this damaged images after de-noising with AI denoiser (see attachment).



C4D version: 21.207
OS Catalina 10.15.2
Mac Pro 2019 - 16 cores, 3,2 gHz

5
...i tested also loading the pre calcolated UHD cache from file, the problem persist


Hey guys, despite this post being a bit older... I have a similar problem occurring in the C4D version... both, when rendering on a single machine and two machines at once.
Already tried: different UHD-cache methods. Same problem. The funny thing is: I see the stripes only on a grass-texture. And only at full playback speed.

They remain stationary... looks like some "video-interference" with the texture... maybe caused by the frame rate?
The dumb thing is: if I do rest renders in smaller resolution, the stripes don't appear to be (that much) visible. And testing in 4K is a bit time consuming...




6
[C4D] Bug Reporting / Re: Team Render - cannot read UHD
« on: 2020-09-15, 22:06:29 »
I placed the UHD on the desktop on both Macs - now the client finds it without problems.
I‘m sure placing it on an external network HD works equally well.
Yo Designerman77
glad you got the “desktop method” to work but I think you should point out one more time this only works because both of your Macs have the same “User” name.
That’s probably not the case for most users that have multiple machines and would just confuse and frustrate them, when they come here for help, because it wouldn’t work for them.
Or did you somehow get a relative path to work?

Correct me if I’m wrong but I think the networked drive is the only real solution till we get a “cache folder” in the project directory that can be seen by all nodes.


Hey Jojorender,

yes, you are surely right. My Macs have the same user name.
I guess otherwise I would have used the external HD-method.

However, as you already said, this major feature should be detected instantly, just like all other assets.

I am sure the Corona dev team will implement this into a next fix.





7
[C4D] Bug Reporting / Re: Team Render - cannot read UHD
« on: 2020-09-12, 14:06:24 »
Hello,

no worries, that's what I'm here for :).
As for having only one file on the client's side.. I don't know whether that will work and how the file path structure works with networked computers. You can try it and tell me how it went.

As you say it, I just copied it there. I tried desktops but on windows the path differs from usernames to usernames as the name of the user is in the file path, I'm not sure about Mac right now.

Once you are ready to try this solution, please, let me know. I hope it does work.
Jan



Hey Jan,

thanks to your suggestion, the UHD problem is solved. :)

I placed the UHD on the desktop on both Macs - now the client finds it without problems.
I‘m sure placing it on an external network HD works equally well.

Thanks again for your pro-help!
What a great customer support, even for angry, panicked users. :))))

Have a great weekend!

Cheers

8
[C4D] Bug Reporting / Re: Team Render - cannot read UHD
« on: 2020-09-11, 11:56:35 »
Additionally, if you have a shared network drive, it becomes easier. I've just mapped a drive on both computers and created a folder (which therefore has common file path for both computers) - UHD cache file properly loaded and render was without an error.


Hey mmarcotic,

thanks for the suggestion. Yes, I have an external drive that can be accessed from both Macs. Gonna try this method out!
Sounds logical.


Greetings!






9
[C4D] Bug Reporting / Re: Team Render - cannot read UHD
« on: 2020-09-11, 11:54:03 »
Hello Designerman77,

sorry for the inconvenience! I have managed to reproduce your issue while running Team Render and I can see how this is frustrating.
The issue in this seems to be in the way the UHD load file is stored, as the client computer is scanning itself for a path, which is relevant for the main computer.
Example: I saved my UHD cache file as C:\Users\me\Desktop\UHD and the client server is looking for the same path in that computer. There is no user called me and therefore it fails.

I will talk to the dev team if there is something that can be done with this issue. In the meantime, a temporary workaround that worked for me was to copy the UHD file to the client computer and have identical paths on both.
Example: I saved my UHD cache file as D:\UHD on both main and client computers (as both have a drive D:\). No error received afterwards.

Try the workaround if it works for you and let me know, please.

Thanks,
Jan

EDIT: This is relevant for Windows users, but I believe that the logic stands also for Mac


Good morning Jan,

thank you so so much for you quick reply, the time you took for testing and your suggestion which sounds indeed like it might work here, too.

So, to understand you correctly: you simply placed the UHD-cache on the client computer (can be anywhere, like on the desktop, etc.).
It's only important that on the host-pc, it is located in the same place (let's say on the desktop / with an identical path name).
Correct?

Gonna try this workaround, as soon as the current render will be ready...  in 20 hours. :)))


What do you think of placing only one single UHD file on the client and telling the host to also read it from there?
Maybe this works, too?


Gonna report you how your solution worked.

Cheers!




10
Question for the guys with a mixed OS setup.
When using the UHD Cache “load from file” in a animation render, where do you save the cache file, so both systems have access to this file?
TR can’t find the UHD Cache in the “tex” folder or any other default project folder.
Tom G’s UHD Cache video on the help page, mentions to use “a networked drive” but doesn’t give any detail about how to setup a networked drive so the UHD cache lives in the exact same location on Mac and PC.
In the Render settings/ UHD Cache, the filename field does not take a URL.
On macs I can setup a WebDAV on all my Macs from my nextcloud server, and all my nodes have the exact same mount point. /Volumes/Frank/UHD_CACHE/Cache.hdc. (See screenshot)
That mount point would of course be different on a PC and TR wouldn’t be able to find the cache file.
Any advise on how to get this to work?




Hey JOJORENDER,

despite this post & topic being older... but I have the same problem with the UHD cache not being read by the client computer.

It is happening even on a simple network consisting only two Macs (wired by Thunderbolt).

All other assets are recognized like a charm, even the Laubwerk plants plugin. But the Corona UHD-cache constantly gets an error message: "UHD cache cannot be opened / read".
This results in visible differences of those frames rendered by the client computer - especially flickering GI splotches in corners (yes, flicker-feee is activeated).

Have you been successful by placing the UHD cache on a networked external drive?

Thanks in advance for any tip!


This thing drives me nuts. Need to render an animation and not being able to profit from team render.



11
[C4D] Bug Reporting / Team Render - cannot read UHD
« on: 2020-09-11, 01:31:51 »
Hi Guys @ Corona-team,

when firing up the C4D Team Render, the saved UHD cache gets an error message on the client computer. ( Error: cannot read/write UHD cache )
 
Already tried the "TR over web server"-method.
When "double-checking" the render process by looking at the team render client on the "host-computer" (where the scene is open ), I see the same error message in the log file.

Tried to copy the UHD-file into the folder where the TR-assets are located - in all kind of folders. No luck...


The thing is: rendering this scene without saved UHD cache creates very ugly flickering splotches in areas like corners, etc.
Otherwise I would dump that whole UHD thing.


Any suggestions how to make the TR client find & read that frickin UHD cache????

What for do we have TR and multiple computers for render farms, if such basic issues occur?

And... as other users already complained: we get fancy new features in the new release, while important basics still cause major bugs.
Pretty disappointed right now, guys... and thankful for any suggestion that might work.

12
[C4D] General Discussion / Re: team render
« on: 2020-08-31, 03:14:12 »
Hi!

Internet speed shouldn't matter, since all your machines are on the local network (ie they run through the router, but not through the modem). It is certainly true that it is better to go with a wired connection to your router rather than wifi, both for stability of signal and speed. I'd try out wiring everything up before thinking of buying a 10G system - I am using a regular household router to connect together three machines, they are all wired, and after tweaking those settings mentioned I had no problem (though I still always prefer to run through the web interface rather than through using TR direct in C4D).

Let us know any further updates!


Hi Tom,

I wired the two Macs by Ethernet and played around with the settings you recommended.

What shortened the TR-render times (only in still images) was putting the "Client update interval" as low as possible (1), while "Max size of packet" being put to the maximum (512 MB).


Regarding my animation tests, I actually don't fully understand why the render process takes longer when two machines render in parallel, even if the client is an 80% slower machine.
The render capacity should actually add up... since render processes overlap, right?
Does the host "wait" for the client to finish its (slower) render before it starts with the next one, so some time is lost on every frame? Or what might be going on, so that TR renders slower than the host alone?

I attached you a screenshot.


BTW: in my animation tests, changing the parameters you suggested has no effect. Only in still images.


UPDATE: I stopped the time with a chronometer and realized that C4D shows a totally wrong render time for the TR.
The real time was NOT 6:38 minutes... but 3:32.
God dammit, Cinema´s timing is totally approximative.... What seemed to be a way longer render was 40% faster than non-TR-render in reality! :)))

13
[C4D] General Discussion / Re: team render
« on: 2020-08-29, 17:51:02 »
Hi!

Internet speed shouldn't matter, since all your machines are on the local network (ie they run through the router, but not through the modem). It is certainly true that it is better to go with a wired connection to your router rather than wifi, both for stability of signal and speed. I'd try out wiring everything up before thinking of buying a 10G system - I am using a regular household router to connect together three machines, they are all wired, and after tweaking those settings mentioned I had no problem (though I still always prefer to run through the web interface rather than through using TR direct in C4D).

Let us know any further updates!


Hey Tom, thank you very much for your response!

Gonna wire the machines on Monday through a proper switch and try your suggested TR settings again.

Besides, I was asking myself if one could wire the two (or more) Macs directly through Thunderbolt for the TR.
Have you ever tried if TR works over a Mac-"internal" network solution? It should actually work fine... I assume.


Greetings!


14
[C4D] General Discussion / Re: team render
« on: 2020-08-28, 21:11:20 »
That can be avoided by going through the TR web interface :)

For using it direct in C4D though, it most likely comes down to the Team Render tab in the Render Settings. Try changing to Arbitrated (Experimental). Also, try changing the Client update interval (raise it) and the Maximum size of packet (raise it). This means larger chunks of data will be sent less often, resulting in less network congestion. The larger the resolution of the image, the larger those need to be. I tend to go with something like updating every 30 or 60 seconds, and a Max packet of 128 or 256.

Let us know if that helps :)



Hey Tom, I have tested your suggestions.

None made the TR result faster... in contrary.
The only thing speeding up TR was switching off Safari... :))) ... so I guess it is indeed the bad data transfer through my WiFi router.
From what I saw in the Render Client, data was exchanged at only +/- 3.5 Mbit/s.

However, considering using the TR web interface method: would it not even worsen things, if one has a slow internet connection (like here in the mountains)?
Or does TR web interface have nothing to do with actual web/internet?


EDIT:
connection test done in the TR-client interface says: "low data transfer, avoid WiFi". :)

15
[C4D] General Discussion / Re: team render
« on: 2020-08-28, 19:51:55 »
That can be avoided by going through the TR web interface :)

For using it direct in C4D though, it most likely comes down to the Team Render tab in the Render Settings. Try changing to Arbitrated (Experimental). Also, try changing the Client update interval (raise it) and the Maximum size of packet (raise it). This means larger chunks of data will be sent less often, resulting in less network congestion. The larger the resolution of the image, the larger those need to be. I tend to go with something like updating every 30 or 60 seconds, and a Max packet of 128 or 256.

Let us know if that helps :)


Hey Tom,

thanks a lot for your suggestions!
Gonna try it out and give you feedback about success or failure. :)

Greetings!

Pages: [1] 2 3 ... 34