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Messages - Flavius

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1
The crashes with Intel Denoiser are still a problem. Only now I had time to send the scene on your private uploader. On low resolution it works(720px or so), but on higher resolution(try 3000px) it crashes. It happens in multiple scenes. Thanks!

EDIT : Rowan Already answered this. Thanks again.

2
Hi, there's another bug which I see in this daily build. The IR sometimes doesn't work. It's calculating something (see CPU usage) but the image doesn't update. It seems to happen random. I have to restart the IR for it to work again. Anyone else encountered this? Thanks

3
As someone else posted, Intel denoiser now crashes 3dsmax. It hangs a couple of seconds then 3dsmax closes instantly, no errors, no warnings nothing.

4
[Max] Feature Requests / Re: Ocean shader
« on: 2021-05-25, 19:40:08 »
Hi there!

I am using denoiser, Intel one is very good but I cannot use it for animations, and Corona's one is slow but the main issues is that it messes up the reflections badly. And related to refraction, as soon as I turn it slightly on (regardless of refraction value, IOR, absorbtion distance etc) the render times tank :(

5
[Max] Feature Requests / Ocean shader
« on: 2021-05-25, 17:27:45 »
Hi there all,

I was wondering if anyone else feels the need for a dedicated OPTIMIZED ocean shader which renders fast. All my works include a big sea/ocean and the render speeds drop to half when I use refraction. And the renders are incredibly slow (noise on ship's decks never cleans properly) so I kind of have to render twice, once with water then only the ship and composite these together. It's quite a nightmare.

Vray has the same issue, renders times are destroyed when turning refraction on .

Thanks,

6
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-05-19, 10:44:18 »
Hi,

Unfortunately the old displacement won't be coming back. It had it's own issues and it was not possible for us to maintain two different displacement methods.

I think in some cases you will have to lower the screen size to get comparable quality, however the memory usage and computation time should also be lower than the old displacement.

If you find some situation where this is not true please let me know and we will investigate it.

Thanks,

Rowan

I understand... but I can say that I must really lower the subdivions value now of the displacement when I am using the Phoenix ocean map and it takes much more longer to calculate compared to Corona 6. I don't use any other kind of displacement, only for water and it's a bit of a pain now sadly.

7
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-05-11, 15:20:02 »
Hi, did you also notice that the quality is a bit worse with Corona 7 regarding displacement? I mean previously I could get very detailed water with about 2-3 pixel subdiv value at 5000 pixels images but now I need to lower that value to 1 to get similar results. I don't have time to do proper tests but I see how my water is less detailed at values that I've always been using. Is there anyway to keep a Corona 6 legacy displacement option please?

Thanks!

8
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-05-05, 08:29:25 »
Hi Maru,

Thanks for the workaround! I will try it asap...But man I don't know how you come up with these solutions. Also that extra noise I was having from the water...you turning caustics on and using a RaySwitch material, that's some true witchcraft there!

9
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-05-02, 21:59:26 »
Hi there...

Any updates on this displacement issue? Is there any chance to keep a legacy checkbox for previous Corona behavior on it? It would be VERY helpful

thanks!

10
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-28, 09:41:10 »
Ok i tried again, i relink the map and all render ok with max 2021, corona last daily build(april 21 2021) and last phoenix ocean.....
mienda

Thanks for trying it out but you have turned on vector mode which i wasn't using in the past because it didn't work properly, the problem was even logged (I think Maru tested it).

I reinstalled Corona, reinstalled all c++ libraries etc and the vector mode seems to work now, so it's fine for my future projects, the non vector mode is still broken though, which isn't a big deal anymore. I need it for legacy projects so to say but I can recreate the look with vector mode on

If you have a couple of minutes to spare, can you turn Off vector mode and try again please? I am really curious

11
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-27, 19:18:06 »
I asked a friend to try this scene out. This is the result in older corona, and he is using same Phoenix as me.

12
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-27, 18:40:39 »
Hello, there was a weird setting in the phoenix ocean map, you had increased the "velocity Coherence" to 0.8. With the default setting of 0.2 everything works for me  perfectly (corona 7 last "daily build").

mienda

Hi, that is by far a "weird setting". A velocity coherence of 1 means waves move in 1 direction as if there is a strong wind upon the ocean/sea. Normal values of that parameter are [0,1]. It should work regardless of this value as it has always worked in the past.

13
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-27, 16:52:37 »
Hi there,

I made a simple scene, which you can find here https://we.tl/t-JvGSkv9QlZ

Left plane is with corona displacement modifier on top of the plane and Phoenix FD map ( Vector mode disabled so we remove some variables and make it simpler)
Right plane is with the Phoenix map baked using Render to texture from the material editor.

I am almost certain this wasn't an issue with the first version of the daily build, but I'm in the middle of the project andi don't have time to test everything out, but I am quite desperate because I cannot render the waves properly and most important thing is to keep an option for the OLD behavior !! sometimes clients wake up and just want something change on a 3-4 year old project and everything else has to look the same.

Anyway, this doesn't seem like a different thing but something broken. I am using Phoenix 4.20 but as far as I know this map has been exactly the same for ages, I don't simulate anything. It works even without a license.

I really hope there will be an option for the old behavior or a quick fix or something

Thanks!



14
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-26, 22:15:24 »
Hi Tom,

I'm pretty sure it was on yes, because I was using higher pixel values for it. But now, for example, the behavior is so different that I cannot make a stormy sea, impossible to raise waves. I cannot recreate my old oceans :(

15
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-26, 21:42:56 »
Changing different height values of the map gives me these artifacts. I've been rendering with this map and Corona since 2015 and now suddenly something changes and it messes up everything.

EDIT: Rendering the map as a .tiff and using that as a displacement works fine so there is definitely something wrong the way Corona interprets procedural maps, or some maps.

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