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Messages - JeffPatton

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1
No worries, thank you very much for the update. 

If it's a 3ds Max issue, I honestly wouldn't invest any time in trying to come up with a workaround on the Corona side of it.  I'm sure it's a tiny fraction of the user base that is affected by this minor annoyance.   

2
I've trained myself pretty well to not undo a move to the standard lights...but it still catches me from time to time.  Like just now.  So, while 3ds Max reboots, I figured I'd come here and check in on this bug.

FWIW, if you're wondering why I'd use the standard lights to begin with.  It's to give me control of the visibility of the light source while still giving a 'specular' contribution.  The standard lights with Corona shadows also give me control of the softness of the area shadow independently from the size of the light source.

3
[Max] Resolved Bugs / Re: distributed rendering problem!!
« on: 2022-02-04, 19:05:41 »
I wanted to bump this & ask if the similar issue I reported experiencing is in fact the same or if I need to create a new thread for my issue?  I had also submitted a file for review (DBR_Crash_Sample.7z).

Thanks

4
Whenever I use Distributed Rendering from my workstation I've noticed my monitors (only on my workstation) will not go into sleep mode.  They stay on the whole time the sequence is rendering.  Only when the job is complete does it allow the monitors to enter sleep mode.

If I render the sequence on my workstation, without DBR enabled, the monitors go to sleep normally.  Even during the render process.  Only using DBR triggers this behavior.

Win10 / 3ds Max 2022 / Corona 7 HF1

5
[Max] Resolved Bugs / Re: distributed rendering problem!!
« on: 2021-12-07, 04:41:05 »
Subbing to thread because I'm experiencing the same.  The magic point for me is around 4.1gb.  I have to strip my work scenes down to that size (roughly) else Corona/3dsMax will freeze/lock when I hit render with DBR enabled.

(AMD threadripper CPUs / 128gb RAM / 3dsMax 2021 / Corona 7 hotfix 1 / Win10 OS)

I will also see if I can submit a scene that freezes.

6
I'm getting a repeatable crash that I've narrowed down to the standard spotlight target (undoing moves made to it).  I've recorded a screen capture of it happening (attached).  I'll also attach the stripped down scene.  Software: 3ds Max 2022.1 with Corona 7 (Hotfix 1).

Steps to repeat:
Move the spot light target several times to build multiple undo points.  It often crashes on the first undo.  However, sometimes it's 3-5 undo's before it crashes.

7
Sorry, I just saw the posts about it in the dedicated physical material thread.

8
Regarding the new CoronaPhysicalMtl - Will it be possible for the Base layer bump (normal) map to not impact the Clearcoat layer?

9
Hmm, I can't find the file. Did you upload it through Dropbox or regular upload?

Regular upload.  It didn't fully complete the upload process last night apparently.  I just uploaded it again and received the successful upload message this time.  Should be there now (same file name).

10
Thanks.  The set is from https://hdri-locations.com/details/Mountain+pass+road/0108?fbclid=IwAR3GwN8YHysGvNdZZm8XeaHrgkh62Jaeysghpplzuzrf_-HbrX02CaCArxo

I added the motion blur effect to the backplate using the path blur tools in Photoshop.

11
Thanks for the tip on the low mem option.  I'll give that a whirl too.  In the meanwhile, I've uploaded a stripped version of the scene (I verified that it still exhibits the issue).  The file name: "Multi-Render_Corona-stripped.zip"

Thanks!

12
Tried that and unfortunately it didn't help. :/

13
^ Same deal here.  It renders fine at lower resolutions.  Starts throwing memory warnings around 15k, but still renders ok.  It will crash 3ds Max when I go this large in one shot though, so I was trying the scripts & strips options.

Might be helpful if there was that old bucket mode option, but I know that may generate its own world of issues.  That, or some kind of corona splitter option built-in that would properly calculate the scene.

I'll see if I can run it without a frame buffer.  Had to do that with VRay on the same scene.

14
I'm running some tests and one of which is a 30k render because I have those type of projects come along from time to time.  With Corona (tested RC2 and RC3) I'm not able to directly render @ 30,000 pixels wide (it crashes out of memory). 

I used the network/backburner/strip method to render the image out in strips.  That kind of worked.  It at least rendered the image.  However, I'm getting one sequence that remains different (nearest to the shadow catcher ground plane):


There were 10 strips in total, here's where they aligned:


I've tried it with path tracing and using a saved UHD cache (lower res save) but it always produces this anomaly at the bottom.  The split at the upper portion of the car looks fine.

I've also tried the Rakete_BigRender script posted in another thread here about large render issues.  It also produces a different look but within each tile though.

Thoughts?

15
+1.  Very useful feature for the automotive vis folks.

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