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Messages - romullus

Pages: [1] 2 3 ... 591
1
Glad to help!

2
The issue is not in the bit depth, the displacement texture attached in the first message has only few shades of grey, increasing bit depth won't help in a slightest. The problem is this texture is pushing Corona displacement too hard. You need to blur it slightly, so displacement would have some room to work nicely. The more variance between neighbouring pixels the texture will have, the more chances for artifacts in displacement will be. You can try to reduce displacement size in render settings to combat that, but it has its limits - eventually increased parsing time and RAM consumption will make this solution impractical.

I would also suggest to consider using Corona pattern instead displacement - i think it would be more preferable solution in your case.

3
Don't forget that 3ds Max and Corona are not the only programs that allocates system RAM. Your Windows, browser, antivirus and many other programs needs to fitted in the memory. You open one too many tab in the browser and it might be enough for Windows to start using swap. As Tom said, you need either upgrade your PC, or start seriously optimizing your scenes. With stats like these, you're walking on knife edge.

4
Did you check temps when rendering? Maybe the CPU is throttling because of overheating? Another thing to check is RAM consumption - if your system is running out of memory, Windows will start using swap file and that is very slow, so your CPU does not have anything to do but wait for data to be delivered.

5
I think i saw script or plugin for camera control with gamepad many years ago, but maybe it's just a false memory. Have you considered to buy spacemouse or similar control device for improved navigation experience?

6
Gallery / Re: An attempt to achieve realism
« on: 2024-05-15, 15:33:23 »
Hi ajafar33, may i ask you what's your goal for posting this image in the gallery? Are you looking for constructive criticism, or just want to showcase yourself. There's nothing wrong in either case, but if you'd add short description of what you want to achieve (beside realism :]) that could lead to more helpful replies from the community.

7
You're welcome!

9
They should look mostly the same, but first make sure that you're comparing apples to apples, set the same denoiser type for both interactive and final render and make sure that denoising strength for latter is set to 1. And no, there's no way to batch render with interactive.

10
Seems to be working just fine here. As Tom said, try to disabling one mask at a time and see what are they doing.

11
[Max] General Discussion / Re: Large Animated Proxy file
« on: 2024-05-14, 19:17:47 »
This might not be as straightforward as one might think. On one hand proxies are designed to help with load/save times, but on the other hand, baking procedural animation to mesh may lead to negative effect - render times might increase due to need constantly read large amount of data. I think you need to do some testing and find which method will work better in your situation. As an alternative, maybe keeping animation procedural and referencing to it via xref would be the best option here?

12
It would be helpful if you could show your setup and some example of what you want to achieve.

13
[Max] I need help! / Re: Strange background pattern
« on: 2024-05-11, 23:56:16 »
It's most likely because of saturation slider. Yours is set way too high. Saturation in Corona VFB is only usable up to 0,05-0,1 not more.

14
Could it be out of core textures feature? Maybe it's worth to turn it off and see if that helps.

15
I thought that main benefit of proxies is exactly to reduce file size and load/save times. @Avi, did you even watch the video? It's only 10-20 proxy objects and the difference in saving speed with and without them is night and day. Clearly that can't be expected behaviour, unless lupaz have preview type set to "mesh", which you didn't ask about.

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