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Messages - Frood

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16
Now, what is this all about. Memory issues of DR slaves or slaves not working generally? The "n/a" is there as long as no master has connected to the slave, nothing special. If #2 does not work even when using a simple scene, try to switch off the windows firewall and see if it is working without. If so, add a rule to the firewall for drserver.exe.


Good Luck




17
Btw, kind of bug report/annoyance:

Code: [Select]
showclass "Standardmaterial.*"
showclass "CoronaLegacyMtl.*"
showclass "CoronaPhysicalMtl.*"
showclass "_CoronaPhysicalMtl.*"
apropos "CoronaPhysical"


Good Luck




18
managed to get the script working.

Nice! Amazing enough what you got from the bot. Not sure about your real world scale approach, since it is not explicitly used when creating the plane but later on when creating the bitmap. So I'm attaching "my" version with fixes and real world scale for both, the plane and the material.

As for looking deeper into maxscript objects/classes:

https://help.autodesk.com/view/MAXDEV/2023/ENU/?guid=GUID-879ECFAD-7928-44B3-BCD7-276D53C89B52

where you can find the showProperties command mentioned by Avi as well. Shortest version is creating an instance and show its properties in one go like this:

Code: [Select]
show (CoronaPhysicalMtl())
show (CoronaBitmap())


Good Luck



Edit: typo



19
Hi,

Code: [Select]
local coronaPhysicalMtl = CoronaPhysicalMtl()
You are overwriting the material class here with undefined before a material is created, this cannot work. This is like calling "undefined()" :)

Choose "coronaMat" for example as local variable to store the material (and replace it as well in the other lines of course). Additionally, there is no #diffusemap property in CoronaPhysicalMtl. The "Base color" texmap is #baseTexmap. So if using "coronaMat" as variable:

Code: [Select]
coronaMat.baseTexmap=correBitmap
And creating CoronaBitmap would be like:

Code: [Select]
local correBitmap = CoronaBitmap filename:theBitmap.filename realWorldScale:true
Instead of the ambiguous action man command I'd just use "max zoomext sel" btw.

Hope it helps,

Good Luck


Edit: CoronaBitmap: property "realWorldMapSize" is actually "realWorldScale", changed.

20
Hi,

maybe that failing nodes have out or core textures disabled (as the node in the example screenshot) and the working ones have them activated? Edit: It is a  system setting renderer property, so it is possible that they have different setups here. And if the nodes are not part of a dedicated farm (are they?) you cannot be sure what's running on them anyway.

Additionally: are the 128GB of the dual Xeon systems visible and available for Windows? Just to make sure that there is no ram mirroring configured in Bios (Some dual Xeon systems have that option and default to it).


Good Luck




21
[Max] I need help! / Re: Max scripting to automate rendering
« on: 2024-03-28, 12:52:30 »
Hi,

see Maxscript help: Use "max quick render" if you want the same result as pressing the render button or "render()" with all required parameters if you need more control, for example "render outputfile:@"C:\temp\test.jpg" vfb:false".

I would not use the interface functions of Corona until you really need it for something special (post processing on/off for example or "live dumps" during rendering), they also may change in v12.


Good Luck




22
Hi Avi,

This issue seems to be fixed in the new Corona 12 DB.

It's not fixed using current DB here, but it behaves differently using Max 2024, maybe you used that one for testing:

Try to close the material editor before opening the example file and disable material editor rendering. Then load file, start rendering and you get the warning message. Then: open material editor, activate material rendering, make sure you see the swatches of the triplanar input nodes and zoom a bit in and out. The material previews get updated and the warning message is gone when starting to render from now on.

Using Max 2023 and current daily behaves exactly like lupaz showed it.


Good Luck




23
[Max] I need help! / Re: 26Mb file taking ages to save
« on: 2024-03-21, 10:06:14 »
Hi,

Unfortunately i can't remember what it was

maybe this one?

https://forum.corona-renderer.com/index.php?topic=30460.0


Good Luck




24
Hi,

1. "Render failed": This is unfortunately standard behavior of the Corona DR system if dr server is used for the first time after starting it up and loading the empty dr scene (see 6.)

2. "Chamfer versions": May be an issue, but usually is not. Except possibly getting wrong mesh topology

3. "Populate data": standard message and never an issue

4./5. "Graphics driver": standard log entry (and correct) if operating in slave mode

6. "Legacy (pre-V4)": As you might know, Corona loads an empty scene at startup which is Corona version 1.7, thus the log entry. No issue.

So only the different chamfer versions of the mentioned log snippets may be a cause and it also indicates that versions on master and slave are not exactly the same. But I don't think it would cause a Max crash, but maybe it does.

@ferrarod:

- Can you open a scene on a slave and render it there?

- DrServer reports the local IP as "255.255.255.255", that's definitely weird and indicates a name resolution issue at the nodes/your network. Or DrServer fails here to detect the local IP for another reason. It should read "10.0.0.208" in this case. Anyway, communication between master and slave seems to work in the first place, at least when it comes to file transfer.

- Additionally, the DrServer working directory is not standard: it points to the debug directory for rendered image strips, the sent scene is loaded correctly from there according to the log though

- I would try to delete "AppData\Local\CoronaRenderer\DrData\DrConfig-1.5.txt" and let Corona rebuild the defaults because of the above

Finally, a Max minidump of a slave can reveal what exactly is causing the crash. Search the temp directory of the slave for a file like "3dsmax_minidump.dmp". Hopefully there are a few.


Good Luck




25
Hi,

Use the script that Frood wrote, test it, make it your own if you will and create a button on the toolbar

You can do that by your own if you like (just put the code into a macroscript). But that way of "programming" is not the way to go at all, even if it works. What is does, is simply "emulate" being a user who selects the scatters and clicks that "convert" button. If the Corona team would decide to rename the button, it would not work any more. This is all crap, we need a proper maxscript interface for doing it correctly. But in this case (scatter object), that option would perfectly fit into the Corona listener. No need for any additional button, and it would process the scatters way faster.

For the other requests - yes, we are aware of them, and it would be great to have proper host application language (maxcript) support for all the tools.

My point is, that nothing should be developed without initially(!) having in mind to publish important features to maxscript - and doing so :)


Good Luck




26
Hi,

This could be something that you could improve, an easy way to convert multiple or every scatter in the scene as a mesh

I agree. We need interfaces for scatter and CoronaCamera at least to be able to script them properly. Here is another (ugly) one for you: select the scatter objects you want to convert and then run this snippet, I hope it works for you:

Code: [Select]
(
AInterface =  (dotNetClass "Autodesk.Max.GlobalInterface").Instance
cPanel= (windows.getHWndData (AInterface.UtilGetCoreInterface16()).CommandPanelRollup.Hwnd)[7]
max modify mode
sObjects=for o in selection where (classof o==ChaosScatter) collect o
for o in sObjects do (
format "Processing '%'\n" o.name
select o
ConvertButton=windows.getChildHWND cPanel "Convert to Max geometry"
windows.sendMessage ConvertButton[1] 0x201 0 0
windows.sendMessage ConvertButton[1] 0x202 0 0
-- optional, deletes the scatter object after creating meshes:
-- delete o
)
)



This will be registered as a feature request, but this is not something that is regularly done, I believe.

Sorry, but if Corona/CScatter will call itself professional, there just has to be proper(!) script access for everything. Those mentioned ForestPack options aren't there because iToo was bored and implemented them Friday evening as a chips'n red wine job, but because users need and requested it. At the very least, converting to mesh has to be implemented into the scatter lister as an option (edit: of) the actions column. But script access is superior because you do not depend on any UI.


Good Luck




27
[Max] I need help! / Re: Animation Flicker
« on: 2024-02-02, 17:31:36 »
Just a note: I never was able to render flicker free sequences (without pre-computed cache) using the default quality of 1. I always needed to raise it to 2.


Good Luck




28
That ".material" is not required anyway imho. It should work as well if "target:obj.material" is changed to "target:obj" (in both lines). Then there is no error thrown if obj has no material applied.


Good Luck



29
Hi Aram,

If its about having RANDOMIZATION per pattern geometry island

Yes, this. And those two options already have been discussed: 1: move geometry internally -> technically not possible. 2: having another MultiMap mode -> not sure if declined, but I was almost sure that it's not possible (or expensive) to track geometry correctly in this case.


Good Luck




30
Thankfully, there is some workaround.

Actually there is another, using multiple surface references and multiple CoronaPatterns. But it's horrible to create :)


Good Luck





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