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Messages - FrostKiwi

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646
[Max] Resolved Bugs / Re: Very slow render =(
« on: 2015-01-22, 13:36:25 »
SairesArt, its the very first thing i did and after that I start to change different maps. Blured them, change format...
yeye. Anyhow, a glossiness map with a bump map shouldnt make corona put a jackhammer to it's knees while trying to eat a honeymelon out of a moving plate.
A least not from 2,5mio to 300k rays/s, a whole 82% decrease in performance!

As for now, just turn on normal glossiness and overlay a dirt map to simulate what you did in the render above.

647
[Max] Resolved Bugs / Re: Very slow render =(
« on: 2015-01-22, 01:20:37 »
Hi all! I start use corona render and i like it, but at the same time got problem with very very slow render, about 200 000 rays/s. Render parametrs are default (untouched).
No idea that goes wrong. It could be textures, but no idea thats wrong with them...
Here is a scene http://we.tl/FyFilvSMYZ
.
Hey Dimitri, stop using the Users folder Textures, max is known to screw things over. (And we get to know your name ;] )

Strip "5229950566_b9551d44e6_b" from every slot in the material (right click -> clear) and reset glossiness to 1 for now.
Instant 2,5 mio rays / second
Then you can rebuild the material to your liking.

I will take a look later
Pls do, somethings fishy in the way the texture is interacting with the bump in combination with glossy rays and the fallof.
Once the Texture is stripped from every slot, the speed goes from the formentioned 300k to instant 2,5mio rays/s

To save you some time just look at this and tell me that's not normal O.o
http://www.saires.de/ondra-plox

648
is that the latest build, default animation settings? If yes, then I would like to take a look at the scene (can you create a bug report)?
Bug report on mantis. I might have actually found the reason: flickering happend where a decal was placed nearby. I alligned the decals with the position of the walls and pushed their postition one tick away from the wall. Even though they are infront, they still flicker in the viewport, but do not in the on the final render. Maybe the GI calc has Z-depth issues? (Embree precision and high quality were on, I didnt play with it back then)

build was 13.01.15
I made periodic saves, so this is the file that was used back then.
it's actually 7k objects, with 10gb textures with the .max file being 160mb and taking 15minutes to open on a 4.6ghz 8350 ;]
I deleted everything, that was hidden during the render. Now it opens in almost instantly ;_;
No textures, obviously.

Settings were default, expect max ray intensity 4.0, light samples multiplier 4.0; the precalculation of UHD cache were done with 30 precomp. Amount (stopped at 200k anyways) and 4096 record quality. There were two caches, one for each room. Saved out and rendered the 150 frames with one and the rest with the other .hdc. Precomp was calculated by placing the camera in a corner and making it wideangle, so it covers all of the room.

https://corona-renderer.com/bugs/view.php?id=731

edit: when I switched to dailies there was a VERY strange bug. The first time I saved after the switch, two Spotlights kept reseting their fallof values, each time I reloaded the scene O.o Brain-Computer fart I suppose...

649
you have flickering with UHD cache? can you report it as a bug?

Other than that, I really dont understand much of the topic. Some biased primary GI solution will be probably implemented in the future.
Pretty sure it is. Check from 0:09 to 0:20 on the vid to confirm.
http://saires.de/rendertest

The whole second room is just one big 200kbounces pre-cached .hdc
(My theory is, some angles my have been missed by the precache, thus being retraced in ultra crap quality at rendertime)

650
This doesn't make much sense. You could as well decrease gi/aa or lsm to have MORE passes in the same time to get better antialiasing.
Ye a bit unclear: To get a near clear frame with only 5min. per frame render time.
What do you mean?
Unneccecary sidenote of mine, I mean I make the normalmaps bigger than normal, so that the reflections aren't as detailed and won't need a ton of AA passes to look good in motion.
With no shadows on posters I mean I get rid of shadows on small details, you would normaly ignore ones motion is added, for instance pictures on the wall

When you are only using path tracing, then this is pretty obvious. :)
No it isn't! Why should having only 1 GI bounce be more noisy than 2...3...4... gi bounces?
What do you mean?
The problem with UHD cache is that when you put the camera for UHDC pass in one direction and get for instance 70% gi cache sucess, the other direction get's only 15%, because coverage is missing for that angle.
Also, once I reach 200k bounces on the GI cache, it always stops caching more bounces! Since the Box for Max GI samples from the HDCache is gone in the UHD Cache.

651
There is a bug in corona, making Materials invisble on certain render elements, which screwed me over. It happens by corona unchecking "Visible in mask" Checkbox, when jumping between the daily builds and the official build.
I was promised a script that would check that back automatically, for my scene with 200+ materials. Since there is no such script in the Goodies section, I found it via google custom search in the resolved bugs forum, originally submitted by mirokurcik. So I reuploaded here, should there be a soul of similar fate searching for an answer.

tl:dr
Script checks "Visible in Masks" checkbox for every material in the scene.

652
[Max] General Discussion / Re: Precise Embree option
« on: 2015-01-18, 21:43:34 »
it calculates the volume of tetrahedrons created from ray origin, intersection point, and 2 points of the triangle. This volume is zero on edges, because all 4 points lie in single plane. This zero will easily ruin your day, because you need to invert it.
thx^^
ye, I study computer-science

653
[Max] General Discussion / Re: Precise Embree option
« on: 2015-01-18, 20:31:45 »
render interior lit by enviro light with high-poly one-sided geometry curtains in windows and you will see ;
Ye, found light leak in translucent materials, this is fixed by the precise flag.
I'm still curious though what "high quality" means. If it's no trouble I'd love to know...

654
[Max] General Discussion / Re: Precise Embree option
« on: 2015-01-18, 18:48:38 »
Any reason you would mess with debug settings?
Free powa :D
No, just curious to know, when the precision is needed.

655
[Max] General Discussion / Precise Embree option
« on: 2015-01-18, 18:44:52 »
Any reason why you would check these (on by default), I see no difference on multiple tests, including animation.
Why not have free 70k ray/s / faster render?


656
[Max] Resolved Bugs / Re: eroor dr
« on: 2015-01-17, 17:23:02 »
DR and backburner are two different things, one for same frame, one for distributing animation frames across multiple nodes.
There may be a rights management problem. While working with Vray DR, I saw similar problems. Vray DR used a service, which defaulted its regestering to the Local service user, which didn't have the rights to do network stuff. I recall having to reconfigure the service to login as my user admin account (altought there was only one to begin with)
Since corona doesn't have a service, maybe check the executables, who they run as, if there are multiple useraccounts? Force admin rights for executables maybe?

Lastly, it's doubtful this is a corona issue.

edit: as a last resort, you can unlock the security rights of the 3dsmax folder, with all it's contents and corona dll's, by adding to the folder the "everyone" user and giving him read and write rights.

657
unfortunately when going back sometimes the "visible to mask" checkbox gets unchecked. New dailies should have this fixed, you you need to check that checkbox on all materials (AFAIK there is a script for it somewhere on the forum)
Thank you, fellow coffee addict.

658
Yes D:
Started building it with 7.2 and switched to daily (and possibly saved one time while reverting to 7.2 to test out the missing gamma checkbox and went back to daily, but even if I saved the scene accidentily during that time, I didnt change anything in the scene itself, exept some testrenders)

659
Certain Objects simply disappear in the Renderelements + Possible performance loss for culling not happening in render elements
All have normal CoronaMtl, Object propeties are not changed from defaults, missing objects Materials are neither Multi/sub, onesided nor thin geometry (planes)
Did I screw something up?

Max 2015 sp2, 13.01.15 daily build

Dumped all Elements here, incase needed:
http://www.saires.de/server/elements.rar

660
Work in Progress/Tests / Re: Animation Test (fly through)
« on: 2015-01-15, 15:51:19 »
But if it would be a computer game it would already look pretty good.
Original Geometry,altough altered, is from a gamemod called "Neotokyo", I was involved in.

Are you fucking kidding me, my gf just wrote it reminds her of
http://youtu.be/oJHJ5Cvm0qg?t=2m28s

Also, are you secretly my gf trolling me?

Looks like tons of work!
Especially if you are an untidy fucker like me

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