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Messages - Naxos

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31
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-01-24, 09:13:44 »
I could not reverse to 23h2, so i'm still in 24h2

the only way to go back now is to reinstall full PC : not really into this now...

32
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-01-23, 18:07:43 »
Maybe you can just not use EXPO until bios / chipset driver / corona / windows 11 new release ?

Same issue here, same CPU... I did upgraded bios (not the beta, but the second last one), upgraded chipset driver, installed corona 13 daily build from jan 10 2025... and it acts very better, no more long lags / stuck PC... after one day, i just had to reboot once because of afterFX and windows explorer crashed

Oh, and i let EXPO on in bios.

33
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-01-23, 10:30:32 »
So, i've updated the BIOS (Asus Tuf Gaming X670) to the second last version (last one is still beta).
And it looks like the lags are gone... At least after 5-6 mn playing with IR

I'll post here if it comes back.

PS : i've also installed Corona 13 daily build jan 10 2025, as suggested earlier
Oh, and i let rams in EXPO (6000 instead of default 4800). Windows find them @6000

Still in win11 24H2, as my rollback was expired (menu grayed out)

34
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-01-22, 23:05:24 »
I'll try to go back to win11 23H2, as i did not change anything in bios / ram / expo since the update.

Also 9950X, maybe 24H2 is faulty with this CPU...

I'll let you know if i succed to go back in version, and if the bug is gone.

35
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-01-21, 22:59:14 »
Hi, didyou solved thios problem ?
I have exactly the same issue, and (not 100% sure) i think it started with Windows 11 24H2 upgrade...

36
Ok i've installed this build...
At first i thought - if not solved - at least diminished the lag effect.
But on medium heavy scenes, i still get long lags...

37
Amazing work !

I was looking for some errors, but you managed to prevent all "noob-traps"...

I did found something, funny : in the kitchen, you put some mugs hanging on a mug-display (don't know the name in english), and the one that is facing the camera is dirty inside... Probably some mesh found online that was meant to be dirty for another purpose...

Anyway, this is a piece of art rendering !

38
Hello, same here.

Not sure, but it could be after windows 11 24H2 update...

CPU : 9950X
GPU : RTX 4090
RAM : 64gb
no HDD / SDD saturation.

Since some days (24H2 update ?) i have serious lags when IR is on, serious as 8-10 seconds with mouse pointer not moving, sound stopped, and whole PC stopped... Then it comes back et works fast as usual... then after some seconds, again stopped...


39
[Max] Resolved Bugs / render bugs with HDRi
« on: 2024-11-14, 12:24:41 »
Hello there, it's been a while !

I've found a bug :
If i use a bitmap (hdri mostly) in Reflexion override and not in the environment (lights), i get some strange rectangular errors in the render : longer to get less noisy and eventually turns black.
As soon as i put the same hdri in the light environment, instead of black color, it works.

Quick solution is to put the same hdri, but via  one CoronaColorCorrection with expo to -20, so it is black for lights, but normal for reflexions...


40
Ok i see, thank you Tom

41
Hi there,

I'm surprised to see that some commercial render engine are available for Blender, and not Corona renderer :
list=WL&index=88

I thought it was not going to Blender because of the open source system, that makes sense, but how do other do ?
Especially vRay, same company now.

42
how to prevent DoF on backdrop picture ?
Hello there,

I would like to use DoF for my 3D, but not for the picture backdrop (put in the "direct override" in render params).

Problem is that the backdrop picture gets blurred. How to prevent that ?

I was especting some "CoronaToneMapping"-like node that would let us prevent the DoF blurr on background picture.

Thanks for help.

43
[Max] Feature Requests / Re: Toon Outlines
« on: 2024-04-15, 18:54:03 »
+1
Look at Cebas final Toon : it is a piece of art toon shading. It can even uses hatching for shadows...

Please add that to Corona !

44
Hi there,

I would use a "better" noise level calculation to set in animation works :
If we could include / exclude some objets from the global noise level calculation, this would help to set a better noise-based limit.

Best example is a packshot using some ShadowCatcher white floor :
My object has a quite complex shader, and stays noisy for many passes, while the floor is not noisy after 5-6 passes. But the noise level seams to make some average for the entire picture, and gives a wrong noise level number.

Any chance it will be implemented ?
Regards.

45
[Max] Feature Requests / Re: Rounded Camera Clipping
« on: 2023-05-25, 15:25:08 »
I don't think you'd need to hassle with all the objects separately, AFAIK slicer cuts through everything, unless you choose to exclude certain objects from it. Rayswitcher setup also shouldn't be big challenge and most certainly easier to work than with likely limited and/or complicated tool in camera settings.  That's just my 2 cents, i'm not trying to convince anybody that Slicer is the only possible solution to the problem.

Ok, but slicer makes the light going through and no presence in reflexions...

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