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Messages - HFPatzi

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136
Thanks for the heads up ;)

137
Hi!

Any news on that issue so far?

Greetings,
Moritz

138
[C4D] General Discussion / Displacement
« on: 2018-12-04, 17:17:32 »
Hey Folks!

Yet another displacement issue ;)
I'm not quite sure if this is a bug, intentional or me doing completely wrong but can some of you check attached project please?
It seems like the height information of the Displacement comes from the first material in the stack (which is, afaik, the way corona handles displacement so far).
But the mapping/size information seems to come from the individual texture tags wich are layered above the displacement material.

For explanation: the object in the scene should have a pretty rough/woven structure, except for the bottom piece. On the sides of the object is a print of the brands name (Alpha image in the opacity channel) which i here simulated with the checkerboard.

As you can see in the attaced screenshot, there are some strange things happening. I rendered the image in the screenshot with material override and preserve displacement on.

So the goal is to have even displacement of the woven structure all around the object except for the brand's logo areas and the bottom.

I hope someone could shed a little light in my overloaded brain ;)

Thank you,

Moritz

139
[C4D] Resolved Bugs / Nodebased Material vs. Teamrender
« on: 2018-11-27, 12:41:17 »
Hi!

I'm not sure if this is a known issue, but I can't teamrender materials wich are build using corona's node editor. Rendering on the local machine only works fine though.
See attached screenshots. On the comparison screenshot the upper half is teamrendered, the lower part is rendered on the local machine only.

I also uploaded the scene file via your private uploader: 1543318899_Teamrender-node-issue.rar

Again, thanks for your support!

Greetings,
Moritz.

140
Hi HFPatzi!

Thanks for your reports! As for the quality decrease though, this should not happen. There were some fixes related to the quality of the rendering in TR, but those should already be included in Beta 2 Final. May I ask you for some pictures, so that we can see the quality decrease ourselves?

Thank you!

Hi houska,

here are the results of my test. I rendered full GI/Path tracing with a pass-limit of 15 and full denoising with the standard settings. Teamrender settings where: refresh rate: 20s, packet-size: 25MB. The upper half is rendered with my i9-workstation only, the lower half is teamrendered with all my renderclients mentioned in another post and the i9 as master. The quality decrease is more visible in areas with bump mapping. You also can see the specs of my render-clients in the screenshot.

I also attached a rar-file with the scene and the rendered images. Hope that helps.

Thanks for your support!

Greetings,
Moritz

141
Cool, thank you so much for your help.
Will try that trick shortly ;)

Greetings from cold, rainy Germany,
Moritz

142
Hi beanzvision,
hi houska,

I uploaded a scene file with the relevant content with you private uploader: 1543308129_Substrance-TR-Corona.rar

I just changed the Brand-Logo. But the way the logo and all the other stuff is used on the object is the same.
The Scene was illuminated with a HDRI.

@houska: i will try to copy all the assets manually, when i got the time and see if it makes any difference.

Thanks for your support!

Greetings,
Moritz

143
[C4D] General Discussion / Substance Materials => Temarender
« on: 2018-11-24, 14:44:31 »
Hi!

Not quite sure where to put this topic, so if wrong, please move it ;)

When I use substances in Corona Materials via the C4D Substance pipeline, there is no problem, rendering on one machine. But if i send it to network rendering, it shows the substance logo on the affected objects instead of the materials.

Are Substances in corona via Teamrender not supported yet or is there a trick to it?

Greetings,
Moritz

 

144
[C4D] General Discussion / Re: Render times
« on: 2018-11-24, 14:20:59 »
Thanks for you explanation. Thats kinda strange. An image that size should not take that long, especially at this noise level. Did you have a low-ram-warning or checked your ram usage while rendering? And what are your machine's specs?

145
[C4D] General Discussion / Re: Render times
« on: 2018-11-24, 01:01:29 »
For comparison: Most of the time i render 9000 x 6000 pixels @72dpi. Since these are Converted CAD-Files my polycount is quite large. Between 3000000 and 6000000. This being said, My rendertimes vary between 2 to 6 hours at a noise level between 1 and 2 before denoising.

So I guess you are rendering 190cm x 240cm @300 dpi, and for that size, 32 hours in my opinion is not too bad.
How many Renderclients did you use?

146
Ok, after rendering a new Project with 20s update interval and 200MB Packet size, it renders way faster.

[...]+ the Mac Pro’s (not sure about the specs)[...]


Hi,

the newer Mac Pro is some intel xeon 6-core @ 3,5GHz and the older Mac Pro has two 6-core processors @ 2,4GHz.

147
I will render out two images after the weekend for you to compare. Unfortunatly I can't send you the scene file because of a NDA but i will give you as much information and screenshots as i can get. It is not a big decrease of quality though. But I thought the result should be nearly the same but it is slightly better on a single machine with less passes compared to more passes on 11 machines ;)
I waited until the progress bar in cinema's picture viewer was gone when teamrendering.

BTW is there a way to teamrender a still image in Corona's VFB, since i like that one more?

Greetings and a nice weekend,
Moritz

148
Ok, after rendering a new Project with 20s update interval and 200MB Packet size, it renders way faster.
There is however a quality decrease. 50 passes on teamrender where noisier than 12 passes rendered on my main machine only.

149
Hi!

Here are my experiences with teamrender so far.

I'm using the latest Build "Beta 2 Final", Cinema 4D R18.057 Studio on a Win10 PC (i9 7940X / 64GB RAM).
My still images are mostly 9000 x 6000. I have 10 Clients at my displosal (8 x i7 7700, 1 x Mac Pro late 2013 with 32GB RAM and 1 x Mac Pro mid 2012 with 16GB RAM) and it seems that these 11 Computers together are about as fast (Maybe half an hour faster) as if'd render it only on my main machine (roughly 3 hours at a 100 pass limit). In my opinion it should at least be half as long if not faster than with one machine only.

Corona Teamrender settings are: Manual/update interval 5s/packet size 10MB. I'm working on my Company's Gigabit-Network.
Looks like sending back all the junks seems to be the most time consuming part but setting them too high caused crashes in the past. Also i experienced a slight decrease in quality when teamrendering compared to single-pc rendering at the same settings/number of passes.

Greetings,
Moritz


150
I don't know if it has something to do with it but you can also check what happens with the masks when you assign two different material IDs to the label and the underlying material. In my case none of the mask passes contained masks where normally should be one mask for the label and one for the underlying material with the label subtracted.

Greetings,
Moritz

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