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Messages - HFPatzi

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16
[C4D] Feature Requests / Re: Standalone Network Renderserver
« on: 2023-09-13, 13:44:55 »
Hey!

Thanks for considering bengamin! :)


@mte: I considered royal render too. Does it support corona? I didn't find anything about that on their website.

17
I'll give that a +1111 ;)

Only solution right now would be either to change the save location and then manually move/replace the mask/pass sequence or to change the filename so that the rgb/beauty pass doesn't get overwritten and then manually delete the "fake" beauty pass. But then the new sequence still has a different filename, wich means you have to re-import/replace it manually in you editing software of choice ;)

18
Thanks Evan - but I dont think this works for stacked or alpha'd materials.

Seems like decals are the way to go. I just worry about them being less 'sticky' than the regular way. More prone to be accidetally nudged etc.

Maybe you could put it as a child of the decaled object and to be absolute sure, put a protection tag on it?

19
[C4D] Bug Reporting / Re: Physical Camera Size and UHD Cache
« on: 2023-08-17, 17:12:05 »
Aaaaah....ok then our IT-guy didn't install the latest version, as i expected :D

Thanks for the heads up. then this thread can be closed.

20
[C4D] Bug Reporting / Re: Physical Camera Size and UHD Cache
« on: 2023-08-17, 11:24:48 »
maybe i should add: Whe physical camera size is 0cm, everything works fine ;)

21
[C4D] Bug Reporting / Physical Camera Size and UHD Cache
« on: 2023-08-17, 11:10:35 »
Hey there,

i might have found a new bug ;)

First of, my specs:
AMD Ryzen Threadripper 3960X,
64GB Ram,
NVIDIA RTX 2060,
win 10,
Cinema 2023.2.2
Corona 10 Timestamp: Jun 20 2023 12:40:33

So here's whats happening:
When i increase the size of the physical camera in the corona camera Tag (e.g. 0,5cm) and hit render with UHD-Cache on (no matter if still or animation setting) the render is stuck at calculating the cache, black vfb and 100% CPU usage. It's not freezing though, only when i cancel the render, cinema freezes and is only gonna quit via task manager. I let it run for about half an hour, no change. Image resolution doesn't matter.

I attached a simple scene for you to try. Just increase the camera's physical size and hit render.

Thank you all so much for your indefatigable efford, to make corona a great render engine ;)

Have a nice day,

Moritz


22
I can confirm, that the manual TR settings inside the rendersettings do have a huge impact on renderspeed. I tried a lot lately and for me a setting of 60s/150mb works quite well. But as tom said, the settings depend a lot on your setup, network connection and so on. We are using teamrender server on our little farm ;) So the update interval can be set pretty high, since there is no live preview. I guess you have to play around with these settings a bit, to find the ones which fits best for your setup.

Greetings,
Moritz

23
Hey Dave,

as far as i know, this is not possible. I have this problem too (Brushed metal logoplate with alphamasked logo stacked on top).
So, to answer your quastion in the thread title: I don't think you're stupid. And if you are, i am too ;)

Maybe meanwhile there's a solution for this. But if so, didn't hear of it so far. Did you try to use the corona decal object, maybe it works there?

Greetings,
Moritz

24
[C4D] Feature Requests / Standalone Network Renderserver
« on: 2023-07-27, 08:16:44 »
Good Morning!

First of, i have no idea if this is even possible, but what about a Standalone Solution for Corona Network Rendering?

We have a small renderfarm consisting of one Server Machine and two client Machines. The server runs cinema's teamrender server, the clients run cinema's teamrender client software. To be honest, i'm sick and tired of cinema's teamrender solution in this configuration. The server software is just not robust at all. It is very delicate on how fast you start jobs after each other, cancelling and deleting jobs is just a plain nightmare. When you have to restart the server software, all of a sudden, jobs with status finished are in the queue again, even jobs you manually deleted on the servers file system are back after a restart and blocking the queue with status "failed" wich forces you to restart the server again. It's simply not possible to rely on that setup at all.

So my hope is, that you can come up with something robust and relyable, so that i can just drop as many jobs as i want and it renders, without having me to check every 30 minutes if everything runs fine.

Would be interesting to hear your opinion on that ;)

Thank you and have a great day!

Moritz

25
Hey Bengamin,

sure, here you go.

The ID is: T6EF-TNP3

26
Hey Tom,

just tested this with corona 10 locally and on our farm. Seems like everything works fine now.

Thanks to you all for your great support, I really appreciate this!

Have a nice Weekend!

27
Hey there!

I think i discovered a bug ;)
If you look at the attached screenshots, you'll see a simple scene, where some trees (i used the "Tree Avenue 001" Preset from the cosmos browser) are scattered along a rectangular spline. As long as the checkbox "close spline" is ticked on, everything works as intended. As soon as the checkbox is ticked off, one clone appears out of nowhere right in world center (only in render, not visible in viewport).

Only solution for us was to move the proxies down below the "surface" of our scene. so the trees where still scattered correctly on the spline but the mysterious tree in the middle was below everything in stead of, in our case, growing out of a house ;)

But this then led to another strange behaviour: When i moved the proxys down, all corona camera tag overrides in the rendersettings got lost and the standard settings for exposure, shutter time, etc where used.

Tested on our renderfarm (windows pc, cinema 2023.2.2, Corona 10) as well as on my workstation (windows pc, cinema 2023.2.2, Corona 10).

Would be nice, if you give it a try.

Steps to reproduce:

- create a spline
- if parametric, convert spline
- scatter some objects (cr proxies in my case) on it
- render

Try this once with "close splne" on and once with off.

Have a nice week!

Moritz

Edit: The clone seems to be always in world center, no matter where the spline is placed in the scene

28
Hey bnji!

Thanks for your quick and deatiled answer. I fully understand all the things you pointed out.
I just wanted to bring this up. No gamebreaker for me though.

Have a great Day!

29
[C4D] General Discussion / Re: Corona VFB refresh rate :)
« on: 2023-06-05, 11:21:40 »
I think it's a feature. Since it's motivates you to move the mouse :D

Thanks for checking/reporting ;)

30
Hey there,

I'm not sure if bug or feature ;) If this is the wrong forum, please move this thread.

Is it maybe possible to adopt for instance the bump value from the top layer of a corona material into the round edges shader's own bump channel if the shader is added later?
As an example: I have a noise in the bump channel with a value of maybe 75%. Later in the process i want to add the round edges shader to the bump channel.
Now the round edges shader is getting the 75% and noise which is moved to the aditional bump channel inside the round edges shader gets the default value of 10%.

Imho, the value for the round edges shader should always be at 100% and the value of the shader wich gets moved to the bump channel inside the round edges shader should keep its original value (75% in this example).

Thanks for your great work at all times!

Greetings,
Moritz

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