Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TomG

Pages: 1 ... 263 264 [265] 266 267 ... 365
3961
Woohoo! CTRL + drag to copy is nice; would it be possible to have it also copy the connections when used? :)

3962
[Max] I need help! / Re: Interactive rendering lag
« on: 2018-08-15, 16:05:48 »
Could you send over a scene you are having problems with? The simpler one would be good :) You can use the private uploader https://corona-renderer.com/upload

Also, in this instance, it would be great to see a video capture of what you are experiencing, so we can see just what you mean by lag, and when it is happening (and we could then share our results with your test scene for comparison).

3963
[C4D] General Discussion / Re: HDRi map problem
« on: 2018-08-14, 20:06:49 »
Well, as a note, just because something is free, doesn't mean there are rights to redistribute it - something you have to check very carefully! So be sure you have the rights to share things before posting them here on this forum too. You can use the private uploader to share a scene for debugging purposes; or you can remove any protected (even if free) assets from the scene and provide a link for users here to go download the asset for themselves and add it back into the scene.

3964
[Max] I need help! / Re: Massive 90k pixel rendering size
« on: 2018-08-14, 18:42:01 »
Strip rendering is the first thing that comes to mind. Note that the "farm" in question could just be the one machine :) https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-0A49D59A-313C-438F-9698-71C1263AD432-htm.html

3965
Just to note that I added this to our internal bug tracker earlier today :)

3966
I think this will be the same issue as "blurry refractions seen in blurry reflections" that has been reported, only multiplied exponentially by lots of small objects doing that. BTW, enabling caustics for that material will raise your rays/s, though I can't speak to what it does to the look of the render.

3967
So, in the meantime, first thing would be to change that material. In the scene the sugar probably doesn't need translucency, and glossy refractions, and subsurface scattering, for such tiny objects. I am sure a good material can be obtained without such a complex material :) Though refraction seems to be the one that impacts performance (didnt do exhaustive testing). I just turned it to 0, but perhaps less glossiness would work, or removing the SSS and translucency might help, etc.

Still leaves the question as to why the same material performs differently with different Corona versions though.

Scene as sent
1.7.4:
Total 648,169
Actual 688,722

2:
Total: 294,493
Actual: 338,589

3:
Total 275, 737
Actual 239, 797


Quick test making refraction 0 for the sugar material

174:
Total 1,098,967
Actual 1,171,046

2:
Total 986,182
Actual 1,059,827

3:
Total 1,015,323
Actual 823,261

(so, even if we resolve what is happening, that is still one heckuva hit to your performance just for the sugar :) )

As a note, the scene as loaded reports some missing texture maps, and has Ornatrix too, which I don't have installed.





3968
So, turning off the Refraction for the sugar scatters speeds up the Corona 2 render a lot. So the issue isn't with Scatter itself.

3969
It seems to be the Corona Scatter in the sugar bowl.

In tests, I found 1.7.4 fastest, 2 was slower, 3 daily was slower again (in terms of rays per second). Hiding the scatters in the sugar bowl caused a massive jump in rays per second in Corona 2. I wonder if related to this report about a scatter slowdown? https://forum.corona-renderer.com/index.php?topic=21394.0

EDIT or it could be the materials on those scatters, haven't looked yet, just noticed that hiding them makes a huge difference to performance.

3970
Is it possible you can share the scene? There's the private uploader https://corona-renderer.com/upload if you can't share it with the whole world here :)

Would be interested to see what those SSS materials are set up like, and the scene would answer that and more. Cheers!

3971
They actually aren't from different angles. The font is just different in the render and the realtime (if you look at the non-font items, they are in the same place - it's just that the extruded font is different so it intersects objects at a different place; in my case, the font was actually entirely different, the letters had a different shape too, as the font wasn't installed but C4D insisted on showing it in the realtime viewport even though I didn't have that font)

3972
News / Talks, demos and presentations!
« on: 2018-08-09, 17:49:39 »
Want to meet some of the Corona team in person? Lots of chances coming up! SIGGRAPH in Vancouver, then D2 in Vienna, then SOA Academy Day #9 in Venice!

https://s2018.siggraph.org/presentation/?id=gensub_402&sess=sess259

https://s2018.siggraph.org/presentation/?id=papers_336&sess=sess135

http://vienna.d2conferences.com/

https://www.stateofartacademy.com/en/academy-days-9/#schedule

We look forward to meeting you some of you at those events!

3973
[Max] Daily Builds / Re: Daily builds version 3
« on: 2018-08-09, 16:38:31 »
Hi Danio, the install is an option in the Corona installer, you'll need to use Custom and enable it :) It's off by default. It should then install all NVIDIA Optix stuff that you need. Be sure drivers are up to date as well.

3974
[Max] Bug Reporting / Re: Render only mask - aplha issue
« on: 2018-08-09, 13:54:30 »
Yes, at the moment alpha is only calculated if actual rendering is done - developers can say for sure, but I think this is because things like opacity, refraction, etc. need to be calculated in order to come up with the alpha, and those are rendering rather than masking items, so they need a full render to be happening.

3975
Lol kind of surprised to find out this is not normal, since that's how it is in Max - the Slate editor is just another way of editing the same materials as the Compact editor, and is a "world view" of whatever you show in it.

BTW, for grouping things in the Corona Node editor, one option is to create separate views. Again, they aren't separate nodes or materials, just a blank canvas into which to drop whatever you are working on at the time. Not sure if that does the same thing you were thinking of, for wrapping up a group of materials into one node, or if you had something else in mind?

Pages: 1 ... 263 264 [265] 266 267 ... 365