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Messages - ant_march

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1
Preview window for a material window updates to any random map when adding nodes (eg Corona Colour Correct) to a bitmap

Preview window used to dock when double clicked to a neat position ABOVE my material map browser, now the single square preview window occupies a whole vertical column!  In fact I cannot dock it into the Material editor 'pane' at all.

I upgraded from 2022 to 2024 due to erroneous bugs disrupting workflow with every annual release of Max.  In 2022 I could drag straight from the preview window of any map (HDRI & Colour correct) to any map slot in the render panel or environment panel, or the preview window of any material to the Overide slot.  Not anymore in 2024!
I right click on said environment map slot in the render panel, I want to navigate (using legacy browser configured in SME) to look for the HDRi maps in my material editor to assign, the material editor shows that I have NO unassigned maps/materials in my editor !?!
The only way for me to assign an HDRI to a render panel slot is to put the HDRi into a Corona Select node slot.

Show shaded material in viewport button not working, have to right click on material to assign.

Either a very broken install, or lots of bugs.  I can't wait to get off this version, I dread working on materials now in 2024.  If it's not broke, don't fix it is definitely not an Autodesk mantra.


2
no I always stop IR before I merge anything into a scene, Xref or objects.  I learnt a while ago it can crash during IR doing that.

3
Not necessarily, but I have been migrating up from 2020 and Corona v7.  But the issue was present in those versions also. 

I'll make a mental note of testing it on a fresh scene built in 2022 and Corona v8 and see if it repeats itself.  Not the end of the world as I can save out a render preset, but the merge in render settings is quicker and simpler to do.

4
In Corona v8, If I merge in RenderSettings from another file, via the File/Import/Merge from scene as you would with any object from another max file, all is fine until I click on the RenderElements tab, at which point Max crashes.  This also happened in Corona v7.  It happens in Max 2020 and 2022.

5
[Max] I need help! / Re: Corona 8 Node Render License
« on: 2022-06-06, 09:25:02 »
Hi is there any answer to this?

I haven't changed anything since v7 which worked fine, but after installing v8 the rendernode no longer starts.

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BUG?

If I merge in the render settings from another camera file, and I then click on the Render Elements tab in the render panel, 3ds Max crashes immediately, no chance to save the file.  Everytime! 

My only workaround is to save the scene after merging in the settings.  But the first time I click that Render Elements tab, Max crashes.  So I open up the saved file, and then when I click on the Render Elements tab, this time it doesn't crash, but the render elements that should have been brought in during the merge, have disappeared.  I have to re-add these but then I'm good to go. 

Corona v7, hotfix1
3dsMax2020

7
Well I finally got an actual description of the problem from Rebus, rather than the standard "just collate all your files into one easy to find directory" answer.

Here's the explanation, maybe it will help someone.  We've decided to use another renderfarm to get this project finished.


"Unfortunately there is one part of 3ds max scene we have not achieved to work out, and it is exactly what you are experiencing. Somewhere in the memory of the 3ds max scene still have the old paths written you are using anymore, and farminizer still recognizes it as a problem. In some cases works not only changing the path in the asset tracker but also in the node object itself (in this case the proxy file). In some cases it only works with delete and reload. The problem about the "memory" of the scene not only apply for this, but also for plugins: e.g. is you create a scene in max19 but later keep working on it on max20, then the farminizer will start mentioning an error about not knowing corona2019.dlr (this does not exist, is an example), but we also have small fixes for this. "

Sorry for the trouble, we are still trying to make it work smoother, so workflow like yours do not face this problems.

8

I'm perplexed!  I've submitted a ticket to Rebus and waiting to hear back from them, so thought why not come here also in case this has happened to anyone else.  I've done some searching but couldn't find anything similar.

We have about 5/6 animation scenes left to render and are looking to send them to Rebus.  I'm trying to upload a scene for test frames, as you can see from my attached image, it's throwing up errors. 

I've highlighted one such proxy where the error is being thrown up.  Essentially, it's looking for CoronaProxies in old locations.  This project currently has every scene and proxy asset using absolute local paths.  This is my preferred way of working, as it's neat and tidy, and easy to keep track of the various scene assets. I understand that I can workaround this problem, by finding all my scene proxies, in the different Xrefs, and converting them back to meshes.   But obviously I don't want to do this as all the scenes are set and ready to render and the waste of time doing so.  In fact they do render fine, on my pc, my colleagues pc and our office workstations, just not when I try to upload to Rebus.

All my xrefs have been optimised for animation, stripped of unnecessary geometry for the scene camera.  I've made sure there's no missing links or maps.  I use Forest and Railclone.  I was able to determine that old Corona Proxies no longer used inside a Forest object, one that was merged in from another project, were also coming up with the same error.  I converted this Forest object to instances and deleted it, and obviously those errors went away, but I found it strange that these Forest instances were showing up on an object even though they weren't even used.  I guess that's a Forest thing, but these errors are not, they are separate Corona Proxies.

Other than these Corona proxies throwing up errors, I had only 5 maps throw up errors.  This was unusual in that they were where they were supposed to be, asset tracker could see them, but when I found it in my material browser and clicked on it, it disappeared.  It was a max bitmap and on an imported bought asset.  I fixed this by creating a new coronabitmap and relinking to those maps.

So these are the errors that are left, but this is only one camera, I'm sure it will be the same headache through the others.

Anyone know what's going on? 

9
Not sure if technically this is a bug, but it was not expected.

I had a scene with a material overide enabled.  I had a number of objects excluded from this material. I had previously saved a render preset within this project, after loading this preset back in, I lost my objects exclusion list.

Bug?


10
[Max] Resolved Bugs / Re: render panel bug
« on: 2019-02-14, 17:33:49 »
done via the portal

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[Max] Resolved Bugs / render panel bug
« on: 2019-02-04, 19:40:34 »
Not sure if this has been mentioned but I'll list it. 

3dsMax 2017, I open the render panel, if I click in the environment overides, to clear an existing map by pressing none (in the legacy material map browser options) it crashes max.  I get the option to save my scene.  2017 is pretty shite, so it could be a max bug, not a Corona bug.

12
I wasn't aware the textures would unpack to such a larger size.  Textures can soon add up, if jpg's are saved with maximum quality over medium quality for example.  Something I've stared doing as well is saving 4096 textures for most things.  Large brick coverage requires it to aid with hiding tiling. AXYZ characters come with targa files, pretty large, and downloaded textures off Poliigon with spec, bump and normal at 4096 also add up, plus the plant libraries.  I'll probably enable the proxy resolution to downscale the textures to see if that helps and maybe page to disk even.  Yes tiny res maps will render way quicker, and you could argue for many aspects of a scene 4k textures are not required.  Close ups yes. renders not necessarily.  At least I know now if the DR node isn't rendering passes, it isn't contributing, and the unpacking multiplies the size of textures hugely.

Thanks for your response Frood.

14
is this showing now? If not, what do people use to insert images into forum topics?

  Dropbox is not what it used to be. 


15
The render stats, I did not make a screen grab of the render stats.  The DR panel of the render window lists the render nodes, on the screen grab.  I also pasted the render log from one of the nodes, into the screen grab.  Here it mentions the GB usage?  If not what's on the image, to what else are you referring? thanks.

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