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Messages - brr

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31
[Max] Bug Reporting / Re: Memory leak (Phoenix + Corona)
« on: 2023-10-26, 13:37:32 »
Hi,

Investigating this issue could take some time, it would be helpful if you could submit a support ticket. Please use the following link to do so: https://support.chaos.com/hc/en-us/requests/new

Additionally, please also attach your scene file and provide step-by-step instructions to reproduce the issue.

Looking forward to it.

Hi Avi,

thank you for the Information.
I have submitted the scene with ticket  #168251

Best Regards

32
[Max] Bug Reporting / Memory leak (Phoenix + Corona)
« on: 2023-10-23, 14:19:16 »
Hello corona team & forum users,

Recently, I created a relatively simple scene with Phoenix and Corona.
In this scene, I only created a fluid simulation with multiple sources that interact with each other, mixing the RGB channel.
Regardless of the output image resolution and even in IPR, after a certain number of frames, my PC runs out of RAM.
For rendering a single frame, the scene does not require much RAM, and even a PC with 32 GB can render it in 4K without any issues.
However, after each frame, the RAM usage gradually increases until I encounter a Phoenix error: "Out of memory during volumetric rendering initialization."
If I play the simulation without rendering, the RAM usage remains under control.

I've tested this on five different PCs, ranging from 32 to 128 GB of RAM, and encountered the same problem. Has anyone else had a similar experience?


I hope you can help me because it's really painful to debug and render the animation when I have to restart 3ds Max after every 15-30 frames.

Please take a look at my attachments:
1. `ram_statistic -4xspeed.mp4` - I've recorded a video showing how the RAM usage increases.
2. `ram_statistic-error when out of ram.jpg` - A screenshot of the Phoenix error message that appears when the system runs out of RAM.

My Software versions are:
3ds max 2022.3.8 (24.8 - 24.3.8.3531)
Phoenix 5.20.00 Build 20230706
Corona 10 HF2

Best regards


33
Hello corona team,

I want to ask the same question as @alexyork did in my thread about chaos scatter:

Would the devs consider pretty clear bug fixes like this as something you can roll out into a Corona 10 hotfix? New features and tools certainly make total sense pushing into dailies, but if something's found to be a bug and doesn't conflict/require anything new from a daily/new core then it would be a huge benefit bringing it to the current version of Corona instead of having to push into dailies/full new version (which takes time to be released, tested, HF released etc.). It'll be a looong time before we're moving to Corona 11 final + HF, presumably, since C10's only just been released.

would it possible ?

Best regards

34

It is possible that the 4K Cache is better in terms of those tiny splotches, but please keep in mind that it's still experimental and may sometimes produce unwanted results (we would really appreciate reports :) ).

Hi Maru,
I have been using the 4k cache by default since its release. From my experience, it not only provides more stable GI without any splotches but also results in faster pre-calculation and more rays per second during rendering. It works really well, and in my case, I encountered an issue only once while rendering an animation, where about 3 frames out of a 1500-frame sequence were "broken." I simply re-rendered them, and it turned out fine.

However, it's interesting to note that texture baking is not an option with the 4k cache; it produces a lot of splotches everywhere, especially if the model has explicit normals.

Sorry for going off-topic. I hope that the 4k cache will go final sometime.
If you need some scenes with texture baking where I had really visible problems with 4k cache, then I can provide them to you next week.

Best regards

35

Can this UHD funkiness be improved?

Hi,
did you tried 4k cache as well? In most of the cases it works really well and gives better results than UHD cache.

36
Hi,

That is correct, it is fixed and is available on the latest daily build which you can get from here: https://forum.corona-renderer.com/index.php?topic=40442.0

Hello Avi,
great news!

Thanks, Corona-Team !

37
Hello Devs,

Recently, we received corona-11-3dsmax-daily-2023-09-06.exe, with Changelog information:

"When an instance is translated directly by the user, new instances no longer appear at its original location when collision avoidance is enabled."

If I understand this correctly, has this issue already been resolved?

Thanks in advance.

38
[Max] I need help! / Re: Corona AO is bleeding on polygons
« on: 2023-09-14, 17:27:13 »
Thank you! the Curvature map worked super well, once i honed in the colors!

You are lucky. When I had the same problems, I could get the desired result with AO and Curvature Map...
(the problem is described here: https://forum.corona-renderer.com/index.php?topic=35473.45  Reply#48 )

39
Hi,

We were able to reproduce this issue on our end and we have logged this in our system to be further investigated by our devs. We will let you know if there are any updates on this.

(Internal ID=1174880023)

Hello Avi,
Thank you for the information. I hope it will be fixed or improved soon.

Just to be clear - i'm not saying that's not bug, because quite clearly it is, i'm saying that if you edit instances with avoid collisions being activated, it's not very reasonable to expect that your edits will be the only thing that's changed in the scatter. If you look closer at your after edit and after reload scenes, then you should notice that your edited instances are keeping their changes and the only difference is that there are new instances added after reload. The bug is that those new instances should be added in the same session when you made the edits and not after scene reload.

If you want to have collision free instances, you must accept the fact that your arbitrary instance edits will have further consequences on the scatter. Perhaps it's worth considering to request "freeze instances distribution" option in the scatter, so when user is more or less satisfied with parametric instances placement, he could lock their position and make individual adjustments with full confidence that nothing else will change without his consent.

Hello Romullus,
I understand what you mean, but actually, I do not understand for what situations the current behavior even with instantly adding instances in the same session would be useful. That's why I personally consider this to be a bug/working wrong, as it works in opposite to the option description.

40
Hello romullus,

Yes, you are right. Turning off "avoid collisions" resolves this issue. However, without this option turned on, working with Scatter becomes very messy—no matter how many items you set in the "max limit," collisions always seem to occur.
In most cases, it can not be like workaround or compromise, because you end up needing to delete and move a significant amount of elements to achieve the desired look. It simply kills the oportunity of being Scatter so parametric.

As demonstrated in various demo videos, the "edit instances" feature must solve "final touch" problem. It should allow for minor adjustments, with the capability to "remember" all the actions between 3ds Max sessions. Otherwise, its usability is very limited...

Best regards

41
Hello devs,

I have come across another issue with Scatter Edit Instances Mode: when I make final changes in this mode, save the scene, and then load it again, a lot of changes are lost. Scaled objects remain intact, but deleted and moved objects are restored (often in different positions) after reloading the scene. This makes the Edit Instances mode completely unusable for precise projects. It becomes problematic if you later need to re-render certain elements or if you simply need to close Max but maintain consistency.

Corona 9 HF3
Scatter version:
2 (Hotfix 4), build timestamp: Apr 25 2023 16:59:51
(c) Chaos Czech a.s., 2019-2022


Please look at my attachments:
01-scattered and instanced edited.jpg
02-after reloading  the scene.jpg

Scene:
ChaosScatter inconsistency after edit instances.max

Hope you can reproduce it and fix it soon.
Best Regards

UPDATE:
Just looked at trello roadmap, it seems like Corona10 comes with Scatter v3 and maybe this bug got fixed.
Is there a way to get Scatter Installer independently to update only the scatter ? I need to stick with corona 9 for a while...

42
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2023-06-21, 17:17:04 »
Please take a look at my image example in attachment.
In my shader, I have a PNG texture with alpha channel, where I attempted to use this alpha. Connecting it to the opacity slot didn't yield any results, and the red color represents the base color which is behind the texture.

You need to set mono channel output to Alpha, then it should work. Alpha source selector has different purpose.

YESS! romullus! it works :)
Apha Source: Image alpha for direct preview in viewport with Corona Decals
Mono Channel Output: Alpha + plugged to Opacity color for decal mask itself.

Thank you !

43
[Max] Daily Builds / Re: CoronaDecals playground!
« on: 2023-06-21, 14:17:00 »
Hello Corona Renderer team,

I understand that you have a lot going on with the upcoming release of Corona 10, but I wanted to ask if there is any way to use Corona Decal with alpha from texture saved as for example PNG for the Corona Decal?
This would greatly simplify and speed up the creation of decals, such as text decals or decals with complex shapes.

Please take a look at my image example in attachment.
In my shader, I have a PNG texture with alpha channel, where I attempted to use this alpha. Connecting it to the opacity slot didn't yield any results, and the red color represents the base color which is behind the texture.


I also wanted to ask if you have reviewed the information in my previous post, where I highlighted a potential issue at the end of that post ("UPDATE" section).
I hope that these observations will be taken into consideration, and that the Corona Decal features will become even better and more versatile.

Thank you in advance!

44
Hello Corona Renderer team,

I would like to share some additional observations that I hadn't noticed before while using the Corona Converter in the simplest mode, "convert everything."
For points 1 and 2, I have uploaded an image. Please see it in the attachment to this post.

1. Sometimes it is necessary to convert materials while having the original scene materials side by side. To achieve this, I make copy of them in slate material editor and attempt to convert the copy using the last option, "selected material editor slot only." However, it turns out that this option is only working in the compact material editor. Why?
The compact material editor is very outdated and has many limitations. Most users haven't been using it for many years.

Unfortunately, there is currently no information available about this in the tooltip, so it took a considerable amount of time to discover the reason. It would be very helpful (and even logical) if this option also worked in the slate material editor.

2. In the converter, there is also an option to show or hide texture display in the viewport for selected objects. Unfortunately, this function rarely works in the converter, unlike its counterpart in 3ds Max itself, where you can globally make visible or hide textures in viewport.

3. While converting and checking scenes and objects, I also came across an important missing feature.
Since Corona is compatible with basic Vray materials, sometimes in a large Corona scene, a certain number of models with Vray shaders are lost. It would be very useful to have a "select objects without Corona shaders" function in Corona Converter. Perhaps there is currently a workaround for this? I would be grateful for any tipps.

Best Regards

45
[Max] I need help! / Re: Mesh turn transparent in View port
« on: 2023-05-16, 15:44:48 »


This issue is related only to "Advanced Material" option in Viewport preferences > Settings (first tab) > Material Rendering Level.
There is non-transparent material applied to the blue object and the expected result is to not see anything through it. Changing this option to default "Material Editor Setting" or "Basic Material" fixes everything.
And this is a 3ds Max glitch rather than anything related to Corona.


Hello Aram,

Thank you and the support team for promptly investigating my two scenes.

Indeed, this is different issue.

To be honest, changing the material rendering level in the viewport settings is just one of three possible ways to restore normal viewport behavior.
It is not yet clear whether changing the Material Rendering Level from "advanced" to "basic" permanently helps, as an second option we can also simply switch the Viewport Display Mode to "performance" and then back to "standard" and achieve the same result.
And the third way is to disable transparency in the viewport settings.

Have you noticed all three of these methods?

It's interesting that this bug persists even in newer versions of 3ds Max, such as 2023 and 2024. I will report it to Autodesk.

Best regards

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