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Topics - Duron

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16
Hi,

i just want to know your experiences on how to handle heavy scenes with large amount of polygons at high resolutions and low RAM such as a 32GB workstation for example.

Since time pasts and the quality of the models gets higher and higher i'm running more and more often to max crashes if i want to render high resolution renders >4k with >30mil polygons (CAD files). I know that the internal resolution is set to 1 by default which is great but i need further optimizations just to get a more stable scene on rendering for production as i get crashes even at 2-3k without any displacement or render elements. I'm working on a 32GB workstation at home. Same scenes working fine at workstations with 96GB at work but i need to get workarounds for my 32GB workstation.   

I read at corona helpdesk something about "Reduce the total number of instances". Normally i prepare all my scenes by deleting all mirrorable parts and then mirror them as instance again. So now i'm a bit confused a little bit with that "Reduce the total number of instances". Which way is now better to reduce ram usage?

What exactly corona does when "lowmem" is activated? How much it can help for render above 4k?

What or how high are the benefits of disabling the VFB? Any drawbacks? Anyone with experience here?

No option:
satisfy with low res
reduce polygon size

Also i could imagine a "high res production" mode at corona which can be activated optionally where the VFB shows only a 10-20% image resolution just to see progress and have control on post process while corona renders internally a resolution like 12k. This could be really helpful as i know that from Autodesk VRED which already have this kind of feature.

Thanks for any tips or help!

Cheers,
Duron

17
[Max] I need help! / Unpremultiplied Alpha
« on: 2017-01-18, 15:51:08 »
Hi,

i need to make some render to texture files with unpremultiplied alpha channel. I could not find any checkbox at the render settings to make the alpha unpremultiplied. I already set IF to "none" but there is still image filtering...

Version: Jan 11 Daily.

Any help appreciated! 

18
[Max] Resolved Bugs / [solved] Roundedges since 1.5
« on: 2016-10-21, 00:35:53 »
Hi,

i was used to use round edges for diamond cut on car wheels. It changed since 1.5. Also I noticed that whatever radius or intensity i set, the main reflections remain blurry and without visible roundegdes.

I hope that this is a bug and it can be fixed very soon.

19
Hope this isn't already reported but i just came accross a problem where my scene crashed while i moved/renamed some texture maps on my harddrive. Some of the maps where in use while IR was accidently active.

So max just crashed immediately. Is this normal?

Corona 1.5.1 (hotfix1)

20
[Max] Feature Requests / Tone Mapping | not affect backround
« on: 2016-10-08, 12:49:33 »
Hi,

is it possible to add a checkbox to camera settings where tone mapper is not affecting the backround at all? Here is a detailed scenario: https://forum.corona-renderer.com/index.php/topic,13379.0.html

Thanks.

21
[Max] General Discussion / No tone mapping for backrounds?
« on: 2016-10-08, 10:44:29 »
Hey Folks,

i work a lot with cars onto backdrops and i just want to know if there is a workflow or trick just to get rid of tone mapping for directly visible maps as backdrops. I do not want to fake HDR effect by boosting highlights with output maps or similar. I just want the map being untouched and want that tone mapping only affecting the rendered objects in scene.

When i change the exposure settings or increase the filmic highlights, to get proper looking exposure on the rendered objects the backdrop is getting affected too.

The typical workflow is that you make a proper looking backdrop before you do any rendering and then try to match the rendered car as close as possible to the backdrop (highlights shadows etc.).

I already using the backdrop on a CoronaOutput map while the "Affected by Corona VFB tone mapping" is unchecked.

Thanks for any Help.

22
[Max] I need help! / Maxscript Help | CMasking_Mask
« on: 2016-02-26, 16:23:07 »
Hi guys,

just need help as i'm trying to make a maxscript where i can define various object IDs within a CMasking_Mask. I already found a thread to get all properties of corona renderelements but i can not manage to make a working script which adds CMasking correctly. I know there is some auto multimatte scripts at scriptspot but they're only for vray. Didn't find a script which makes that automatically for corona.

Is there a way to show a current RE configuration which i could just copy to use for scripts? I mean, is it possible to set a dummy renderelement with desired configuration and see the right script tree?

IF not can somebody just help me with that short script to make them.

Thanks.

23
Gallery / BMW M3 F80 | Humster3D Car Render Challenge 2015
« on: 2015-11-23, 12:50:54 »
Hi guys,

just wanted to share my render for this years car render challenge from humster3D.com

It's a full-cg scene.

3Dsmax | Corona | Photoshop

24
I've already searched for this here but found nothing, so i hope it's not a duplicate.

It is possible to get a render element where we can display multi layered materials seperated? Now that we have a LayeredMtl, it would be really great to have this feature too.

Thanks.

25
Hey folks,

i came across a problem which does not allow me alpha masking lights with textures. See below.

The native 3dsmax "Mask" map is apparently not supported by Corona. Same technique i'm using for years with vray - which is working without problems. Is there a workaround or did i've missed something?

Thanks.


26
Gallery / Nissan GTR | Studio
« on: 2015-03-04, 08:05:18 »
Hey guys,

just wanted to share my new just for fun render with you.


27
[Max] I need help! / Bright pixels with glossy materials
« on: 2015-03-01, 10:42:40 »
Hey guys,

just can't get rid of this problem here. I've rendered my GTR with a HDRI and CoronaSun @ 6k resolution with almost stock rendersettings.

The most annoying thing is not only the bright pixels itself, i need a technique where the bright sun should also be sampled smooth. The headlights for example does look horrible with that bad AntiAliasing from the sun reflections. Also i can't render with internal resolution set to 2 @ 6k... that would be sick.

Thanks.

28
Gallery / BMW M6 Headlights
« on: 2014-11-24, 11:43:12 »
My latest renderings which I wanted to share with you.

I'm so impressed by the amount of accuracy and realistic output Corona can give. Such a great engine, have to say!

Comments, feedback welcome.

29
Hi,
i came across another issue where i need help.

As i'm specialized in automotive section, i am very dependent on proper render elements for editing later on.

I've read that corona makes all shaders by default two sided. But is this also a restriction? Will there be a checkbox at the initial release to force one sided material?

My problem is that i see the backside reflections in my refraction pass which makes it unusable for me.
I've also checked the (raw) component channel but got everywhere the same problem.

Thanks.

30
Hey folks,

i came across a problem which is annoying me a lot.

scene:
red glas with refraction IOR 1.1
behind that glass i got a override material - black gloss, reflect 1.0, reflect IOR 1.52

When i render with default settings (primary and second Gi set to Path tracing) the parts behind the glass looks like burnt out. I managed to find the causer and its the secondary GI solver.

Is this a bug?

note: take a look at the purple pixels in attachemnt 3.

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