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Messages - John.McWaters

Pages: [1] 2 3 ... 18
1
Gallery / Re: Nolite
« on: 2024-02-14, 17:36:17 »
Do you always crank your highlight compression to 999?

2
Gallery / Re: Nolite
« on: 2024-02-06, 18:03:40 »
Absolutely perfect. Thank you for sharing.

Damn

3
Whenever I save my Max file, it crashes the entire program. I'm curious if there is a log the Corona team can look at and see if they can discern what may be happening. I'm using the most up-to-date version of Corona 11.

4
[Max] General Discussion / Re: Price Increase
« on: 2024-01-17, 01:51:14 »
I would like for Chaos and Corona to start investing time into creating some sort of real time rendering solution to compete with UE and Enscape, because inevitably, that’s where the market is heading.

With Corona, we can create the best quality still images. But what if the team could use this knowledge in a real time rendering product that could avoid the current drawbacks from software like Enscape, UE, etc?

I’ve thought about making the jump to UE to see how close I could get it to a Corona rendering, but from my understanding, it doesn’t have a lot of the tools like UVW Randomizer that really make a difference for me in Corona. But if Corona could offer its toolset in a real time rendering engine, then that would be a product I’d be interested in continuing to pay for.

5
@brr @John.McWaters could you guys please contact us about this at https://support.chaos.com/hc/en-us/requests/new and ideally attach a sample scene (with all textures and assets) where this can be reproduced?

Also, if you have Scatter in your scene, it may be the culprit. There was a bug where isolating a Scatter object would cause a massive slowdown. You are describing something a bit different, but maybe it is related to Scatter as well? Just guessing for now.
That issue is fixed in the newest daily, so if you have the time you can test it out: https://forum.corona-renderer.com/index.php?topic=41598.0

Thanks in advance and if we get a sample scene we should be able to fix it or at least find out what is causing the slowdown.

Hello Maru,
I can provide only a stripped-down version of the scene and need to ensure first that the bug will be there. I think I can check it at the end of the week. Regarding the scatter- I have scatterring in the scene, in latest scatter version(from corona 11) - I have uninstalled Corona 11 but left the latest scatter version and have no performance issues with Corona 10 HF3.

Best Rergards

Same goes for me. I can provide a stripped-down version, but I will insure the issue still persists in the stripped down version before I send it on.

6
Gallery / Re: Scandinavian Apartment
« on: 2023-12-17, 15:55:19 »
For film noise, I found these stills not too long ago. I don't typically add noise, but I think using these as screens is the way I'd go.

https://www.filmcomposite.com/free-stuff/free-35mm-film-grain-stills

7
Gallery / Re: Scandinavian Apartment
« on: 2023-12-17, 15:54:19 »
Incredible per usual.

You need to get more credit for your design eye in addition to your rendering skills. You have a real knack for how to layout furniture in a room with an appropriate amount of decor. This is something I struggle with often.

8
UPD: installed Corona 10 HF3:
- when performing alt+W to see all my viewports, max freezes for 1-2 sec (as usual) and overall viewport performance does not drop. So I can continue to work with ~50 FPS[/b]

So the issue would be related to Corona 11? I don't have any particular problem when I display all viewports with Alt+W under Corona 10HF2.

Hi,

I have corrected my original message to be more clear.
With relatively large scenes, it is common to experience a one-time 1-2 second freeze when performing ALT+W, so I described this as normal behavior. With Corona 10HF3, I have no problems with viewport performance at all. After one-time 1-2 second freeze I have my 50 FPS again. With Corona 11 I have 1-3 FPS.

Best Regards

The same goes for me. I didn't have any lingering issues with C10. I'd have a 1-2 second lag on occasion, but nothing persistent like I'm experiencing with C11.

With C11, the only way to fix it is to restart Max completely. I've even disabled Alt+W for the time being so I don't unintentionally show all viewports.

9
I've had 3dsMax get sluggish on me after I do an alt+W to see all my viewports. Before I do that, 3dsMax operates smoothly, even with a complex file. But after I do that, anything I do leads to a 1-2 second lag.

Same here!

I experience an instant and significant performance drop when using "show all viewports." I mainly skipped Corona 10 and installed Corona 11 a few days ago. Yesterday, I opened a relatively simple scene created with Corona 9, then pressed ALT+W (show all viewports). The viewport performance dropped dramatically, in my case, from 50 to 1-3 FPS (CPU usage when rotating viewport goes up to 28%). I tested this on 3ds Max 2022 and 2024 with fresh ENU folders and default viewport texture resolutions.

I took some actions to understand where the problem lies:
-Changing the viewport from perspective to other views in a single window (left top corner) does not result in a performance drop.
-Changing viewport settings and texture resolutions does not help. Even with bounding box mode, I still experience 1-3 FPS.
-Importing the scene into a new one doesn't change the result. The scene is laggy from the beginning.

Currently, I don't have time for further investigations and tests, so I need to revert to the previous version (I will try Corona 10HF3 first) and finish the project.

Best Regards

UPD: installed Corona 10 HF3:
- when performing alt+W to see all my viewports, max freezes for 1-2 sec (as usual) and overall viewport performance does not drop. So I can continue to work with ~50 FPS


Glad to hear I'm not the only one.

10
I've had 3dsMax get sluggish on me after I do an alt+W to see all my viewports. Before I do that, 3dsMax operates smoothly, even with a complex file. But after I do that, anything I do leads to a 1-2 second lag.

11
Glad to hear you managed it on your own!

For centering the "projection", you can use local space for triplanar and bring the pivots of the planks to their center.
It should work. Or maybe that is how you have already done it :)

Yep, that's how I did it. I had to apply an XForm reset on some pieces. When it comes to scaling and rotating textures in Triplanar, do you know if it uses the center pivot as the scaling and rotation point, or does it use the texture's 0,0 point?

The texture is placed relative to the pivot point, so all the transformation should happen relative to it too.
Just test it out to be sure.

Sidenote: if I understand what you are trying to achieve correctly, the 3ds Max advanced wood can be just exactly what you need (in the sense of having correctly transforming grains). I would advise giving it a try and using the existing textures in combination with it. I have a feeling you will like it.

Thank you, I haven't played around with that. I got Arroway's Design Craft Vol. 4 for BF, and I'm trying to find the best way to work their textures into my workflow.

12
Glad to hear you managed it on your own!

For centering the "projection", you can use local space for triplanar and bring the pivots of the planks to their center.
It should work. Or maybe that is how you have already done it :)

Yep, that's how I did it. I had to apply an XForm reset on some pieces. When it comes to scaling and rotating textures in Triplanar, do you know if it uses the center pivot as the scaling and rotation point, or does it use the texture's 0,0 point?

13
Result after figuring out all the parameter setups

14
Depends how you work but usually I would do this at the end, just do a poly select all those end faces and then just uvw map (box mode), scale or use realworld with tileable wood-end and done. Its all very specific I suppose but its an option.

I think I need to rework my practice in that my pieces of wood need to be individual poly's with their pivot at the center. This should cause TriPlanar to automatically alight the center of each object and therefore project the end grain texture right where I need it.

15
[Max] I need help! / Re: help organizing shader
« on: 2023-12-01, 21:09:23 »
I understand that...  the problem is that the texture i'm feeding on the addiontal bump slot has a different size than the texture on the normal map.  My "allways" solution is to modify de uv tile of the texture to be multiplied by the triplanar size... but want to know if there is a better setup.

That's how I would do it. Adjust the size of the Corona Bitmap before plugging it into the MappingRandomizer, then go into the Additional Bump input. I always size my Bitmaps only and don't rely on Tri-planar to do it. If I want some variation, I'll set my MappingRandomizer to increase or decrease the scale a little.

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