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Messages - Bzuco

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61
smaller resolution with higher render and material quality would be better.
Idea and overall looking are good :)

62
[Max] Bug Reporting / Re: Stop Render
« on: 2017-07-11, 17:54:58 »
Yes, I am using forest pack, lot of grass and trees. It is slightly worse with disabled multithreaded parsing, GUI is even less able to react. http://images.bzucko.sk/stopRender2.mp4
I created minidump during parsing scene using process explorer. http://images.bzucko.sk/stopRenderMiniDump.rar

63
[Max] Bug Reporting / Re: Stop Render
« on: 2017-07-11, 13:35:00 »
To make it clear what we think video: http://images.bzucko.sk/stopRender.mp4

64
Gallery / Re: Interior restructuring project
« on: 2017-07-10, 20:54:44 »
Really good lighting, almost like from real camera.

65
Gallery / Re: CASIO AQ-190W V2
« on: 2017-07-08, 16:14:17 »
perfect

66
[Max] Bug Reporting / Re: Stop Render
« on: 2017-07-08, 11:12:24 »
15 - 20min seems to be a lot of time for coffee.

Computing sec. GI can be easily canceled so Parsing scene and preparing geometry should be too when corona team look on it :) .
I am not sure about the first pass Transforming Verticles, probably it is handled completely by max, you can not even move VFB window during it. For example in this pass is Forest pack calculating all areas defined by splines. In my last project I was forced to do some optimization in number of spline verticles(I save lot of time during this pass!!).
I dont know how big are your scenes, can you also do some optimization so the waiting for canceling would be not so painful?

+1 for stop render during preprocessing

67
General CG Discussion / Re: Unfolding geometry
« on: 2017-07-07, 12:13:04 »
Interesting method.
I just tried this example http://www.cadforum.cz/cadforum_en/unfold-any-3d-mesh-into-2d-planar-form-tip8509    but I ended up with messed result in geometry.
It works correct for me only when I convert the object to editable mesh.

68
It's just power consumption.
For me higher performance states on GPU brings me no benefits...so why use them  :) I don't need more than 60fps in viewport, even 30 is enough for work.
I'm using nvidia inspector utility where I can disable higher performance states.

Here is bigger scene on my PC. GPU is in lower performance state(405MHz), GPU usage is only 32% .  GPU consumption is 12% of TDP which is around 6W. I have only 11fps, because CPU is the bottleneck(max single thread viewport).


Same scene, GPU in high performance state (1100MHz), GPU usage only 7%, but GPU consumption is 27% of TDP which is around 24W. Same fps, because CPU still bottleneck.


Difference in PC case consumption with my GTX950 is ~20W (66W/85W) which is not much, but try to imagine that I would have  bigger GPU beast, then the difference would be bigger. Or another example...with lower performance state you can work longer on notebook when using just battery...also lower heat and noise.

69
Gallery / Re: Bachelor project + animation
« on: 2017-07-05, 13:17:29 »
For indoor water it will be better if the surface will be almost flat...maybe with one big circular ripple ( someone threw a coin into the water, or leaf fell to the water)
indoor/outdoor water surface:
http://www.freshpalace.com/wp-content/uploads/2012/11/Modern-Home-Bielefeld-Germany-Kitchen-Water-Feature.jpg
http://beautyharmonylife.com/wp-content/uploads/2015/04/modern-indoor-water-feature.jpg
http://bishko.org/com_e/hotel_sharon/slides/03-%20Hotel%20Sharon%20Spa%20Center%20-%20Heated%20indoor%20salt-water%20pool%20-%20Fitness%20and%20training%20center.jpg

Your water material is probably correct, it only depends on what is under the water surface (pool wall color) and what the water surface reflect (angle of camera). You can adjust absorption color and distance if you want non clean water.

70
Gallery / Re: FRA House
« on: 2017-07-05, 12:38:28 »
You did it very well.
Make reproduction from real reference is always good way for learning.
I like overall lighting and also 1:1 render format.
There are only few imperfection which can be easily corrected:
-add some random UV offset on wooden boards
-equalize brightnes on sidewalk texture and add some brightness variation using some procedural map or some smudge/dirt/.. texture
-add random Z rotation on fern plants
-choice another grass preset, because cut grass mixed with normal bunches of grass doesn't make a sense :). In far distance it doesn't matter, but near infront of camera it is visible.

71
thanks for creating this topic.
I was from the beginning on direct3D 9, because I dont need nitrous features. But I was curious about speed (my last knowledge until now was, that D3D is faster than nitro. ...big mistake :D ).
Nitrous (with all features off) gives me more fps and what is important for me, there are no lags when I set forced low power state on my GPU. D3D caused lags in low power gpu state when I was rotating viewport around some object.

72
I figure out where is the problem.
My scene contains many cProxy objects (bed, lamps, wash basin, stool, ...). After removing these objects, those two buttons works without delay. Even one cProxy objects causes some delay. More proxy objs. - more delay.
Probably I will never press these buttons again, because legacy is disabled automatically after conversion and PBR is ON. (As I remember it was necessary in older version converter/corona).
But still good to know what caused this issue :)

73
check this post, it seems to be similar problem with refl./refr.
https://forum.corona-renderer.com/index.php/topic,16256.msg102507.html#msg102507

74
Hi

I noticed some delay when I press Legacy mode and PBR mode ON button. Tested 1.36 version in video but same issue also in 1.35(not in video). Corona 1.6.1, max2014.
In some older version of this script and older corona ver. everything was super fast.
Could you guys confirm this, or it is just problem on my PC? :)

video link http://images.bzucko.sk/coronaConverterDelay.mp4

75
I found answer on VP forum, corona does not support elements/faces yet.

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