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Messages - maru

Pages: [1] 2 3 ... 852
1
Hi, what you are seeing here is the UHD Cache solution. You should not be seeing that. :)
It sometimes happens when effects like glossy reflection/refraction or translucency are at play.
To fix that, you can try going to Render Setup > Performance > UHD Cache and:
- changing preset to "animation (flicker-free)"
- and/or changing precision to a higher value (I would advise trying with 2 first, and if that doesn't help, slowly increasing it further and checking the result)

2
[Max] I need help! / Re: License Server HELL
« on: Today at 15:49:28 »
Please keep in mind that we have dedicated teams of ninjas who can help with licensing/payment/other issues. If it's urgent and/or frustrating, the best way to get help is by contacting us at https://support.chaos.com/hc/en-us/requests/new

3
This was reported before and it's a 3ds Max issue, not Corona. If you have some scene objects referenced in your render settings (e.g. LightMix or Render Elements), those references are not saved in 3ds Max Render Presets. You can check that with other renderers. Sorry, but we cannot do anything about it.

4
You can animate the radio button in the Corona Select Material or Corona Select Map. (check out the attached video)

5
[Max] I need help! / Re: Fireflies!!
« on: Today at 15:33:59 »
For how long are you rendering your image? (how many passes)
If you are still getting fireflies after ~50 passes, that could mean that your scene is built with some kind of mistake. It could be a highly reflective surface reflecting some strong light, a light with too high intensity, LightMix, or many other things. You can check some troubleshooting ideas here: https://support.chaos.com/hc/en-us/articles/4528247036305-How-to-get-rid-of-excessive-noise

If you are unable to find the root of the issue by yourself, please send us a support ticket and attach your scene to it (archived with all assets): https://support.chaos.com/hc/en-us/requests/new

6
[Max] Feature Requests / Re: New Unified UV Tile Control map
« on: Yesterday at 15:34:57 »
Hi, we have discussed this idea internally and I don't think we fully understand it. Sorry about that.

Here are some facts:
- If you have multiple textures making up a single material (e.g. diffuse, normal, roughness), you can pass those multiple textures through a single node using the "multi inputs/outputs" feature (Triplanar, Mapping Randomizer, Multimap). This way, all textures will be controlled in one go. This is already supported and we do not need any new map type for this.
- If you do not want to affect all textures, but for example change scale in texture A to 1 and in texture B to 2, then you can simply use two separate triplanar/randomizer/multimap/other nodes.

So the two solutions cover both cases: when you want to control everything at once and when you want to control each texture separately.

Most likely, I do not fully understand the request here, so what would definitely help is sharing a specific use case where this would be helpful. Could you set up a simple scene and explain to us:
- I would like to do x
- I am unable to do x because currently there is no such option
- to resolve that, I would like to have a new feature y implemented

Thanks in advance!

7
has this issue been solved ? it's just impossible to work with scenes with cgeo objects, takes ages to load, consumes all memory...

Can you please contact us at https://support.chaos.com/hc/en-us/requests/new and attach any scene with the problem? (including all assets)

8
[Max] I need help! / Re: CPU usage drops to ~10%
« on: 2024-05-20, 10:51:22 »
Hi, sorry to hear that. Can you please contact us by submitting a support ticket here and attach any scene (archived with assets) where this is happening? https://support.chaos.com/hc/en-us/requests/new
Thank you.

9
[Max] I need help! / Re: CPU usage drops to ~10%
« on: 2024-05-17, 11:11:56 »
I think it rarely happens and it would trigger an error message.

10
[Max] I need help! / Re: CPU usage drops to ~10%
« on: 2024-05-17, 10:16:09 »
Hi, it should work, please try again and make sure you are pasting the string as shown in the attached screenshot.

11
Ok, I guess that would require some testing. :)

12
Can you share your full laptop specs? (e.g. RAM)
Are you sure that you are not running out of RAM while rendering?

13
If you are rendering in hi-res (let's say 4k or larger), you can actually bump up GIvsAA to 32 or more. This way you will get less noise from GI and when rendering in such resolutions you don't "care" about AA that much so you can render a lower number of passes.

Quick thought experiment:
- imagine rendering a tiny image like 50 px - it will probably become "noise free" very quickly (i.e. there will be no large difference between pixel colors between each next pass)
- imagine rendering a huge image like 50k px - it will require a lot of time to reach acceptable quality at 1:1 zoom, but if you zoom out, it will probably look as good as the 50px image :)

14
Is your crop box placed in a way that results in perfectly tileable pattern? Also, are you sure that the UVW mapping is correct on the base geometry?

15
Technically yes, but you would not see the difference. "Animation" increases some internal quality settings of the UHD Cache and basically you end up with more precise GI.

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