Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2016-10-10, 15:29:35

Title: Daily Builds 1.6
Post by: Ondra on 2016-10-10, 15:29:35
Let the new games begin! Major new feature in 1.6 will be new DR. We want to also do bugfixing, speed and memory optimizations.

One teaser to keep the hype going is attached
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-10, 19:14:42
good news ... but i hope to see this in real world :]
Title: Re: Daily Builds 1.6
Post by: TomG on 2016-10-10, 19:15:30
Because "rest" is not a word in Ondra's dictionary :)
Title: Re: Daily Builds 1.6
Post by: Javadevil on 2016-10-11, 00:33:12

Haha go on Ondra, never stop !!
Title: Re: Daily Builds 1.6
Post by: Juraj on 2016-10-11, 00:38:42
Much looking to curve editor :- )

Very handful for it: Save and Read curves (from adobe suite) as presets. VFB+ currently has that
Title: Re: Daily Builds 1.6
Post by: antanas on 2016-10-11, 02:59:45
Well that was quick )) And what a teaser pic - reminds me of my once in a lifetime lsd trip, or at least the beginning and the ending part of it - definitely do want that feature ))))
Title: Re: Daily Builds 1.6
Post by: Juraj on 2016-10-12, 05:12:28
Could be good if the new DR could apart from having 3ds Max be pre-started, also cache textures somehow. Either after first DR use maps would be stored locally unless changed in host scene (not sure if that can be detected but cloud farms like Rebus can do so).
Or even better if that could be done pre-use, with some send-textures kind of command.

In meantime, imma go upgrade to 10gbe because all those 8k textures aren't being friendly to 1gbit network..
Title: Re: Daily Builds 1.6
Post by: johan belmans on 2016-10-12, 10:05:35
In meantime, imma go upgrade to 10gbe because all those 8k textures aren't being friendly to 1gbit network..

Aha someone else is struggling as well with his network. I got an offer for upgrading my network to 10Gb, but still a bit expensive, network cards for workstations, new router, new NAS, .... I hope it will get less expensive within a year or so.

Title: Re: Daily Builds 1.6
Post by: sevecek on 2016-10-12, 18:49:06
Very handful for it: Save and Read curves (from adobe suite) as presets. VFB+ currently has that

Done.
Title: Re: Daily Builds 1.6
Post by: Juraj on 2016-10-12, 19:52:34
Hah, getting spoiled :- D The framebuffer is going to be epic. Will make short post about how that already improved my workflow tremendously.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2016-10-12, 23:35:25
Could be good if the new DR could apart from having 3ds Max be pre-started, also cache textures somehow. Either after first DR use maps would be stored locally unless changed in host scene (not sure if that can be detected but cloud farms like Rebus can do so).
Or even better if that could be done pre-use, with some send-textures kind of command.

In meantime, imma go upgrade to 10gbe because all those 8k textures aren't being friendly to 1gbit network..


I add my voice to caching textures, Vray did it years ago.
Please share with us your experience after the upgrade to 10gbe.
Title: Re: Daily Builds 1.6
Post by: Fluss on 2016-10-14, 16:07:15

In meantime, imma go upgrade to 10gbe because all those 8k textures aren't being friendly to 1gbit network..


As I'm currently planning my studio implementation I wonder if i have to do this aswell. I'm starting from scratch so I need to build a futur proof installation. But it cost a lot. Network adapter, NAS, cables, rooter.... What's more, it looks like SSDs are a must have to enjoy real capabilities of 10Gbe (in raid 1 for security purpose). Let us know your findings !
Title: Re: Daily Builds 1.6
Post by: Juraj on 2016-10-14, 16:42:25
Since it's off-topic, I gave you reply here :- ) https://forum.corona-renderer.com/index.php/topic,999.465.html
Title: Re: Daily Builds 1.6
Post by: Dollmaker on 2016-10-17, 16:14:57
Light mix does not respect de-noiser.. you should add that option of apply de-noiser to this render element.. without it.. its pretty much useless.. Displacement do not keep edges together anymore.. I am not sure if I am missing something here.. Thanks.. (Corona 1.5, Max 2013, Windows 7, Duel 8 core xeon)
Title: Re: Daily Builds 1.6
Post by: TomG on 2016-10-17, 16:21:24
For denoising LightMix, each individual LightSelect render element can have denoising checked for it. The default (for now at least) is unchecked, but once denoising is enabled for each LightSelect render element, you get a denoised LightMix :) BTW, tutorial is out now:

Title: Re: Daily Builds 1.6
Post by: Dollmaker on 2016-10-17, 18:36:50
Sounds good thanks.. I will try it :)
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-10-20, 10:54:53
Embree released a new small update with version v2.12.0 (https://github.com/embree/embree/releases)
If I recall correctly, currently Corona is at v2.10.0.

The biggest thing about v2.12.0 is the memory fix for a large memory usage bug they introduced in v2.11.0. Since corona never had it, this is irrelevant.
Just out of curiosity, are the other small improvements relevant for coronas implementation?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-20, 11:36:51
already implemented :D 1.5 had embree 2.11 and 1.4 had 2.9 that probably caused the memory usage and/or freezing/lagging problems. Hopefully everything is fixed now - we worked on a fix with the embree team.

Biggest thing would be probably lower memory usage/faster build time when using motion blur. We will have to try it at some point.
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-10-20, 12:09:39
already implemented :D
Holy moly that's fast.
The Embree Team is really awesome and a breath of fresh air with their openness. I code in industrial research now and started looking into modern instruction sets. Asked for the Embree Team for direction and they gave awesome resources 4 hours after I E-Mailed them. Never expected that in a field like Software development and certainly not from a mega crop like Intel.

Corona is apparently at the tip of raytrace  technology that is actually implemented and available.
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-20, 12:34:17
already implemented :D 1.5 had embree 2.11 and 1.4 had 2.9 that probably caused the memory usage and/or freezing/lagging problems. Hopefully everything is fixed now - we worked on a fix with the embree team.

Can you implement Embree of 1.3?
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2016-10-20, 15:39:33
Can you implement Embree of 1.3?

Why would you want that?
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-20, 17:42:25
Can you implement Embree of 1.3?

Why would you want that?

because:
1st - it's not Warranty for every newer version of softwares and hardwares that's better than oldies. like as windows vista vs. windows xp or Galaxy note 7 vs. others or Concorde plane vs. Airbus and Boeing !! :]
2nd - i believe Corona 1.3 had the best memory and resource management against of newbies.
Title: Re: Daily Builds 1.6
Post by: adamadam on 2016-10-20, 18:00:57
Did the Embree update get into the 1.5 hotfix or is it just in dailies?
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-10-21, 08:44:27
Corona 1.6 is "done" and now we are waiting for the release candidate to release. Any Day now it will be pushed with the 1.6 update.
I can't read
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2016-10-21, 09:26:44
If I remember correctly, we've done a few modifications to the Embree version we are using in Corona, so it's not vanilla 2.11. We'll have to wait for Ondra as he's the one who's been digging in Embree code fixing few problems that we had.

2nd - i believe Corona 1.3 had the best memory and resource management against of newbies.

Well, there were a lot more changes between 1.3 and 1.5 (even 1.4) than just switching to newer Embree :) Actually I did few quick tests a while ago and 1.4 used less memory than 1.3 on the same scenes.

Corona 1.6 is "done" and now we are waiting for the release candidate to release. Any Day now it will be pushed with the 1.6 update.

The new reworked DR will require a lot of testing both internally and in the field. We also probably wouldn't want 1.6 to be "just new DR" and we'll add few more features on top of that (there are already some minor features, bugfixes and optimizations waiting for next daily). The current plan looks something like this:
But we don't want (and can't) commit to any specific dates. Software development is not entirely deterministic process and there are always lots of unknowns.

One of our main goals for 1.6 is also to do lots of internal code refactoring and cleanup which will allow easier implementation of new features and optimizations. My personal pet project is trying to lower the memory consumption of frame buffer and I certainly hope to be able to finish that in time for the 1.6 release :)
Title: Re: Daily Builds 1.6
Post by: johan belmans on 2016-10-21, 09:30:09
Good luck guys, keep up the Corona spirit!
Title: Re: Daily Builds 1.6
Post by: blank... on 2016-10-21, 09:32:44
we'll add few more features on top of that

I just hope this will be one of the default presets included :D

https://forum.corona-renderer.com/index.php?action=dlattach;topic=13401.0;attach=53127;image
Title: Re: Daily Builds 1.6
Post by: Frood on 2016-10-21, 10:05:47
to do lots of internal code refactoring and cleanup

Allways pleased to read that. Coding blindly on top of old existing code leads to no good (see Max...). Brave cuts are liberating.

My personal pet project is trying to lower the memory consumption of frame buffer and I certainly hope to be able to finish that in time for the 1.6 release :)

And this is the sweetest statement of all. Thank´s for the information, makes struggling with ram issues more endurable meanwhile :)

Good Luck


Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-10-21, 10:56:26
1.6 release at the end of January or in the first half of February
Ohh sry, I read bullcrap from the Changelog.
Changelog said RC and "building the final thing" (https://forum.corona-renderer.com/index.php/topic,12436.msg86379.html#msg86379) and I interpreted as another minor release, since this is the way it was handled in previous releases, if I recall correctly. (Changelog continues for current version and is then released, new changelog thread starts with new version name)
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-10-21, 11:47:08
never doubt any improvements they planned/'re doing, including the memory optimizations.
because Corona team is now already in super saiya mode and still getting stronger :D
cheers!!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-21, 14:18:38
already implemented :D 1.5 had embree 2.11 and 1.4 had 2.9 that probably caused the memory usage and/or freezing/lagging problems. Hopefully everything is fixed now - we worked on a fix with the embree team.

Can you implement Embree of 1.3?
Can you buy more RAM?
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-21, 14:20:29
1.4 used less memory than 1.3 on the same scenes.

i'm not sure about newer embree!
what about this?
https://forum.corona-renderer.com/index.php/topic,13090.msg84645.html#msg84645
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-21, 14:21:57
Can you buy more RAM?

nope ... i have 30 nodes with this config: i7 - 4790K + 16GB of ram and can't upgrade this shit :]
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-21, 14:34:16
(https://i.imgur.com/v5cFUIK.gif)
Ok, I am not gonna question where did you came across that hardware, or where did you get corona licenses...

I will just say that your presence on the forum after you got banned for using crack was tolerated only because you stopped complaining over and over on the memory usage, but that might change, so think carefully ;)
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-21, 14:38:10
(https://i.imgur.com/v5cFUIK.gif)
Ok, I am not gonna question where did you came across that hardware, or where did you get corona licenses...

I will just say that your presence on the forum after you got banned for using crack was tolerated only because you stopped complaining over and over on the memory usage, but that might change, so think carefully ;)
nope ... i'm just using 4 nodes for Corona ! :] other nodes for enemy renderengine!!
and my mainboards only support maximum 16GB of ram ...
Title: Re: Daily Builds 1.6
Post by: Ludvik Koutny on 2016-10-21, 14:45:25
Then why do you mention 30 if you use just 4 for corona? And 8 sticks of 8GB DDR3 RAM modules to add 16gb to each of those 4 machines are not really that much these days. If you can afford to run farm of 4 relatively new i7 machines, then you certainly can afford 8 sticks of 8gig DDR3s for about 300 bucks. >:|
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-21, 14:54:45
Then why do you mention 30 if you use just 4 for corona? And 8 sticks of 8GB DDR3 RAM modules to add 16gb to each of those 4 machines are not really that much these days. If you can afford to run farm of 4 relatively new i7 machines, then you certainly can afford 8 sticks of 8gig DDR3s for about 300 bucks. >:|

nope ... my mainboards are mATX factor and just have two RAM modules.

Then why do you mention 30 if you use just 4 for corona?

for future ... probably Decision to buy 30 license of Corona ;)
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-10-21, 15:29:16
I'd say going with only 16GB per node is risky anyways.
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-10-21, 20:10:54
then you certainly can afford 8 sticks of 8gig DDR3s for about 300 bucks. >:|
Spending towards improving work is tax deductible.

Also bizzare special conditions:
Parents built House with music school, 39% of house area is "regularly" accessed by pupils = We pay 39% less for toilet paper. Yay German Tax Laws.
Title: Re: Daily Builds 1.6
Post by: Jpjapers on 2016-10-24, 23:05:46
I think the RAM usage has improved drastically since 1.3 but it all depends on how big youre rendering. For example, Our workstations at work only had 32gb ram and the nodes only had 16gb. i could render out 4k shots easily on my workstation but then i had a project where i needed to be rendering 15000px wide images. I tried using the nodes but  It would crash out every time so we upgraded to 128GB RAM on the workstation and have never looked back.
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-10-25, 08:58:52
Corona team, could you please compile post there Corona 1.5 for released PR72? thanks
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-25, 14:19:28
posted
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-25, 23:06:02
Is anybody still using legacy CPU corona version? If so, what 3dsmax versions? I am thinking of dropping legacy builds for daily builds, it seems only a small percentage of people actually have such old CPU...
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-10-26, 08:36:13
Is anybody still using legacy CPU corona version? If so, what 3dsmax versions? I am thinking of dropping legacy builds for daily builds, it seems only a small percentage of people actually have such old CPU...
With Intel Processors it's simple, considering barely any PC will have core 2 Quads from 2007 or earlier.
6-core Phenom IIs however were still in production in 2011, packed a punch and quite a view are still around.
We cannot possibly know how much of the user base uses these in old Servers and possible older render nodes, since no Benchmark from Corona supported legacy. In the a4 benchmark thread 5 posts asked about / commented on phenom support out of 38 pages, in the 1.3 Thread 1 post out of 10 pages.

You can safely assume, that your testing crowd won't cry for dropped support, as long as the proper releases will have the option. Besides, I presume you are flexible enough to build legacy upon request, if there happen to be daily users with Phenom II nodes requests.
Title: Re: Daily Builds 1.6
Post by: johan belmans on 2016-10-26, 09:09:38
Is anybody still using legacy CPU corona version? If so, what 3dsmax versions? I am thinking of dropping legacy builds for daily builds, it seems only a small percentage of people actually have such old CPU...

no
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 10:00:24
Hi all, today I installed the new 1.6 daily builds and I get error with the LUT files built in files (see attachment).

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 10:13:08
LUT doesn't work at all whatever file you try to load in.

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-26, 10:16:01
what 3dsmax version and what system locale are you using?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 10:21:13
3ds Max 2017 SP2

Win 7 PRO
Dual Xeo E5-2683 v4 @ 2.10Ghz
64GB ram
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-26, 11:04:40
what is your system language? decimal point or comma? What is your thousands separator?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 11:15:17
comma
Title: Re: Daily Builds 1.6
Post by: GabaCGStudio on 2016-10-26, 14:23:11
after waiting for years, finally i saw this shit!! and f***ing memory problems was gone :]

Congrats Corona Team.

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=13401.0;attach=53939;image)

Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 14:52:18
what 3dsmax version and what system locale are you using?

Ondra, did you reproduced the LUT issue?

thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-26, 15:23:13
pavel is looking into it
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 15:28:15
Say hi to Pavel :)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-26, 19:16:20
Next daily will have significantly improved HDRI environment sampling - attaching some examples
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 19:32:10
Next daily will have significantly improved HDRI environment sampling - attaching some examples

So we'll get less noise for the same amount of passes? :)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-26, 19:34:26
Yes. Basically: if you use HDRI that produces shadows (soft or sharp), rendering will get significantly faster
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 19:38:11
Yes. Basically: if you use HDRI that produces shadows (soft or sharp), rendering will get significantly faster

Fantastic!!!
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-10-26, 19:39:23
Next daily will have significantly improved HDRI environment sampling - attaching some examples
Great!!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-26, 21:22:19
the LUT loading bug was fixed in dailies... stay tuned for next one
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2016-10-26, 22:36:47
the LUT loading bug was fixed in dailies... stay tuned for next one

Great job Ondra, thank you guys!

Have a nice evening.

Dionysios -
Title: Re: Daily Builds 1.6
Post by: PEgaz on 2016-10-27, 10:11:57
Hi, I just wanted to thank you Guys for last Daily.
I'm in the middle of painful struggling with huge animation scene to be rendered (https://forum.corona-renderer.com/index.php/topic,13577.0.html). Problems's gone with last daily.
Great moment for that specific update :)
Title: Re: Daily Builds 1.6
Post by: diogovb on 2016-10-28, 20:30:42
Is it hard to add visibility to camera (limit) in coronascatter? don't think it's that hard as this minors memory fixes.
Title: Re: Daily Builds 1.6
Post by: mferster on 2016-10-28, 21:54:53
Is it hard to add visibility to camera (limit) in coronascatter? don't think it's that hard as this minors memory fixes.


 Check out this post by romullus

https://forum.corona-renderer.com/index.php/topic,9728.0.html#subject_62865
Title: Re: Daily Builds 1.6
Post by: antanas on 2016-10-30, 17:15:53
Had run into some troubles using lighmix + Light emitting materials - not sure if those are a bugs, some combination of those + some intended behavior or some stranginess in the way I work + I cannot think of how to put it on mantis separately as those 3 are somewhat related (or at least in this particular case) and wouldn't make such an impact if described one at a time so here goes: 

1) Corona lighmix LightSelect ignores all the materials\objects containing CoronaLightMtl with Emit Light ticked off both in manual and automatic creation modes. Same goes for the regular CoronaMtl with some Self Illumination but that is not the problem cause i don't know who in their right mind uses those.
 It is quite senseless, especially in case of grouped lamp fixture models which containin, say, some light bulbs or even some filaments within those bulbs which contain such non emiting materials and Corona or standard light objects for the actual lighting itself, all of which, logically, should be controlled by\contained in the same light select element to make brightness adjustments\dimming of that lightSelect pass for the that whole lamp model at the same time. Because of this behavior, those light bulbs\filaments cannot be dimmed with the rest of the lamp fixture using the same element's slider and it's quite easy to guess the rest, speaking of which - the Rest(unassigned) lightmix element does pick them up automatically but that's surely not the most convenient way to control those I think.

2) CoronaRaySwithMtl does not respect the Emit Light tick on\off in CoronaLightMtl if that material is put into Global illumination override slot - it presumes what it is always ON, on top of that if it is off it produces light but those material's emitted light\gi is sampled in a very weird way and i mean really WIERD way - it's easily reproducible so you can see what I mean.
This can lead to some unexpected and quite nasty behavior in some cases - yesterday, I've spent almost half a day trying to figure out where that nasty, unexpected and unyielding noise is coming from in my currently worked on scene and in the end I've found this to be responsible for it.

3) CoronaRaySwithMtl and CoronaLightMtl again. When Emit light is ticked ON inside the instanced CoronaLightMtls which are put in all the slots except Global illumination, which in turn contains no light emitting material or left empty, the whole CoronaRaySwithMtl renders black, same goes for Self Illumination containing regular CoronaMtls. Not sure if that's a bug or an intended behavior but it surely doesn't make too much sense to me, especially in a regular Self illumination containing CoronaMtl's case - I don't use the latter, though but it can be still encountered due to some quick conversion from vray made models whether one wants to use it or not. Still that bug\behavior wouldn't bother me at all if not for combination of (1)+(2)


4) or partially more like extension of 1+2+3. Well, I thought, and it seemed pretty logical to me at the time, what as a temporary solution to battle (1), I could use CoronaRaySwithMtl containing instanced CoronaLightMtl with Emit light ticked ON in all slots except Global illumination slot, leaving it empty or with some non emitting material to battle (2) along the way - it should allow LightSelect element's "+" function to be able to pick those objects\materials. Well, it does help, at least with the picking\adding to lightselect element part, except the material itself renders black due to the (3) so in the end it does not help at all.

So to wrap things up or why it bothers me so much - partially I described it in (1) all I can add to that is what having light emitting light bulbs not to say light emitting filaments inside the glass bulbs is a most sure way to make one's renders longer, waay longer + it can lead to some various but all nasty artefacts if the geometry of those bulbs\filaments is not perfect - which is often the case with too much of 3rd party 3d models nowadays (
Thus, the most important for me would be the fix for (1) and if that can be fixed all others are less important. If for some reason (1) cannot be fixed when fixing either (2) or (3) or even better both of them should do the trick. And, of course, it would be best if you could fix them all, for the greatness of Corona, of common sense and for all which is good in the world ))
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-10-30, 20:11:06
those bugs are current limitations of the corona shading core. If I try to explain it simply: because "emit light off" is not directly sampled from the light, it is much harder to track which light contributes where. It is on my "todo" for when some rewrites in the core happen next time
Title: Re: Daily Builds 1.6
Post by: antanas on 2016-10-31, 12:58:41
Oookay then, so currently it's not even possible to add those non emitting CoronaLightMtls to the same LightSelect element (or any other besides the Rest(unassigned) one) where the rest of the lamp's lights are put too ? That seems a little strange considering they can be put to Rest(unassigned) because of which, one might think that's just an overlook in lightselect's "+" functionality, but I'm no programmer and I cannot completely understand the reasons behind it if it isn't. Well If it is so, it's a major showstopper then, well, at least, to some degree, it's good to know those are not some recent and unexpected bugs\limitations so at least I can try to adjust my workflow to somehow avoid using those and that those workflow adjustments will be at least valid for some time - the question is how to do that and for how long but that's another matter. 
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-01, 21:13:01
Next daily will have significantly improved HDRI environment sampling - attaching some examples

Does this improvement managed to get in oct 26 build? I did super quick, super simple test and found zero difference here.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-01, 22:12:13
nope, not yet released. Adding another teaser
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-01, 22:24:57
It's funny how some expectations may bias your perception. I was under impression that improved sampling is included in latest build and everytime i rendered something lit with enviroment light, i keep telling myself - man, that doesn't look right, renders are obviously more noisy than before, something must be broken. Today i did comparison test, found no difference between two builds and only then i started to doubt if improved sampling get into newest build :]

BTW, nice teaser! Cant wait next DB.
Title: Re: Daily Builds 1.6
Post by: Fluss on 2016-11-02, 02:13:43
That renderer start to seriously rock ! Keep up the good work guys !
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-11-02, 08:21:13
nope, not yet released. Adding another teaser

Cool. Is it faster and more easy to use than BlendedBoxMap (it supports by Corona)?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-02, 10:46:22
I believe I did not post this enviro sampling improvement image before
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-11-02, 10:55:18
I believe I did not post this enviro sampling improvement image before
Nice! noticeably less noise.
I had a hunch, that you would go Vray dome light route and cast fake direct lights out of the brightest pixels from the enviroment.
But you stayed true to no bias and just sped it up.

What exactly did you do? It seems casting rays from a dome is such a naive algorithm, that there is nothing to improve....

Cool. Is it faster and more easy to use than BlendedBoxMap (it supports by Corona)?
No, just different in workflow.

The classic usage is to texture landscapes with it, where no UVs are produced.
It is not much different, but doing seam hiding is way easier with three projection axis. Many algorithms are way easier to implement that way.
There is some info on it here (http://www.martinpalko.com/triplanar-mapping/) and here. (https://gamedevelopment.tutsplus.com/articles/use-tri-planar-texture-mapping-for-better-terrain--gamedev-13821)

Quote
As mentioned before, procedural terrain is a good candidate for the technique. Caves, cliffs, and complex lava tunnels are now easy to texture. You could even influence what texture is used where based on some random, or pseudo-random (noise), routines. Elevation or even slope could determine what texture is used.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-02, 11:22:27
I believe I did not post this enviro sampling improvement image before
Nice! noticeably less noise.
I had a hunch, that you would go Vray dome light route and cast fake direct lights out of the brightest pixels from the enviroment.
But you stayed true to no bias and just sped it up.

What exactly did you do? It seems casting rays from a dome is such a naive algorithm, that there is nothing to improve....

There are 2 things that we did, I would rather not go into details as we might publish it as a paper. There is always something to improve, we just dug a bit into the math behind MIS.
Title: Re: Daily Builds 1.6
Post by: moriah on 2016-11-02, 12:53:10
Can you implement random rotation/offset by render ID/ face ID on coronaTriplanar? Would be great for "natural" variation :)
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-11-02, 14:11:44

Cool. Is it faster and more easy to use than BlendedBoxMap (it supports by Corona)?
No, just different in workflow.

The classic usage is to texture landscapes with it, where no UVs are produced.
It is not much different, but doing seam hiding is way easier with three projection axis. Many algorithms are way easier to implement that way.
There is some info on it here (http://www.martinpalko.com/triplanar-mapping/) and here. (https://gamedevelopment.tutsplus.com/articles/use-tri-planar-texture-mapping-for-better-terrain--gamedev-13821)

No... I mean PR72... BlendedBoxMap is already supported by Corona
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-02, 14:24:01

Cool. Is it faster and more easy to use than BlendedBoxMap (it supports by Corona)?
No, just different in workflow.

The classic usage is to texture landscapes with it, where no UVs are produced.
It is not much different, but doing seam hiding is way easier with three projection axis. Many algorithms are way easier to implement that way.
There is some info on it here (http://www.martinpalko.com/triplanar-mapping/) and here. (https://gamedevelopment.tutsplus.com/articles/use-tri-planar-texture-mapping-for-better-terrain--gamedev-13821)

No... I mean PR72... BlendedBoxMap is already supported by Corona
Don't want to stop the fun for you but beta talk is probably best kept elsewhere ;)
Title: Re: Daily Builds 1.6
Post by: mav3rick on 2016-11-02, 19:42:23
i don't know if this is a bug...
i download DB 26.10.2016 legacy(by mistake), install it, open 3ds, render scene, time 3min 35s
then download DB "full speed", and time 3min 59s
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-03, 19:07:02
Added sexy taskbar progressbar to 3dsmax...
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-11-03, 20:23:44
Added sexy taskbar progressbar to 3dsmax...

That's really cool ))
Please... add frame number and view/camera name to the window name
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-11-03, 20:24:05
Added sexy taskbar progressbar to 3dsmax...
Back to the basics (https://forum.corona-renderer.com/index.php/topic,12990.msg84012.html#msg84012), I guess :D
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-03, 20:25:21
Added sexy taskbar progressbar to 3dsmax...

That's really cool ))
Please... add frame number and view/camera name to the window name
will add
Title: Re: Daily Builds 1.6
Post by: lixai on 2016-11-03, 22:36:07
I have a question about Corona Distance, what kind of gradient is this supposed to be ? because it is not linear, and if i plug a noise in distance scale i get this weird result. is this the right behavior ?

P.S. And can i also get an answer for the question here ? https://forum.corona-renderer.com/index.php/topic,13210.msg87444.html#msg87444

P.P.S. Using mag 2016, windows 10
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-11-04, 01:07:58
I am so freaking excited about the upcoming daily build!!  It blows my mind how much you guys can still squeeze of out an already excellent product! More important, the fact that you do it! keep up the great work!  and give us hdri sampling improvements now please :P
Title: Re: Daily Builds 1.6
Post by: PEgaz on 2016-11-04, 09:23:23
Hi,
I've got a problem with Interactive in one of my scenes.
There's some strange pattern that takes long time to dissolve - I've attached file to show it.
I thought it was some material related (it seemed stronger on some objects) but it occures even with everything with plain Gray material (as on the attached file).

The same effect is noticable with final rendering - but less strong and dissolves/disappears quickly.

---------
max2016, Corona Oct 26.

Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-04, 11:12:58
did you change random sampler by any chance?
Title: Re: Daily Builds 1.6
Post by: PEgaz on 2016-11-04, 11:25:25
I switched from 1.5 to last Daily - I changed nothing.
But I'm not the only one touching that scene ....

Just checked - It was set to: Optimal 1S High - when swiched back to: 5D High-D + PRNG (Default one I hope) everything works as it should.

So it's "my" fault - sorry for bothering - I need to kill somebody here (I hope he'll be dying long enough).
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-04, 12:48:22
do not worry, guest_guest/davood/gaba/... requested for his account to be deleted, so we have about 1 week free, until he registers new account and starts spewing shit again ;)
Title: Re: Daily Builds 1.6
Post by: PROH on 2016-11-04, 12:58:58
:) :)
Couldn't hold back the laughter...
Title: Re: Daily Builds 1.6
Post by: fawak on 2016-11-04, 13:20:50
I need to kill somebody here (I hope he'll be dying long enough).

Keep calm and drink a coffee!!

shit!

(https://ilikethingssite.files.wordpress.com/2016/05/image10.jpeg)
Title: Re: Daily Builds 1.6
Post by: maru on 2016-11-04, 13:29:33
I have a question about Corona Distance, what kind of gradient is this supposed to be ? because it is not linear, and if i plug a noise in distance scale i get this weird result. is this the right behavior ?

P.S. And can i also get an answer for the question here ? https://forum.corona-renderer.com/index.php/topic,13210.msg87444.html#msg87444

P.P.S. Using mag 2016, windows 10

Not sure, but looks a bit like linear in gamma 2,2. It looks linear when I plugged it into color correction map and set gamma to 0,455.

I have your other forum thread saved on my todo list, but unfortunately it has to wait a bit more...
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-04, 13:32:21
I need to kill somebody here (I hope he'll be dying long enough).

Keep calm and drink a coffee!!

shit!

(https://ilikethingssite.files.wordpress.com/2016/05/image10.jpeg)

Banned. we are not interested in drama. From now on the forum has zero guest_guest tolerance policy. All moderators: ban him on sight. We will tolerate him on mantis unless he brings shit and drama there.
Title: Re: Daily Builds 1.6
Post by: lixai on 2016-11-04, 15:00:14
thank you for your response,

i know that it can look better when i plug it in any kind of color correction, but this works only when i use black and white colors, if i need textures and colors(and that is exactly the case), all goes to hell.

I'll wait for the advancements.

I have a question about Corona Distance, what kind of gradient is this supposed to be ? because it is not linear, and if i plug a noise in distance scale i get this weird result. is this the right behavior ?

P.S. And can i also get an answer for the question here ? https://forum.corona-renderer.com/index.php/topic,13210.msg87444.html#msg87444

P.P.S. Using mag 2016, windows 10

Not sure, but looks a bit like linear in gamma 2,2. It looks linear when I plugged it into color correction map and set gamma to 0,455.

I have your other forum thread saved on my todo list, but unfortunately it has to wait a bit more...
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-04, 15:03:26
Banned. we are not interested in drama. From now on the forum has zero guest_guest tolerance policy. All moderators: ban him on sight. We will tolerate him on mantis unless he brings shit and drama there.

Moderators can't do much, our ban hammer is literally this big ;]
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-04, 19:59:15
Banned. we are not interested in drama. From now on the forum has zero guest_guest tolerance policy. All moderators: ban him on sight. We will tolerate him on mantis unless he brings shit and drama there.

Moderators can't do much, our ban hammer is literally this big ;]
just report to marcin, he can do it
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-11-05, 05:25:55
hi all coronaTeam,
in 1.6, is there a plan to create somekind of irregular shape of flare/glare? or maybe mask support?
more natural is more beautiful :) if I'm not wrong, juraj did request for this but I'm not sure.
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-05, 10:35:37
AFAIK Juraj did talk about it, but never filled request. You are more than welcome to do so in feture request board. This topic however, isn't the best place to post requests.
Title: Re: Daily Builds 1.6
Post by: sprayer on 2016-11-06, 13:18:54
TextMap is not supported? it gives message

An exception occurred while rendering with 3ds Max.
This render will abort. If you render again without resolving the exception, you may experience instability.
Unknown Exception

i mean this https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-AD3137FE-C90F-4A42-BB9B-F97C2C469D33-htm.html

can't find info in helpdesk
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-06, 19:13:25
hi all coronaTeam,
in 1.6, is there a plan to create somekind of irregular shape of flare/glare? or maybe mask support?
more natural is more beautiful :) if I'm not wrong, juraj did request for this but I'm not sure.
I would certainly like to do so, but we want to move the postprocessing to GPU first...
Title: Re: Daily Builds 1.6
Post by: Fluss on 2016-11-07, 01:37:44
hi all coronaTeam,
in 1.6, is there a plan to create somekind of irregular shape of flare/glare? or maybe mask support?
more natural is more beautiful :) if I'm not wrong, juraj did request for this but I'm not sure.
I would certainly like to do so, but we want to move the postprocessing to GPU first...

That will be awesome. No more struggling while rendering whith effects enabled. Hope it will not eat all Vram whith high res renders and passes.
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-11-07, 06:00:58
AFAIK Juraj did talk about it, but never filled request. You are more than welcome to do so in feture request board. This topic however, isn't the best place to post requests.
ah then definitely I will create a feature request for this. and as we know I asked about if in corona internal schedule there is already a plan for this feature, i hope my words didn't sounds like requesting something ;P

I would certainly like to do so, but we want to move the postprocessing to GPU first...
is it for acceleration only or for the whole postprocess? (i hope i don't misunderstood something) :D
just wondering, how my lowend 100USD GPU performs the hi-res corona postpro.

Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-07, 12:29:47
I would certainly like to do so, but we want to move the postprocessing to GPU first...

Glad that at least i opted for 4GB card instead of 2GB. Hopefully that will be enough for denoising 4K rez renderings.
Title: Re: Daily Builds 1.6
Post by: kungfupanda on 2016-11-07, 12:32:13
I would certainly like to do so, but we want to move the postprocessing to GPU first...

what about farm nodes with onboard Matrox 128mb ram gpus? :O
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-07, 12:33:40
I would certainly like to do so, but we want to move the postprocessing to GPU first...

what about farm nodes with onboard Matrox 128mb ram gpus? :O
I guess there will still be a CPU version as fallback.
Title: Re: Daily Builds 1.6
Post by: SmurfN on 2016-11-07, 13:08:56
Im guessing its only host machine that does the calculations for the post processing, correct me if im wrong.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-07, 13:50:57
yes, slaves do not need to do postprocessing
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2016-11-07, 14:08:11
GPU support will be completely optional acceleration feature even on the master machine. We certainly won't throw away all the CPU postprocessing code just because we'll have a fancy GPU implementation :)
Title: Re: Daily Builds 1.6
Post by: kungfupanda on 2016-11-07, 14:45:22
yes, slaves do not need to do postprocessing

i mean parallel rendering ... not DR ...
Title: Re: Daily Builds 1.6
Post by: antanas on 2016-11-07, 15:27:59
Good news, as long as it will be done using openCL and not the amd-gpu-user-butthurt-inducing Cuda ))
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-11-07, 16:51:36
GPU support will be completely optional acceleration feature even on the master machine. We certainly won't throw away all the CPU postprocessing code just because we'll have a fancy GPU implementation :)
I thought you guys will replace the old CPU postpro codes with that fancy GPU postpro haha :D
Btw, I like the combination of word "fancy" and "GPUacceleration". Sounds sexy for our new checkbox text :)
Title: Re: Daily Builds 1.6
Post by: hrvojezg00 on 2016-11-09, 10:31:16
I can`t find 1.6 daily build in dropbox standalone, folder. Did I miss something?
Title: Re: Daily Builds 1.6
Post by: morokoko on 2016-11-09, 13:45:25
looking forward for:
1. being able to bake lighmixer values back  into the scene lights
2. having "Denois amount" parameter in "Interactive LightMix" renderPass, like we do in "CShading_Beauty" renderPass
Title: Re: Daily Builds 1.6
Post by: maru on 2016-11-09, 15:11:39
I can`t find 1.6 daily build in dropbox standalone, folder. Did I miss something?
https://www.dropbox.com/sh/kgzu0cqy903ygmb/AACe1mpU6qursb0ZlhUkaYcga/2016-10-26?dl=0

Quote
Corona Renderer - Standalone, version: 1.6 DailyBuild Oct 24 2016
Title: Re: Daily Builds 1.6
Post by: SmurfN on 2016-11-09, 17:00:53
Can you specify more whats changing with DR in 1.6? I was told "transfer missing assets" is coming at SOA#7 :)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-09, 20:47:10
transfer missing assets, adaptivity, pre-started 3dsmax, bugfixes, better ui, faster cleanup after render, and few more things
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2016-11-10, 08:11:45
Can you specify more whats changing with DR in 1.6? I was told "transfer missing assets" is coming at SOA#7 :)
The Corona roadmap (https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max) is available for public view.
Title: Re: Daily Builds 1.6
Post by: alexyork on 2016-11-10, 11:12:03
transfer missing assets, adaptivity, pre-started 3dsmax, bugfixes, better ui, faster cleanup after render, and few more things

Very much hope for node checkboxes :)
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-10, 11:39:18
transfer missing assets, adaptivity, pre-started 3dsmax, bugfixes, better ui, faster cleanup after render, and few more things

Very much hope for node checkboxes :)
So you can render on selected nodes only instead of every node that has DR server running? Yes, please!
Title: Re: Daily Builds 1.6
Post by: alexyork on 2016-11-10, 11:42:40
transfer missing assets, adaptivity, pre-started 3dsmax, bugfixes, better ui, faster cleanup after render, and few more things

Very much hope for node checkboxes :)
So you can render on selected nodes only instead of every node that has DR server running? Yes, please!

Yup exactly. Very important for us.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-10, 13:18:48
1.6 roadmap: https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-11-10, 13:21:59
1.6 roadmap: https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max

Looks awesome!!  great work!  can't wait for the next daily build!
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-10, 13:37:28
Same here!

There are some fixes/features that have been postponed regularly and were supposed to ship with 1.4, 1.5 or 1.6 but I don't see them on the planned feature list for 1.6:

Improve CoronaLayerMtl (most important would be that the mask amount spinner should work with a mask being present), thread:
https://forum.corona-renderer.com/index.php/topic,12085.0.html (https://forum.corona-renderer.com/index.php/topic,12085.0.html)

Override Material, ability to preserve more properties than Mtl opacity only, threads:
https://forum.corona-renderer.com/index.php/topic,8912.0.html (https://forum.corona-renderer.com/index.php/topic,8912.0.html)
https://forum.corona-renderer.com/index.php/topic,11864.0.html (https://forum.corona-renderer.com/index.php/topic,11864.0.html)

More advanced DOF effects/optical abberations, threads:
https://forum.corona-renderer.com/index.php/topic,12233.0.html (https://forum.corona-renderer.com/index.php/topic,12233.0.html)
https://forum.corona-renderer.com/index.php/topic,4980.0.html (https://forum.corona-renderer.com/index.php/topic,4980.0.html)

Which of these could make it into 1.6? If none, can these get up high(er) on the list?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-10, 13:51:22
We will of course do more than just what is listed on trello, those are the major things. I want to actually focus on the smaller things, which means implementing everything from this list, perhaps except DOF effects - those are new features, we now want to improve+stabilize existing features
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-10, 14:05:04
We will of course do more than just what is listed on trello, those are the major things. I want to actually focus on the smaller things, which means implementing everything from this list, perhaps except DOF effects - those are new features, we now want to improve+stabilize existing features
Great - many thanks!

DOF would be the cream on top, but if it's coming after 1.6 it will be good enough.
Title: Re: Daily Builds 1.6
Post by: Frood on 2016-11-10, 14:16:15
we now want to improve+stabilize existing features

Honey for my eyes.

Good Luck

Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-10, 15:00:10
1.6 roadmap: https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max

Holly cow! Looks like 1.6 will be yet another great release. There's bunch of very nice things on this roadmap :]
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-11-10, 15:17:39
We will of course do more than just what is listed on trello, those are the major things. I want to actually focus on the smaller things, which means implementing everything from this list, perhaps except DOF effects - those are new features, we now want to improve+stabilize existing features

Sounds awesome!  any planned ETA on when we can expect a new daily with the improved HDRI sampling? I'm really curious to compare.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-10, 15:54:39
we need to stabilize it a bit, then it will be released - next week probably
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-11-10, 16:14:33
we need to stabilize it a bit, then it will be released - next week probably

Awesome! thanks for letting us know, even if it takes a bit longer.  <3
Title: Re: Daily Builds 1.6
Post by: moriah on 2016-11-10, 16:23:51
Can't wait for 1.6 to be released! Ondra do you think it's possible to implement a focus picker inside vfb in 1.6? I already made a topic on request forum but had no feedback, it's one of those small things but makes a huge difference in the daily workflow!
Title: Re: Daily Builds 1.6
Post by: antanas on 2016-11-10, 16:57:51
Speaking of improving and stabilizing - there is one thing which bothers me for quite a while and it is the sampling of lights and GI which they produce when those are put behind the glass both solid (refractive) and thin alike.
 Recently I've been struggling with one scene which had fully modelled interior with furniture lights etc. + sun and sky + some lighmix combinations to represent the different lighting conditions - well the usual stuff. At some point I needed to do some exterior shots of the place and I had run into tremendous amounts of noise which was very persistent in the interior visible through the windows when it was rendered from outside and the lighmix pass combo's were set to represent either night or evening lights. I did some testing cause I've got a hunch that it has something to do with the way corona's gi sorts the priority\importance of lights based on their brightness and so sun and sky being around 100% more bright than any physically correctly setup interior light source takes away all the samples\priority\whatever leaving other light sources only tiny leftovers of that. Guess what, it seems, that was the right hunch, and after lowering both sun and sky intensities to 0.01 I've been able to get much cleaner interior in MUCH less time - here's some examples of the similar situation reproduced in a clean scene and hopefully clean conditions :

https://www.flickr.com/photos/119850875@N05/30780770972/in/datetaken-public/

and the same both renders with lighmix set up to represent the day with the interior lights off

https://www.flickr.com/photos/119850875@N05/30261488543/in/datetaken-public/

Anyone wanting to check more of those tests and different passes saved out of those is welcome to explore this - https://www.flickr.com/photos/119850875@N05/albums/72157676287977736 album - I've done a couple of tests with different glass settings and without the glass at all, adaptivity on\off etc. the naming of files should be self evident I hope. Pay close attention to the sampling focus passes (SF) and how they differ across the different setups.

I'm almost sure it's not the best way of dealing with such conditions, physical correctness, energy conservations etc. wise, and of course it would be better if corona's GI system could\would be tweaked internally to alleviate the need of such stupid methods but it still helps me a lot to get those renders cleaner and much faster, and I'm most sure it will benefit many people who struggle with such setups as well, mainly because that nasty noise will not go away even if those images will be rendered for an hour or so, which I tried of course even if not in this particular test scene.
I wasn't sure how and where to put this report as this, most probably, is not a bug at all but is something more like a trick or just some needed internal tweak + I'm not completely sure (and who can be))it's not something wrong on my end thus it might be best if someone could reproduce such behavior too and report it too. And there's another thing inside those tests which is ligh source's disk shape being invisible behind refractive glass and visible when thin(non refracting) glass is used  but that's not too big of a deal cause no one usually leaves those exposed such as here, yet still there it is ... So hoping I didn't make a fool out of myself again I post my findings here ))

Actually, It is quite easy to reproduce and everyone can test it for themselves but I'm still attaching that test scene (max 2017 and 2015) with both default and lowered sun and sky values + those lighmix pass presets for each of the scenes - no textures were harmed in the making of that test scene and the only ies file used in it is the default one which comes with 3ds max and was there for ages so hopefully it will be picked up automatically.
Title: Re: Daily Builds 1.6
Post by: Frood on 2016-11-11, 08:31:55
So you can render on selected nodes only instead of every node that has DR server running? Yes, please!

? It has always been like this and I never use DR in a different way. But it´s cumbersome to hash out nodes all the time "by hand", see

https://forum.corona-renderer.com/index.php/topic,8829.msg57273.html#msg57273
(for some reason my mantis request and many others were moved to the forum last year, maybe for a more public discussion)

Meanwhile I would definitely prefer the mental ray style because you don´t need to click exactly a tiny checkbox but can use the whole line for selecting. Let´s see...

Good Luck

Title: Re: Daily Builds 1.6
Post by: Rhodesy on 2016-11-11, 11:19:28
Is the HDRI sampling speed up just limited to HDRI or will the skydome also see a speedup if rendering without a sun?
Title: Re: Daily Builds 1.6
Post by: blank... on 2016-11-12, 23:18:04
Considering new PBR workflow wouldn't it make more sense to have reflection and glossiness values "reversed", reflection to 1 and glossingess to 0.
Title: Re: Daily Builds 1.6
Post by: Fluss on 2016-11-12, 23:40:59
Considering new PBR workflow wouldn't it make more sense to have reflection and glossiness values "reversed", reflection to 1 and glossingess to 0.

+1 That make sense
Title: Re: Daily Builds 1.6
Post by: Alexandre SCELLIER on 2016-11-13, 14:42:13
Considering new PBR workflow wouldn't it make more sense to have reflection and glossiness values "reversed", reflection to 1 and glossingess to 0.
+1 good subtle adjustment imho
Title: Re: Daily Builds 1.6
Post by: blank... on 2016-11-13, 14:56:44
In that case, feature request it is.
Title: Re: Daily Builds 1.6
Post by: Ludvik Koutny on 2016-11-13, 18:09:37
It absolutely would not. AFAIK even 0 glossiness reflection still computes reflection rays. So you would have a material that defaults to pretty much diffuse material, but is a bit slower than current diffuse material for no reason. Simple diffuse material should be a default, and if that default would ever change, it would be sensible to have reflection at 1.0, but glossiness should stay 1.0 as well, so new people are actually aware there is some reflection going on.
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-14, 13:22:58
Sorry for another request reminder but I forgot about these the last time I asked.

ICC profile support, threads:
https://forum.corona-renderer.com/index.php/topic,7630.0.html (https://forum.corona-renderer.com/index.php/topic,7630.0.html)
https://forum.corona-renderer.com/index.php/topic,3584.0.html (https://forum.corona-renderer.com/index.php/topic,3584.0.html)

And this one, excluding backplate from DOF calculations (either on Direct Visibility maps in the Corona environment tab or generally as an option in CoronaShadowCatcherMtl for example), thread:
https://forum.corona-renderer.com/index.php/topic,8181.0.html (https://forum.corona-renderer.com/index.php/topic,8181.0.html)

Both would be important to have in the long run, but I happen to need the latter very often in my daily work, I guess most product viz artist need this at some point.
Title: Re: Daily Builds 1.6
Post by: 88qba88 on 2016-11-16, 12:23:32
I miss daily builds Ondra!

To be honest I'm looking forward to get new dailybuild with triplanar mapping :-)
Title: Re: Daily Builds 1.6
Post by: maru on 2016-11-16, 12:37:20
To be honest I'm looking forward to get new dailybuild with triplanar mapping :-)
AFAIK it will not be a Corona feature. It's now added in the 3ds Max update.
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-11-16, 12:47:01
To be honest I'm looking forward to get new dailybuild with triplanar mapping :-)
AFAIK it will not be a Corona feature. It's now added in the 3ds Max update.
BBM is only available with the update for max 2017 though, so getting triplanar mapping in Corona 1.6. would still be good for all those on previous max versions.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-16, 13:03:50
I miss daily builds Ondra!

To be honest I'm looking forward to get new dailybuild with triplanar mapping :-)
We need to stabilize 2 or 3 features, and we are ready to go out ;)
Title: Re: Daily Builds 1.6
Post by: maru on 2016-11-16, 13:06:55
Speaking of improving and stabilizing - there is one thing which bothers me for quite a while.....
Could you send us instructions how to reproduce this? You could contact us about this at https://coronarenderer.freshdesk.com/support/tickets/new

I read your post, but still did not understand fully what was done here, and how to reproduce this. Just two guesses:
1. Maybe it has something to do with the wrong UHD Cache settings in 1.5? Have you tried this in 1.5.2? ("reset settings" in scene setup is required for the UHD Cache to work correct if the scene was previously saved with wrong settings!)
2. Did you drastically increase or decrease light intensities in LightMix? If so, then this is expected. LightMix should be used mainly to change lights' color, or to change their intensity only subtly.

Title: Re: Daily Builds 1.6
Post by: Fluss on 2016-11-16, 13:44:21
Hi guys,

Are raw passes planned in a near future ? I use to comp my passes (Vray) in post in order to adjust texture albedos (diffuse filter) without affecting other image components (lighting, reflect...). This way, color correction become much more conservative. Currently, there is no diffuse filter equivalent in corona. example here (https://docs.chaosgroup.com/download/attachments/12075964/Norsouth.VRayDiffuseFilter.png?version=2&modificationDate=1467061594000&api=v2)

We can even look futher by implementing this kind of automatic masking (http://www.jonahfriedman.com/wp-content/uploads/psyop_IDmattes_poster.pdf) and the ability to apply passes correction directly by clicking on the concerned object in the frame buffer. This+lightmix would be awesome !
Title: Re: Daily Builds 1.6
Post by: 88qba88 on 2016-11-16, 15:20:38
I miss daily builds Ondra!

To be honest I'm looking forward to get new dailybuild with triplanar mapping :-)
We need to stabilize 2 or 3 features, and we are ready to go out ;)

Thanks Ondra! And good luck with stabilizing these 2 or 3 features:)
Title: Re: Daily Builds 1.6
Post by: maru on 2016-11-16, 15:27:53
Are raw passes planned in a near future ?
How about CShading_RawComponent? :)
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-16, 15:27:57
AFAIK it will not be a Corona feature. It's now added in the 3ds Max update.

I really hope it's not official :[

Damn Autodesk, they wait 10 years to implement trivial feature and then manage to release it at the most improper time :/
Title: Re: Daily Builds 1.6
Post by: moriah on 2016-11-16, 15:43:01
I already had the chance to try it and it's not as good as VrayTriplanar, with the random offset/rotation/axis transforms it has per object. Please, if you have it working, finish it and implement it so it also works with other 3dsmax versions and potentially other DCC apps corona is in.
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-11-16, 16:26:40
AFAIK it will not be a Corona feature. It's now added in the 3ds Max update.

I really hope it's not official :[

Damn Autodesk, they wait 10 years to implement trivial feature and then manage to release it at the most improper time :/
Haha, probably autodesk heard ondra said this
update: autodesk is taking ages to release triplanar, so we will do it in 1.6. We have it already working internally, will be in daily builds next week maybe
And then their dev team agreed to "lets mess ondra's works"
Title: Re: Daily Builds 1.6
Post by: antanas on 2016-11-16, 17:09:38
Speaking of improving and stabilizing - there is one thing which bothers me for quite a while.....
Could you send us instructions how to reproduce this? You could contact us about this at https://coronarenderer.freshdesk.com/support/tickets/new

I read your post, but still did not understand fully what was done here, and how to reproduce this. Just two guesses:
1. Maybe it has something to do with the wrong UHD Cache settings in 1.5? Have you tried this in 1.5.2? ("reset settings" in scene setup is required for the UHD Cache to work correct if the scene was previously saved with wrong settings!)
2. Did you drastically increase or decrease light intensities in LightMix? If so, then this is expected. LightMix should be used mainly to change lights' color, or to change their intensity only subtly.

Hi Maru, well, the easiest way to reproduce it would be to download those scenes I attached to that post, there are both default sun and sky value one and the one with lowered ones but every (and I mean every scene not necessarily made by me))  exterior + interior scene with lights setup using the real world values which manufacturers often provide would be good for that test too
1. I would suggest it's not a bug at all + it has been there for ages, it's just that it's easier to see it now because of the lighmix being added. So to make it as clear as I can - that's not some corona version specific bug but rather a way corona's gi currently works, giving some sort of sampling priorities to the brighter light sources so and sun and sky being way brighter than the others (usually 1000times brighter than the rest of the physically plausible setup light source) leads to that all the time, but even if i'm wrong and it is a bug, then it was present in all prior corona versions too, but I've been able to spot it clearly only when the first pre 1.5 lighmix containing builds showed up and of course it is present in 1.5 , 1.5.1 , 1.5.2 and even in that early 1.6 daily.
quote "reset settings" in scene setup is required for the UHD Cache to work correct if the scene was previously saved with wrong settings!" did that too, even if I did that after doing those tests on both 1.5.1 and early 1.6 - no difference there, as this is most probably not UHD cache related thing at all, although after resetting, it sure did a better job on those splotches in the corners of that "room", even way better than setting uhd precision to 10 in the previous builds which I actually had to do when doing those tests, but still, it does not effect that patch tracer produced noise at all.
2. well I had decreased sun and sky's values in lightmix to get some sort of decent sunlinght intensity without lowering exposure (which would kind of ruin the test's purpose) and increased those when doing test with lowered sun&sky values to compensate for that initial intensity decrease and of course set sun's pass to 0 and decreased sky value and added some dark blue color to it in both cases to get those night like renders. If I didn't completely misused the lighmix the whole time )) it is imo the whole point of using it, well, to get those nice night\evening with artificial light and day (without the one) renders out of a single render ) Still decreasing or increasing lighmix channel values does not effect the noise amount at all + I rendered all of them with the beauty pass active if that makes any difference at all + I think there should be any difference either as if I got it right the lighmix is kind of more like mixing different layers in photoshop than anything else right now so there should be no impact on any kind of sampling and only the initial light source intensity does have that impact there which the test proves quite nicely, well of course, if I wasn't completely stupid and did some incredibly stupid mistakes in the whole overthinking of that process )) Well you surely begin to see some "undercooked" layers when you lower the lighmix value for some bright light source which otherwise obscures the rest of the not as bright ones thus masking their noise but that was the whole point of that test - to see how the changes in the initial brightness values of the sun and sky (not the ones set in lighmix but the "real" ones)) effect the gi sampling in general.

 So trying to sum it up - decreasing the initial (pre render not lighmix's) intensity values of corona's sun and sky to somewhere around 0.01 can have great benefit for the sampling of interior lights when render is done from the outside of that building model which is especially apparent when there's some glass in windows etc. , thus, greatly increasing the noise coming from those interior light sources cleaning speed in such type of the scenes. It can be seen only when one is doing some lighmix adjustments to the initially daylight+sun lit renders making those renders to represent different lighting conditions afterwards, namely doing some night or the evening type of lighting, if there are no interior lights or if the sun and sky values were initially set to represent the night\evening scene there's no difference at all which is kind of expected.
 And finally, to better illustrate the benefit of that trick\needed tweak of corona's PT gi system I post the first results I got using that technique on a production scene I worked on earlier. Those tests with a room full of teapots, what I posted before, were done after these in hopes of clarifying\proving that benefit in a "clean" and more or less controlled scene. So here goes:

1 the render using default values of corona sun and sky which rendered for around 45 minutes
https://www.flickr.com/photos/119850875@N05/31027982325/in/datetaken-public/ - daylight lighmix preset
https://www.flickr.com/photos/119850875@N05/30725862970/in/datetaken-public/ - night lightmix preset - notice the ugly noise inside the interior which didn't go away even after I rendered some region of affected area for additional time almost doubling the pass count for that part
https://www.flickr.com/photos/119850875@N05/30991942826/in/datetaken-public/ - sampling focus pass for that one

2 the same scene with slight adjustments with some additional exterior light fixtures and slightly different view angle (nothing else changed and I doubt that adding those 2 lights would benefit the render speed at all, well, this scene was not intended for testing purposes so you know how it goes) rendered using lowered to 0.01 sun and sky values for around 15-20 minutes (pay attention to that)) when bringing those values up back using only lighmix after the render was stopped.
https://www.flickr.com/photos/119850875@N05/31027971085/in/datetaken-public/ - daylight lightmix preset
https://www.flickr.com/photos/119850875@N05/25391535069/in/datetaken-public/ - night lightmix preset - notice the ugly interior noise gone ))
https://www.flickr.com/photos/119850875@N05/30726015030/in/datetaken-public/ - dusk\evening lighmix preset, just for the sake of it )
https://www.flickr.com/photos/119850875@N05/30992083856/in/datetaken-public/ - sampling focus pass for that one

So you can easily see why am I so agitated by my findings and if those can be proven and reproduced by someone else it could mean what some slight adjustments to corona's gi behavior could make it much (can't calculate how much but A LOT) faster than it currently is when dealing with such a scenes. To make things better, daylight + artificial light interior scenes like this benefit from this trick as well when rendered from inside the interior itself, yet I have no images to prove it cause I hadn't done some specific test for those and the one's I have rendered were done on that same production scene after using that trick, but the interior itself was changed quite a bit since the times I rendered the same views without this trick, sadly have no time to do more tests right now but still it would be good if anyone could reproduce it, well at least to prove what I haven't gone mad completely ))




Title: Re: Daily Builds 1.6
Post by: scionik on 2016-11-18, 22:32:27
could you please Add Corona toolbar for CoronaScater, CoronaProxy, CoronaLightLister... and RENDER button "Interactive" (I mean I need click many menus to begin interactive rendering)
Title: Re: Daily Builds 1.6
Post by: blank... on 2016-11-18, 22:45:41
(I mean I need click many menus to begin interactive rendering)

F10, render interactive. Where are all those menus?
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-11-18, 23:20:24
F10 > move mouse over Scene tab and click > move mouse over (look between texts cause 4 wide thin visualy the same buttons) Start interactive and click

but... ICON (ergonomic and visual form/color feedback) on toolbar... just move mouse over and click
Title: Re: Daily Builds 1.6
Post by: Frood on 2016-11-18, 23:50:01
What about opening the MaxScript listener window, typing "CoronaRenderer.CoronaFp.startInteractive()", selecting the line and dragging it to a toolbar of your choice? Select a neat icon for your new button afterwards.

You have to create a framebuffer first though (render standard/interactive once). Would be nice if  this could be done automatically by the call, same for CoronaRenderer.CoronaFp.showVfb().

And as for a light lister I cannot stop to recommend this:

http://www.scriptspot.com/3ds-max/scripts/lightlister

It handles Corona lights as well as CoronaLightMaterial and self illumination including the option to select from scene or edit material.


Good Luck


Title: Re: Daily Builds 1.6
Post by: scionik on 2016-11-19, 06:57:29
thanks for scripts. but
1) Im not a programmer and "CoronaRenderer.CoronaFp.startInteractive()" line... I dont understand it. (please dont tell me thats so easy )))) )
2) I dont allow to external scripts ... today its free... tomorrow buy... some day later its gone.
Title: Re: Daily Builds 1.6
Post by: pdaniun on 2016-11-19, 21:02:36
CoronaRenderer.CoronaFp.startInteractive() - works great, thanks.
But CoronaRenderer.CoronaFp.showVfb() - throws an error (expected 1 got 0), so how do I make a button that shows the VFB?
Title: Re: Daily Builds 1.6
Post by: Cheesemsmsm on 2016-11-20, 08:35:17
CoronaRenderer.CoronaFp.startInteractive() - works great, thanks.
But CoronaRenderer.CoronaFp.showVfb() - throws an error (expected 1 got 0), so how do I make a button that shows the VFB?

CoronaRenderer.CoronaFp.showVfb(true)

could you please Add Corona toolbar for CoronaScater, CoronaProxy, CoronaLightLister... and RENDER button "Interactive" (I mean I need click many menus to begin interactive rendering)

I agree with this guy. Corona should have an official toolbar. Not everyone knows how to use the scripts. It's not necessary but it would make our life much easier.
Please consider about it.
Title: Re: Daily Builds 1.6
Post by: Frood on 2016-11-21, 08:37:59
1) Im not a programmer and "CoronaRenderer.CoronaFp.startInteractive()" line... I dont understand it. (please dont tell me thats so easy )))) )

You don´t need to understand it or have to be a programmer, just do it: Open the MaxScritpListener (that area in the bottom left of your screen), press right mouse button -> "Open Listener Window". Then paste the above into the window, select the complete pasted line and drag it to a toolbar. If that´s not easy ;)

As for the LightLister - Your problem. None of your arguments are true in this case, it´s not even encrypted.

Good Luck



Title: Re: Daily Builds 1.6
Post by: Frood on 2016-11-21, 12:02:48
But CoronaRenderer.CoronaFp.showVfb() - throws an error (expected 1 got 0)

Sorry, this was not meant to be a usable "script", I just referred to the function name more into the development direction :)

We need either a separate function to create a basic framebuffer or to make at least startInteractive() behave like the corresponding button in the UI (which creates one if not present) to make both work as a simple button without confusion.


Good Luck

Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-11-23, 11:58:41
I know it takes time, but I'm really curious what has changed in the new daily build?  since its been a while since the last one.  Though we don't seem to have a changelog yet? :D 
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-23, 12:59:24
I know it takes time, but I'm really curious what has changed in the new daily build?  since its been a while since the last one.  Though we don't seem to have a changelog yet? :D
Changelog for the upcoming daily. It was not released yet as we need to fix some slowdowns in some scenes and stabilize the new features + we are currently dealing with a ton of other stuff.

Bug fixes
Speed improvements
Remove fireflies denoising mode now works for render elements
Lowered memory requirements of denoising render elements
Denoised render elements elements are now displayed as soon as ready, one-by-one - corona no longer waits until all denoised elements are computed
Added new render stamp variables: corona build name (%bn), preprocessing time (%ptp), number of CPU threads (%ct)
LUTs no longer clamp overbright values, instead they extrapolate
System-wide settings are now versioned to rule out conflicts when changing between daily builds and stable version
CoronaBitmap bump mapping now works outside of Corona
Updated the scatter lister script to 1.01
Added curve color mapping controls
Added stereo perspective camera
Added Corona triplanar (blended box) texture

UI
Title: Re: Daily Builds 1.6
Post by: alexyork on 2016-11-23, 13:24:12
wow what a list... great stuff.

"Added stereo perspective camera"

Can you go into a bit more detail on this one?
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-11-23, 13:26:59
I know it takes time, but I'm really curious what has changed in the new daily build?  since its been a while since the last one.  Though we don't seem to have a changelog yet? :D
Changelog for the upcoming daily. It was not released yet as we need to fix some slowdowns in some scenes and stabilize the new features + we are currently dealing with a ton of other stuff.

Bug fixes
  • Fixed bug: on some machines corona kept reactivating and crashing when opening material editor
  • Fixed LUT parsing broken in some locales in previous daily build
  • Fixed a rare crash in render history
  • Fixed crash when closing 3ds Max on some computers
  • Fixed crash when NANs were produced in a scene using LUTs
  • Fixed lightmix channel not working with A/B history
  • Fixed NANs under specific conditions https://forum.corona-renderer.com/index.php/topic,13812.0.html (https://forum.corona-renderer.com/index.php/topic,13812.0.html)
  • Fixed NANs under different specific conditions https://forum.corona-renderer.com/index.php/topic,13815 (https://forum.corona-renderer.com/index.php/topic,13815)
  • Fixed UHD cache precision being set wrong in settings, resulting in images with splotches
  • Fixed clicking on tools button in VFB and then again did not return the VFB to exact previous size
  • Fixed crash when using bloom&glare on 1*1 px render
  • Fixed: scatter not updating with animated texmap: https://corona-renderer.com/bugs/view.php?id=2202 (https://corona-renderer.com/bugs/view.php?id=2202) https://forum.corona-renderer.com/index.php?topic=13496 (https://forum.corona-renderer.com/index.php?topic=13496)
Speed improvements
  • LUT parsing speedup: 3-5 times faster
  • Around 20% faster bloom & glare computations using 16-bit floats on computers supporting F16C instruction set extension (Intel Ivy Bridge and later). This should have no effect on the visual quality, but can be disabled in devel/experimental rollout in case of any problems.
  • Significantly improved sampling of HDR environment maps with significant contrast (for example with baked-in sun). Renders with HDRI should now have up to half the noise for same rendertime.
Remove fireflies denoising mode now works for render elements
Lowered memory requirements of denoising render elements
Denoised render elements elements are now displayed as soon as ready, one-by-one - corona no longer waits until all denoised elements are computed
Added new render stamp variables: corona build name (%bn), preprocessing time (%ptp), number of CPU threads (%ct)
LUTs no longer clamp overbright values, instead they extrapolate
System-wide settings are now versioned to rule out conflicts when changing between daily builds and stable version
CoronaBitmap bump mapping now works outside of Corona
Updated the scatter lister script to 1.01
  • Added a version number to the header of the program
  • Lister window now resizes to be high just enough for all the scatters to fit, saving space.
  • Fixed crashes when instancing and referencing scatters (Lister now shows both instances).
  • Minor bug fixes and performance increases.
Added curve color mapping controls
Added stereo perspective camera
Added Corona triplanar (blended box) texture

UI
  • Fixed glitch in CoronaMtl UI
  • Added taskbar progress bar to 3dsmax during rendering
  • Added tooltips to Corona Color Picker
  • Skinned checkboxes in Corona VFB
  • Changed maximum value of mtl editor quality to 50
  • Opacity cutout/clip checkbox in CoronaMtl changed to be off by default
  • Long dropdowns in VFB render passes select are no longer clipped by the bottom end of VFB window
  • Flip green checkbox in CoronaNormal is now on by default

Holy horses! 

That is a list of excitement! :O 

I totally understand, I just have a habit of checking the dropbox folder now and then, and then check to see if there is a changelog afterwards. Since there was a new build on dropbox I just assumed.  But that's cool, these changes look amazing.
Title: Re: Daily Builds 1.6
Post by: johan belmans on 2016-11-23, 14:46:00
whoop whoop can't wait!
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-23, 15:23:43
..

Is this 1.6 RC already? :]

1. decision to flip normal map's green channel by default looks strange to me.
2. does stereo perspective camera renders images for viewing with anaglyph glasses or is this something entirely different?
Title: Re: Daily Builds 1.6
Post by: SmurfN on 2016-11-23, 19:19:49
no improved DR render in the next daily build then?
Title: Re: Daily Builds 1.6
Post by: Frood on 2016-11-23, 19:25:12
I´m rather glad testing new DR code takes it´s time.

Good Luck

Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-23, 19:44:57
no improved DR render in the next daily build then?
although it is ready, we will rather release a daily build without it first, so the other stuff can be tested separately from potentially broken DR
Title: Re: Daily Builds 1.6
Post by: mav3rick on 2016-11-24, 00:58:44
i'm having small problem with db(22.11.2016)
saved rendering misses LUT "pass", like it was turned off during saving process, on 1.5RC2 and previews DB it worked well...

without that new db works really well... transforming vertices, building acc. structure, parsing the scene is a lot faster right now
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-11-24, 04:01:27
no improved DR render in the next daily build then?
although it is ready, we will rather release a daily build without it first, so the other stuff can be tested separately from potentially broken DR
I've spent long time waiting for the DR and the next build will comes without it... :`(
but ondra, will you include the "CoronaRenderer.CoronaFp.getRenderType" next build? I found in the documentation the isrender is replaced with getrendertype but 1.5.2 still doesn't have it.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-24, 10:31:09
yes, it should be there
Title: Re: Daily Builds 1.6
Post by: SmurfN on 2016-11-24, 10:31:44
no improved DR render in the next daily build then?
although it is ready, we will rather release a daily build without it first, so the other stuff can be tested separately from potentially broken DR

Understandable! Thanks!
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-11-24, 10:58:14
yes, it should be there
yes, thanx! that would be very useful for me :D
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-24, 11:47:42
Should we report bugs found in nov-22 build or should we wait for more official release? I found that if render is launched without any stopping conditions, then sometimes animated progress bar in taskbar keeps going even after render is stopped. Also i got a crash trying to launch rendering.

BTW, triplanar is awesome!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-24, 12:22:23
yep, go ahead and report it as bugs, worst case is that we will close the report when new daily is out
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-25, 13:59:13
CoronaMix + bump... ;)
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-11-25, 14:28:43
I don't get it, isn't it already possible?
Title: Re: Daily Builds 1.6
Post by: ktulu on 2016-11-25, 14:35:31
CoronaMix + bump... ;)

Does it work with displacement too?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-11-25, 15:41:25
it always worked with displacement, now it works with bump as well ;)
Title: Re: Daily Builds 1.6
Post by: ktulu on 2016-11-25, 15:57:10
it always worked with displacement, now it works with bump as well ;)
Right, got this mixed up - for a second I thought it was CoronaLayeredMaterial which currently takes both displacement and bump from the base layer.
Title: Re: Daily Builds 1.6
Post by: lacilaci on 2016-12-01, 17:01:35
daily 2016_12_01 with max 2017:

Curve editor window stays open when I close corona VFB (have to close curve editor separately);
Adjusting curves is "laggy" (I'd rather have the update done after I stop moving points in the editor);

When closing and reopening scene (with curves enabled) the reopened scene shows curves unchecked in VFB (even though they are actually applied)

And curve editor is always on top (overlays chrome for example, when chrome is active)

I had no issues with IR responsivity with 1.5, but in this build it I almost cannot move objects or camera while IR is running...

Title: Re: Daily Builds 1.6
Post by: Ryuu on 2016-12-01, 19:13:46
Could you please report these problems either on Mantis or in the bug reporting section of the forum? That way you'll be informed when and how this gets resolved.
Title: Re: Daily Builds 1.6
Post by: lacilaci on 2016-12-01, 20:09:39
Could you please report these problems either on Mantis or in the bug reporting section of the forum? That way you'll be informed when and how this gets resolved.

Done
Title: Re: Daily Builds 1.6
Post by: Flavius on 2016-12-02, 12:49:40
Hi guys,

I've installed the latest daily, (1st of december) and :

1. VFB seems less responsive, even in my epic test scene (teapot, plane, corona sun) panning has some sort of freezes.
2. Holding on the EV slider little arrows, and dragging is lagging (has freezes) as well. Even typing different values takes longer to calculate.

I haven't investigated more because I have a project running and I've quickly reverted back to 1.5 hotfix and I can confirm no lagging and no freezes.
Title: Re: Daily Builds 1.6
Post by: rozpustelnik on 2016-12-02, 14:03:38
There is a glitch in Corona Frame Buffer LUT in Post tab. Selecting the proper lut from the rollout is impossible if its not on the top of the list (about 40 profiles). Everything that is further down cannot be accesed (there is no vertical slider and scrolling doesn't work) because is off the screen. 3ds max 2015.
Title: Re: Daily Builds 1.6
Post by: maru on 2016-12-02, 14:37:11
Hi guys,

I've installed the latest daily, (1st of december) and :

1. VFB seems less responsive, even in my epic test scene (teapot, plane, corona sun) panning has some sort of freezes.
2. Holding on the EV slider little arrows, and dragging is lagging (has freezes) as well. Even typing different values takes longer to calculate.

I haven't investigated more because I have a project running and I've quickly reverted back to 1.5 hotfix and I can confirm no lagging and no freezes.

Are you by any chance using physical camera and interactive rendering?
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-12-02, 15:14:38
Quote
Are you by any chance using physical camera and interactive rendering?
...or a standard camera with CoronaCamMod on top, because this one is super slow for me, too. I hope this gets resolved, it's very tedious to switch cameras or disable modifiers only for IR.
Title: Re: Daily Builds 1.6
Post by: maru on 2016-12-02, 15:25:42
Actually I thought that applying a CoronaCameraMod to a physical camera is a solution to this slowdown. o_0
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-12-02, 16:11:05
Actually I thought that applying a CoronaCameraMod to a physical camera is a solution to this slowdown. o_0
For me, the modifier started to trigger the same slowdown beginning with 1.4 or later. I've mentioned it a few times here in this thread.
Title: Re: Daily Builds 1.6
Post by: Flavius on 2016-12-02, 21:24:26
Hi guys,

I've installed the latest daily, (1st of december) and :

1. VFB seems less responsive, even in my epic test scene (teapot, plane, corona sun) panning has some sort of freezes.
2. Holding on the EV slider little arrows, and dragging is lagging (has freezes) as well. Even typing different values takes longer to calculate.

I haven't investigated more because I have a project running and I've quickly reverted back to 1.5 hotfix and I can confirm no lagging and no freezes.

Are you by any chance using physical camera and interactive rendering?

Hey Maru,

No, I was in perspective. I wanted to see the new Triplanar map, so I didn't put any kind of camera, and neither I have tried to see how it behaves from it. But 1.5 is smooth as butter.
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-02, 23:35:00
Even when not rendering VFB response in latest build is much worse. Simply dragging exposure spinner gives jerky and very unpleasing to eyes change in exposure (curves, lut, B&G, all are turned off).
Title: Re: Daily Builds 1.6
Post by: AM_visualization on 2016-12-04, 22:30:49

Today I have a strange thing happened with the decimal separator, after i chose a coronaroundegde in the material editor the decimal separator is change from point to comma.....
someone has had a similar issue?


thanks
Title: Re: Daily Builds 1.6
Post by: Dippndots on 2016-12-05, 13:40:12
Is there the ability, in these daily builds, to use corona standalone to add bloom/glare after a networked render has finished?
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-12-05, 13:44:24
Hi, there is critical issue with latest build.
When I open scene geometry are not displayed with maps in viewports. If I turn Off display maps in viewports its OK. When turned On display maps in viewport geometry are disappearing (visibility). rendering is ok.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-12-05, 22:53:40
Hi, there is critical issue with latest build.
When I open scene geometry are not displayed with maps in viewports. If I turn Off display maps in viewports its OK. When turned On display maps in viewport geometry are disappearing (visibility). rendering is ok.

This problem has been a thing since max2017 release, it has nothing to do with the latest build I think. I think it's a max nitrous + nvidia driver error.
Title: Re: Daily Builds 1.6
Post by: AM_visualization on 2016-12-05, 23:12:34

I am experiencing another error with the lastt beta, sometimes when i stop interactive render and start the normal one......max crash....

anyone?
Title: Re: Daily Builds 1.6
Post by: scionik on 2016-12-05, 23:25:05
Hi, there is critical issue with latest build.
When I open scene geometry are not displayed with maps in viewports. If I turn Off display maps in viewports its OK. When turned On display maps in viewport geometry are disappearing (visibility). rendering is ok.

This problem has been a thing since max2017 release, it has nothing to do with the latest build I think. I think it's a max nitrous + nvidia driver error.

I've seen it firt time afrer Corona latest build. In 2 scenes on 2 different PCs
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-05, 23:43:34

I am experiencing another error with the lastt beta, sometimes when i stop interactive render and start the normal one......max crash....

anyone?

Regular rendering immediately after interactive one, almost guaranteed crash with latest DB for me. It is already reported on mantis.
Title: Re: Daily Builds 1.6
Post by: sevecek on 2016-12-05, 23:46:02
Regular rendering immediately after interactive one, almost guaranteed crash with latest DB for me. It is already reported on mantis.
Yep, already fixed, should be ok in the next daily.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-12-06, 00:28:58
Hi, there is critical issue with latest build.
When I open scene geometry are not displayed with maps in viewports. If I turn Off display maps in viewports its OK. When turned On display maps in viewport geometry are disappearing (visibility). rendering is ok.

This problem has been a thing since max2017 release, it has nothing to do with the latest build I think. I think it's a max nitrous + nvidia driver error.

I have 5 machines all got this issue after running max 2017. Now that doesn't mean it can't be corona but I have had this issue before 1.5 and 1.52 as well. This is not due to the latest build.
I've seen it firt time afrer Corona latest build. In 2 scenes on 2 different PCs
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-12-07, 01:12:31
some fun in upcoming daily build

Title: Re: Daily Builds 1.6
Post by: moadr on 2016-12-07, 07:19:01
Ahh, was missing this so much! Sometimes getting into details and testing materials in certain conditions was hard because of the lack of the zoom option. Can't wait to try it out! :)
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-12-07, 07:53:13
zoom / pan in camera view is great!
but I thought it was the normal zoom/pan without makes the IR restarted in VFB like in final render :)
Title: Re: Daily Builds 1.6
Post by: johan belmans on 2016-12-07, 09:24:44
Great, verry usefull!
Title: Re: Daily Builds 1.6
Post by: alexyork on 2016-12-07, 10:11:29
Ondra... come on now...! This is going to save so much time...!
Title: Re: Daily Builds 1.6
Post by: pdaniun on 2016-12-07, 10:37:42
Triplanar Map looks good, takes a bit longer to render, might mean a lot longer if many maps are used in a scene.
The bump map channel seems also smoother with Triplanar than UVW.
See attachments with a quick comparison, UVW in box mode with real world map size VS. Triplanar with scale to match UVW modifier.
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-07, 10:48:38
some fun in upcoming daily build

Oh yesss!!! But i thought you said it was not possible :]

zoom / pan in camera view is great!
but I thought it was the normal zoom/pan without makes the IR restarted in VFB like in final render :)

Sorry, but what would be use of such feature?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-12-07, 15:52:28
some fun in upcoming daily build

Oh yesss!!! But i thought you said it was not possible :]
It was not. Then I made it possible :D
Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-12-07, 15:54:03
That's the story of Corona in a few words ;)
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-12-07, 16:11:53
some fun in upcoming daily build

Oh yesss!!! But i thought you said it was not possible :]
It was not. Then I made it possible :D

Next step.. Make it available? :D :D 
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-07, 16:33:45
That's the story of Corona in a few words ;)

Amen :]
Title: Re: Daily Builds 1.6
Post by: Flavius on 2016-12-14, 17:00:50
It seems like the latest daily build takes much more RAM in the interactive preview, it seemed to me it is slower to start the preview, and then I saw huge amount of RAM used by max, but I will put back 1.5 to see if there is a real difference or it's just my brain acting all fuzzy.

The 2D panning zoom thing is great btw! Outstanding idea.

EDIT: Sorry, it's not a 1.6 problem, same amount of RAM goes to 1.5. I'll investigate further on.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2016-12-14, 20:48:40
Corona always uses a lot of ram when you launch a render and then it goes back down. I have 48GB in my render nodes and I use a lot of trees, and I see that every time. sometimes it maxes our and reaches 45+GB and gives a message of running out of ram, then it goes down to 25GB.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-12-15, 14:34:14
Has there been any reports of DR just kind of... stopping to work while rendering? 

I can't confirm if DR was the problem, as I got no error, but I had a job rendering with 2 machines on DR, everything ran fine for 70+ frames then suddenly it "stops" as in max freezes the render looks like its still going, like max isn't turning white or anything, but nothing actually happens... no more passes from local or DR happens. just sits there. 

I just forced closed the job and restarted max, now it's rendering fine again from that frame.... for now anyway.   it could be totally unrelated to corona DR, but thought I would flag my experience in case others run into it.
Title: Re: Daily Builds 1.6
Post by: maru on 2016-12-15, 15:31:57
Yes, there have been similar reports, but unfortunately the description is too vague, and it could be due to a number of reasons from Backburner to firewall...

It would be best if you could send the content of your DR logs and BB logs to support@corona-renderer.com. Here is how to gather all of that:
https://coronarenderer.freshdesk.com/support/solutions/articles/12000002065
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2016-12-15, 21:10:18
Has there been any reports of DR just kind of... stopping to work while rendering? 

I can't confirm if DR was the problem, as I got no error, but I had a job rendering with 2 machines on DR, everything ran fine for 70+ frames then suddenly it "stops" as in max freezes the render looks like its still going, like max isn't turning white or anything, but nothing actually happens... no more passes from local or DR happens. just sits there. 

I just forced closed the job and restarted max, now it's rendering fine again from that frame.... for now anyway.   it could be totally unrelated to corona DR, but thought I would flag my experience in case others run into it.

same issue here except the slaves keep rendering only the master stops and doesn't save the image. Happened twice on a 7400 pixels wide render that took hours, ending up sending out the older 6000 render with photoshop fixes.
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2016-12-15, 23:08:33
Very strange behavior of Daily Build's after 1.5.2 release with Thinkbox Deadline 8. in max 2017/
With version 1.5.2 always Ok, it's sending scene to Deadline monitor and render/
After 1.5.2 version- /2016.12.01 daily, 2016.12.13 daily/
it's simple not sending scene for render and Monitor, despite that with other renders /scanline,Vray,and etc. / always ok and no problem's///


With max 2016 and Deadline 8 it's fail to error:

MAXScript Rollout Handler Exception
---------------------------
-- Unknown property: "gi_hdCache_save" in Corona_1_6_DailyBuild_Dec__1_2016:Corona_1_6_DailyBuild_Dec__1_2016


Please Help!!!
Title: Re: Daily Builds 1.6
Post by: Juraj on 2016-12-16, 05:04:17
The DR is quite strange, it butchers my alpha channel for some reason (like fills it..). Will try get screenshot
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2016-12-16, 11:08:18
The DR is quite strange, it butchers my alpha channel for some reason (like fills it..). Will try get screenshot


destroyed in mine alpha channels :( 

(http://i15.photobucket.com/albums/a376/halberciro/alphachannel.jpg) (http://s15.photobucket.com/user/halberciro/media/alphachannel.jpg.html)

Title: Re: Daily Builds 1.6
Post by: pokoy on 2016-12-16, 11:34:28
Yes, alpha seems inconsistent. Also, what's up with ZDepth? It looks like it's not working correctly in the example above?
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2016-12-16, 12:00:30
I didn't  enter the correct values.Zdepth is working fine.
Title: Re: Daily Builds 1.6
Post by: Noah45 on 2016-12-16, 15:39:00
2D panning will be used frequently, also the 8 limit VFB pass will keep the CPU(s) temp down....TY
Title: Re: Daily Builds 1.6
Post by: Juraj on 2016-12-16, 18:48:27
Temporary workaround is that if you use "alpha channel" as pass, it will be saved correctly as separate pass.

But the alpha saved in image will still be incorrect.

In my case the alpha gets wrong with DR and refractive glass ( I am using refraction override too, didn't check it if changes something ).
Title: Re: Daily Builds 1.6
Post by: snakebox on 2016-12-18, 23:22:35
Temporary workaround is that if you use "alpha channel" as pass, it will be saved correctly as separate pass.

But the alpha saved in image will still be incorrect.

In my case the alpha gets wrong with DR and refractive glass ( I am using refraction override too, didn't check it if changes something ).

Does all of this happen in 32bit EXR too?  or is it only in 8/16bit PS ?
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-19, 10:22:43
Sometimes when pressing save button in VFB, dump exr dialog is open instead. This happens very rarely, like one time out of hundred and i don't know how to reproduce it. Can't remember when it happened for the first time, but i think it was with introduction of 1.6 dailies.
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-12-19, 10:53:40
Sometimes when pressing save button in VFB, dump exr dialog is open instead. This happens very rarely, like one time out of hundred and i don't know how to reproduce it. Can't remember when it happened for the first time, but i think it was with introduction of 1.6 dailies.
imho, maybe that case just when a lag of computer interface happen then we accidentally press-hold save button and the cursor dragged to the second choice "dump EXR". :)
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-23, 11:44:46
imho, maybe that case just when a lag of computer interface happen then we accidentally press-hold save button and the cursor dragged to the second choice "dump EXR". :)

If that would happen when i hold and click on save, i wouldn't even report it. Thing is that this happens when i simply click on save and when that happens it's persistent - i close dialog, click again and it still opens dump exr. So no, i don't think that laggy computer, faulty mouse or sloppy user is in fault :]
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-23, 11:59:03
I wonder if anyone finds current implementation of feathered region render useful? Now if i try to use it, it gives nasty heavily undersampled pixels towards region edges, which makes this feature completely useless. I think Corona should sample feathered area as much as main region and gradually lower pixels opacity towards feather edge. That would allow seamless blending with already existing image and would give expected results. Or do i misunderstand its ussage?
Title: Re: Daily Builds 1.6 bug corona triplanar map in Bump slot
Post by: denisgo22 on 2016-12-23, 19:13:38
Some bug of the Corona triplanar map in the Bump material slot///
Same instance of the Triplanar map in the Bump slot rendering different:
max 2017 daily build 13/2016

Title: Re: Daily Builds 1.6
Post by: Bormax on 2016-12-23, 23:00:27
I wonder if anyone finds current implementation of feathered region render useful? Now if i try to use it, it gives nasty heavily undersampled pixels towards region edges, which makes this feature completely useless. I think Corona should sample feathered area as much as main region and gradually lower pixels opacity towards feather edge. That would allow seamless blending with already existing image and would give expected results. Or do i misunderstand its ussage?
I found this feature useful. I like it. I do not have the problem you described here. Corona spreads samples evenly on zoomed region area.
I still use Max 2014
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-23, 23:43:18
That's interesting. Could you show some example?
Title: Re: Daily Builds 1.6 bug corona triplanar map in Bump slot
Post by: Bormax on 2016-12-23, 23:47:26
Some bug of the Corona triplanar map in the Bump material slot///
Same instance of the Triplanar map in the Bump slot rendering different:
max 2017 daily build 13/2016
Max 2014 - do not have this problem. Bump and diffuse maps are in the same position
Title: Re: Daily Builds 1.6
Post by: Bormax on 2016-12-24, 00:06:48
That's interesting. Could you show some example?
Sure
Here it is
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-24, 00:33:30
Hmm, that doesn't look like fuzzy / feathered region render - noise distributions looks evenly spread across all region area. Besides you should do your test on relatively clean image, otherwise undersampled pixels in feathered region is much harder to spot.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2016-12-24, 00:58:11
This is another test
Title: Re: Daily Builds 1.6
Post by: Bormax on 2016-12-24, 01:11:08
And here the same zoomed region rendered longer time to get cleaner result.
Is it what you want to see?
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-24, 10:31:23
It's either you don't know what feathered region render is, or there is something wrong with my installation... :/
Title: Re: Daily Builds 1.6
Post by: Bormax on 2016-12-24, 12:03:03
It's either you don't know what feathered region render is, or there is something wrong with my installation... :/

Here is the same picture with marked region borders. Actually you can see them if you zoom the picture.

You are right, region on the picture IR_zoomed_region-2.jpg is not in the same position as on IR_zoomed_region-1.jpg, I stopped render and started it again, so the zoomed region not exactly on the same place, but zoom factor is the same
Title: Re: Daily Builds 1.6
Post by: Bormax on 2016-12-24, 20:35:53
Merry Christmas to all of you guys!
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2016-12-25, 01:11:32
Thanx bormax :)

May God bless corona and you all guys
MERRY CHRISTMAS!
Title: Re: Daily Builds 1.6
Post by: blank... on 2016-12-27, 12:14:39
I wonder if anyone finds current implementation of feathered region render useful? Now if i try to use it, it gives nasty heavily undersampled pixels towards region edges, which makes this feature completely useless.

I'm not getting undersampled pixels like you, but I'm not getting feather region either. It looks like area just one pixel larger then selected region. You can easily see this with clear VFB inbetween renders turned on.
http://i.imgur.com/qjInz64.jpg
http://i.imgur.com/12jAanO.png
Title: Re: Daily Builds 1.6
Post by: romullus on 2016-12-27, 14:36:51
That's because you're not using feathered region. Maybe it's not very intuitive, but once you set region, hold CTRL and drag region border. Additional green rectangle should appear, indicating that now you're using feathered region.

I suspect the same might apply to Bormax's case, but i just gave up to investigate that :/
Title: Re: Daily Builds 1.6
Post by: blank... on 2016-12-27, 14:54:14
That's because you're not using feathered region. Maybe it's not very intuitive, but once you set region, hold CTRL and drag region border.

Oh I see. I did hold down CTRL but I thought you just start new region with CTRL. Let's retest.
Yes, you are right, same thing here, nasty artifacts on the edges:
http://i.imgur.com/9TtyWzg.png
http://i.imgur.com/AD8GfGl.png
Title: Re: Daily Builds 1.6
Post by: Duron on 2016-12-29, 14:23:56
I'm on the latest beta now and don't like the new fb behaviour on IR when pressing "Tools" on and off. The render size is changing which is really a downstep to me compared to 1.5. Is this a bug or desired feature?
Title: Re: Daily Builds 1.6
Post by: Ludvik Koutny on 2016-12-29, 15:05:06
I'm on the latest beta now and don't like the new fb behaviour on IR when pressing "Tools" on and off. The render size is changing which is really a downstep to me compared to 1.5. Is this a bug or desired feature?

A feature. To prevent window resizing when having window maximized. But it's true that it wasn't well thought through in regards to interactive rendering.
Title: Re: Daily Builds 1.6
Post by: PROH on 2016-12-29, 19:49:13
Yes, this is quite irritating. It also means that IR is restarting every time you open or close the "tool" tab. Not good for an efficient workflow :(
Title: Re: Daily Builds 1.6
Post by: Duron on 2016-12-30, 00:10:49
A feature. To prevent window resizing when having window maximized. But it's true that it wasn't well thought through in regards to interactive rendering.

Pity! I liked the old behaviour much more.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2016-12-30, 11:39:05
do not worry, we can do something about it for IR ;)
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-01-04, 14:00:02
Latest daily. 3ds 2014

For some reason batch render failed to save light mixer render layer and saved only beauty in the right derectory.

It have not even been saved in the default 3ds maxes derictory. I think there is slight bug crawling out there. Or there is something wrong with 3ds.
Title: Re: Daily Builds 1.6
Post by: JG_monomiru on 2017-01-04, 17:24:50
about the zoom_feature with int vfb - can you disable it, if you don't want to focus the sampling on parts of the whole image, but accidentally resize the vfb-framebuffer?

its just a question up-front. I had not the time to play with 1.6db yet
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-01-04, 19:23:20
It's just for interactive rendering. You can safely zoom in/out while doing regular rendering - it won't affect sampling.
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-01-04, 22:13:14
Max 2017 + v1.6 1december = no zoom in Interactive VFB... why?
Title: Re: Daily Builds 1.6
Post by: blank... on 2017-01-04, 22:28:03
Max 2017 + v1.6 1december = no zoom in Interactive VFB... why?

Works fine for me, something's wrong on your end.
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-01-04, 23:32:20
Max 2017 + v1.6 1december = no zoom in Interactive VFB... why?

  • Added support for zooming-in in Corona VFB during interactive rendering. The renderer automatically focuses on visible area

Zooming support was added in Dec 13 build.
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-01-05, 01:00:27
Jesus... sorry... I watched the Tom video,  I saw "1 December" and I installed that version.  =)
Title: Re: Daily Builds 1.6
Post by: Adanmq on 2017-01-05, 12:55:00
HI. i´m trying the 1.6 changes and everything looks great but I´m having a problem using MAX 2017 and Dec 13 version, no matter what, if i re-size the Interactive VFB always automatically goes back to 505x505px. Yes, i can zoom but i cant set the original size anymore. Tools panel it´s closed.

Anyone it´s having similar behavior? or just my?

Best!.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-06, 03:04:23
Adanmq I have the same problem here and it is annoying, but better then when I accidentally resize to fill my 4K screen and then I will have to wait for 15 minutes or stop max process.
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-01-09, 19:44:27
Hey guys!
any new builds? ))
Title: Re: Daily Builds 1.6
Post by: ghosty.ny on 2017-01-09, 20:02:36
Hey guys,

the download has not yet been released?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-09, 22:41:42
we are currently doing some API rewriting to increase stability, testability, and development speed. But we have some changes stashed, so why not do a build ;)
Title: Re: Daily Builds 1.6
Post by: clemens_at on 2017-01-10, 19:59:43
is it just me or does denoising not seem to work?
it calculates but the framebuffer does not update...
Title: Re: Daily Builds 1.6
Post by: TomG on 2017-01-10, 20:59:27
is it just me or does denoising not seem to work?
it calculates but the framebuffer does not update...

Can confirm that happens to me too - Max 2017, in both a simple and complex scene. Denoising calculates, but VFB doesn't change (and the Denoise amount value doesn't change anything in the image).
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-10, 21:52:43
is it just me or does denoising not seem to work?
it calculates but the framebuffer does not update...

I think same here, i rendered three scenes overnight and I was working with them, zooming in after I saw your comment I can see noise still there even though I enabled denoising on lightmix elements.
Title: Re: Daily Builds 1.6
Post by: Renovacio on 2017-01-11, 00:39:26
is it just me or does denoising not seem to work?
it calculates but the framebuffer does not update...

yes!!! Same problem with last dailybuild!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-11, 08:35:10
already fixed internally, will release the fix soon
Title: Re: Daily Builds 1.6
Post by: burnin on 2017-01-11, 17:35:24
confirming same with the yesterday's Standalone for Blender
also Curves Editor doesn't run (can be checked, but stays unavailable)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-11, 21:37:29
released the build with fixed denoising. It also contains the new DR - first version. We are looking for volunteers to try it at their own risk ;)
Title: Re: Daily Builds 1.6
Post by: alexyork on 2017-01-11, 21:41:59
released the build with fixed denoising. It also contains the new DR - first version. We are looking for volunteers to try it at their own risk ;)

That list of changes sounds AWESOME. Good job! Might see if we can try this out tomorrow.... corona region in DR + adaptivity sounds fantastic...

Just on the DR improvements - please don't forget checkboxes for DR nodes!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-11, 21:47:39
UI improvements for the render settings rollout are definitely planned
Title: Re: Daily Builds 1.6
Post by: alexyork on 2017-01-11, 21:52:25
UI improvements for the render settings rollout are definitely planned

Great stuff.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-12, 02:36:04
this is an update about the below, I am doing more testing and it seems it is a matter of materials with opacity maps throwing render nodes into limbo. I will do more testing and update to see what's happening.

This is an update, the below turned out to be true as other users experienced it so I un-stroke the original text.

Testing out the new fabulous DR, looks very informative and cool but it will render to black on some nodes and it does this randomly on nodes not the same ones every time. please see attached. Also it doesn't seem to delete the max scene that was transferred to the node and at 400mb a scene a few projects will fill those small ssd's. Also please take a look at memory usage, if max is still in memory you get about 8GB still in use after the render is finished on each node, so first try 16GB use, second try same scene it jumps to 24GB.
Thanks!
Title: Re: Daily Builds 1.6
Post by: 88qba88 on 2017-01-12, 08:12:30
There is no 2017 version in a new Daily, am I right?
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-01-12, 08:55:43
yeah... I cant find it too
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-12, 10:11:08
there is installer with all versions included
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-01-12, 11:01:49
Hiu guys, the new DR seems quite cool but I also have some issues here. The system seems too slow to start one hit Render.

As you can see from the image my Master PC worked for 5min 59sec and produced 51 passes, in the same time the Slave Farm04 started and produced 4 updates for a total of 24 passes but the Farm 03 was producing nothing! Didn't saw any errors by the way but the status was showing that the server was working as well, here is the Corona log:

2017-01-12 10:39:31  ====RENDER STARTED====
2017-01-12 10:39:31  Core build timestamp: Jan 11 2017 20:43:20
2017-01-12 10:39:41  Scene parsing took 2.228 seconds
2017-01-12 10:39:41  Calculating displacement took 0 seconds
2017-01-12 10:41:16  EMBREE: Created 5991 elements, memory usage: 243 M bytes.
2017-01-12 10:41:19  Preparing geometry took 98.114 seconds
2017-01-12 10:41:19  Precomputing light distribution took 0.001 seconds
2017-01-12 10:41:34  Computing primary GI took 14.766 seconds
2017-01-12 10:41:34  Rendering initial pass
2017-01-12 10:41:35  Rendering initial pass
2017-01-12 10:41:35  Rendering initial pass
2017-01-12 10:41:36  Rendering initial pass
2017-01-12 10:41:36  Rendering initial pass
2017-01-12 10:41:37  Rendering initial pass
2017-01-12 10:41:38  Rendering initial pass
2017-01-12 10:41:38  Rendering initial pass
2017-01-12 10:41:39  Rendering initial pass
2017-01-12 10:41:39  Rendering initial pass
2017-01-12 10:41:40  Rendering initial pass
2017-01-12 10:41:41  Rendering initial pass
2017-01-12 10:41:41  Rendering initial pass
2017-01-12 10:41:42  Rendering initial pass
2017-01-12 10:41:42  Rendering pass 2
2017-01-12 10:41:43  Rendering pass 2
2017-01-12 10:41:44  Rendering pass 2
2017-01-12 10:41:44  Rendering pass 2
2017-01-12 10:41:45  Rendering pass 2
2017-01-12 10:41:45  Rendering pass 2
2017-01-12 10:41:46  Rendering pass 2
2017-01-12 10:41:46  Rendering pass 2
2017-01-12 10:41:47  Rendering pass 2
2017-01-12 10:41:48  Rendering pass 2
2017-01-12 10:41:48  Rendering pass 2
2017-01-12 10:41:49  Rendering pass 2
2017-01-12 10:41:49  Rendering pass 2
2017-01-12 10:41:50  Rendering pass 3
2017-01-12 10:41:51  Rendering pass 3
2017-01-12 10:41:51  Rendering pass 3
2017-01-12 10:41:52  Rendering pass 3
2017-01-12 10:41:52  Rendering pass 3
2017-01-12 10:41:53  Rendering pass 3
2017-01-12 10:41:53  Rendering pass 3
2017-01-12 10:41:54  Rendering pass 3
2017-01-12 10:41:54  Rendering pass 3
2017-01-12 10:41:55  Rendering pass 3
ecc
ecc
ecc.....
......

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: ronaldjung on 2017-01-12, 11:20:32
First teste of a simple interior scene, everything how it was supposed to be! :D
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-12, 12:47:19
Hiu guys, the new DR seems quite cool but I also have some issues here. The system seems too slow to start one hit Render.

As you can see from the image my Master PC worked for 5min 59sec and produced 51 passes, in the same time the Slave Farm04 started and produced 4 updates for a total of 24 passes but the Farm 03 was producing nothing! Didn't saw any errors by the way but the status was showing that the server was working as well, here is the Corona log:


Thanks,

Dionysios -


that's exactly what's happening here, you will find that the server that rendered 24 passes they were all black, the other server didn't have a chance to start I guess.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-01-12, 14:15:08
Hiu guys, the new DR seems quite cool but I also have some issues here. The system seems too slow to start one hit Render.

As you can see from the image my Master PC worked for 5min 59sec and produced 51 passes, in the same time the Slave Farm04 started and produced 4 updates for a total of 24 passes but the Farm 03 was producing nothing! Didn't saw any errors by the way but the status was showing that the server was working as well, here is the Corona log:


Thanks,

Dionysios -


that's exactly what's happening here, you will find that the server that rendered 24 passes they were all black, the other server didn't have a chance to start I guess.


Ok! Good to know!

Thanks for getting back.

Dionysios -
Title: Re: Daily Builds 1.6
Post by: agentdark45 on 2017-01-12, 16:01:10
Quick question regarding texture paths or general scene setup for DR on this new build:

I've got a complete scene (on my main PC) with textures saved on the main computer's drives (and materials all pointing to them), is there something I should be doing with the scene when I copy it to the slave computer? My setup consists of two PC's linked via LAN cables through my router.
Title: Re: Daily Builds 1.6
Post by: sevecek on 2017-01-12, 18:16:06
Quick question regarding texture paths or general scene setup for DR on this new build:

I've got a complete scene (on my main PC) with textures saved on the main computer's drives (and materials all pointing to them), is there something I should be doing with the scene when I copy it to the slave computer? My setup consists of two PC's linked via LAN cables through my router.

New DR should copy all materials to slaves automatically. If slaves fail to load some textures or other assets, it's a bug.
Title: Re: Daily Builds 1.6
Post by: agentdark45 on 2017-01-12, 21:40:24
Quick question regarding texture paths or general scene setup for DR on this new build:

I've got a complete scene (on my main PC) with textures saved on the main computer's drives (and materials all pointing to them), is there something I should be doing with the scene when I copy it to the slave computer? My setup consists of two PC's linked via LAN cables through my router.

New DR should copy all materials to slaves automatically. If slaves fail to load some textures or other assets, it's a bug.

Awesome, thanks. Will have to give it a go!
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-01-13, 00:23:23
I love the new look for DR, the info is great!

I am getting some odd variance when using DR however. Sometimes it works as expected by submitting the expected amount of passes per update, say my local machine renders 1 pass per minute for instance, DR will be around the same roughly.

But every so often, same scene but if I stop the render and restart it, the DR node will send off 100's of passes which is totally unrealistic, but its like it renders nothing/black and just submits nothing, so it reaches 100+ passes per minute instead.

Now I haven't actually seen visually what the DR is doing, but the quality of the render certainly doesn't change accordingly to the pass amount so I can only assume there is nothing in those passes.

Hope this sort of makes sense?

Thanks for the update anyway!
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-01-13, 00:54:41
I love the new look for DR, the info is great!

I am getting some odd variance when using DR however. Sometimes it works as expected by submitting the expected amount of passes per update, say my local machine renders 1 pass per minute for instance, DR will be around the same roughly.

But every so often, same scene but if I stop the render and restart it, the DR node will send off 100's of passes which is totally unrealistic, but its like it renders nothing/black and just submits nothing, so it reaches 100+ passes per minute instead.

Now I haven't actually seen visually what the DR is doing, but the quality of the render certainly doesn't change accordingly to the pass amount so I can only assume there is nothing in those passes.

Hope this sort of makes sense?

Thanks for the update anyway!

I have the same problem. Unrealistic amount of passes from slave's machines///
And would be like to be able to cleanse or refresh information in the list, about failed slaves manually, or on next render starting///
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-13, 02:47:22
I love the new look for DR, the info is great!

I am getting some odd variance when using DR however. Sometimes it works as expected by submitting the expected amount of passes per update, say my local machine renders 1 pass per minute for instance, DR will be around the same roughly.

But every so often, same scene but if I stop the render and restart it, the DR node will send off 100's of passes which is totally unrealistic, but its like it renders nothing/black and just submits nothing, so it reaches 100+ passes per minute instead.

Now I haven't actually seen visually what the DR is doing, but the quality of the render certainly doesn't change accordingly to the pass amount so I can only assume there is nothing in those passes.

Hope this sort of makes sense?

Thanks for the update anyway!



your post made me sure that this behavior that happened in my render farm is true as mentioned in my previous post. Random nodes will render to black and do dozens of passes quickly. it is not me then.
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-01-13, 13:33:51
Stop or Cancel button not working...I cant stop or cancel my render.
Title: Re: Daily Builds 1.6
Post by: VASLAVO on 2017-01-13, 22:41:06
not sure if tis reported but last version daily its not loading maps or proxys when render at backburnner
Title: Re: Daily Builds 1.6
Post by: antanas on 2017-01-14, 19:08:26
Stop or Cancel button not working...I cant stop or cancel my render.
Happened to me to twice or trice - not sure if it's new DR related or not (for it did happen in the past too) but this time it happened when I used it. Btw the new DR will be awesome after some polish ) 
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-01-16, 22:14:23
Had the opportunity to do a short test of the new DR code/DB170111 + Max2016 with just one slave, will try a small summary (for Max):

Already mentioned:

- Canceling sometimes not possible (confirmed here)
- Backburner jobs do not load assets at all (confirmed here)
- Pass spam when restarting rendering / black frames (could not reproduce)
- DrData directory not cleaned up (confirmed here)
- Denoising not working (not confirmed here, maybe only Max2017?)
- Awesome, good job so far! (confirmed here ;)

Additionally:

- Significant CPU load of DRServer, even when idle
- Fail at transmitting status and memory usage (see attachment, could not get this to work at all)


Good Luck


Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-16, 23:33:12
Quote "- Pass spam when restarting rendering / black frames (could not reproduce)"

you need more than one rendering node to see this.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-01-18, 02:40:54
I would love a hotfix for the DR stuff, I understand it's all experiemental and testing, but for me everything runs perfectly!  Except for the fact that all my DR nodes now through out 1000's of super fake passes and I don't really have a feel for if they actually do render anything or not. :P
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-18, 03:16:30
I would love a hotfix for the DR stuff, I understand it's all experiemental and testing, but for me everything runs perfectly!  Except for the fact that all my DR nodes now through out 1000's of super fake passes and I don't really have a feel for if they actually do render anything or not. :P


haha same here I am in love with Corona and would never switch back to Vray, and my income now depends on it, but we got to give Ondra some space programming is really hard and all software has bugs, they are not easy to iron out, I think Ondra is on top of things and will get us the new toys when he can :)
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-01-18, 04:33:20
I would love a hotfix for the DR stuff, I understand it's all experiemental and testing, but for me everything runs perfectly!  Except for the fact that all my DR nodes now through out 1000's of super fake passes and I don't really have a feel for if they actually do render anything or not. :P


haha same here I am in love with Corona and would never switch back to Vray, and my income now depends on it, but we got to give Ondra some space programming is really hard and all software has bugs, they are not easy to iron out, I think Ondra is on top of things and will get us the new toys when he can :)

Oh of course he is, hehe and I could just install 1.5.2 which is probably the sensible thing to do.... buuut I like shiney new things :P  so I'm running the 1.6 build from the 13ths of Dec instead, which works perfectly fine.  - But I'm just saying ;)
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-01-18, 08:38:12
everything runs perfectly!

You don´t suffer from high cpu load of DrServer.exe for example? If not: what windows version do you use?

and my income now depends on it

Then you should just stick to offical releases :) But I know the temptation. Can´t resist either usually...

Good Luck


Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-18, 11:20:45
DEC 13th release working fine here, rendered this animation the past 4 days,
thanks :)
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-01-20, 13:49:36
I have noticed wierd process on the Task manager wich is runed by the file from coronas AppData folder.

And it is eating one of the threads for it's wokr might it somehow be related with long acc structure building in previous DB?

3dsMAX 2014 W7
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-20, 13:51:43
what? That is not our process. Can you send us zipped content of the folder?
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-01-20, 14:04:44
what? That is not our process. Can you send us zipped content of the folder?

Shure

UPD - Looks like it is licensing server. It have this log in one step above of this folder.

Just woundering whot it have to do with instal shield and whuy it is doing sth constantly X_X

UPD 2 - It seems that Licservers Log in this folder and "instal shields" folder were created in different time. But syptome i noticed only now. I might chek if it is present on other machines i am using.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-20, 14:14:15
I have bad news for you... looks like you are mining bitcoins for somebody
https://www.virustotal.com/cs/file/214d29e716b3e51079807343f9d4076cc34b1489b78ea3e89f708589868dbec9/analysis/

good luck with antivirus ;)
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-01-20, 14:30:43
I have bad news for you... looks like you are mining bitcoins for somebody
https://www.virustotal.com/cs/file/214d29e716b3e51079807343f9d4076cc34b1489b78ea3e89f708589868dbec9/analysis/

good luck with antivirus ;)

Thank you, yes i already figured that out too already.

Looks like some clever ass bitcoin miners. It starts up only when render is going on XD
Title: Re: Daily Builds 1.6
Post by: maru on 2017-01-20, 15:07:31
I'm not asking where you downloaded that Corona build. ;)
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-20, 23:34:21
I'm not asking where you downloaded that Corona build. ;)


I really hope that everyone who downloads a cracked copy gets a virus. it is not expensive, and it makes good sense to get original corona with regular clean updates.
I have it running at work and at home for the same membership. I make enough money why wouldn't I pay Ondra some? It is like having your own programmer on staff for a few euros a month!!!!!!!!!!!!!!!!!!
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2017-01-21, 06:22:09
i saw in trello that corona standalone application is planned in 1.6.
then I'm hoping for it will have some priority and will not be moved to 1.7 :)
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-01-22, 20:15:04
Corona 1.6
Release  date : 01.03.2017 

Does corona team need a red bull ?? :) I need this version urgent.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-01-22, 21:30:07
Hello
Is it correct usage of CPUs during the Scene parsing?
Corona uses only 3-5% of CPUs capacity for this process. For this not too heavy scene Scene parsing takes 1min 10sec. For next render stages Corona uses CPUs for 100%.
All settings are by default, Multithreaded parsing is on.
Max 2014, built from 2017-01-11, tried to render with Corona 1.5 - the same result
2 x Intel(R) Xeon(R) CPU E5-2660 0 @ 2.20GHz, 32Gb RAM, Win 10
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-01-22, 22:32:51
yep, unfortunately. 3ds Max does not allow us to utilize more cores safely most of the times :(
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-01-22, 22:46:48
Thanks Ondra
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-23, 02:43:39
Corona 1.6
Release  date : 01.03.2017 

Does corona team need a red bull ?? :) I need this version urgent.

You sound like my clients, they send files on Friday afternoon and Saturday morning they are yelling at me wanting finals. And a still or an an animation are the same for them time wise it can ll be done in one day!!!

Actually it is dd.mm.yyy so expect it in March not past due, some countries are like that. I am a big fan of that vs mm.dd.yyyy
Canada and USA are opposites this way, I got a check from Canada once and tried to deposit it in the USA, the cashier said it is past due, I started explaining to her the concept that they have different dates writing procedure. you got teens handling your life savings :(


Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-01-23, 10:38:10
I'm not asking where you downloaded that Corona build. ;)

100% here i just don't se point in downloading pirated edition when i have active license XD, i think it came with sth else what came from CGpeers.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-01-25, 17:49:37
Hi
Build from 2017-01-17.

If IR is active, Forest Pack massifs start to be not visible in viewports. They are OK on render, but it's not possible to select them from viewport using mouse and there no visual representation of scattered objects . It doesn't matter is IR launched on VFB or it's docked to the viewport
Max 2014
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-01-25, 21:31:11
it has been the case from the beginning, that forest objects do not show in the viewport with IR. you can select them by name but no viewport representation. I think this goes to the way forest objects are made and how their display changes under the hood when you click render.
Title: Re: Daily Builds 1.6
Post by: Duron on 2017-01-28, 14:55:28
On the latest build, when "clear VFB inbetween renders" is OFF and denoiser is activated, the last rendered image remains while re-rendering. What i get is a blended image from previous render and current render until the rendering stops and the denoiser executes again. Bug?
Title: Re: Daily Builds 1.6
Post by: pdaniun on 2017-01-30, 09:55:58
On the latest build, when "clear VFB inbetween renders" is OFF and denoiser is activated, the last rendered image remains while re-rendering. What i get is a blended image from previous render and current render until the rendering stops and the denoiser executes again. Bug?

Definitely a bug,  looks like this:
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-02-01, 14:16:58
On the latest build, when "clear VFB inbetween renders" is OFF and denoiser is activated, the last rendered image remains while re-rendering. What i get is a blended image from previous render and current render until the rendering stops and the denoiser executes again. Bug?

I can confirm this as someone in my office has the same problem, yet I dont.
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-02-02, 10:25:49
any new builds? )))
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-02, 10:32:39
any new builds? )))

Still finishing core rewrite ;)
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-02-02, 11:22:38
any new builds? )))

Still finishing core rewrite ;)

wow )) I guess it will increase speed up
Title: Re: Daily Builds 1.6
Post by: lacilaci on 2017-02-02, 12:54:41
any new builds? )))

Still finishing core rewrite ;)

terminator fix on the way? :D
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-02-02, 13:35:12
From 1.6 Trello page, they have to finish:

DR - Testing and debugging
DR - DR on slaves only, without workstation

SPEED - Automatic AA/GI multiplier

BUG - Terminator problem
BUG - Slow interactive renderer

MEMORY
- Geometry optimization

UI - Collapsible categories in tonemapping tab in VFB
UI - Layered Mtl UI improvement

SCATTER - Scattering on splines
SCATTER - Regular patterns
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-02-02, 14:13:23
From 1.6 Trello page, they have to finish:

DR - Testing and debugging
DR - DR on slaves only, without workstation

SPEED - Automatic AA/GI multiplier

BUG - Terminator problem
BUG - Slow interactive renderer

MEMORY
- Geometry optimization

UI - Collapsible categories in tonemapping tab in VFB
UI - Layered Mtl UI improvement

SCATTER - Scattering on splines
SCATTER - Regular patterns

Yeah... I know it. but I'm looking forward to try all this features ))
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-02, 15:05:41
It's nice to see that CoronaScatter isn't forgotten.
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-02-02, 16:11:23
terminator fix on the way? :D

Who cares ;) Most important question: Is this years easter egg already implemented?


Good Luck


Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-02, 16:38:47
Most important question: Is this years easter egg already implemented?

Some already got it: https://forum.corona-renderer.com/index.php/topic,13401.msg93503.html#msg93503 A little bit premature though :]
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-02-02, 17:36:18
And, another very important feature for CoronaScatter is the possibility to change the scale and density based on the mesh border distance.
It's important with grass, to avoid the common, famous problem.
Or, another features is to cut the CoronaScatter object when the grass is outside the patch.

(https://www.itoosoft.com/img/forest/tutorial/new_edges/boundary_modes.png)
Title: Re: Daily Builds 1.6
Post by: maru on 2017-02-02, 17:44:40
And, another very important feature for CoronaScatter is the possibility to change the scale and density based on the mesh border distance.
It's important with grass, to avoid the common, famous problem.
Or, another features is to cut the CoronaScatter object when the grass is outside the patch.

(https://www.itoosoft.com/img/forest/tutorial/new_edges/boundary_modes.png)
Corona Distance? ;)
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-02-02, 17:53:07
Yes, I know Maru, but, like in MultiScatter and ForestPRO, to have direct value directly in the CoronaScatter is much, much better =)


Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-02-03, 10:31:29
On one hand distance map have some limitations on other hand it is easier to control and have "more space for maneuver".

But basicly it is the same as the edges distance in the Multiscatter just a couple if clicks more to make it work than in multiscatter.

Not speaking now about forestpack it seems to use completly differet method to cut the scattered objects on the edges of the surface (probably some black woodoo)
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-02-03, 11:21:23
On one hand distance map have some limitations on other hand it is easier to control and have "more space for maneuver".

But basicly it is the same as the edges distance in the Multiscatter just a couple if clicks more to make it work than in multiscatter.

Not speaking now about forestpack it seems to use completly differet method to cut the scattered objects on the edges of the surface (probably some black woodoo)

A lot of limitations and inconvenience :)
For example: Cutting by camera view and by edge in same time :))))
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-02-03, 12:28:23
From 1.6 Trello page, they have to finish:

DR - Testing and debugging
DR - DR on slaves only, without workstation

SPEED - Automatic AA/GI multiplier

BUG - Terminator problem
BUG - Slow interactive renderer

MEMORY
- Geometry optimization

UI - Collapsible categories in tonemapping tab in VFB
UI - Layered Mtl UI improvement

SCATTER - Scattering on splines
SCATTER - Regular patterns


I am very excited :)
Title: Re: Daily Builds 1.6
Post by: agentdark45 on 2017-02-03, 17:56:00
And, another very important feature for CoronaScatter is the possibility to change the scale and density based on the mesh border distance.
It's important with grass, to avoid the common, famous problem.
Or, another features is to cut the CoronaScatter object when the grass is outside the patch.

(https://www.itoosoft.com/img/forest/tutorial/new_edges/boundary_modes.png)

Bumping this post, this would be so great to have built in to Corona scatter. I am aware of the distance method but having a simple check box with some other edge fading options would be so much more streamlined and efficient.
Title: Re: Daily Builds 1.6
Post by: TomG on 2017-02-10, 17:44:24
1.6 (Jan 11th build) seems to prevent Backburner submitted jobs from rendering with textures.

- Create cube, apply a texture from a specific absolute path on the C drive
- Ensure the texture exists on all the other render nodes at the same path (so, not using a network drive here, each machine has its own copy of the texture)
- Render on main machine, cube shows with the texture
- Submit to Backburner (Include Maps on or off seems to have no effect)
- The image renders with no texture on the cube from the render nodes

Revert to 1.5.2 on all machines, restart all the Backburner stuff etc, and when submitted via Backburner using the same steps as above, the texture shows up on the cube when rendered on the network nodes.
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-02-10, 19:12:05
1.6 (Jan 11th build) seems to prevent Backburner submitted jobs from rendering with textures.

- Create cube, apply a texture from a specific absolute path on the C drive
- Ensure the texture exists on all the other render nodes at the same path (so, not using a network drive here, each machine has its own copy of the texture)
- Render on main machine, cube shows with the texture
- Submit to Backburner (Include Maps on or off seems to have no effect)
- The image renders with no texture on the cube from the render nodes

Revert to 1.5.2 on all machines, restart all the Backburner stuff etc, and when submitted via Backburner using the same steps as above, the texture shows up on the cube when rendered on the network nodes.



Problems of distribute render that i found:
1.Via Backburner rendering without textures///
2.Via Deadline 8 don't sending a job via submitter at all  /Deadline also using backburner connections for rendering jobs/
3.Scene without proxies objects rendering okay//
4.Scene with proxies object rendering on slaves without proxies, etc. after several passes are proxies disappear from VFB image// and render slaves sending not correct numbers of passes///
Title: Re: Daily Builds 1.6
Post by: antanas on 2017-02-11, 20:34:26
Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-02-12, 09:02:03
Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

+1.

For me DR is about start-up speed, I want it to kick in as instantly as possible. What does it do in case files are neatly in file server ? Redistribute them through workstation, causing double traffic ?
Title: Re: Daily Builds 1.6
Post by: casinowilhelm on 2017-02-12, 18:37:25
1.6 (Jan 11th build) seems to prevent Backburner submitted jobs from rendering with textures.

- Create cube, apply a texture from a specific absolute path on the C drive
- Ensure the texture exists on all the other render nodes at the same path (so, not using a network drive here, each machine has its own copy of the texture)
- Render on main machine, cube shows with the texture
- Submit to Backburner (Include Maps on or off seems to have no effect)
- The image renders with no texture on the cube from the render nodes

Revert to 1.5.2 on all machines, restart all the Backburner stuff etc, and when submitted via Backburner using the same steps as above, the texture shows up on the cube when rendered on the network nodes.



Problems of distribute render that i found:
1.Via Backburner rendering without textures///
2.Via Deadline 8 don't sending a job via submitter at all  /Deadline also using backburner connections for rendering jobs/
3.Scene without proxies objects rendering okay//
4.Scene with proxies object rendering on slaves without proxies, etc. after several passes are proxies disappear from VFB image// and render slaves sending not correct numbers of passes///


Yep, I have found this problem as well.

Also - Interactive render keeps scaling its window down to 633 wide. Weird huh? No matter what size I try to make the window, it takes back over and scales it back down in steps to 633 wide, (with proportional height depeing on render settings). Could it be because I'm working on a 4k screen with windows scaling at 150%? It also messes up the UI a bit on the interactive renderer. Mentioned this a while ago but I guess it's not on your list of priorities.

Makes it pretty much unusable, especially at 4k!

Going back to 1.5.2 for the time being.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-02-13, 04:47:29
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-02-13, 09:33:58
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
.

As I have the same problem, you don't rememeber which SW you uninstall?

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Flavius on 2017-02-13, 09:45:13
Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

+++++1  Word!
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-02-13, 11:48:59
Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

AFAIK this feature should auto-send only the assets that cannot be found by the DR slave on path specified in the scene file. If it's always sending & caching everything, there's either something wrong with your setup or a bug in the DR. We'll look into this issue.
Title: Re: Daily Builds 1.6
Post by: casinowilhelm on 2017-02-13, 13:05:25
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...

OK well it's definitely a 1.6 problem anyway, because 1.5.2 still works absolutely fine.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-02-13, 13:26:30
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...

OK well it's definitely a 1.6 problem anyway, because 1.5.2 still works absolutely fine.

Great, good to know!

Thanks.
Title: Re: Daily Builds 1.6
Post by: antanas on 2017-02-13, 15:13:11
@Ryuu hmm it seems to me it does but will test it more thoroughly this time - maybe some of dr nodes hadn't refreshed the mapped drives for some reason and thus the sending of everything happened, anyway if it's not already done (maybe it is there and I just hadn't noticed that), some warning about the assets being unreachable by dr nodes could be shown in coronas log window that would surely be welcome in any case - no need to show all unreachable assets - simple warning like warning DR-pcname assets unreachable or something like that would suffice. Plus it would be pretty cool if you could implement some forced mapped drive refresh command to DrServer application which could be run when it starts or even would be run constantly with some interval after it starts - there are such commands which can force refresh the connections to those drives but why goddamned Microsoft didn't address the startup reconnection issue for years remains a mystery to me. Plus if it could report if that reconnection failed (I mean if there's some uconnected drives left on that dr node pc after the command is run) in corona's log window on main pc it could be even cooler but not too necessary )) - there are some 3rd party soft for that but it would be good if Corona could do that by itself just in case - foolproofing it all the way to the top so to say ))
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-02-13, 23:50:02
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
.

As I have the same problem, you don't rememeber which SW you uninstall?

Thanks,

Dionysios -


do you have itoo forest pro? I installed their latest beta and I updated graphics driver...
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-02-14, 00:45:25
4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
.

As I have the same problem, you don't rememeber which SW you uninstall?

Thanks,

Dionysios -


do you have itoo forest pro? I installed their latest beta and I updated graphics driver...

Thanks for getting back.

Where I have this problem, which I already reported some days ago, is at my home workstation which doesn't have Forest as I am using it only for simple interior works.

At my work, Forest is installed but I don't use a 4K monitor, so there everything is fine.

Thanks,

Dionysios
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-02-16, 11:33:35
On TRELLO page we read:

"Scattering on splines"

It's really great. But, I want to ask you if it's possible to us this spline  distribution PROJECTED on a surface, like multiscatter,
It will be very useful, especially when the ground isn't flat.

(http://www.francescolegrenzi.com/Temp/Corona/135_CScatter_Spline.jpg)
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-02-16, 12:23:49
On TRELLO page we read:

"Scattering on splines"

It's really great. But, I want to ask you if it's possible to us this spline  distribution PROJECTED on a surface, like multiscatter,
It will be very useful, especially when the ground isn't flat.


yeah
+1
Title: Re: Daily Builds 1.6
Post by: SharpEars on 2017-02-16, 21:19:21
On TRELLO page we read:

"Scattering on splines"

It's really great. But, I want to ask you if it's possible to us this spline  distribution PROJECTED on a surface, like multiscatter,
It will be very useful, especially when the ground isn't flat.

(http://www.francescolegrenzi.com/Temp/Corona/135_CScatter_Spline.jpg)

+111!
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2017-02-16, 23:16:25
There are 2 things that we did, I would rather not go into details as we might publish it as a paper. There is always something to improve, we just dug a bit into the math behind MIS.
Any update, on whether you plan to go through with the paper?
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2017-02-17, 03:01:41
I'm seeing that coronascatter will be our "forestpack" in the future, and we'll have corona standalone apps which has VFB's postprocessing ability in 1.6 (I hope with render elements handling too), and there is a plan too that we'll have standalone DR which will do DR without max. with such of those features we will no need to spend more money to buy another plugin anymore.
the dev team they are just damn so cool :)
btw, I got a problem, everyday I work with low resolution monitor and without using windows scaling, and I just experienced that IR doesn't remember the last size / resolution, it randomly starts in higher resolution maybe it seems in full screen resolution, it makes the IR start very slowly. but I cant reproduce it and in every scenes it happened randomly I guess.
Title: Re: Daily Builds 1.6
Post by: Dalton Watts on 2017-02-17, 15:41:14
Trying out DB 9JAN2017:

1) Interactive rendering is indeed faster! :)
2) Denoiser doesn't apply in the final render. :(
3) Final render is slower.
    110 seconds in 1.5.2
    113 seconds on db 1.6

More rays are shot in daily build than 1.5.2:
Title: Re: Daily Builds 1.6
Post by: PROH on 2017-02-17, 15:55:09
Hi. The "Denoiser not working" is fixed in the build from January 11.
Title: Re: Daily Builds 1.6
Post by: Dalton Watts on 2017-02-17, 16:06:51
Thanks! Unfortunately i can't try that version since i'm on Max 2017.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-02-18, 05:00:16
Thanks! Unfortunately i can't try that version since i'm on Max 2017.

The most stable and functional build right now is the build from the 13th of December last years. It has some of the 1.6 changes but not the bugged DR.
Title: Re: Daily Builds 1.6
Post by: peterguthrie on 2017-02-19, 20:47:52
I confess I havent tried any daily builds since the last official release but was just curious to hear if the vignetting in the frame buffer is useable yet?
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-19, 20:54:52
I confess I havent tried any daily builds since the last official release but was just curious to hear if the vignetting in the frame buffer is useable yet?

Vignette haven't been changed. I can't recall that there would have been any comments about it from devs.
Title: Re: Daily Builds 1.6
Post by: burnin on 2017-02-20, 01:50:35
Using latest daily standalone with blender.

Vignette in VFB is working, tho control is limited.
Only Intensity is exposed.
No Falloff & Offset XY, although possible & working fine with blender exporter.
Would be nice if exposed in VFB since it's essentially done in post.
 
eg.
!!!Note!!! Wrong description: Offset = Falloff! (Exhausted, lost concentration... nighty-night)
(http://i.imgur.com/Mor50J6.jpg)


Title: Re: Daily Builds 1.6
Post by: peterguthrie on 2017-02-20, 12:02:47
I did some test renders to explain why I don't feel corona vignetting is usable yet. IMO vray does it pretty well, similar to camera raw with highlight priority. Corona at the moment just seems to darken everything equally.

Like I said, I haven't tested the latest daily builds so forgive me if this has been addressed already.

PG
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-02-20, 12:46:40
It doesn't do it yet.

It should respect both highlights and underexpose the corners  (it's less light penetrating) instead of darkening them 'level' like wise, which gives them that bland, overlayed look it has currently.
Title: Re: Daily Builds 1.6
Post by: peterguthrie on 2017-02-20, 12:51:05
I was converting an old vray scene to corona over the weekend and the lack of vignetting was very frustrating.
Title: Re: Daily Builds 1.6
Post by: peterguthrie on 2017-02-21, 13:20:32
(https://media.giphy.com/media/2a1ueYUIY9sQ0/giphy.gif)

The darkening of the top right is how it shouldn't look, the other one is made by rendering two different exposure values in corona and masking them together in photoshop
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-02-21, 20:13:29

It was brilliant release date 31 st. MARCH.I think we stay in 13 december version for a long long time :(
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-21, 20:54:06
So you'd rather want rushed out release with many bugs, instead of waiting one more month for thoroughly tested build? :]
Title: Re: Daily Builds 1.6
Post by: rozpustelnik on 2017-02-22, 12:18:08
Long time no daily builds...
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-02-22, 14:03:16
Long time no daily builds...

Are features with interactive zooming and 2d interactive zooming is stunning and very comfortable....
it remains only to debug DR mode render, and for me--- new daily has become as production version for work////
eagerly looking forward to the release of new version :))
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-22, 14:35:08
Long time no daily builds...
I am currently merging new features and debugging. I was sick for 14 days and abroad for another week, so it is taking longer than I wanted. I am hoping for one build by the end of day with everything new we did. So far these are things we have ready:

Generally improved speed by using better random sampling
Reduced flickering of the stats VFB panel
Added image sharpening/blurring to postprocessing controls
Bloom&Glare is now always disabled on Corona DR slaves, slightly lowering memory/cpu usage
Added collapsible groups to WX vfb
Relative error statistic improvements
Relative error is now shown with 2 decimal places
Fixed incorrect characters sometimes appearing in autosave filenames, disabling them: https://corona-renderer.com/bugs/view.php?id=2433
Improved the way expanding variables in autosave works - now it is possible to use for example D:/autosave/%f/autosave.exe to save each scene autosave into different subfolder (with subfolders created automatically)
Vfb regions improved
scaled together with image instead of being removed on render start
saved in max scene
can be disabled and later re-enabled
Added linear exposure to Corona Output map
Added object space normal and object gradient modes to CoronaDataTex
Added tone mapping on/off checkbox to Corona VFB
Added on/off checkboxes to lightmix groups in VFB
Added lens distortion support (3ds Max physical camera) - both cubic and texture modes are supported
Added option to bake lightmix into the scene - TODO
DR bugfixes
fixed a bug preventing user from cancelling DR
fixed textures not working when rendering with backburner
fixed CPU load on slaves when no render is running
fixed rendering of black images on slaves when VFB region is used
fixed DR not being cancelled when render is stopped during GI precomputation
Title: Re: Daily Builds 1.6
Post by: pokoy on 2017-02-22, 14:52:38
All great improvements! Didn't expect to see camera distortion added, very nice! Are improvements to the LayerMtl still planned?

Also, will there be fixes for these bugs?:
- Glossy reflections darkening (there was a thread were overriding visibility of lights/LightMtl objects would produce dark reflections in glossy reflecting materials)
- Physical Cam/CameraMod severely lag with IR rendering (this one drives me crazy...)
- Shadow terminator

Looking forward to the release, and take the time it needs, really. Thanks!
Title: Re: Daily Builds 1.6
Post by: rozpustelnik on 2017-02-22, 15:03:30
Thank You Ondra, hope You are feeling much better now. Keep up the good work!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-22, 15:05:36
All great improvements! Didn't expect to see camera distortion added, very nice! Are improvements to the LayerMtl still planned?

Also, will there be fixes for these bugs?:
- Glossy reflections darkening (there was a thread were overriding visibility of lights/LightMtl objects would produce dark reflections in glossy reflecting materials)
- Physical Cam/CameraMod severely lag with IR rendering (this one drives me crazy...)
- Shadow terminator

Looking forward to the release, and take the time it needs, really. Thanks!
1 - not sure what this is now
2 - definitely
3 - hopefully. But it may come to a tough decision whether to release 1.6 without this fix, or push back release date because of it
Title: Re: Daily Builds 1.6
Post by: pokoy on 2017-02-22, 15:14:09
...
1 - not sure what this is now
...
It was this thread: https://forum.corona-renderer.com/index.php/topic,13860.15.html (https://forum.corona-renderer.com/index.php/topic,13860.15.html)

Thanks!
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-02-23, 02:32:22
Hope you are feeling much better, any thoughts about the claim that Vray 3.5 is 7 times faster?  I feel it is over-marketing.
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2017-02-23, 07:30:15
I hope you're well ondra, stay healty.
btw, layeredmtl still sit there in trello for 1.6. and so does the corona standalone app :D
and a question, sorry, what is IR subsampling?

- Shadow terminator
3 - hopefully. But it may come to a tough decision whether to release 1.6 without this fix, or push back release date because of it
imho I will choose to pushback release date :) as long as it doesn't meant to delay it for weeks :)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-23, 10:41:35
Hope you are feeling much better, any thoughts about the claim that Vray 3.5 is 7 times faster?  I feel it is over-marketing.

"up to". it is the happy path where the scene matches what they were targeting. We had similar speedup when we introduced this feature in Corona 1.4, and we marketed it similarly, with disclaimer, that it affects only scenes with a lot of lights
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-02-23, 21:07:10
Hope you are feeling much better, any thoughts about the claim that Vray 3.5 is 7 times faster?  I feel it is over-marketing.

"up to". it is the happy path where the scene matches what they were targeting. We had similar speedup when we introduced this feature in Corona 1.4, and we marketed it similarly, with disclaimer, that it affects only scenes with a lot of lights

I want to say something but I hope Vray users won't hate me, I used Vray for 10 years and switched to Corona after one night of testing, I actually tested Fstorm last night and I like it but I still prefer Corona, what I want to say is I watched the vray 3.5 webinar, I logged in 15 minutes late and the lady started saying :"we introduced new feature, it used to be you had to tweak this this and this setting, now you only have to tweak that and that and that setting, it is better now", I immediately switched off!!! so still we need to tweak several settings for anything!!!
I definitely appreciate Vray and I still love it, but honestly to get crystal clean non flickering result in animation you need to render all in Brute Force, Hollywood producers can afford it because they have 500 machine render farms, I can't because I don't have 400 millions for my small animation. I have 10 small machines. In Corona I can render an animation with 5 minutes a frame. it is up to me to make it sharper and add more time. In Vray the flickering doesn't go away unless you work really hard for it and render for 30 minutes to an hour a frame.
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-02-24, 07:25:25

- Shadow terminator
3 - hopefully. But it may come to a tough decision whether to release 1.6 without this fix, or push back release date because of it
imho I will choose to pushback release date :) as long as it doesn't meant to delay it for weeks :)

+10 on this. I'd rather wait a bit to have this in 1.6. When we switched to Corona, this was the one thing that kept popping up, the group was asking me how to fix "these weird jagged shadows".

Edit: I was very happy to see the render region changes. Nice!
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-02-24, 11:43:05
So far these are things we have ready:

Impressing! Maybe next daily can be used in production again :)

Fixed incorrect characters sometimes appearing in autosave filenames

I hope besides mangling, the check for saved files is also fixed? Last week I deleted 180GB from a node with autosave limit 3/3 because I generally use tokens for the autosave filename(s) :}


Good Luck


Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-24, 12:17:21
Fixed incorrect characters sometimes appearing in autosave filenames

I hope besides mangling, the check for saved files is also fixed? Last week I deleted 180GB from a node with autosave limit 3/3 because I generally use tokens for the autosave filename(s) :}

what do you mean? Limit of files vs. filenames that change every time it is saved? that is unfortunately not generally solvable - there is no way to know if a file was created by expanding some % previously
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-02-24, 13:25:01
Yipp, one could say (if using varying %-tokens is officially suported) that "Number of images kept" in system settings just does not work ;] And it will fill every HD on earth after a period of time. I was really curious about how you would have solved this - damn :)

And yes, it´s not predictable the way it works currently. One (far from perfect) thing I could think of is to use some "reserved" suffix in the filename (+number as it is now) which get´s added by default. It could be parsed as already present autosave file regardless of the rest of the filename, but as consequence the autosave filelimit would affect every file group saved in a given directory.

But I would prefer this instead of having a directory like in the attachment (filelimit 3/3). And now that we get a %f directory (hooray! I wish we could use this in the standard max render output file/path), it even could make more sense like this when %f in the Corona autosave path will get default in future releases.



Good Luck



Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-24, 13:49:05
any attempt to solve this would be tradeoff between "extra files might remain on HDD" and "we might delete other shit by mistake", with the second one being obviously much worse, which is why i havent pursued this. The user experience could be improved, definitely... at least a warning saying that when you use %, then the limits may not work and you are on your own ;)
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-02-24, 14:00:30
at least a warning

Yes, essential for the lawsuit, at least this! Btw. that node in question stopped to render because the HD was full, so it´s not as easy to decide what will be worse :]

I will just give up using changing strings - what a pitty, such a nice feature.


Good Luck


Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-24, 14:43:08
just target everything into one folder and have a script to delete it at midnight ;)
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-24, 16:56:01
Finally, after more than two months starving, new daily build is served! Looks delicious :] There was several bugfixes on triplanar map in january, but i can't anything mentioned about that in changelog. Does those fixes included in latest build?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-02-24, 17:05:19
Glad the new daily build is out today and seems working really great, DR too.

Will test it more next week...

Only thing I noticed, the images, using the same parameters as the December build, now seem to have more light and the glass elements are brighter than before.
Also the overall colour temperature seems a bit different.

It would be nice to know what changes you guys did here. :)

Thanks as always for your effort.

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-24, 18:04:19
we improved sampling in few cases, that can make some scenes brighter because less intensity is clamped by MSI. Can you post images to check it?
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-02-24, 19:02:51
Last Daily build from 02/24///max2017

Same problem still exist in DR mode/

1.Slave's still downloading textures and proxy's  in DrData folder  even all assets situated on mapping network drive correct for all slaves/// (in Vray same scene rendering on distribute without problems with network path)
2.Proxy's disappear;s in VFB after several passes from DR slaves///
3.Don't sending Deadline job via Deadline submitter at all/ (With Vray same scene sending job okay without any problem)---max2017///deadline8/
4.Also in scenes with proxy slaves sending not correct number;s of passes///

So what fixes in DR was done in this Daily?:)
Title: Re: Daily Builds 1.6
Post by: blank... on 2017-02-24, 19:45:27
Glad the new daily build is out today and seems working really great, DR too.

And a lot of post processing stuff in this one, what's left, one more level of curves and chromatic aberration to completely get rid of Photoshop :)
Title: Re: Daily Builds 1.6
Post by: Dalton Watts on 2017-02-24, 20:32:57
I don’t use DR so i’ll not contribute in that regard.
I’ve been testing the new daily build 24.2.2017 in 3ds Max 2017. It’s not by any means an exhaustive testing since only two scenes were tested.
 
PROS:
1) Noise is somewhat cleaner (judge for yourself by the images below);
2) IR is more responsive and faster. That’s a BIG pro! I see on trello that IR subsampling will be implemented. What does this mean in practical terms? Will it translate to IR being even faster than what it is in the current state?
 
CONS:
1) Final render is slower. 69seconds vs 76 seconds;
 
REQUESTS:
1) In the VFB an on/off checkbox for the sharpen and the denoising would be nice. Like the ones that exist for the other postproduction tools.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-02-24, 20:36:22
thanks for the feedback. We will work on debuggin DR further, it just takes a lot of tries to get right across variety of networks, computers, 3dsmax version, OSes, ...
Title: Re: Daily Builds 1.6
Post by: mirokurcik on 2017-02-25, 04:46:32
VFB 2017/2/24
Disabling Tone Mapping also disable Sharpening spinners, but sharpen effect is still there.
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-25, 11:16:22
  • Added lens distortion support (3ds Max physical camera) - both cubic and texture modes are supported

I was hoping that this will help to render fisheye lens distortions with Corona, but  physcam's cubic distortion looks very strabge and ugly, besides trying to render barrel distortion crops image circle unreasonably heavily. I tried to compensate this with area to render - crop mode, but it looks that Corona does not play well with crop and cubic distortion.

I'm hoping that one day Corona will has its own lens distortion modes in camera mod.
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-02-25, 12:27:15
About sending missing textures for DR rendering///
I propose to making Simple checkbox in DR menu for using or not using this feature for user choice (same in vray), because now this downloading textures in any case, even with correct network sharing drive for all slaves, and may be causing problems with different Windows security options, for system folders as this C:/Users/local/Corona Render/DrData,/// especially in Windows 10
security////
May be to make this folder in /My Document/ folder by default to prevent this problems///
Also this much more slow down Start up and rendering process of slaves and network traffic///
For example:
My scene 790 mb/
my proxy's .cgeo files  10-50mb several files+high resolution textures. Any hit on button RENDER any time loading on slaves about 6 GB of data!!!!
With correct network path i need only 790 mb of my scene at all///
Title: Re: Daily Builds 1.6
Post by: lacilaci on 2017-02-25, 15:09:57
Can pls anyone else confirm DoF working in 1.6 daylies? I have tried only one scene so I'm a bit confused...
Title: Re: Daily Builds 1.6
Post by: antanas on 2017-02-25, 20:55:32
@denisgo22 well I complained about that too (see https://forum.corona-renderer.com/index.php/topic,13401.330.html post Reply #334) Juraj and my pal Flavius agreed on that but that's it no one else either noticed or use DR on the newer dailies hence didn't notice and even if Ryuu called that afaik (which of course may be not too far from truth) some posts later it still happens in both our cases and I surely don't want that feature to be left without some sort of an ON\OFF switch for even if we both did mess something up (which I somehow doubt) DR was behaving better previously - there were no such delays due to that additional asset sending etc not to mention the ssd\hdd cluttering.
 Anyway in case it's our network\corona\admin rights setup fault lets check our settings - I use win 10x64 ultimate, mapped network drives from my main pc so they appear the same D,E,F,G,H and the rest across all my 4 pcs, all those pc's have the same admin user and same password and all are in the same workgroup linked via uncontrolled 1gb switch - well nothing unusual and it works without any problems for years never missing any texture when using dr and without any need to set network paths or any such nonsense when I work. I run max as admin and run corona's DrServer as admin too and same for all pcs so there shouldn't be any issues with that either.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-02-26, 11:48:57
still rendering too many passes on slaves which means black images,
Thanks!
Title: Re: Daily Builds 1.6
Post by: antanas on 2017-02-26, 15:41:02
@romullus and everyone interested in decent looking barrel and fisheye distortions - custom texture distortion maps are a way to go if you want to get a decent and non pinhole like ones the cubic one produces - after studying this https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-71FF38CD-07E4-419B-A8AF-69CE101182A0-htm.html and the provided sample I realized those distortion maps are in fact just a normal maps without the blue channel so it's not too hard to model a sphere representing the lens curvature, make a render from a 200 or more mm camera pointing straight at it like this http://c2n.me/3HTMABp + making a zdepth pass with min distance just before the front of the sphere and the far one at around the point your camera view cone intersects the sphere - this way you get some nice displacement texture out of it (btw I use this simple method for any quick and effortless displacement map extraction) after that you just need to convert that displacement map into a normal map using any of the normal map making software out there (I prefer Knald) and voila - after some rotation and contrast tweaking you get yourself a nice normal\distortion map which can make http://c2n.me/3HTNvbq distortions looking like 1 rather than the ugly 2 )) See the attached distortion map I made - to get the results similar to the one I posted, simply up it's contrast either in photoshop or by putting it through 2 ColorCorrection modifiers - 1st with a 100 contrast and the second one at around 55.
Anyway this method is of course not accurate in any way but you can make ANY kind of distortion maps this way, even some funky and totally unrealistic ones just be aware that those maps should have the same image aspect\proportions as the render resolution has - that particular one I made is made for 1.0, well 2000x2000 etc .
 
edit: To think of it - probably some simple displacement map made in photoshop by using some of the round, blurry brushes and using white color to paint over a black background will work just as well as the displacement map extraction method I mentioned above - well, anyway, the more the merrier ))
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-02-27, 09:16:31
I've been having trouble getting IR to work on heavy scenes with 1.5.2 (max just gets stuck in a loop where windows flutter but nothing happens) and I just installed the latest daily to see if there's any difference. I still get the exact same thing, but it's worse than before. In 1.5.2 I can usually get it to render (once) if I retry a few times, but now it just doesn't work, ever. Ondra said this would be fixed in 1.6, but is is supposed to be fixed in the latest daily?
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-02-27, 13:21:54
There is something wrong in how Photoshop opens EXR in latest DB. No bug in PD player tho.

Photoshop CS6

UPD - It looks like layer with lightmixer and HDRI lightselect layer alphas are being broken.
Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-02-28, 03:51:07
Small Issue - 1.6 24/2 Build
The scroll bar in the VFB DR window doesnt work
so if you have lots of nodes, you cant scroll up and down.

Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-02-28, 03:52:28
I am getting the old and reoccurring error in the latest 1.6 build.

At random, when rendering using DR, Corona ignores the Pass limit and the noise limit and keeps rendering. It also doesn't stop when using stop or cancel, it basically just locks up max, and keeps rendering until I force close max and kill it. 

Huge problem!  although I can save the file and save out from FB while rendering, I can't denoise!

this problem has happened at least 2-3 times before during the 1.5 development, and now it's back. 

Thanks release is looking amazing otherwise!
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-02-28, 04:55:32
Can pls anyone else confirm DoF working in 1.6 daylies? I have tried only one scene so I'm a bit confused...

I can confirm it's working, but.... it did not work the way I thought it should, I had force my values into something really odd and unnatural to get the effects I wanted.

Values could be a bit out of wack for sure.
Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-02-28, 05:01:42
I am getting same issue as SnakeBox

3dsmax2017 upto date, 1.6 24/2
Non DR mode works as expected

DR Mode
Ignores passlimit
pressing cancel / stop hard crashes max on real scenes
on test scenes (teapots) the render dialog never goes and you have to kill max.

Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-02-28, 11:47:16
Im not sure if someone reported this already.

1. If you open IR, use the region tool and resize the VFB so that Region is no longer selected "IT" stays at the same position.
Image 3 and 2 show the result.

2. IR + 2D pan zoom + Spherical camera, could use some lock here. Image "1.jpg".

3. New sharpen feature creates some black halo, value set to 0,1. Notice the white veins and lights.


Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-02-28, 15:38:34
This black halo isue is how sharpen works. Just reduse radius.
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-02-28, 16:07:52
I wonder why sharpen radius is set to 5 by default? Who would ever want to use such large radius? :]
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-02-28, 16:43:22
I wonder why sharpen radius is set to 5 by default? Who would ever want to use such large radius? :]

IDK, the only way i find it usefull it is achiving those none realistic thing usualy seen on HDR photos dramatic postprocesing.

I found that optimal value combination is 0.5 amount and 1.0 radius. Giving catman-rollish feeling.
Title: Re: Daily Builds 1.6
Post by: Duron on 2017-02-28, 22:09:38
There is still some issues when denoiser is ON in combination with "clear vfb" OFF. After i've rendered something in production mode and let the denoiser do his job and start after all the IR, some geometry or even the whole scene gets completly invisible or the denoised image appears again until the first sample is rendered and so on.. I managed to get the whole scene invisible while IR and could not get it visible again until i erased the vfb and start IR new. really weird behaviour.

I have also noticed that when I render with tools ON and close it after rendering i can strangely change the LUT with the mouse wheel if i approximately zoom in the area where the LUT was. Tools window appears just invisible.
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-01, 00:54:35
Pavel has created a thread to consolidate all the DR-related problems: https://forum.corona-renderer.com/index.php/topic,15090.0.html (https://forum.corona-renderer.com/index.php/topic,15090.0.html)

Please use that thread to report all DR issues from the latest daily builds. Also if any of the problems gets fixed, please let us know! This way we'll have a list of all current problems and nothing will get burried in general non-DR discussions in this thread. Thanks
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-01, 09:23:14
This black halo isue is how sharpen works. Just reduse radius.

That would be the case yes, if not that this is not visible in VFB during the setup/render :)
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-01, 11:05:15
The black highlight through fake CoronaLightMtl is still present. Very annying :(
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-03-01, 11:19:55
The black highlight through fake CoronaLightMtl is still present. Very annying :(

Try adding shell modifier to the geometry (light)
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-01, 11:25:35
The black highlight through fake CoronaLightMtl is still present. Very annying :(

Try adding shell modifier to the geometry (light)

Doesnt help, same thing..
Title: Re: Daily Builds 1.6
Post by: zules on 2017-03-01, 13:26:03
Hello, after some test I had some problems.

After rendering, Corona VFP wont stop and close, staying in "render" enven pressing cancel & stop.

Also, crash of 3DSMax after a small render, rendering panel showing the screenshop linked here (see pass number).
Title: Re: Daily Builds 1.6
Post by: sevecek on 2017-03-01, 13:37:05
Hello, after some test I had some problems.

After rendering, Corona VFP wont stop and close, staying in "render" enven pressing cancel & stop.

Also, crash of 3DSMax after a small render, rendering panel showing the screenshop linked here (see pass number).

Hi,
are you using DR? There were some issues with pass number in the previous daily build, could you please try daily from 02-28?
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-03-01, 14:16:48
The black highlight through fake CoronaLightMtl is still present. Very annying :(

Try adding shell modifier to the geometry (light)

Doesnt help, same thing..

Solved with workaround

BTW. Why in the world you might need this?
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-01, 14:51:11
The black highlight through fake CoronaLightMtl is still present. Very annying :(

Try adding shell modifier to the geometry (light)

Doesnt help, same thing..

Solved with workaround

BTW. Why in the world you might need this?

Not correct solution :)
Plane with LightMtl needs to be reflected.
It's simple situation when you use backplate in background that is reflected/refracted/visible but don't affect GI.
If you use sun, it creates those black highlights on glossy reflect objects.

You'll get it following this official tutorial: https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605-how-to-create-background-material-in-corona-
Title: Re: Daily Builds 1.6
Post by: pokoy on 2017-03-01, 16:31:33
I recently tried to use a similar trick to replace sun reflections but keep its lighting. As soon as sun reflections are disabled and you put in some geometry with LightMtl to be reflected where the sun's reflection was, it'll get ugly and produce exactly this artifact. I don't remember it being the case in earlier versions, maybe there's a new bug which was introduced along the way.
Title: Re: Daily Builds 1.6
Post by: Renovacio on 2017-03-01, 16:53:44
I recently tried to use a similar trick to replace sun reflections but keep its lighting. As soon as sun reflections are disabled and you put in some geometry with LightMtl to be reflected where the sun's reflection was, it'll get ugly and produce exactly this artifact. I don't remember it being the case in earlier versions, maybe there's a new bug which was introduced along the way.

This problem has always been. I reported the problem long ago. However, no changes have been made.
Title: Re: Daily Builds 1.6
Post by: zules on 2017-03-01, 19:54:52
Hello, after some test I had some problems.

After rendering, Corona VFP wont stop and close, staying in "render" enven pressing cancel & stop.

Also, crash of 3DSMax after a small render, rendering panel showing the screenshop linked here (see pass number).

Hi,
are you using DR? There were some issues with pass number in the previous daily build, could you please try daily from 02-28?

Yes i do use DR, and still get pbs even to stop rendering and getting Denoiser... pressing stop doesnt seems to do smthg...
I will try the 02-28 ;)
Title: Re: Daily Builds 1.6
Post by: zules on 2017-03-02, 10:14:19
Nope, even with the 02-28 it bugs.

I got crash after pressing cancel or stop button to stop rendering. The windows stays forever, not stopping, even the slaves doesnt stop through network.
Title: Re: Daily Builds 1.6
Post by: Nekrobul on 2017-03-02, 10:37:29
The black highlight through fake CoronaLightMtl is still present. Very annying :(

Try adding shell modifier to the geometry (light)

Doesnt help, same thing..

Solved with workaround

BTW. Why in the world you might need this?

Not correct solution :)
Plane with LightMtl needs to be reflected.
It's simple situation when you use backplate in background that is reflected/refracted/visible but don't affect GI.
If you use sun, it creates those black highlights on glossy reflect objects.

You'll get it following this official tutorial: https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605-how-to-create-background-material-in-corona-

Just leave emition there. You wont notice it in real scene.
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-02, 11:35:18
Just leave emition there. You wont notice it in real scene.
We can search for solutions and workarounds, but still it doesn't work as it should.
It may be difficult to understand what's producing those highlights to users who didn't know about it.
I'm just pointing attention to problem that needs to be solved I think.
Title: Re: Daily Builds 1.6
Post by: AM_visualization on 2017-03-02, 11:57:57
hi, anyone have noticed that the last daily build is a bit slower than the other one? is only a my issue?
Title: Re: Daily Builds 1.6
Post by: filippo.previtali on 2017-03-02, 12:35:27
hi, anyone have noticed that the last daily build is a bit slower than the other one? is only a my issue?

yes. I was just wondering whether anyone else had the same impression.....
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-02, 12:37:30
can you post some comparison?
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-02, 13:47:21
I'll just leave this here

This happennd after I rendered scene, denoised it and turned on IR for some tweaks.
The ghost render apears for a second, its visible on blacks but after I decreased number of cores used by IR I noticed that it is aparent on each recalculation.

PS. Make it a feature remembering camera position, so that when we use the same camera it kinda looks like it rendered faster
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-02, 14:30:04
This happennd after I rendered scene, denoised it and turned on IR for some tweaks.
The ghost render apears for a second, its visible on blacks but after I decreased number of cores used by IR I noticed that it is aparent on each recalculation.

This happening constantly on one of my scenes with 02-24 build. Kinda annoying, but when i tried to reproduce it in fresh scene, it didn't happen.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-02, 22:29:13
Hi all, the latest builds are still not compatible with a 4K resolution/monitors.

IR renders always at 633x475 pixels and when you enlarge the IR window it goes back to that resolution itself.
Once click render (not IR) things are a bit different, the render resize itself to a bigger resolution but not the user's one. The size is always smaller....

Please guys, fix this...

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: casinowilhelm on 2017-03-03, 00:19:31
Hi all, the latest builds are still not compatible with a 4K resolution/monitors.

IR renders always at 633x475 pixels and when you enlarge the IR window it goes back to that resolution itself.
Once click render (not IR) things are a bit different, the render resize itself to a bigger resolution but not the user's one. The size is always smaller....

Please guys, fix this...

Thanks,

Dionysios -

Hi, can report I also still have the same problem on my 4k monitor. It scales down in steps to 633x475 in IR no matter what.

Mike.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-03, 00:22:53
Hi all, the latest builds are still not compatible with a 4K resolution/monitors.

IR renders always at 633x475 pixels and when you enlarge the IR window it goes back to that resolution itself.
Once click render (not IR) things are a bit different, the render resize itself to a bigger resolution but not the user's one. The size is always smaller....

Please guys, fix this...

Thanks,

Dionysios -

Hi, can report I also still have the same problem on my 4k monitor. It scales down in steps to 633x475 in IR no matter what.

Mike.

Thanks for the confirmation Mike!

Dionysios -
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-03, 04:59:57
same here IR resizes itself on a 4K monitor. Thought it was gone for a while but seems I was wrong,
Title: Re: Daily Builds 1.6
Post by: AM_visualization on 2017-03-03, 07:34:47
can you post some comparison?

i will it
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-03, 13:04:50
The black highlight through fake CoronaLightMtl is still present. Very annying :(

Try adding shell modifier to the geometry (light)

Doesnt help, same thing..

Solved with workaround

BTW. Why in the world you might need this?

Not correct solution :)
Plane with LightMtl needs to be reflected.
It's simple situation when you use backplate in background that is reflected/refracted/visible but don't affect GI.
If you use sun, it creates those black highlights on glossy reflect objects.

You'll get it following this official tutorial: https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605-how-to-create-background-material-in-corona-

Just leave emition there. You wont notice it in real scene.

Is this the same issue?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-03, 16:32:05
With the latest build I noticed that the sphere samples in the material editor now are very bright! The highlights are burn.... Did you guys noticed that too?

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-03-03, 18:34:32
I use the 24 feb and it's ok.
But, yf you want to change the light intensity in the MEditor sample, you have to use this string in the "String option" dialog (Development/experimental stuff)

float mtlEditor.lightsIntensity = 1.0

Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-03, 21:38:58
I use the 24 feb and it's ok.
But, yf you want to change the light intensity in the MEditor sample, you have to use this string in the "String option" dialog (Development/experimental stuff)

float mtlEditor.lightsIntensity = 1.0

Yes I know and thanks in any case for the string but the default settings for the average users should be OK in theory.

I use the latest build and I think the 24/02 one had no issues on this.

Thanks,

Dionysios
Title: Re: Daily Builds 1.6
Post by: davemahi on 2017-03-03, 23:04:09
Does this version fix this issue?

https://forum.corona-renderer.com/index.php/topic,12975.15.html
Title: Re: Daily Builds 1.6
Post by: Ludvik Koutny on 2017-03-04, 11:57:04
I also noticed latest nightly resets all system settings, not very nice :/
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-03-04, 12:26:53
In latest Daily Build from 2017-03-01 randomly still exist problem with stopping long time render+DR mode/
The process simply don't stopping at all, only via Task Manager /End Process/ with crashing 3dmax//
Buttons Stop/Cancel don't stopping the process at all///
It's happened also with the not so heavy scenes and models, but with long time render and DR///
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-04, 12:50:56
In latest Daily Build from 2017-03-01 randomly still exist problem with stopping long time render+DR mode/
The process simply don't stopping at all, only via Task Manager /End Process/ with crashing 3dmax//
Buttons Stop/Cancel don't stopping the process at all///
It's happened also with the not so heavy scenes and models, but with long time render and DR///

Yes I confirm, already post it in the DR bugs session.
Title: Re: Daily Builds 1.6
Post by: Javadevil on 2017-03-05, 02:10:16


IR doesn't work for me anymore what so ever, Build 2017-03-01,just renders black.
Title: Re: Daily Builds 1.6
Post by: sevecek on 2017-03-05, 02:15:03


IR doesn't work for me anymore what so ever, Build 2017-03-01,just renders black.

Last daily build has buggy VFB regions, are you using them? If so, try to remove/disable them.
Title: Re: Daily Builds 1.6
Post by: AM_visualization on 2017-03-05, 11:10:01
little comparsion....pretty tha same with the last two DB.....i told a lie:)
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2017-03-06, 22:47:57
  • Added Psycho random sampler
What is psycho random sampler, why does it look so awesome and is it related to VPL (http://miloshasan.net/VirtualSphericalLights/SIGAsia09VSL.pdf)?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-06, 22:51:16
  • Added Psycho random sampler
What is psycho random sampler, why does it look so awesome and is it related to VPL (http://miloshasan.net/VirtualSphericalLights/SIGAsia09VSL.pdf)?
it was a bug in random sampler too awesome to fix. The mechanism of the artifacts is actually similar to VPLs (correlation), but otherwise it is not much related
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2017-03-06, 23:00:36
but otherwise it is not much related
I was already desperately googling, hoping to find some obscure paper. It definitely was funny, seeing a copy of the teapot projected onto the bottom in the first pass.
Speaking of which, do you still plan on releasing a paper on your magic mis Enviro Sampling algorithm?
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-03-07, 04:46:07
I am having an odd problem and a nightmare render.

I don't know if its the newer daily builds or just corona in general as I only just noticed this now, but using 3 rendernodes on DR, I noticed the main computer renders A LOT slower than the nodes suddently (they are all the same specs).

This gives me some really odd and wrong results where the DR "bands" the image is split into is completly out of wack in noise levels.

I have attached an image showing how my main computer is barely rendering and all the passes are from DR nodes.  also shows the "band" that is normal but stays around because the main computer renders so few passes that the difference is huge.
Title: Re: Daily Builds 1.6
Post by: ronaldjung on 2017-03-07, 22:10:19
I am having an odd problem and a nightmare render.

I don't know if its the newer daily builds or just corona in general as I only just noticed this now, but using 3 rendernodes on DR, I noticed the main computer renders A LOT slower than the nodes suddently (they are all the same specs).

This gives me some really odd and wrong results where the DR "bands" the image is split into is completly out of wack in noise levels.

I have attached an image showing how my main computer is barely rendering and all the passes are from DR nodes.  also shows the "band" that is normal but stays around because the main computer renders so few passes that the difference is huge.

Change the "Max Pixels to transfer at once:" to the size of your image.
Worked for me.

The master computer also is slower in my test, but not so much.

Ronald
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-03-08, 04:38:18
I am having an odd problem and a nightmare render.

I don't know if its the newer daily builds or just corona in general as I only just noticed this now, but using 3 rendernodes on DR, I noticed the main computer renders A LOT slower than the nodes suddently (they are all the same specs).

This gives me some really odd and wrong results where the DR "bands" the image is split into is completly out of wack in noise levels.

I have attached an image showing how my main computer is barely rendering and all the passes are from DR nodes.  also shows the "band" that is normal but stays around because the main computer renders so few passes that the difference is huge.

Change the "Max Pixels to transfer at once:" to the size of your image.
Worked for me.

The master computer also is slower in my test, but not so much.

Ronald

Interesting, what is weird is that everything just works perfectly as expected 1.5.2.  I understand that DR is being rewritten in 1.6 but that seems to not be intended.
Title: Re: Daily Builds 1.6 - IR Render
Post by: jacobhutson on 2017-03-08, 08:53:31
Having a rough time with the IR view
Just changing frames, scene is not too heavy (31mil) - about 20- proxy trees, seems to take along time to move frame views, like parsing or something.
not performing like 1.5.2 did in IR.

same PC, same win10 version

Title: Re: Daily Builds 1.6 - IR Render
Post by: Ondra on 2017-03-08, 10:29:15
Having a rough time with the IR view
Just changing frames, scene is not too heavy (31mil) - about 20- proxy trees, seems to take along time to move frame views, like parsing or something.
not performing like 1.5.2 did in IR.

same PC, same win10 version
Can you locate file CoronaMax2017_interactive.txt (with 3dsmax version number youa re using) somewhere in C:/Users/[your username]/.../corona and send it to me right after you experienced the rpoblem?
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-03-08, 11:57:41
Estimated remaining time to finish render is now also computed from noise level, if noise limit is set

Wow, thank´s Pavel! Didn´t expect this to get implemented so quickly!

"[...] so don't be surprised when the progress bar resembles Windows file copy dialog :)"
(from mantis)

You mean for sure pre-OSX Mac progress bars! Always fun to watch them :o)

Tested it with 2 scenes (setting passes to 0, time to 0 and noise level to some reasonable value) and it was surprisingly calm and ETA was close to actual rendertime even after only 2 or 3 recalc intervals - nice! This makes waiting for noise level reports in the logs a bit easier ;)


Good Luck


Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-08, 13:14:55
keeping the hype going - some new results on sampling improvements: portals and lights with complex visibility
Title: Re: Daily Builds 1.6
Post by: arqrenderz on 2017-03-08, 13:41:50
The portal one, i dont see a big difference, its just me , but the lights one, Impressive!
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2017-03-08, 14:27:45
It's nice to see that there are many rooms for improvements. Thanx devs :)
Title: Re: Daily Builds 1.6
Post by: FrostKiwi on 2017-03-08, 15:21:28
The portal one, i dont see a big difference, its just me , but the lights one, Impressive!
Had to flip back and forth as well. In the gif take a look at the left most column and especially the Curtains. Put Browser zoom to 100%, so you don't have interpolation: The Contrast of the noise is visibly lower than in the old version. This is the only really visible spot, everywhere else the difference is only noticeable in the difference mat, if it is not random in the first place.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=13401.0;attach=60594;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=13401.0;attach=60596;image)
Title: Re: Daily Builds 1.6
Post by: AM_visualization on 2017-03-09, 10:30:05
Maybe a bug?i cant see the light in the reflection....
Title: Re: Daily Builds 1.6
Post by: maru on 2017-03-09, 15:16:06
Maybe a bug?i cant see the light in the reflection....
Are sure they should be visible in the reflections? Can you move them around to make it 100% certain?

As to the new/old portals image - to my puny perception it looks like in the "old" version there is a layer of uniform high-frequency noise, and underneath it there is something like lower-frequency splotches. In the "new" one there is only this high-frequency pixel noise, and the splotches are gone.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-09, 20:38:14
I have some important updates here.

Today was a very hard day due to the DR problems I had and some strange issues with the 1.6 08/03/2017 build.
I decided to go back to the 09/01/2017 build and here are the results:

Same file and data were rendered with both builds at 4.961 and I used 3 dual xeon systems.

1.6 09/01/2017 Build, Rendertime: 3h 03mins + everything worked perfectly with DR and CPUs were working at 100%
1.6 08/03/2017 Build, Rendertime: 5h 30mins + everything worked really bad, DR was very unstable and CPUs in two PCs were going up and down.

I sent today the scene to the dev team so they can check too what's going on.

Thanks and have a nice evening everybody!

Dionysios -
Title: Re: Daily Builds 1.6
Post by: DelightingPictures on 2017-03-10, 12:23:44
Hello everyone!
I cant change the size of Frame Buffer in IR mode. Dont mind if the resolution in common parameters also if i change the size in the FB.
Always going back to the same size as in the beggining.
Example; If I set a resoluton of 1500x1500 px or 3500x3500 (any square resolution), FB is set itself in 505x505 px, if i try change the size of the frame buffer again is going back to 505x505 px.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-10, 12:27:46
Hello everyone!
I cant change the size of Frame Buffer in IR mode. Dont mind if the resolution in common parameters also if i change the size in the FB.
Always going back to the same size as in the beggining.
Example; If I set a resoluton of 1500x1500 px or 3500x3500 (any square resolution), FB is set itself in 505x505 px, if i try change the size of the frame buffer again is going back to 505x505 px.

If you use a 4K monitor then is a known problem unfortunately... :(

Dionysios -
Title: Re: Daily Builds 1.6
Post by: DelightingPictures on 2017-03-10, 12:32:29
The solution to the problem is change in screen properties inside Windows set to 100% the font size. Its a problem only with a monitor with 2k/4k size/resolucion an default Windows properties.
Screen Shoot attached, sorry the screen capture is in spanish languaje.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-10, 12:34:39
The solution to the problem is change in screen properties inside Windows set to 100% the font size.
Screen Shoot attached, sorry the screen capture is in spanish languaje.

Yes but if you do this some software really sucks! 3ds Max too even if I use the 2017 version... So is a temporary solution.

In any case thanks for posting this. :)
Title: Re: Daily Builds 1.6
Post by: fraine7 on 2017-03-10, 16:23:07
I'm using the latest daily build (03-06-17) and just tried to add my 2nd PC into the render as I always do.

The DRServer version hasn't updated and still shows 1.5 (hotfix 2), this seems to be preventing my workstation from finding the node on the network - before installing the daily build it found the node without any issue.

Any ideas, should the DR server version update with every install?

Thanks

UPDATE - A quick reinstall fixed the issue and updated the DR server version, all working fine. New DR server window looks much better too!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-10, 17:32:44
Hello everyone!
I cant change the size of Frame Buffer in IR mode. Dont mind if the resolution in common parameters also if i change the size in the FB.
Always going back to the same size as in the beggining.
Example; If I set a resoluton of 1500x1500 px or 3500x3500 (any square resolution), FB is set itself in 505x505 px, if i try change the size of the frame buffer again is going back to 505x505 px.

If you use a 4K monitor then is a known problem unfortunately... :(

Dionysios -

I bumped the priority of this fix in our task tracking system. In the meantime, what font scaling % are you using?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-10, 17:35:46
Hello everyone!
I cant change the size of Frame Buffer in IR mode. Dont mind if the resolution in common parameters also if i change the size in the FB.
Always going back to the same size as in the beggining.
Example; If I set a resoluton of 1500x1500 px or 3500x3500 (any square resolution), FB is set itself in 505x505 px, if i try change the size of the frame buffer again is going back to 505x505 px.

If you use a 4K monitor then is a known problem unfortunately... :(

Dionysios -

I bumped the priority of this fix in our task tracking system. In the meantime, what font scaling % are you using?

Thank you Ondra!

Is my home workstation so I need to check tonight, don't remember exactly now.
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-03-11, 00:35:14
Current daily after some time of rendering, framebuffer will stop responding to changes (will change value, but it will not reflect), and can't stop, neither of 3 options will return 3dsMax back to scene.
Interestingly, cpu will stop rendering, and DR nodes will finish (although main WS won't collect new passes or even throw up the window).

Is this the bug people were reporting about not being able to close render without hard-quitting 3dsMax ?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-11, 00:40:26
Current daily after some time of rendering, framebuffer will stop responding to changes (will change value, but it will not reflect), and can't stop, neither of 3 options will return 3dsMax back to scene.
Interestingly, cpu will stop rendering, and DR nodes will finish (although main WS won't collect new passes or even throw up the window).

Is this the bug people were reporting about not being able to close render without hard-quitting 3dsMax ?

All these issues seem the same to me...

Thanks Juraj.
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-03-11, 00:52:10
Fuh, thankfully 3dsMax was kind enough to let me save the scene just fine :- ).
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-11, 01:01:53
Yes I did the same these day except of one which at the end I missed it... :(
I switched back to the January build for now and everything is fine.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-11, 01:20:21
Current daily after some time of rendering, framebuffer will stop responding to changes (will change value, but it will not reflect), and can't stop, neither of 3 options will return 3dsMax back to scene.
Interestingly, cpu will stop rendering, and DR nodes will finish (although main WS won't collect new passes or even throw up the window).

Is this the bug people were reporting about not being able to close render without hard-quitting 3dsMax ?


I reported this about a dozen times for the last 3 or 4 dailies with no acknowledgment from anyone I thought I was the only one. In my case Max quits and shuts down all by itself though. I am thinking since my voice is not important I will let the team here figure things out from now on. I will only use a daily when others report it is fine from now on.

Title: Re: Daily Builds 1.6
Post by: Noah45 on 2017-03-11, 01:36:06
Estimated time remaining of/+ target noise level %....I'm in heaven
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-03-11, 02:13:57
Current daily after some time of rendering, framebuffer will stop responding to changes (will change value, but it will not reflect), and can't stop, neither of 3 options will return 3dsMax back to scene.
Interestingly, cpu will stop rendering, and DR nodes will finish (although main WS won't collect new passes or even throw up the window).

Is this the bug people were reporting about not being able to close render without hard-quitting 3dsMax ?


I reported this about a dozen times for the last 3 or 4 dailies with no acknowledgment from anyone I thought I was the only one. In my case Max quits and shuts down all by itself though. I am thinking since my voice is not important I will let the team here figure things out from now on. I will only use a daily when others report it is fine from now on.


I Agree///
I am using last Daily from Mar 8 and on High resolution render /over 1280-720:) //  and DR mode in long time render max freezing after pressing  stop rendering button and It is possible to stop only via task manager
and hard-quitting 3dmax/// It is naturally understandable after such /stopping/ render process it is necessary to restart all slaves because /Connection failed/ massage///
But DR itself working much better without crazy number's of passes and rendering on all my slaves///
Only problem with sending job via Deadline, but about this I already reported several times also in /DR/ topic and in this topic///
And one more important thing...
It is possible to clear history about /failed/slaves, on next render session in DR tab, because These messages accumulate in an unimaginable quantity and occupy the entire space of
all Tab /DR/, especially with big number of slaves machines --- And very much interfere to see a needed information about DR current state:))
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-03-11, 11:45:52
Current daily after some time of rendering, framebuffer will stop responding to changes (will change value, but it will not reflect), and can't stop, neither of 3 options will return 3dsMax back to scene.
Interestingly, cpu will stop rendering, and DR nodes will finish (although main WS won't collect new passes or even throw up the window).

Is this the bug people were reporting about not being able to close render without hard-quitting 3dsMax ?


I reported this about a dozen times for the last 3 or 4 dailies with no acknowledgment from anyone I thought I was the only one. In my case Max quits and shuts down all by itself though. I am thinking since my voice is not important I will let the team here figure things out from now on. I will only use a daily when others report it is fine from now on.

I had the 'auto-close' version too :- ) I think it was when I coupled denoising into the whole combo.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-11, 14:47:35
Hello everyone!
I cant change the size of Frame Buffer in IR mode. Dont mind if the resolution in common parameters also if i change the size in the FB.
Always going back to the same size as in the beggining.
Example; If I set a resoluton of 1500x1500 px or 3500x3500 (any square resolution), FB is set itself in 505x505 px, if i try change the size of the frame buffer again is going back to 505x505 px.

If you use a 4K monitor then is a known problem unfortunately... :(

Dionysios -

I bumped the priority of this fix in our task tracking system. In the meantime, what font scaling % are you using?

Hi Ondra, I use a 150% scaling in Win10.

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: VASLAVO on 2017-03-11, 21:02:49
latest daily build has inconsistency with bump values, different machines different files, will keep looking.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-11, 21:15:19
inconsistency with what, previous builds? Or different computers give different results? We fixed a bug that caused incorrect texture filtering, it can change look of the scene in some cases
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-12, 04:17:17
Current daily after some time of rendering, framebuffer will stop responding to changes (will change value, but it will not reflect), and can't stop, neither of 3 options will return 3dsMax back to scene.
Interestingly, cpu will stop rendering, and DR nodes will finish (although main WS won't collect new passes or even throw up the window).

Is this the bug people were reporting about not being able to close render without hard-quitting 3dsMax ?


I reported this about a dozen times for the last 3 or 4 dailies with no acknowledgment from anyone I thought I was the only one. In my case Max quits and shuts down all by itself though. I am thinking since my voice is not important I will let the team here figure things out from now on. I will only use a daily when others report it is fine from now on.

I had the 'auto-close' version too :- ) I think it was when I coupled denoising into the whole combo.

true
Title: Re: Daily Builds 1.6
Post by: chopmeister on 2017-03-13, 11:00:58
I was trying out the latest daily on the newly assembled Ryzen... At first I thought it was my system behaving weird, then I noticed others here had issues with the daily as well. I've encountered the VFB not updating properly while the CPU was still rendering, and the number of passes staying still the whole time. The behavior was usually triggered by adding a region.

Love the Psycho sampler tho. :D
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-03-13, 13:26:33
I was trying out the latest daily on the newly assembled Ryzen... At first I thought it was my system behaving weird, then I noticed others here had issues with the daily as well. I've encountered the VFB not updating properly while the CPU was still rendering, and the number of passes staying still the whole time. The behavior was usually triggered by adding a region.

Love the Psycho sampler tho. :D

What about render process speed itself compared with Intel ??///


Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-13, 14:03:22
What about render process speed itself compared with Intel ??///

There's plenty of Ryzen results in benchmark already - https://corona-renderer.com/benchmark/?cpu-type=ryzen (https://corona-renderer.com/benchmark/?cpu-type=ryzen). So far it seems roughly equal to the latest Intel 8-core i7s (https://corona-renderer.com/benchmark/?cpu-type=6900k
Title: Re: Daily Builds 1.6
Post by: chopmeister on 2017-03-13, 14:17:23
What about render process speed itself compared with Intel ??///

Rendering is good, no doubt there. Somewhere along the lines of 6900k or similar. But, there's no conclusive results as of yet, and I can't say for certain how fast.
The BIOS is a pile of dung, RAM is working at 60% speed, voltages are all over the place, and thread scheduling is completely messed up. OC is a no go right now (although from what you can see on the benchmark I did OC it shortly just to test) since the whole platform is too unsafe at this time to seriously play with it.

As soon as I get the system running to actual intended spec, I'll post some results. :)

Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-13, 21:27:51
What about render process speed itself compared with Intel ??///

Rendering is good, no doubt there. Somewhere along the lines of 6900k or similar. But, there's no conclusive results as of yet, and I can't say for certain how fast.
The BIOS is a pile of dung, RAM is working at 60% speed, voltages are all over the place, and thread scheduling is completely messed up. OC is a no go right now (although from what you can see on the benchmark I did OC it shortly just to test) since the whole platform is too unsafe at this time to seriously play with it.

As soon as I get the system running to actual intended spec, I'll post some results. :)

worked for me right out of the box, rendered a couple of projects on it already. no need to overclock if you have a few in a renderfarm setting.
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-14, 09:25:22
So I have this issue with "Autosave" function

If you set path:

D:\Project 1 Final
It is converted to:
D:\Project1Final
so, all spaces are ignored

Resulting with new folders.
Title: Re: Daily Builds 1.6
Post by: VASLAVO on 2017-03-14, 14:40:15
Inconsistency on bump results like sometimes its exaggerated and sometimes looks normal, for example, in the same session i render a brick wall and the bump value is .15 and looks ok, then hit render again and it looks dull, like no intensity so i have to crank it up to 15 for example and then hit render again and it looks way way strong, this happens in the latest 7 scenes we are working.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-14, 14:44:03
So I have this issue with "Autosave" function

If you set path:

D:\Project 1 Final
It is converted to:
D:\Project1Final
so, all spaces are ignored

Resulting with new folders.
fixed
Title: Re: Daily Builds 1.6
Post by: DelightingPictures on 2017-03-14, 16:23:55
Corona scatter error in 1.6 DB. The mesh and normal are correct in Distribute Object. What is the problem? Sorry for my Englsih.
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-14, 16:40:47
The mesh and normal are correct in Distribute Object.

Are you sure? From your last screen it looks that there might be overlapping polygons in your distribution mesh. Put edit normals modifier on top of your distribution mesh and see if normals are pointing in one direction only.
Title: Re: Daily Builds 1.6
Post by: DelightingPictures on 2017-03-14, 16:50:55
Hi romullus,
No Overlap polygons and normals correct.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-14, 17:03:13
Corona scatter error in 1.6 DB. The mesh and normal are correct in Distribute Object. What is the problem? Sorry for my Englsih.
does it happen when you uncheck "align to normal"?
Title: Re: Daily Builds 1.6
Post by: DelightingPictures on 2017-03-14, 17:54:40
New test with variations. Continous mistake.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-14, 18:01:46
try the next daily build after it is out, we IMHO just fixed this
Title: Re: Daily Builds 1.6
Post by: DelightingPictures on 2017-03-14, 18:26:41
Thanks Ondra. I will wait the next DB.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-03-15, 04:45:22
I'm sorry I might just totally have missed something ,but I see the changelog for a build from today?  but I can't seem to see the build on dropbox? 

Is my timing is just bad and it's being uploaded right now? or is it meant to be there? :)   thanks
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-15, 08:55:27
looks like it failed to upload yesterday, I will make it again
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-15, 10:30:08
ok, code signing server was down yesterday. New build is up
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-15, 11:22:44
Even tho Sharpen is quite great tool I have small issue with it when using Cubic render

https://1drv.ms/f/s!AlQ4znPDBCDfi7Z5dKSsTqCDQpYJlg

Im adding JPG and EXR files  to show what is up.
Title: Re: Daily Builds 1.6
Post by: Jens on 2017-03-15, 13:46:48
With latest build 15-03-2017, I'm still getting a RAM error on my render node when I use DR on big scene files (tried it on two completely different projects at 1.6gb and 1.9gb respectively). It did seem to give the same error when I just put a render job through backburner too, but I'm not quite sure here.

DR worked fine on a smaller scene I tested (around 300mb).
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-15, 13:56:49
Does the last build resolves all the DR problems???

Thanks in advance,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-15, 13:57:54
Does the last build resolves all the DR problems???

Thanks in advance,

Dionysios -
probably no, but we are getting there ;)
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-15, 13:59:25
Does the last build resolves all the DR problems???

Thanks in advance,

Dionysios -
probably no, but we are getting there ;)

Ok, I'll wait then.

Days ago I mentioned also degradation of the rendering speed, hope you found something about it...

Thanks Ondra....
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-15, 14:00:41
Does the last build resolves all the DR problems???

Thanks in advance,

Dionysios -
probably no, but we are getting there ;)

This was my post:

I have some important updates here.

Today was a very hard day due to the DR problems I had and some strange issues with the 1.6 08/03/2017 build.
I decided to go back to the 09/01/2017 build and here are the results:

Same file and data were rendered with both builds at 4.961 and I used 3 dual xeon systems.

1.6 09/01/2017 Build, Rendertime: 3h 03mins + everything worked perfectly with DR and CPUs were working at 100%
1.6 08/03/2017 Build, Rendertime: 5h 30mins + everything worked really bad, DR was very unstable and CPUs in two PCs were going up and down.

I sent today the scene to the dev team so they can check too what's going on.

Thanks and have a nice evening everybody!

Dionysios -
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-16, 04:59:28
very latest build failed at handshake, I only tried with one slave because I didn't want to reinstall old Corona on the whole render farm, as soon as the main pc contacts the node corona crashes DR and max close with an error message, bad handshake.
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-03-16, 23:01:04
/Error output file creating/ with lightmix setup without saving max output file/
Always in first setup of LighMix without path for saving image file///
I understand that I must to give a correct path for saving image file, but if i don't want saving and only working on test's renders?
Also in Vray -for example -this happen's automatically for all render element's, The storage path for all render elements varies depending on the
path to save the main Beauty RGB image file/

Very inconvenient to clean this tab path or to give correct path for all render Light's elements every time with new setup of LightMix, especially if I have 99 light's in my scene, "for example":))
Title: Re: Daily Builds 1.6
Post by: Christa Noel on 2017-03-17, 03:08:45
/Error output file creating/ with lightmix setup without saving max output file/
Always in first setup of LighMix without path for saving image file///
I understand that I must to give a correct path for saving image file, but if i don't want saving and only working on test's renders?
Also in Vray -for example -this happen's automatically for all render element's, The storage path for all render elements varies depending on the
path to save the main Beauty RGB image file/

Very inconvenient to clean this tab path or to give correct path for all render Light's elements every time with new setup of LightMix, especially if I have 99 light's in my scene, "for example":))
hi denisgo, this is for 'temporary' solution, https://forum.corona-renderer.com/index.php/topic,15087.msg96406.html#msg96406 until corona has feature to handle that :)
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-17, 12:27:47
It's very nice to see Corona RTT with projection, but i can't get it to work. I did just a very quick test with simple cube so far. My observations: normal maps do not project at all, except some strange artifact, diffuse and AO bakes are strange combination of both, low-poly itself and projected high-poly. Attaching diffuse colour bake of Corona and Scanline renderers for comparison.

BTW, now Corona needs very crucial height map baking.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-17, 12:30:00
can you give me the scene? ;) I dont have background in RTT, so it is actually really hard for me to find any realistic scenarios for its use
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-17, 12:45:30
I will prepare a little more complex scene and will upload it to you later this evening.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-19, 18:09:29
Does the last build resolves all the DR problems???

Thanks in advance,

Dionysios -
probably no, but we are getting there ;)

How is the situation with DR in the today 18/03 build? Any updates?

Thanks guys,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-19, 20:06:12
no, the DB is only stuff I did over weekend, Pavel will continue fixing on monday
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-19, 20:30:41
no, the DB is only stuff I did over weekend, Pavel will continue fixing on monday

Ok, thanks for the info!!!
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-03-20, 09:04:43
I just tried the latest daily (1.6 DailyBuild Mar 19 2017) and played around with the render regions on a really simple scene. I noticed that if I start an IR or resize an active IR, the scene noise clears up really fast, but if I add a render region or turn off all render render regions, the scene renders really slow.

Steps to reproduce:
Start IR
Add a render region
Resize the IR window (to clear the non-rendering area)
Move the render region or add another render region
Notice how much slower the new render areas are
Resize window again, boom: renders fast again

Actually, I just noticed that the whole IR window/moving regions is really sluggish and laggy, not just the render itself.

Title: Re: Daily Builds 1.6
Post by: PROH on 2017-03-20, 11:19:34
Hi. Just tried installing the two latest builds (Mar 17 & 19). In both cases the IR (floating) didn't work more than the first time. After stopping the first use of IR, the IR would not start again, or stopped after 1 pass. (Can't say which one is the most accurate discription.)

After reverting to the daily from Mar 16 IR works as expected again.

Regards
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-20, 13:51:02
Hi. Just tried installing the two latest builds (Mar 17 & 19). In both cases the IR (floating) didn't work more than the first time. After stopping the first use of IR, the IR would not start again, or stopped after 1 pass. (Can't say which one is the most accurate discription.)

After reverting to the daily from Mar 16 IR works as expected again.

Regards
fixed, will work in next daily (today probably)
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-20, 14:02:22
IR does not start from VFB for me, is it disabled?
Title: Re: Daily Builds 1.6
Post by: PROH on 2017-03-20, 14:12:09
Hi Tanakov. Had the same problem. Ondra says it is fixed in next daily (the posts just above yours).
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-03-20, 14:17:51
Same problem with the CANCEL button in the VFB.
Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-20, 14:27:14
all "rollout" buttons dont work
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-20, 15:05:34
already fixed, if someone needs build ASAP, I can make a daily right now
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-20, 19:27:22
Hi

What about this case with long parsing time?

Hi

It looks like I found the problem point. Quite often I have simple animation for the sun for different cameras, and I've noticed that if I don't change frame number I get few second of parsing, if I change frame, parsing time grows. Finally I found that the problem is in proxies, actually in Enable animation of them. Even if the proxy was created as not animated, this checkbox has influence on parsing time.

Example file uploaded with private uploader 1486622037_box-proxy.zip

Simple scene with only one proxy - box, subdivided to rise polycount. Open it and start render - parsing time is 0, change frame - parsing time 2 sec. Check Enable animation on, don't change frame - parsing time 0 sec, change frame - parsing time 2 sec again.
In big scenes it's also dramatically slows down feedback time of IR

I made the same tests with proxies of trees, there I've got difference like 2 sec - 21 sec (worst result). Probably more proxies in the scene - bigger difference of parsing time.
Is it a bug, or some problems on my side?

Link to the topic
https://forum.corona-renderer.com/index.php/topic,14716.msg94544.html#msg94544

I've made the report about this in mantis. Did you check it? It is not a problem wile I work with static scenes - I can survive without animated sun, but I'm wondering about scenes with animated objects. Can somebody check it, please? I still don't know - is it a bug, or it is some problem with my system.

And BTW, thank you for such an intensive development of Corona! It's so nice to see how it gets better and better almost every day! Thank you!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-20, 21:24:53
I was able to reproduce the problem, but it will require some time to fix. Do not worry - we know about the issue and will get to it at some point. Right now it is not that critical as it does not crash or produce incorrect image
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-20, 21:42:16
Thanks!
Will be waiting.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-20, 21:54:43
build is up!
Title: Re: Daily Builds 1.6
Post by: Majeranek on 2017-03-20, 22:01:13
Fixed DR with Backburner when rendering is split to stripes

What wasn't ok with that? In few days I had a problem that rendering was restarting on one of the stripes. Is that it?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-20, 22:36:15
AFAIK stripes were being ignored by render slaves spawned by BB nodes
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-03-21, 08:29:38
I'm still having this problem with the latest daily. Is it just me?

I just tried the latest daily (1.6 DailyBuild Mar 19 2017) and played around with the render regions on a really simple scene. I noticed that if I start an IR or resize an active IR, the scene noise clears up really fast, but if I add a render region or turn off all render render regions, the scene renders really slow.

Steps to reproduce:
Start IR
Add a render region
Resize the IR window (to clear the non-rendering area)
Move the render region or add another render region
Notice how much slower the new render areas are
Resize window again, boom: renders fast again

Actually, I just noticed that the whole IR window/moving regions is really sluggish and laggy, not just the render itself.
Title: Re: Daily Builds 1.6
Post by: kumodot on 2017-03-22, 01:25:51
Tried the Daily build Mar 20... Got some very strange behaviors...

  1 - The Press > HOLD on Render Button (Corona FrameBuffer) > Start IT refuses to start the IR...
  2 - When changing the settings for Dof, got some Framebuffer Ghosts for a moment... The image moves and then refreshes...
  3 - Using Round Corners cause some strange dots on bevels...

     
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-22, 19:18:34
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-22, 19:39:56
Wow o_O Will that be in 1.6? Looks very nice.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-22, 19:43:23
you will have it tonight ;)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-22, 20:19:28
one more:

Title: Re: Daily Builds 1.6
Post by: mrittman on 2017-03-22, 20:46:45
Wow, that is super fast! Will this be available in the Cinema 4D beta 1 version?
Title: Re: Daily Builds 1.6
Post by: amitshneor on 2017-03-22, 20:50:11
hey ondra !
looks awsome...is it in the 20/3/2017 build?
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-22, 20:54:53
hey ondra !
looks awsome...is it in the 20/3/2017 build?

??
Only two posts up!:

you will have it tonight ;)
Title: Re: Daily Builds 1.6
Post by: amitshneor on 2017-03-22, 21:19:11
Ha ! Sorry it was too awesome I didn't see
The date...
And it is night outside too..😃
Will try it asap in the morning...
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-03-22, 21:58:08
Really cool feature ))
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-22, 22:39:13
and it is out!
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-22, 22:41:59
and it is out!

and is downloaded!

Thanks Ondra!
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-22, 22:48:30
Latest build 22/03/17:

Resizing of interactive Corona VFB on 4k displays > Doesn't still work here unfortunately...
Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-03-22, 23:44:04
i am getting the mini VFB on a Microsoft surface display 3x2kres. Win10.
You can resize it, and it keeps shrinking down to the same size.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-22, 23:45:26
i am getting the mini VFB on a Microsoft surface display 3x2kres. Win10.
You can resize it, and it keeps shrinking down to the same size.

Yes, this is the problem...
Title: Re: Daily Builds 1.6
Post by: aldola on 2017-03-22, 23:50:28
same here and the interactive frame buffer looks like a 2cm square
Title: Re: Daily Builds 1.6
Post by: Noah45 on 2017-03-22, 23:52:22
New IR almost instantaneous on heavy scene. Thanks.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-22, 23:59:59
New IR almost instantaneous on heavy scene. Thanks.

Hmmm, I tried with my home workstation and a heavy scene and unfortunately I can't confirm the same... :(
I have a Xeon Dual system and the IR updates are slow. Actually when I move the mouse the IR stops till I release it again.

Probably my home configuration is a bit old: Dual Xeon E5-2630 v2@2.60GHz - Win10.
I'll try in office tomorrow as the workstation there is very recent and more powerful.
Title: Re: Daily Builds 1.6
Post by: Noah45 on 2017-03-23, 00:07:20
Running the o'priced, but o'clocked i76950x. 64GB. The previous DB IR's were acting weird, (ghosting/ freezing) , not this one.
Title: Re: Daily Builds 1.6
Post by: amitshneor on 2017-03-23, 06:01:26
guys can you confirm that in an interior with Uhd Cache the sub sampling is way slower than outdoor path tracing?
any thing to do to accelerate that?

in smaller scenes it is great !
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-23, 08:55:31
Fixed crashes when 3dsmax bitmap is changed on HDD during/after render
this is a big one congrats! so many times crashing for me while I adjust the maps in photoshop! thank you for that :)
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-23, 10:09:47
Fixed crashes when 3dsmax bitmap is changed on HDD during/after render
this is a big one congrats! so many times crashing for me while I adjust the maps in photoshop! thank you for that :)

Very good to know! :)
I will try the DR today, let's cross our fingers!

Dionysios -
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-23, 10:35:55
New IR almost instantaneous on heavy scene. Thanks.

Hmmm, I tried with my home workstation and a heavy scene and unfortunately I can't confirm the same... :(
I have a Xeon Dual system and the IR updates are slow. Actually when I move the mouse the IR stops till I release it again.

Probably my home configuration is a bit old: Dual Xeon E5-2630 v2@2.60GHz - Win10.
I'll try in office tomorrow as the workstation there is very recent and more powerful.

Tried right now with my the worksrtation I have at work. No changes at all. The IR starts but once I move the camera view nothing happens, I don't see the realtime updates as they appear when a simple scene is used and without materials. My sample scene is an interior with a lot of IES lights. Probably this is how it works.... :(
Title: Re: Daily Builds 1.6
Post by: Ludvik Koutny on 2017-03-23, 10:50:40
Subsampling makes sense only with PT+PT. Obviously if you use PT + UHD, there will never be fluid feedback, because UHD need to precompute. There's plan to make actual UHD precomputation usable for subsampled scene preview, but that won't make it in 1.6. Although, we will probably get a check box to always force PT+PT for IR.

If you use PT+UHD in IR even in super simple scenes, your feedback will be terrible.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-23, 11:00:40
Subsampling makes sense only with PT+PT. Obviously if you use PT + UHD, there will never be fluid feedback, because UHD need to precompute. There's plan to make actual UHD precomputation usable for subsampled scene preview, but that won't make it in 1.6. Although, we will probably get a check box to always force PT+PT for IR.

If you use PT+UHD in IR even in super simple scenes, your feedback will be terrible.

God...

Good to know!!!! Yes, I confirm you should to something to force this...
Title: Re: Daily Builds 1.6
Post by: Nikola on 2017-03-23, 11:04:03
Wow, that is super fast! Will this be available in the Cinema 4D beta 1 version?

Hi, yes.
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-03-23, 11:10:03
IR doesn't work at all for me now. The first time I opened IR, I got a black screen, closed it and now it won't even open. Can't render offline either.
Title: Re: Daily Builds 1.6
Post by: Nikola on 2017-03-23, 11:23:48
IR doesn't work at all for me now. The first time I opened IR, I got a black screen, closed it and now it won't even open. Can't render offline either.

The main purpose of Beta1 is rewrite of IR to be more stable and reliable.
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-03-23, 11:25:19
Subsampling makes sense only with PT+PT. Obviously if you use PT + UHD, there will never be fluid feedback, because UHD need to precompute. There's plan to make actual UHD precomputation usable for subsampled scene preview, but that won't make it in 1.6. Although, we will probably get a check box to always force PT+PT for IR.

If you use PT+UHD in IR even in super simple scenes, your feedback will be terrible.

I tried now and it works fine with PT+PT but for interior use the PT+UHD once this is precomputed, is always faster. I am looking forward to see some development in the near future. For now a big step already is done! :)
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-03-23, 14:37:13
The first time the IR window is activated, it pops to full render size, which isn't good. I rarely need the IR to be 5000 px wide. Is it possible to have it behave like in 1.5.2?

edit: I got the IR to work and it's pretty fast! Good work.
Title: Re: Daily Builds 1.6
Post by: thilima3d on 2017-03-23, 21:53:24
I´m really liking the new subsampling feature...
Here is a short test I´ve made.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-24, 07:20:38
Corona VFB sizing on 4k monitors still resizing to small size on latest 23/3 build
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-24, 08:01:49
Corona VFB sizing on 4k monitors still resizing to small size on latest 23/3 build
how many monitors do you have?
Title: Re: Daily Builds 1.6
Post by: amitshneor on 2017-03-24, 09:36:36
And here are some more tests...great
Feature indeed!

Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-24, 09:40:57
Corona VFB sizing on 4k monitors still resizing to small size on latest 23/3 build
how many monitors do you have?

two one 4k and one 2.5k
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-24, 09:51:22
Thanks for great IR improvement!

Is it common, when docked IR is active, I can't get Corona VFB? I have to stop docked IR, only after that I can get back VFB. It is good to have them both on screen to compare "old" and "new' and have possibility to change new one interactively.

And another question I have is about IR and Forest Pack. Max crashes if I change camera position or switch camera wile IR is active. I believe, it's connected with view dependence of Forest's objects. Should I ask you to solve it somehow, or should I make request about it on Forest Pack's side?
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-03-24, 10:43:53
(http://i15.photobucket.com/albums/a376/halberciro/test2.jpg) (http://s15.photobucket.com/user/halberciro/media/test2.jpg.html)




First congr. to corona team.

I  did 2 different tests.I had no problems with dr and backburner tests.

But there is some points with the memory that cant figure out.

NO :1  7k is stucked with 1 machine ( DUAL XEON V4 32 gb ram )  while rendering.

NO : 2 6.5K render with 2 slave  machine ( i7 32 gb ram ) did 900 pass

I think the problem starts when the resoulation increaeses.I will do tests with LOWMEM options.I think its time to upgrade the farm machines 128 gb ram

Finally I upgraded 13th december version.By the way Subsampling is really amazing

Title: Re: Daily Builds 1.6
Post by: Frood on 2017-03-24, 10:59:00
Subsampling rocks, yes! But my "Stop" and "Render" buttons flash like crazy using IR, it´s very distracting.

And another question I have is about IR and Forest Pack. Max crashes [...]

Can´t confirm with Max2016/Corona DB 17-03-23/FP beta 5.2.2.

Which version do you use? There was a bug (crash) when camera cliping AND custom edit mode was active in a Forest object and multiple frames were rendered, this sounds related. It was fixed in beta 5.2.2. If you have some older version you may  try the newest beta (http://forum.itoosoft.com/index.php?topic=4380.0).

Good Luck


Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-03-24, 11:21:01
Backburner problem...

(http://i15.photobucket.com/albums/a376/halberciro/test4.jpg) (http://s15.photobucket.com/user/halberciro/media/test4.jpg.html)

when I submit the first work its listed in que monitor.But it doesny start.Then I do restart job and it starts.But behind ,n system monitor there two max is working.


I didnt see 1.6 dr topic.We can move it to there.Sorry :(

Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-24, 12:29:03
Can´t confirm with Max2016/Corona DB 17-03-23/FP beta 5.2.2.

Which version do you use? There was a bug (crash) when camera cliping AND custom edit mode was active in a Forest object and multiple frames were rendered, this sounds related. It was fixed in beta 5.2.2. If you have some older version you may  try the newest beta (http://forum.itoosoft.com/index.php?topic=4380.0).

I'm using now 5.2.0 version of Forest Pack. Today I'll get the update and try it.

Thank you!
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-03-24, 16:37:54
You have two 3dsmax.exe processes because Corona DR + Backburner JOB.
Title: Re: Daily Builds 1.6
Post by: tolgahan on 2017-03-24, 17:50:58

is it normal ?
Title: Re: Daily Builds 1.6
Post by: Renovacio on 2017-03-25, 16:35:01
Corona with last daily build created very very big DrLog file on renderslaves and take all free space on HDD\SDD. Like 49 gb. After that crash!!!! it is look like "max directory size" don"t work.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-25, 22:08:41
Hi

I tried more or less all builds, and have to say, that IR of builds after 24-02-2017 are less stable on my computer. I get crashes caused by different thing such as moving camera, change of sun's position, change of environment map, change of maps of materials, etc. even in very simple and almost empty scenes. New subsampling is great, but IR of daily build from 24-02-2017 is still much more stable, actually I got with it crashes only in cases of moving camera with rendered Forest Pack's objects (still didn't update it from 5.2.0 to 5.2.2), in all other cases, including merging objects from another files, it works really smooth and stable

Win 10, Max 2014, Dual Intel(R) Xeon(R) CPU E5-2660, 32Gb of RAM
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-26, 10:36:31
Hi

I tried more or less all builds, and have to say, that IR of builds after 24-02-2017 are less stable on my computer. I get crashes caused by different thing such as moving camera, change of sun's position, change of environment map, change of maps of materials, etc. even in very simple and almost empty scenes. New subsampling is great, but IR of daily build from 24-02-2017 is still much more stable, actually I got with it crashes only in cases of moving camera with rendered Forest Pack's objects (still didn't update it from 5.2.0 to 5.2.2), in all other cases, including merging objects from another files, it works really smooth and stable

Win 10, Max 2014, Dual Intel(R) Xeon(R) CPU E5-2660, 32Gb of RAM
can you upload some minidumps of the crashes?
Title: Re: Daily Builds 1.6
Post by: casinowilhelm on 2017-03-26, 17:55:36
Corona VFB sizing on 4k monitors still resizing to small size on latest 23/3 build

Same here.

Title: Re: Daily Builds 1.6
Post by: mtaher on 2017-03-26, 21:38:21
Corona VFB sizing on 4k monitors still resizing to small size on latest 23/3 build

Same here.

Same here .. not only 4k .. all !!
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-27, 12:36:11
can you upload some minidumps of the crashes?

Yesterday made some tests of the build from 2017-03-23 and got few crashes, but all of them happened without any error windows or freezing of Max before that. Just like Max was working, and on some point it just disappear from the screen and from task manager. What to do in this case?

But however, to get these crashes I tried a lot of things, so I have to say that IR of this build looks more stable that previous ones and it's faster. Crashes happened when heavy objects have been unhide, and when I changed hdri map in environment slot. These crashes happened not all the times when I did those things, I did that many times in different order before the crash happened
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-27, 12:44:09
Yesterday made some tests of the build from 2017-03-23 and got few crashes, but all of them happened without any error windows or freezing of Max before that. Just like Max was working, and on some point it just disappear from the screen and from task manager. What to do in this case?
I had similar case with latest build: opened scene that was created and redered day before, launched render and after some 5-10 minutes of rendering (regular, not IR) max vanished silently without trace :] Since there was no minidump and such case didn't occured since, i didn't bother to report.
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-27, 12:46:30
Is that related to a certain scene or does it happen always? If it is scene related and the crash is reproducible, you can still help us by sharing such scene.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-27, 12:58:58
Is that related to a certain scene or does it happen always? If it is scene related and the crash is reproducible, you can still help us by sharing such scene.

No, it's not  related to a certain scene. I tried different scenes heavy and light ones. Crashes connected with change of hdri map happened in both kind of scenes
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-03-27, 13:52:50
Yesterday made some tests of the build from 2017-03-23 and got few crashes, but all of them happened without any error windows or freezing of Max before that. Just like Max was working, and on some point it just disappear from the screen and from task manager. What to do in this case?
I had similar case with latest build: opened scene that was created and redered day before, launched render and after some 5-10 minutes of rendering (regular, not IR) max vanished silently without trace :] Since there was no minidump and such case didn't occured since, i didn't bother to report.

Yup, same here :- ) Happened on two unrelated scenes imho. Vanishing, no crash report.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-27, 13:54:20
the minidump could be created even without the screen, can you  check it?
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-27, 14:29:09
the minidump could be created even without the screen, can you  check it?
I did. Unfortunatelly there was nothing :[
Title: Re: Daily Builds 1.6
Post by: SmurfN on 2017-03-27, 16:46:25
Yesterday made some tests of the build from 2017-03-23 and got few crashes, but all of them happened without any error windows or freezing of Max before that. Just like Max was working, and on some point it just disappear from the screen and from task manager. What to do in this case?
I had similar case with latest build: opened scene that was created and redered day before, launched render and after some 5-10 minutes of rendering (regular, not IR) max vanished silently without trace :] Since there was no minidump and such case didn't occured since, i didn't bother to report.

Yup, same here :- ) Happened on two unrelated scenes imho. Vanishing, no crash report.

This also happens regularly for me. a few times a month maybe while working in max. I don't think its corona related but a max problem (not sure). happening in max 2016 and 2017. Max just closing on me with no errors or nothing.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-27, 16:54:25
well... except for getting a case I could reproduce, only another thing to try is to install MSVS (free software from microsoft) and running 3dsmax with debugger - it will break on the crash, and you can save the minidump for me (or you can debug it yourself... it is not that hard actually to figure out what part it crashes in):
https://www.visualstudio.com/thank-you-downloading-visual-studio/?sku=Community&rel=15
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-27, 17:21:39
Ah, coding...

(https://media.giphy.com/media/4pMX5rJ4PYAEM/giphy.gif)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-27, 18:17:15
not really coding, just attaching it to 3dsmax after it is launched so you get notified when it crashes ;)
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-27, 19:00:34
New daily is out, including the Corona image editor - try it!

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=13400.0;attach=61638;image)
Title: Re: Daily Builds 1.6
Post by: mike288 on 2017-03-27, 19:05:56
Please, write all your feedback to Corona Image Editor (CIE) to a separate thread https://forum.corona-renderer.com/index.php?topic=15456.0 (https://forum.corona-renderer.com/index.php?topic=15456.0). Thank you!
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-27, 19:59:28
I'm starting a new project now which will need renderfarm's service to render final images. I have to choose now which version of Corona to use for it. I like new features of Corona 1.6 builds and I'd like to use them in new project, but now it depended of how soon Corona 1.6 will be officially realised and render farms will start to use it.

Do you have any estimation about the date of official Corona 1.6 realise?
Title: Re: Daily Builds 1.6
Post by: mtaher on 2017-03-27, 20:13:44
IR >> Corona VFB still resizing to small size and start rendering only with 633x358px ...new dailybuild ( Mar 27 2017 ).
Title: Re: Daily Builds 1.6
Post by: amitshneor on 2017-03-27, 21:43:17
Im Sorry...but where do i find the Corona image editor ?

Thanks!
Title: Re: Daily Builds 1.6
Post by: PROH on 2017-03-27, 21:46:47
Run the installer, choose "unpack", and after unpacking there should be a folder called "Image Editor" inside the Corna folder.

Hope it helps
Title: Re: Daily Builds 1.6
Post by: amitshneor on 2017-03-27, 21:53:01
thanks ! found it !
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-27, 22:51:13
Run the installer, choose "unpack", and after unpacking there should be a folder called "Image Editor" inside the Corna folder.

Hope it helps
or just install "typical" and it will be in program files/Corona
Title: Re: Daily Builds 1.6
Post by: PROH on 2017-03-27, 23:07:11
Ahhh... Nice :) Didn't see that.

Thanks.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-03-27, 23:55:56
with the latest build IR restarts itself every time you hover over the command panel you don't have to change any settings now, which makes it unusable. I had selected physical camera with corona camera modifier on top I didn't try with no/other selection. trying DR now.

confirmed that IR restarts no matter what you do in the modify panel: select box, it restarts, change a spinner on the not yet placed box, it restarts, you don't have to add the box to restart the IR.
Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-03-28, 03:49:44
i am getting pretty stable behaviour out of 27/3 :o)
Still doing testing with a real scene and IR. working so far, no stop start for me.
DR seems to be stable. STOP button seems to work and workstations clean up and idle again

Title: Re: Daily Builds 1.6
Post by: pokoy on 2017-03-28, 10:38:44
Some observations with DB from 27-3-2017

- With IR rendering, when disabling light display in the viewport (Shift+L) and enabling them again, lights will not be enabled again in IR. You need to move any light (or stop and restart IR)  in order for it to be renderable again
- according to Ondra's response in this thread https://forum.corona-renderer.com/index.php/topic,14852.0.html (https://forum.corona-renderer.com/index.php/topic,14852.0.html) the issue with Distance Map and complicated geometry for the distance input is resolved, however I still see problems and holes/leaks. Will try to set up a repro case today.

One general thing. IR subsampling works quite bad here and feels way less responsive than the old behavior, it's far from smooth even on light scenes. On heavy scenes, it often doesn't update at all when I move the camera for example, and starts to update after a 2-3 seconds lag. Not sure if it's maybe broken in this DB but seeing this I'd rather have the old behavior.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-28, 11:58:18
Hi

Working today with 2017-03-27 build. Got the crash wile IR was active with error report after that. So I've attached minidump here. It happened when I merged not heavy object from another file.
Title: Re: Daily Builds 1.6
Post by: Monkeybrother on 2017-03-28, 12:24:58
IR still opens to offline render size when first opening it, which means it completely covers both my screens and goes way outside. It's a pain to resize and move the IR window every time. Could it default to 80% width off the main monitor or something?
Title: Re: Daily Builds 1.6
Post by: blank... on 2017-03-28, 12:57:06
IR still opens to offline render size when first opening it, which means it completely covers both my screens and goes way outside. It's a pain to resize and move the IR window every time. Could it default to 80% width off the main monitor or something?

Can confirm.
Title: Re: Daily Builds 1.6
Post by: Flavius on 2017-03-28, 20:22:40
IR still opens to offline render size when first opening it, which means it completely covers both my screens and goes way outside. It's a pain to resize and move the IR window every time. Could it default to 80% width off the main monitor or something?

I can confirm this as well. HOWEVER, it doesn't happen on new scene, so only if I open older scenes, I assume scenes previously rendered with Corona 1.5 or something like that.
Title: Re: Daily Builds 1.6
Post by: Renovacio on 2017-03-29, 02:45:07
Object materials with Glossiness value lower than 0,8 and fresnel ior like 1,52 has very ugly dark reflections from the plane with CoronaLightMTL, like a background.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-29, 12:24:43
I'm starting a new project now which will need renderfarm's service to render final images. I have to choose now which version of Corona to use for it. I like new features of Corona 1.6 builds and I'd like to use them in new project, but now it depended of how soon Corona 1.6 will be officially realised and render farms will start to use it.

Do you have any estimation about the date of official Corona 1.6 realise?

One more time :)
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-29, 12:42:39
Well, we've hit a few bumps which delayed our original plans a little bit. Currently we're planning to have an RC roughly in the middle of next week and a full release 1-2 weeks after that.

All these are just estimates, we can't commit to any specific timeframe since everything may be delayed again if we discover any major hard-to-fix bugs. So if you need to start a new project right now and don't want to use daily builds, you may be safer using 1.5 since we can't promise any specific release date for 1.6
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-29, 12:57:13
Object materials with Glossiness value lower than 0,8 and fresnel ior like 1,52 has very ugly dark reflections from the plane with CoronaLightMTL, like a background.
Up!
Strangely ignored problem.
Title: Re: Daily Builds 1.6
Post by: Renovacio on 2017-03-29, 13:30:26
Object materials with Glossiness value lower than 0,8 and fresnel ior like 1,52 has very ugly dark reflections from the plane with CoronaLightMTL, like a background.
Up!
Strangely ignored problem.
Ondra, answer us please)))) Please repair)))) This problem has always been.
Title: Re: Daily Builds 1.6
Post by: Bormax on 2017-03-29, 15:08:08
Well, we've hit a few bumps which delayed our original plans a little bit. Currently we're planning to have an RC roughly in the middle of next week and a full release 1-2 weeks after that.

All these are just estimates, we can't commit to any specific timeframe since everything may be delayed again if we discover any major hard-to-fix bugs. So if you need to start a new project right now and don't want to use daily builds, you may be safer using 1.5 since we can't promise any specific release date for 1.6

This information is enough to make a decision. Thank you!
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-29, 15:56:39
Object materials with Glossiness value lower than 0,8 and fresnel ior like 1,52 has very ugly dark reflections from the plane with CoronaLightMTL, like a background.
Up!
Strangely ignored problem.
Ondra, answer us please)))) Please repair)))) This problem has always been.
we need separate thread for this, can a mod/user do it?
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-29, 15:57:27
as a side note, we will probably have the RC next week, but how long it stays a RC is based on how fast we will be able to debug the remaining problems with DR and IR. So no promises there, but I am hoping not longer than 14 days
Title: Re: Daily Builds 1.6
Post by: johan belmans on 2017-03-29, 15:58:41
as a side note, we will probably have the RC next week, but how long it stays a RC is based on how fast we will be able to debug the remaining problems with DR and IR. So no promises there, but I am hoping not longer than 14 days

Take your time, I am on holiday next week ;-)
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-29, 16:16:08
Object materials with Glossiness value lower than 0,8 and fresnel ior like 1,52 has very ugly dark reflections from the plane with CoronaLightMTL, like a background.
Up!
Strangely ignored problem.
Ondra, answer us please)))) Please repair)))) This problem has always been.
we need separate thread for this, can a mod/user do it?

It was created earlier in Bug Reporting, named "Black reflections of lights on low glossiness surfaces".
Here it is: https://forum.corona-renderer.com/index.php/topic,13860.0.html
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-29, 17:04:16
good, I wanted to make sure this wont get forgotten. I am not sure if it is fixable though...
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-29, 17:33:06
I am not sure if it is fixable though...

A bit worrying..
If I'm not mistaken it's appeared in versions close to 1.5 relese, maybe earlier.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-03-29, 23:10:04
yes, it is tradeoff for the "dark highlights behind glass" bug. It is one case where the different fakes in Corona just dont mesh well with each another :(
Title: Re: Daily Builds 1.6
Post by: PROH on 2017-03-29, 23:22:22
Hi. Had some strange behavior with latest daily (27-03-2017). I've experienced it a couple of times, and tried to reproduce it, with different results.

Most of the times everything works as expected, but sometimes the previous render is "stuck" in the lightmix RE when using VFB IR and shifting camera or shifting from "view" to "blowup". The Beaty pass renders correct, but not the lightmix pass.

Can anyone confirm this behavior? (as said, it only occurs sometimes).
Title: Re: Daily Builds 1.6
Post by: shadowman on 2017-03-30, 11:06:05
yes, it is tradeoff for the "dark highlights behind glass" bug. It is one case where the different fakes in Corona just dont mesh well with each another :(
I see. But hope to see some solution.
Because it's a common scheme in architectural visualisation, and following this official tutorial:
 "How to create background material in Corona?" (https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605-how-to-create-background-material-in-corona-) we'll get into a trouble :(
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-03-30, 11:07:32
Updates to CScatter looks fantastic!!! Some observations after quick play with new tools:

Issues:

Improvements:

Now, CScatter needs only ability to pass uvmapping from distribution object to instances and mapable rotational and translational transformations and it would easily rival multiscatter if not forest pack :]
Title: Re: Daily Builds 1.6
Post by: cecofuli on 2017-03-30, 13:46:42
Maybe it's a good idea to open a thread about CScatter?

(*) Reset button for CScatter
(*) Spline distribution: project spline on a surface (like in Multiscatter)
(*) Border behavior (as in Multiscatter)
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-30, 15:50:55
I kinda forgot to mention one important update in yesterday's changelog.

Yes, it's the shadow terminator fix :)
Title: Re: Daily Builds 1.6
Post by: lacilaci on 2017-03-30, 16:03:30
Welp, those "Ondra's balls" look much nicer without the bug :D
Title: Re: Daily Builds 1.6
Post by: scionik on 2017-03-30, 16:32:03
Welp, those "Ondra's balls" look much nicer without the bug :D
:D
Title: Re: Daily Builds 1.6
Post by: alexyork on 2017-03-30, 17:27:36
Best. News. Ever.

Seriously though, this will make our lives so much easier knowing this bug is gone. Great work.
Title: Re: Daily Builds 1.6
Post by: tallbox on 2017-03-30, 17:33:59
I just tried last daily build and crash every time when I try to render with viewport selection.
Title: Re: Daily Builds 1.6
Post by: o0llong on 2017-03-30, 17:46:54
I just tried last daily build and crash every time when I try to render with viewport selection.

Do you have any CScatters in the scene?
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-30, 18:14:14
I just tried last daily build and crash every time when I try to render with viewport selection.

Can you send us minidump from the crash?
Title: Re: Daily Builds 1.6
Post by: tallbox on 2017-03-31, 08:43:31
No, there is no CScatter. I will try to send a minidump today.
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-03-31, 10:17:40
Btw.

We need either a separate function to create a basic framebuffer or to make at least startInteractive() behave like the corresponding button in the UI (which creates one if not present) to make both work as a simple button without confusion.

A big thanks for doing so (even though I cannot explicitly find this in the changelogs). Same for showvfb() - nice!


Good Luck


Title: Re: Daily Builds 1.6
Post by: Tanakov on 2017-03-31, 11:09:00
This looks just great.

Its literaly what I was looking for, sometime ago I had a really bg problem with other scatterer program making this kind of chains and other stuff spline related. It was always puting holls in it.

Spline Scattering should have one more option "Distribute on whole spline" at this moment you can make really great things but..

If you reduce the count and it does not "reach" the end of spline you can have really uneven distribtion (Jitter pumped up).
Title: Re: Daily Builds 1.6
Post by: Bzuco on 2017-03-31, 13:18:50
Great news ;-)
(http://www.pictureshack.ru/images/1517Terminator.jpg)
Title: Re: Daily Builds 1.6
Post by: cgiout on 2017-03-31, 14:13:56
I just tried last daily build and crash every time when I try to render with viewport selection.
Me too. It happens suddenly rotating objects in any view with IR active.
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-03-31, 14:20:21
In that case please send minidump too. The more the merrier :)
Title: Re: Daily Builds 1.6
Post by: denisgo22 on 2017-03-31, 20:31:46
With all latest Build's with adaptive IR sampling i found the problem with updating in IR animated camera/
Updating view in IR from camera via animation takes much more longer time, than same camera with simple moving and rotating by hand///
I use simple 3dmax camera, without corona camera mod, exposure and other stuff like that///
Also with DR rendering mode and cancel rendering process and push Cancel button on the tab /Collecting Any Extra Data from slaves/  --  max going to crash all times.
With collecting data from slaves and Denoise turn on, if stop render after several passes not enough for making Denoise, with massage /You need to render at least 2 passes to use the denoiser./ --- max going to crash.
In IR mode don't update new placed in scene objects, Even after use /Clear/ and /Refresh/ button's, only after hit /Render///
in long time render or randomly ---- Unreal amount of passes from slaves.

All this problem's in last Daily Build from mar 31 2017 for max 2017////


P.S. It's No Joke :(((
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-04-03, 09:11:38
Thanks for implementing a more convenient node selection into the DR tab, however it´s not yet perfect because multiple nodes cannot be switched at once :-|

Having multiple nodes selected and clicking a checkbox should switch all selected to the state of the clicked checkbox. Will create a Mantis entry.


Good Luck


Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-03, 12:46:59
I just tried last daily build and crash every time when I try to render with viewport selection.

Me too. It happens suddenly rotating objects in any view with IR active.

Do these crashes still happen with the latest daily?
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-04-03, 12:48:21
Even with latest DR, nodes will refer to "failed to allocate ram" way bellow actual memory limit.
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-03, 13:01:11
Even with latest DR, nodes will refer to "failed to allocate ram" way bellow actual memory limit.

Please use this thread for all 1.6 DR related issues - https://forum.corona-renderer.com/index.php/topic,15090.105.html (https://forum.corona-renderer.com/index.php/topic,15090.105.html). That way we'll have most of the DR issues in one place and won't have to search the whole DB thread for them. Thanks

Pavel has just identified a possible cause for this bug so it will hopefully be fixed soon.
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-04-03, 13:08:12
Yeah sorry, was in hurry :- ) My laziness. You can delete that post as I can't.
Title: Re: Daily Builds 1.6
Post by: Freakaz on 2017-04-03, 13:19:57
Even with latest DR, nodes will refer to "failed to allocate ram" way bellow actual memory limit.

I've disabled windows paging on the node that fails to allocate RAM as a temporary solution for this annoying B.S.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-03, 13:21:00
Even with latest DR, nodes will refer to "failed to allocate ram" way bellow actual memory limit.

I've disabled windows paging on the node that fails to allocate RAM as a temporary solution for this annoying B.S.
Really, disabling helped? Not enabling? weird ;)
Title: Re: Daily Builds 1.6
Post by: Freakaz on 2017-04-03, 13:33:04
Even with latest DR, nodes will refer to "failed to allocate ram" way bellow actual memory limit.

I've disabled windows paging on the node that fails to allocate RAM as a temporary solution for this annoying B.S.
Really, disabling helped? Not enabling? weird ;)

Might be weird, but it is disabled, attached the windows settings screenshot.
Title: Re: Daily Builds 1.6
Post by: Fritzlachatte on 2017-04-03, 14:38:54
I just realized a problem while rendering a region.
The region stops updating/ refining, the passes count is increasing quite fast in an unnatural way. Around the edge of the region
for just a few pixels it continues refining, when havin a close look, which is the reason why the count of passes is still rising.
I know there was this feature with a green frame, but I never used it and it is disabled.

I had this problem in a daily build before, but before I was able to complain, it was gone, now it came back:-(

Thanks
Title: Re: Daily Builds 1.6
Post by: Juraj on 2017-04-03, 14:44:21
I just realized a problem while rendering a region.
The region stops updating/ refining, the passes count is increasing quite fast in an unnatural way. Around the edge of the region
for just a few pixels it continues refining
, when havin a close look, which is the reason why the count of passes is still rising.
I know there was this feature with a green frame, but I never used it and it is disabled.

I had this problem in a daily build before, but before I was able to complain, it was gone, now it came back:-(

Thanks

Same behavior here for quite few builds ! I thought my eyes were just fooling me. It's like opposite of feather (which I never enabled).
Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-04-04, 02:05:15
Interactive Mode with Forest pro

All the forest pro (max17, 5.3) geometry in viewport disappear when enabling interactive.
End interactive and they appear again.

Makes viewport navigation tricker when you are in a garden,

Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-04, 03:35:53
Interactive Mode with Forest pro

All the forest pro (max17, 5.3) geometry in viewport disappear when enabling interactive.
End interactive and they appear again.

Makes viewport navigation tricker when you are in a garden,


this is not a corona thing this also happens in Vray, itoosoft said they will fix this in a future update and it is a major rewrite of the forest code check their website forum/FAQ.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-04, 08:47:08
i restored the accidentally deleted build
Title: Re: Daily Builds 1.6
Post by: Fritzlachatte on 2017-04-04, 09:41:43
unfortunatly the problem with the broken built-in region rendering is still existing.
So far the only way to get a fast crop is by the classic way via area to render in rendered frame window.

btw. am I the only one who is using this feature excessively? :-o
Title: Re: Daily Builds 1.6
Post by: cgiout on 2017-04-04, 10:13:54
Sometimes IR doesn't stop to update...it's like that Corona starts sampling recursively for a bunch of times (4/5) and finally it stops.
It happens with a quite simple scene with HDRI.
Title: Re: Daily Builds 1.6
Post by: sevecek on 2017-04-04, 13:30:17
unfortunatly the problem with the broken built-in region rendering is still existing.
So far the only way to get a fast crop is by the classic way via area to render in rendered frame window.

btw. am I the only one who is using this feature excessively? :-o

Is this happening in all of your scenes, or is it something scene-specific?
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-04-05, 11:53:47
Sometimes IR doesn't stop to update...it's like that Corona starts sampling recursively for a bunch of times (4/5) and finally it stops.
It happens with a quite simple scene with HDRI.

Didn't tried yet the latest build on my 4K monitor but the previous one still gave problems with the resize issue.

Do you guys have any idea when this will be finally fixed?

Thanks,

Dionysios -
Title: Re: Daily Builds 1.6
Post by: PROH on 2017-04-05, 23:54:31
Hi. Tried the latest build today (April 4th) and had a feeling that IR was extremely slow. It showed a very rough render in a very long time before it refined to a level of recognition. After having tried more files and hiding different object, I found that it was related to the pass amount: It had to run 3 passes before it refined.

Then I opened the render setup developement tab, and changed the "IR Subsampling" number from 3 to 1, and now IR works OK (for me).

So now I'm just wondering: Is 1 pass for IR Subsampling "bad" since default is 3? What do I loose by doing this?

Regards
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-06, 03:27:04
build from April 6th seems better with DR but re-rendering regions leaves a double ghost effect. these regions are both the frame buffer ones and the 3dsmax ones.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-06, 04:28:31
I made the mistake of installing the new build to try it out and the boss wants A1 prints of two renderings that I started today. sadly Corona still has wrong passes  on slaves.
I made a mistake should've remained aside while these things get ironed out.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-06, 09:51:50
I made the mistake of installing the new build to try it out and the boss wants A1 prints of two renderings that I started today. sadly Corona still has wrong passes  on slaves.
I made a mistake should've remained aside while these things get ironed out.
what is the result of this bug? Just wrong numbers being reported and perhaps the render ending prematurely, or does it cause other problems? Such as wrong image?
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-06, 10:46:11
image comes out much darker, all the extra passes are black images.
I tried several times same result at low resolutions. Earlier at high resolutions I didn't notice any dropped passes.
Title: Re: Daily Builds 1.6
Post by: oncire on 2017-04-06, 11:12:26
bug found -- 3ds Max crashes - when zooming in IR (daily build April 5)
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-06, 11:16:03
bug found -- 3ds Max crashes - when zooming in IR (daily build April 5)

Please send us minidump from the crash so that we can debug it.
Title: Re: Daily Builds 1.6
Post by: sevecek on 2017-04-06, 11:27:29
image comes out much darker, all the extra passes are black images.
I tried several times same result at low resolutions. Earlier at high resolutions I didn't notice any dropped passes.

Is this happening in all scenes, or in one particular scene?
Could you please send me logs from the slave that renders black images?
By "earlier", do you mean Corona 1.5, or one of earlier 1.6 daily builds?
Title: Re: Daily Builds 1.6
Post by: oncire on 2017-04-06, 12:09:28
Please send us minidump from the crash so that we can debug it.

sent
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-06, 12:50:47
image comes out much darker, all the extra passes are black images.
I tried several times same result at low resolutions. Earlier at high resolutions I didn't notice any dropped passes.

Is this happening in all scenes, or in one particular scene?
Could you please send me logs from the slave that renders black images?
By "earlier", do you mean Corona 1.5, or one of earlier 1.6 daily builds?


earlier today same latest build,
will try to do more tests tomorrow.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-06, 13:25:36
bug found -- 3ds Max crashes - when zooming in IR (daily build April 5)
Was it heavy scene or light scene? Docked VFB or regular VFB?
Title: Re: Daily Builds 1.6
Post by: aldola on 2017-04-06, 15:29:36
Sometimes IR doesn't stop to update...it's like that Corona starts sampling recursively for a bunch of times (4/5) and finally it stops.
It happens with a quite simple scene with HDRI.

Didn't tried yet the latest build on my 4K monitor but the previous one still gave problems with the resize issue.

Do you guys have any idea when this will be finally fixed?

Thanks,

Dionysios -

same here, corona is not taking windows scaling at all so everything looks tiny
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-04-06, 22:57:51
Finally!!!! 4K monitors+ Resize work perfectly together! CHAMPAGNE!!!!

Thank you guys!
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-06, 23:57:00
  • While scattering on splines, the default orientation is now the local Z axis. This can be changed by rotating the spline's pivot.

(https://www.androidcentral.com/sites/androidcentral.com/files/styles/larger/public/article_images/2017/04/thumbs-up-outlined.png?itok=vV-l07tJ)

As for count changes, i think i liked previous version more.
Title: Re: Daily Builds 1.6
Post by: oncire on 2017-04-07, 03:32:43
Was it heavy scene or light scene? Docked VFB or regular VFB?

-i don't consider it as heavy scene, i have done bigger projects before with corona with no crashes... 3-45 sty bldg with some facade details, and flat ground.. sun + hdri...
-regular vfb.. was testing only my lighting then zooming...then immediately  crashes 3dsmax ...
-also there's a corona error popping up--> "Windows enabled 'Fault Tolerant Heap' for 3dsmax or dependent processes."
Title: Re: Daily Builds 1.6
Post by: oncire on 2017-04-07, 05:26:32
i think i found the bug-- 3ds max-region rendering causes it to crash...while zooming in IR... without it works fine...
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-04-07, 08:25:44
-also there's a corona error popping up--> "Windows enabled 'Fault Tolerant Heap' for 3dsmax or dependent processes."

Just disable FTH (https://coronarenderer.freshdesk.com/support/solutions/articles/5000678431-windows-enabled-fault-tolerant-heap-for-3dsmax-or-dependent-processes-this-may-have-severe-perform). None of our boxes has it activated, no drawback.


Good Luck


Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-07, 08:32:15
i think i found the bug-- 3ds max-region rendering causes it to crash...while zooming in IR... without it works fine...
this should be fixed in the last daily, have you tried it?
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-07, 09:06:02
As for count changes, i think i liked previous version more.

We're planning another scatter UI & behavior brainstorming session for today. If you could describe the benefits and drawbacks of both solutions from your point of view (and anything else in scatter you find less than intuitive), that would be incredibly helpful.
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-04-07, 10:01:04
Wow! With the lastes build, ALT-Qing some object(s) and starting IR is at last as fast as one would expect in very heavy scenes where I always had the feeling the whole scene would be somehow examined first. One of the best improvements ever. I was about to ask if it´s possible to get some acceleration this case and here it is! Thanks so much for this!

Additionally I noticed when using CameraMod that I´m able to switch tone mapping on/off even when CameraMod overrides it? See screenshot, orange tagged checkboxes I´m able to switch during rendering, red ones not - even if the checkbox is not greyed out.


Good Luck

Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-07, 10:19:54
We're planning another scatter UI & behavior brainstorming session for today. If you could describe the benefits and drawbacks of both solutions from your point of view (and anything else in scatter you find less than intuitive), that would be incredibly helpful.

Well, now every scattering type has its own count controls and in case of 3D and 2D random, those controls doubles each other. In previous version there was single control that ruled them all and unless i'm missing something, it perfectly did its job. I don't know, maybe for newcomers old count control version may have been not very intuitive at first, but new version is confusing even for experienced user, IMHO. Maybe there was some limitations with old system that was impossible to overcome, that i'm not aware of? Otherwise, i can't see resons for those changes.

P.S. i hope you will consider Rawalanches proposal about viewport display changes as well in your meeting.
Title: Re: Daily Builds 1.6
Post by: sevecek on 2017-04-07, 13:18:16
i think i found the bug-- 3ds max-region rendering causes it to crash...while zooming in IR... without it works fine...

Fixed.
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-07, 14:34:26
We're planning another scatter UI & behavior brainstorming session for today. If you could describe the benefits and drawbacks of both solutions from your point of view (and anything else in scatter you find less than intuitive), that would be incredibly helpful.

Well, now every scattering type has its own count controls and in case of 3D and 2D random, those controls doubles each other. In previous version there was single control that ruled them all and unless i'm missing something, it perfectly did its job. I don't know, maybe for newcomers old count control version may have been not very intuitive at first, but new version is confusing even for experienced user, IMHO. Maybe there was some limitations with old system that was impossible to overcome, that i'm not aware of? Otherwise, i can't see resons for those changes.

P.S. i hope you will consider Rawalanches proposal about viewport display changes as well in your meeting.

Thanks for your input. The problem with the original way was that the count spinner doubled as max count/limit when scattering by density and as count otherwise. It was a bit confusing when the density checkbox was located far away from this spinner.

The new way is that the limit is something that you shouldn't have to touch, it's just a sanity check to limit the max count of instances when playing with the density settings/UV spacing/whatever. I agree that it was a bit confusing for the experienced user. We'll probably try to move the limit spinner somewhere else, since it's something you shouldn't have the need to touch anyway and it doesn't make sense for such control to occupy premium space at the beginning.

Rawa was part of this meeting and I guess you are talking about his proposal to have the viewport limit as "max number of instances" instead of percentage, right? He's been pushing this idea for a few UI sessions already and we totally agree :) I'm always confused when scattering just a few instances that there is nothing in the viewport. Hopefully there will be time to change that before 1.6 release.
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-07, 17:03:45
Thanks for your input. The problem with the original way was that the count spinner doubled as max count/limit when scattering by density and as count otherwise. It was a bit confusing when the density checkbox was located far away from this spinner.

The new way is that the limit is something that you shouldn't have to touch, it's just a sanity check to limit the max count of instances when playing with the density settings/UV spacing/whatever. I agree that it was a bit confusing for the experienced user. We'll probably try to move the limit spinner somewhere else, since it's something you shouldn't have the need to touch anyway and it doesn't make sense for such control to occupy premium space at the beginning.

I won't argue with you guys about this one, as it's not a vital thing. I think i can easily adapt to new system. Just one note - maybe it's worth to change max limit to lesser number? When experimenting with UV map distribution, i changed distribution object's UV mapping coordinates to "real world" and that small change led max to freeze for few minutes as CScatter suddenly has to calculate distribution of million instances, while display in viewport was set to 100% and previz type to full mesh. And of course, having viewport display limit as max instances count, would helped greatly in that situation. I'm glad that you decided to include that in 1.6 ...or at least try to do that :]
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-07, 17:09:53
That's kinda strange. I never experienced any scatter freeze like that. We were thinking about raising the default limit value to something like 5M.

I'm glad that you decided to include that in 1.6 ...or at least try to do that :]

Well, more likely this will be in 1.7 dailies :)
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-07, 17:10:15
By the way, after introducing new elements in CScatter, i always find myself changing align to normal when in fact i want i want to change rotation Z to. I would like to see those two controls a little more separated from each other. Maybe it's worth to move align to normal below stepping controls?
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-07, 17:13:42
That's kinda strange. I never experienced any scatter freeze like that. We were thinking about raising the default limit value to something like 5M.

I can show you in a video, how easy it is to make something like that by accident. But then again, maybe it's my acient PC is at fault here :]

Well, more likely this will be in 1.7 dailies :)

Dailies are fine for me, i use public release as long as there first new daily anyways :]
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-10, 23:39:57
RC2 just uploaded, featuring HUGE displacement bugfix. Should also fix the "slaves rendering different amount of passes" bug of DR
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-04-11, 11:38:00
Every new version the same crap starts to happen again with ForestPro (itoo) - over and over again. With 1.6 DBs the framechange crashes seem to have reappeared.

What should I do with dumps indicating crashes in ForestPackPro.dlo? First throw them in the corona tracker? Or should I send them to itoo?


Good Luck
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-11, 12:26:08
if it is ForestPackPro.dlo, go directly to itoo - we cannot unfortunately do anything about that :/
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-04-11, 12:34:20
Ok then. Curious how they willl handle this since these are crashes with "unsupported", "unreleased" etc. Corona versions. With 1.5.2 all issued regarding Corona were solved with the latest version. Let´s see.


Good Luck

Title: Re: Daily Builds 1.6
Post by: Freakaz on 2017-04-11, 13:00:27
RC2 just uploaded, featuring HUGE displacement bugfix. Should also fix the "slaves rendering different amount of passes" bug of DR

Y U NO fix the displacement last week, could have saved me from a major headache I've had ;)
Great work guys, just tested it and the scene that crashed with displacement quality of 6 px now renders at 2 px, massive improvement. 
Title: Re: Daily Builds 1.6
Post by: arqrenderz on 2017-04-11, 14:36:22
I also find some crash suing itoo forest and interactive render, if you change quickly the itoo color mode, from item to element or the additive mode of it, max will crash..
corona scatter color randomizer  can be a good addition (i know corona multimap, but itoo solution is way faster)
Title: Re: Daily Builds 1.6
Post by: Frood on 2017-04-11, 17:35:54
if you change quickly the itoo color mode, from item to element or the additive mode of it

Do you have a minidump? I wasn´t able to crash it like you described to create one, but got another meanwhile. I really don´t want to wait one year again after release to get a stable system again as it has been after the release of Corona 1.5 :-[ So please, if you have one see

https://forum.itoosoft.com/index.php?topic=4445.msg17197#msg17197

and send it to Itoo, thanks!


Good Luck

Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-04-12, 05:56:14
any chance of a max2018 working install?
They have just pushed it out to maintenance users. Its the most feature free update of max in history i think. At least they added quad chamfer a while back, even though they borked that modifier anyway.

EDIT - oh look they unborked the quad chamfer modifier in 2018 and called it a feature.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-12, 07:56:25
we have it ready, will do new RC with it. In the meantime, can you give me some link confirming it is officially out?
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-04-12, 07:59:09
we have it ready, will do new RC with it. In the meantime, can you give me some link confirming it is officially out?

Anything in particular you want to see Ondra?  Screenshot of the subscriber center?  a link to the manual?
Title: Re: Daily Builds 1.6
Post by: jacobhutson on 2017-04-12, 08:06:00
Screen grab of autodesk portal for our licence
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-12, 08:14:44
any chance of a max2018 working install?
They have just pushed it out to maintenance users. Its the most feature free update of max in history i think. At least they added quad chamfer a while back, even though they borked that modifier anyway.

EDIT - oh look they unborked the quad chamfer modifier in 2018 and called it a feature.

I was 100% expecting that!!!
Title: Re: Daily Builds 1.6
Post by: pokoy on 2017-04-12, 08:41:13
Yep, 2018 is out.
Title: Re: Daily Builds 1.6
Post by: Ryuu on 2017-04-12, 09:09:07
I guess it would be too much to ask from Autodesk to have this mentioned anywhere on their website :)

The trial version download is still 2017 though.
Title: Re: Daily Builds 1.6
Post by: snakebox on 2017-04-12, 10:23:04
I guess it would be too much to ask from Autodesk to have this mentioned anywhere on their website :)

The trial version download is still 2017 though.

If you know anything about autodesk releases you know their website is the last bit that gets updated.  Doesn't mean max isn't out yet though. Biggest difference is this time around Subscribers got it first! normally they get it last for some odd reason.
Title: Re: Daily Builds 1.6
Post by: ihabkal on 2017-04-12, 11:13:08
I guess it would be too much to ask from Autodesk to have this mentioned anywhere on their website :)

The trial version download is still 2017 though.

If you know anything about autodesk releases you know their website is the last bit that gets updated.  Doesn't mean max isn't out yet though. Biggest difference is this time around Subscribers got it first! normally they get it last for some odd reason.


I bet that this is the new major feature!
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-12, 16:26:52
RC3
  • Replaced corona logo in interactive docked viewport with “Options” button

Not like it :[
Title: Re: Daily Builds 1.6
Post by: Dionysios.TS on 2017-04-12, 16:34:56
RC3
  • Replaced corona logo in interactive docked viewport with “Options” button

Not like it :[

Me too!!! Seems so cheap design... Don't know why you guys replaced it...
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-12, 17:19:26
i saw the announcement at several places, so we will include 2018 to the next RC
Title: Re: Daily Builds 1.6
Post by: Flavius on 2017-04-12, 21:58:07
Latest RC, IR VFB still resizes to the output resolution, wasting a lot of time before it goes to 1772x997. However, I started this scene with some daily build from February, I think on new clean scenes it is fine.
Title: Re: Daily Builds 1.6
Post by: Pixel Folks on 2017-04-13, 17:19:25
I'm Having this problem, I'm not sure if its normal or not. in RC4
If I start a render from 0 ( just opened 3dsmax) and I make a region, the rest of the image tries to calculate, for about 1min or 2 so...The rest of the render should stay in black as far as I know, because that was the way it worked] in earlier versions.
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-13, 23:11:56
I'm affraid to report this in mantis as it seems that lately all my bug reports turns out to be features, that i never know about, so i post this here.

When noise limit is other than 0 and render only masks is enabled, Corona always renders only 5 passes and then stops, although noise level in VFB is shown as unknown. Maybe it's feature, but i'm not very like it.
Title: Re: Daily Builds 1.6
Post by: Ondra on 2017-04-14, 14:47:45
I'm affraid to report this in mantis as it seems that lately all my bug reports turns out to be features, that i never know about, so i post this here.

When noise limit is other than 0 and render only masks is enabled, Corona always renders only 5 passes and then stops, although noise level in VFB is shown as unknown. Maybe it's feature, but i'm not very like it.
fixed
Title: Re: Daily Builds 1.6
Post by: romullus on 2017-04-14, 15:28:50
Thank you good sir!