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Messages - Jens

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151
[Max] General Discussion / Re: corona home page is down?
« on: 2017-04-02, 09:58:56 »
Customer Zone works too :) Thanks!

152
[Max] General Discussion / Re: corona home page is down?
« on: 2017-04-02, 09:39:43 »
yeah down for me too, can't activate the license on my node :(

153
I am trying it and they were not lying about the processing times... 19 minutes and 4.5 GB ram later it is still running on 18MPix image...

Ouch! Think I'll give up on that one then.

Can I ask what you guys normally do to compress large images for web? Normally I do it manually through the "save for web" in PS or if I have a bunch, I drag 'n drop to tinyjpg.com

Not getting a satisfying results on this set of images though. I'm on like 0.5mb for a 2k jpg image for a full screen landingpage. Curious if any one is using some other compression method available?
I buy bigger web server from time to time... there is about 25GB of user-uploaded images on Corona forum currently ;)

hehe ouch! Server size isn't the issue in this case though. It's to keep the site loading times at a minimum :)

154
I am trying it and they were not lying about the processing times... 19 minutes and 4.5 GB ram later it is still running on 18MPix image...

Ouch! Think I'll give up on that one then.

Can I ask what you guys normally do to compress large images for web? Normally I do it manually through the "save for web" in PS or if I have a bunch, I drag 'n drop to tinyjpg.com

Not getting a satisfying results on this set of images though. I'm on like 0.5mb for a 2k jpg image for a full screen landingpage. Curious if any one is using some other compression method available?

155
Hi guys

I noticed that Google has made some pretty big improvements to .jpg image compression and made it open source: https://github.com/google/guetzli

Now, not being at all comfortable with this stuff I wonder if any of you guys know how to put that code to use?

I tried searching for some small program or upload service like tinyjpg.com, but found nothing.

156
[Max] Daily Builds / Re: Daily Builds 1.6
« 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).

157
Works perfectly! Thank you so much Christa :)

158
this is currently by design. I am not sure if there will be better option available - because there is nothing unique that can be used to identify render elements - name can be duplicated

thanks for the reply Ondra, so since deleting a render element isn't "undo"-able, is there a way to fix it if we delete said element?

On loading a  LightSelect.conf, could Corona for example check the current LightSelect "list" against the one in the config file and maybe add a dummy LightSelect to take the place of the passes missing? Thereby avoiding the values to be moved up - I have absolutely no experience with programming, so just trying to get the ball rolling ;)

159
[Max] Daily Builds / Re: 1.6 DR
« on: 2017-03-09, 20:07:02 »
DR on render node seemed to be looping something and it failed at it every time. So DR would never start on the two latest daily builds (attachment 1 would keep popping up every minute or so).

Restarted everything, then this started to happen on the node when sending a normal job through backburner (had given up on DR). Attachment 2.

Rolled back to the 11/01/2017 daily where things worked before trying the new dailies, but now I get the same ram problem with DR (attachment 3.)

So let's try what worked this morning on the 11/01/2017 daily  (just sending job through backburner to the node), but nope... now textures are missing on certain objects all of a sudden! I'll try with a new scene when time allows - should have taken the advice on not to be messing with dailies on commercial projects. Lesson learned :)

160
[Max] Daily Builds / Re: 1.6 DR
« on: 2017-03-09, 10:49:05 »
I can't even get DR working on latest build (08-03-2017). First a crash on the DR node:

(see attached)

I then restarted the node while the main PC kept rendering (had "search LAN during render enabled). The node picked up the DR signal nicely, but was stuck again just "waiting for render to start" through the whole night. No crash though.

max 2016, 6k img res and around 20mill poly interior scene.

161
You can do it, just note that to be able to resume render from that .cexr file, you need to manually rename the .cexr ending to just .exr otherwise Corona won't be able to find that file when you browse for it from the "Resume render" button in render setup "Scene" tab.

Also note that even if you enabled denoising on all your lightselect render elements, this doesn't do much when you open it up later. Basically you have to resume your render, wait for it to render, then click "Stop" and what that does is, it starts the denoising process once again. I don't think this can be avoided and I've actually just made a topic about it the other day: https://forum.corona-renderer.com/index.php/topic,15169.0.html

TL:DR
Yes, but you have to manually rename the file to .exr and let it run denoise on all passes again.

162
Wow, you are fast Christa! Thank you. Now I don't want to sound ungrateful at all, but what I was looking for was a way to clear all the paths. I always save my main render output in .exr so all the passes goes in to that one = no need for saving out each pass :)

But sometimes 3ds max puts in a path (which to me looks perfectly valid) and I get the "Error creating file output" non the less. I fix it by manually clearing the path on all elements since the help provided by Corona Helpdesk doesn't work for me:

If it is caused by an invalid output path, then you can clear it:

Close "Render Setup" window
Copy this line into MAXScript listener (F11, or the pink box in the lower-left corner of the 3Ds Max UI):

rendOutputFilename = ""

163
Hi

Had a couple of LightMix configurations saved so I could load them based on camera shot etc. Worked great. Only problem came when I deleted a LightSelect render element in the middle of the stack (I had 15 LightSelect elements).

After having deleted this, I later loaded the LightMix config and got a totally different looking image.

It was clear that the config file remembers each LightSelect element's value based on how that element is placed in the render elements list and NOT pr each unique render element.

So basically, by deleting my number 2 LightSelect element and then loading in the config file, all the other elements got "moved up" on the list and received wrong values.

Example:

Lightmix config:
  • Lightselect Light Table = 1.0
  • Lightselect Light Spots = 0.8
  • Lightselect Light Sofa = 2.0
  • Lightselect Light Door = 0.5
  • Lightselect Light Hall = 0.3

I then delete my lightselect element called "Light Spots", load my config and I get this result:

  • Lightselect Light Table = 1.0
  • Lightselect Light Sofa = 0.8 (should have been 2.0)
  • Lightselect Light Door = 2.0 (should have been 0.5)
  • Lightselect Light Hall = 0.5 (should have been 0.3)

I don't know if a each render element has a unique ID and the value could be tied to that, so even a name change on that element wouldn't mess this up.

Build was the 11-01-2017 daily on max 2016.

164
Hi

I just had a project with 15 different LightSelect passes. I figured I could just send the job to my render node so I could continue working on my workstation. Load the cexr file when render was completed, play with the LightMix feature in full res and then save out a normal exr, tiff what ever to take in to photoshop for final touches.

Problem here is, that even though my node denoised all passes, I still have to denoise them all again when "resuming" the render on the workstation to get to play with the lightmix. Normally it wouldn't be a problem and I could just turn off denoise on the render node job and denoise on the workstation, but for a complex project like this it would be sweet to be able to just let the render node / farm take care of the denoising.

Is this possible in some way or is it a feature request?


165
Thank you Christa! Just what I was searching for after a project with 15 different LightSelect passes that took ages to denoise and it was frustrating to turn denoising on/off on each when testing :)

Do you happen to have one that clears the "save path" on all render elements? It's the "Error creating file output" message that happens randomly when using the "Save File" under Render Output in the Common tab. I tried the script listed in the help here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000672469-i-am-getting-error-creating-file-output-message- but it doesn't work. Again I have to go in on all elements and delete the path manually...

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