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Messages - antanas

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31
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-10-06, 14:35:11 »
 Well, I see your point but I do not agree, lightmix is scene specific, yeah but tweaking lightmix without post settings is well not to handy, accurate, realistic or even sensible way to do things to say the least. Especially when all lights are set up closely to the manufacturers specifications (ies, power, temperature, light source size) and when one does a day render without them and night or evening or both with them on, without going wild with the lightmix sliders intensities - I, for instance, tend to use only two positions 0-1 which is well the only way to go if you want to get +- close to real results preserving realistic light power consistency across the different light sources (except if you're planning to use some dimmable light sources or dim the environment for the evening render but that's another matter). So in that semi-simulation case the post settings needs to be tweaked for each lighmix preset (group of lights) regardless of what one wants, of course one could achieve some results tweaking lighmix element intensities and colors but that is unintuitive way to do things for such tasks and not consistent with interior photography in different lighting conditions - white balance, exposure, and yeah non present in cameras but still very needed highlight compress, needs to be set up for each shot (or afterwards) if one does not rely on automatic camera settings, not to say different requirements for glare and bloom for each of those lighting conditions.
 On the usefulness of Post presets across different scenes, well yeah that is the case but why not just simply ignore the lighmix settings saved from the scene where it was enabled when loading that preset to a different scene - either to the one not containing lightmix element at all (that would be the simplest) or the one containing different and differently named lightmix elements. Well those render elements are usually named differently across the scenes so I honestly don't see the problem with ignoring those which are not present in that scene and if there are the same named ones all the better (I could find a use for that too when using same light by the same manufacturers across the different scenes) - yeah I see the potential problem if people will accidentally leave some of them named by default but is that such a problem to fix that later after render and save the preset anew for that new scene ?
 And about the frequency of use, well that depends on the scene - did some interior recently where each camera required up to 6 lightmix presets for different lighting conditions\scenarios evaluation by the client - so yeah it is easy to get lost in all of those saved configs - there were 12of them 6 for lightmix and 6 for post, each named to be recognizable as the part of the other one like "interior night top lights only LIGHTMIX.conf" accompanied by the "interior night top lights only POST.conf" and so on, thus I needed to load them twelve times for each render no to big of a chore but still could be made easier to manage if they could share both settings + when the both of configs have the same extension it's too easy to accidentally overwrite the saved post preset with lighmix's one and vice versa which can lead to lots of frustrations when the deadline is near and there's a couple of views to render.
 If my chaotic writing still doesn't convince you what the shared presets are needed, then as a compromise I would suggest what at least the extensions of those configs should be made different - that would settle it for me, at least to some point ))

32
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-10-05, 21:00:33 »
Final Rc ... so no chance of getting one shared savable preset for both lightmix and post settings in final 1.5 ? If so, it's a pity, as it would be quite useful.

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[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-10-02, 01:50:57 »
@pokoy on performance - so I wasn't the only one who noticed it ) It was just that in my case it fluctuated quite randomly even during the same build yet different windows versions which I had to install due to the previous one dying suddenly due to a nasty bsod during windows update installation or even during after some C++ redistributables containing software installations, still wondering what it was C++ library incompatibilities or some internal Corona DB stuff, but I'm almost ready to bet it was C++ stuff )

34
[Max] Daily Builds / Re: LUT support
« on: 2016-09-30, 19:33:59 »
Some sort of window\selector for quick cycling lut's directly from vfb like the one currently present in render setting would most probably be quite useful. Otherwise Lut support seems to be great ! Tried it today for the first time - somehow missed it before because of all the lighmixer induced excitement + had nothing to add to the discussion cause I'm pretty clueless in regard of working with lut's ))

35
[Max] Daily Builds / Re: New installer feedback
« on: 2016-09-29, 18:27:15 »
 Well, nothing too specific about it or at least it's quite hard to pinpoint.

 The behavior is such: one day I render a scene with some daily - it chews as in that particular example 18gigs, next day nothing changed in the scene itself except for the new daily is out and installed - bam, ram consumption goes 30% or more percent up as in this example up to 27-28gigs. Sometimes it happens even without installing new corona's daily build but after installation of some other software or even some game which comes with some redistributable C++ package.

 Noticeable symptoms are such: when ram consumption is low (which is presumably the normal behavior) the amount of virtual ram used and shown in render window scene statistics is high - usually 2x and more times higher than the consumed ram and when ram hungriness occurs it can be +- the same and sometimes even lower than ram. As I said before it is quite hard to pinpoint and usually I detect it only when DR nodes suddenly go out of ram on the previously renderable scene, mainly cause my main workstation got 64gigs of it and it's rather hard to fill that up even when that happens ))

 Possible causes : well the only ones I can think of are such - Windows 10 with it's constant updates which changes something which Corona uses, abovementioned differences in installed C++ versions (not totally sure if it applies here but got some bad experiences with different versions of .net in the past so who knows maybe that's relevant for C++ versions too) , some other evil, supernatural crap )

 Good thing is the latest installer versions fixed that for me - maybe due to the "right" C++ version which comes with it or maybe due to those specific windows updates which are mentioned in the changelog too - not sure which helped, but I'm happy with the results and thus support the inclusion of those in the installers - as those can be used as go-back-to-normal solution in the future when that crap happens again.

 Sorry for plaguing the thread but this issue is somewhat related to the installer so I think it is not too inappropriate here.

36
[Max] Daily Builds / Re: New installer feedback
« on: 2016-09-29, 17:08:33 »
@steyn - well I'm definitely not sure about that - in my case it fixed some crappy\not current\not corona compatible C++ installation which, before that, led to an increased ram consumption during rendering - 18gigs vs 27gigs which was a huge difference for my rendernodes and 3gigs more than they could handle.
 But as things go with windows - one thing fixed could probably lead to some other things broken - so maybe there's is some other solution for Corona to use those needed libraries and instead of using those installed in the system (which can differ a lot from those it expects) it could put the needed ones in some folder or some dll in some folder inside 3dsMax base folder and use only those, well, akin to what portable apps do, yet I'm no programmer and only partially understand what I'm babbling about + that surely need to be done on Corona's dev side, still if that would be possible that could be a good, easily controllable by the devs and quite foolproof solution )) 

37
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-29, 16:53:43 »
#1: just finished saving postproc parameters ;)

 Tested that quite extensively over the days, well, what to say - again, it makes life a lot easier but I would still prefer if those post processing presets would be somehow linked or could contain lighmix's ones too, that would be way easier to manage. If it is, for some reason, impossible to do then at least making those presets file extensions different might be a good idea and could make it a little more usable and a little more foolproof solution, so loading and saving post process preset wouldn't see lightmix's ones and vice versa thus eliminating possibility to accidentally overwrite one with the other, which happened to me a couple of times already ))
 Still I think it would be better to have one type incorporating both lighmix and post presets - when saving lighmix's ones the post settings would be saved automatically with it and the other way around - if lighmix render element is not present in the scene then simply ignore those values and save only post ones, same could go for loading lighmix\post preset saved from lighmix containing scene into one where it is not enabled - corona could simply ignore those that's all )

About my earlier complaints with ram usage increase in earlier dailies - well first of the recent installer builds fixed that, so probably that was indeed some crappy versions of C# or something else installed with some other soft, well, am I glad it's fixed + now I know how to fix that if it occurs in the future and, I'm most sure, it will ))

38
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-27, 16:22:19 »
"Added save/load functionality to the lightmix tab" - well, that's definitely a good start )) Tested it a little, well, it makes life easier already, still, I think, it could benefit from a few things if it is possible to add\make those :

1 - Post settings should be saved along with the lighmix's presets - exposure, tonemapping and no less important white balance temperature. To alleviate the possibility of differences in brightness and sampling in different renders of the same scene, Corona should probably ignore the settings of exposure and tonemapping saved\active for lightmix element while doing it's initial pre render MSI stuff, and only use the ones' set up for beauty pass or more specifically in render setup or camera mods. How to do that ? I'm not entirely sure but maybe loading those presets only when lightmix element is active\selected in vfb could work. Probably Corona does that already but, for now, post setting are not saveable\loadable so it can be a big thing if you decide to add this functionality - imagine the difference in sampling when one accidentally renders the scene set up for a daylight with a night lighting preset active - that could be a mess when one changes it back to daylight during or after the render, so this thought crossed my mind and I decided to share it too ))

2 - Perhaps it would be better if those presets could be saved in some internal scene's settings\helper (not sure how that works in other cases of saved values for other things in max) rather than in separate preset files - those work too but might produce quite a lot of confusion with scenes undergoing some changes as development\design goes on and new lighmix elements are added, deleted or lamps\lights contained within are changed. So if those could be stored internally with the scene that could be much more easier to manage, plus I don't see any possible usage scenario for loading those for different scenes akin to render presets.

3 - If 2 could be done or maybe even if it couldn't be - some sort of window with a list or dropdown menu for quick selection, loading, saving and updating of already saved presets would surely be welcome - it could reside at the bottom of the lighmix tab and be there always - thus added scrolling of the lighmix elements wouldn't move it.

Those are my thoughts on that matter.

Another thing - strangely enough but in my case 27 09 build is ram hungry again, maybe that's again something on my end but the scene which rendered yesterday using less than 19gigs of ram today wants 27 and more from the same cameras\views thus making my 24gig DR nodes completely useless - nothing changed within the scene itself but this behavior is not new for me as I experienced it before. All I did is to install some software which came with some C++ redistributables which were installed along - may that be the case, and if it is could you recommend the right C++ version which is Corona compiled for\expects to use ? Or maybe that's something completely different or even intended - please let me know if it is as it is driving me nuts more than usual ))

39
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-24, 21:26:28 »
 Yeah - those "REAL PROS" "can do beautiful renders even with scanline not to tell when using a "pinnacle of creation" vray which is "all" a "real pro" needs if he "KNOWS" how to do it "RIGHT" - hell, am I tired of hearing that crap too, especially when it's coming from a seemingly reasonable people.
 Of course they are right to a degree but the simple truth is - there's no "pinnacle of creation", no perfection anywhere (at least the last time I checked there were none)) and especially nowhere near softwares and the workflows tied to their current generation - more or less, everything is crap\workarounds and that's the point cause perfection is unachievable and being unachievable, perfection has no point, thus there are no perfect workflows or tools\software too, only the subjectively best ones for the current technological timeframe and Corona is surely one of those for the current one ))

40
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-24, 14:48:00 »
Is it something wrong on my side or do the lightmixer elements containing exr dumps saved from latest dailies cannot be opened by photoshop anymore ? even with Arionfx with it's proExr like plugin installed ...

Edit: not only Photoshop cannot open them but any other 32 bit hdr\openExr capable app (tried Picturenaut and some others) cannot open them as well.

41
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-24, 02:57:18 »
Hi. Thanks for such a great daily :) The light mixer keeps getting more and more awesome, with a potential to be a real game changer, but there's still some minor bugs to get rid of.

When using more than one light mixers (render elements), any change of parameters in mixer number two will cause a shift to mixer one, making both mixers settings identical. Since we can load more light mixer render element, we should also be able adjust them independent in VFB.

Keep up the glorious work :)

Totally agree ) + independent and re-adjustable post settings tied to each of the light mixers is a must too, well I keep repeating myself about that, but, oh well, wouldn't be the first time ))

42
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-20, 20:36:19 »
I think in the official Dropbok - Old folder?

Someone who knows the link :)))

https://www.dropbox.com/sh/kgzu0cqy903ygmb/AADcBK26g8n7g0a0SGcMr4w6a/old?dl=0
Grab the Corona_2016_07_26.exe as it is the latest installer version and the latest (probably the latest)) available DR server which installs with it, well it's the one, cecofuli referred to. So install it and then manually install\copy\override it with latest non installable dailies, both for main pc and dr nodes alike. Well, at least it works for me ) 

43
Look a few posts up - 1.28 already addressed that problem

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[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-17, 14:32:59 »
Pick (“+”) buttons now correctly handle picking groups
- well that one is a good news - tested it yesterday, works flawlessly, now only saveable\loadable lightmix+post presets with some sort of a list where one can store those presets and load them from and maybe even assign\pin those presets to some specific LightMix render elements (or a beauty elements perhaps) which would be invaluable for batch renderings\savings, well something like this or, maybe, some other, more elegant solution for the same task is needed for lightmix to be a truly production friendly tool ) 

45
[Max] Daily Builds / Re: Daily Builds 1.5
« on: 2016-09-08, 17:15:46 »
Something is up with the displacement in 05 09 daily - it seems what it became more ram hungry than in the previous build, it might be something wrong on my end, yet the scene I've tested it on didn't change from the time I've used 02 09 and it seems that where +- 18-19gigs of ram were enough, now it wants 25+ during rendering + jumps way higher than before, during displacement calculation stage - up to 35+gigs

AFAIK - something is not right on my end indeed, last time I've rendered that scene on 02 09 daily it indeed behaved thus as I described, after that windows bsoded during update install bringing itself into a totally unrepairable state - reinstalled it, max, corona and now I'm getting increased ram consumption even with 02 09 daily - I'm at a loss wtf can be causing this, but this surely is no Corona's fault. Ehh, if only corona's Box license could be floating, so I could test it on one of my other\node pc's ....
EDIT 2: probably now it behaves as it should and not on a previous windows installation - it's there where some strangeness was going on not now - as for now, I even don't see any lighmixer's memory overhead for which I complained a few days ago. Still not sure how that is possible ...

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