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Messages - Bjoershol

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1
[Max] Daily Builds / Re: Clouds playground!
« on: 2023-01-12, 12:57:29 »
I'm not sure if this has been mentioned already - but I'm pretty sure the cloud shadows change or move somehow when rendering compared to how it looks in interactive rendering.

Trying to render some buildings where the sun is just hitting them and keeping the surroundings in shadow - but can't get it to match with what I'm seeing when testing in interactive.

2
[Max] I need help! / Re: System is running low on RAM
« on: 2022-12-19, 16:42:51 »
Thank you for the recommendation! I should look into it.

I found that the problem is actually one of the objects I've put into the scene, which for some reason crashing the program.

I opened it separately and converted from Physical materials, and it looks like it worked!

3
[Max] I need help! / System is running low on RAM
« on: 2022-12-19, 15:57:43 »
Hi,

I'm trying to render a scene that I have worked on previously, that was pretty slow but rendered with no problems.

All of a sudden today I am getting this error - I have a lot of scatter objects and such, but disabling them isn't helping.
128GB RAM should be more than enough, anyone have any idea what's going on?

In task manager, Memory at 99% or 100%.



===== Warning(33) =====
System is running low on RAM. You may experience excessive parsing times and/or crashes. You will probably have to simplify the scene.

124.6 GB of virtualized* RAM used by Corona + 3ds Max
134.9 GB of virtualized* RAM used by all running applications
127.8 GB of physical RAM installed on system
149.9 GB of virtualized* RAM provided by OS

* virtualized RAM means physical RAM + swap file on HDD/SSD

Corona RAM usage breakdown:
81 MB used by render elements
14.7 GB used by geometry
 The heaviest (estimated) objects are:
    crp_PerennialRyegrass_dead00: 715.6 MB
    crp_PerennialRyegrass_dead006: 713.6 MB
    crp_PerennialRyegrass_dead007: 712.3 MB
    crp_Evermotion_birch_01: 457 MB
    crp_MT_PM_V56_Acer_platanoides_crimson_king_01_007: 399.5 MB
10.1 GB used by textures (CoronaBitmap only)
Loaded mip maps size: 10.1 GB out of 10.1 GB (100.00%)

The heaviest textures are:
[Name] [Resolution] [Loaded/Total size] [Loaded/Total mip map levels]
6d1e5592_Leaf_Nrm_3dh_raw.tx 8192x8192 256 MB/256 MB 14/14
60390a8f_Leaf_Nrm_3dh_raw.tx 8192x8192 256 MB/256 MB 14/14
vlzkba1fw_8K_Normal.jpg 8192x8192 256 MB/256 MB 14/14
vlzkba1fw_8K_Albedo.jpg 8192x8192 256 MB/256 MB 14/14
ecfa8318_Leaf_Diff_3dh_srgb.tx 8192x8192 256 MB/256 MB 14/14

Additional texture statistics were dumped in this file:
C:\Users\mm558\AppData\Local\CoronaRenderer\textureStats.csv


4
[Max] Daily Builds / Re: Clouds playground!
« on: 2022-10-03, 13:10:28 »
Also feature request - i would love to have an option for partial cloud coverage. No need for something fancy like painting maps for explicit control, a simple spinner "horizon bias" would be already great - quite often IRL you can see beautiful clouds over horizon, while sky overhead is completely clear, it would be nice to be able to replicate this in Corona.

+1

Clouds look great, can't wait to try this out!

5
last few weeks were rough, yesterday this issue also prevented me from sending jobs to the render farm. I was up till 2:00 AM uninstalling and reinstalling max didn't help. I have to finish 3 projects by mid next week. why is this happening? so no fix to 8.2? why?

I don't know if it will help you, but someone said that assigning a different renderer in Render Setup and then switching back to Corona will avoid the crash. Need to do it every time you restart Max, or assign a different default renderer. Hope that can help!

6
Still on Corona 8 as I need a stable release for production - 2023.2.2 did not fix the render setup crash here.

7
[C4D] Bug Reporting / Re: Corona bitmap problem
« on: 2022-09-08, 10:08:59 »
Is this in the viewport or render? I had the same problem (in 3ds max viewport) and what helped was to plug the same map using a regular bitmap and then change back to corona bitmap. No idea if that will help you, but thought I'd mention it.

8
Gallery / Re: Dedicated to my Dad - a 3d-painting
« on: 2022-08-10, 15:47:19 »
Very nice, materials look really good. Did you have any specific workflow here?

9
[Scatter] Feature Requests / Re: Chaos Scatter feedback
« on: 2022-08-08, 09:30:24 »
@Bjoershol,

Thanks for the scene, my last question for the time being. What is the specification of your computer?

Thanks,

Rowan

Hi, these are my specs. Let me know if you need anything else.

Intel Xeon W-1290P CPU @ 3.70GHz
NVIDIA GeForce RTX 2080 Ti
128 GB RAM

10
[Scatter] Feature Requests / Re: Chaos Scatter feedback
« on: 2022-08-05, 12:42:03 »
I'm using Chaos Scatter to distribute trees on a 1800x1800m terrain surface. I have two scatter types, one for deciduous trees and one for pine trees. The two types are scattered on the same terrain, but driven by a black/white map that defines where the trees should grow according to how high up they are. I also have multiple splines set up to exclude scattering in some places.

My problem is that the scene has become incredibly slow, selecting the terrain or scatter objects and making adjustments takes so long that it's impossible to work with. Finding it hard to work if I have to disable the scatters every time I need to make a change, and simply selecting them and disabling takes a long time. Also, I'm planning on scattering other vegetation like shrubs and grass on the same terrain, but it looks like this isn't going to be possible using this technique.

I think the mask is slowing things down a bit, but the spline excludes slows even more.

Disabling the spline excludes in the list doesn't help the performance, but deleting them eliminates the issue.

Is this to be expected using spline include/exclude, or is this a bug?
Hey,

I'd like to investigate this issue, it sounds like something isn't quite right there. Would you be able to share your scene with us?

If so I'll PM you a link to upload a file

Thanks,

Rowan

Sure, I made a copy of my scene and I can upload it. Thanks :)

Quote
@Bjoershol, you could try to disable automatic update in the scatter's display settings and see if that helps.

Thank you romullus, that makes it easier to work with. Hitting the update button takes about 8-10 seconds, but at least the wait is confined to pushing that one button. :)

11
[Scatter] Feature Requests / Re: Chaos Scatter feedback
« on: 2022-08-05, 11:15:58 »
I'm using Chaos Scatter to distribute trees on a 1800x1800m terrain surface. I have two scatter types, one for deciduous trees and one for pine trees. The two types are scattered on the same terrain, but driven by a black/white map that defines where the trees should grow according to how high up they are. I also have multiple splines set up to exclude scattering in some places.

My problem is that the scene has become incredibly slow, selecting the terrain or scatter objects and making adjustments takes so long that it's impossible to work with. Finding it hard to work if I have to disable the scatters every time I need to make a change, and simply selecting them and disabling takes a long time. Also, I'm planning on scattering other vegetation like shrubs and grass on the same terrain, but it looks like this isn't going to be possible using this technique.

I think the mask is slowing things down a bit, but the spline excludes slows even more.

Disabling the spline excludes in the list doesn't help the performance, but deleting them eliminates the issue.

Is this to be expected using spline include/exclude, or is this a bug?

12
[Max] Feature Requests / Re: The most wanted feature?
« on: 2022-08-04, 10:24:39 »
Even when they're not realistic enough for direct visibility, they may be invaluable tool for modulating the light quality (both inside and outside).

Agree, would also be very useful for more detailed and interesting reflections for exteriors.

13
Thanks for the suggestion! Will be using this method for now. :)

14
I'm working on a project where I need to scatter a lot of different trees, where pine trees on the top of hills gradually blend with deciduous trees further down. Currently looking at having to create individual splines for these two types / groups of trees, and manually adjusting to blend them together - in order to get them transitioning in a natural way.

It's probably going to work just fine, but I was thinking that this process would be a lot faster if we were able to set the frequency of objects on a surface based on their Z value. I don't know how this would be implemented or how hard it would be, do you have something like this planned in the future?

In my specific case, it looks like there is close to a frequency of 1,0 for pine trees on the top of hills, then closer to 0,05/0,1 at the lowest level (where you have mostly deciduous trees). Of course if you were able to clump certain types together this would help as well (I know this is already being worked on).

Please advise if this is already possible and I missed something :D Really enjoying the functionality and ease of use of the scattering tool by the way, great work on it!

15
[Max] Feature Requests / Re: My VFB Redesign
« on: 2022-06-29, 12:38:47 »
Very nice, I like it a lot. Also a fan of option 02, perhaps with an added indication of what the layers are set to on the right side, so you don't have to click the layer to see what it's set to. Other than that, I think it looks perfect, without having tried it of course. :)

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