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[Max] Resolved Bugs / Re: CIE crash again - corona-10-3dsmax-daily-2022-11-25
« on: 2022-11-30, 15:32:11 »Thanks!
Reproduced here. We'll fix it asap.
Rowan
(Internal ID=1014107405)
Great! Good to know! :)
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Thanks!
Reproduced here. We'll fix it asap.
Rowan
(Internal ID=1014107405)
Try now, our IT did some magic. Hopefully it should be fixed :)
That's odd, it works here locally. Are you sure you're entering your email in the first screen?
Hey,
Could send over a CXR that crashes?
A link to our new file dropzone is in my signature.
Cheers!
Hi guys, what is this element in the new release:Hey,
- Added tonemap control viewport shader (as no-op)
Can't find where and what it is....
Thanks!
Sorry for the confusing changelog entry, it just displays the map plugged into the shader in the viewport. Previously it displayed black in the viewport.
Cheers!
Hi Forum,
I had some thoughts about the clouds feature and while it's a magnificent addition, I believe there is still room for improvement (these three could've been separate posts and I will make it 3 posts if that is preferred):
- A seed modifier for the cirrus formations. I assume that the amount value just increases and decreases a texture's opacity for these clouds, but if they could be procedural, I think that would help with randomness and animations in the future.
- A saturation modifier. Not necessarily colour saturation but water saturation. The darker the clouds, the more water they're holding and the harder for light to pass through. This may increase render times but could offer an easier solution for finding the right kind of overcast or stormy scenarios rather than finding an HDRI with the wrong time of day.
- Lastly, better fullness control of the clouds when amount is set to 1.0. Even at 1.0, its not fully covered with some gaps in the cloudcover. Like a previous point, I assume that with complete/overcast coverage, it would slow down the rendering as everything would be in shadow, so perhaps a warning or a checkbox to enable complete cloud coverage?
Cheers!
As appealing as could be the ability to run Corona on GPU(s) and gain a (really) big boost of raw performance, I can understand the reluctance of the devs to port the engine to GPU :
- a CPU render engine code is almost universal. A GPU render engine is Nvidia only or you have to be ready to maintain no less than 3 other versions : OneAPI( Intel), HIP(AMD), Metal (Apple). I don't know the details but I guess that's a bit more work than maintaining just one render engine if you don't want to tie your user to one videocard brand ( and even just NVidia is two implementations, CUDA and OptiX).
- you are heavily dependent on GPU drivers, and this is not a detail. Here how it goes for Redshift users for 6 months : Super slow redshift IPR and rendering
- And finally, the small amount of VRAM available, even on prosumer models, does not fit very well the type of project that the typical Corona user has to deal with. And NVidia killed NVlink with the RTX 4XXX series without offering a true alternative, so either you're stuck with 24Gb or you bite the bullet and spend 5K+€ on a RTX6000. Even so, it's "only" 48Gb and like the gaming cards, no more NVLink too.
Time to first pixel and responsivess on Cycles and Octane are crazy compared to CPU, so I would really like to see big improvements on the interactive rendering.
Thanks for getting back and my answer is: Yes it is! Same tonemapping pipeline.Hi,
It looks like we have narrowed down the cause of this. It seems to be because of having windows text to speech enabled..
We have a fix for it in the pipeline and it should be included in RC3.
Cheers,
Rowan
when the server starts the job all the Tonemapping settings turn back to reset.
I know this is the "have you plugged in the device?" question but just to make sure: the BB server(s) also run the matching daily build?
Good Luck
I have something interesting happening here with the standalone CIE software.Hi,
I comunicated this bug a couple of weeks ago and I know the team is working on this probably but now, with the new latest Daily Build is happening also in the office but this time I get an error with text!
I attached 2 files:
Crash_CIE.jpg : The crash info appear after the CIE crashes.
Error_CIE.txt : I pasted the text in a file so you can take a look at it!
Basically I open the first image in CIE standalone, do all the necessary adjustments and saving my TIFF file, every time I click on the Open button and I try to load a second image > BOOM! Crash!
Thanks,
Dionysios -
This is strange, it seems to be to do with the loading of tonemapping operators. We added the crash handler in RC1 to help with crashes like these..
I have a question with regard to the cxrs that you sent through, is the first one saved with the tonemapping pipeline which you are saving to tiff?
Thanks,
Rowan