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1
Hardware / Re: Workstation for corona rendering
« on: 2016-03-04, 10:11:06 »
Machine arrived today, looks barely used and still has the plastics. I've just finished setting it up minus the titan x, that will be arriving tomorrow.

Corona is really fast with this setup, I was using a HP z600 since 2009/10 so its a huge difference. Cant wait to test this on some heavy interiors. Will post some images on this forum soonish.

Thanks again to both of you for helping me. Much appreciated.

2
Hardware / Re: Workstation for corona rendering
« on: 2016-03-01, 18:34:04 »
Thank you both for helping me out with this. I really appreciate it.

I ended up buying that machine, on the ebay link minus the graphic card. So the price went down a bit more.

3
Hardware / Re: Workstation for corona rendering
« on: 2016-02-26, 20:33:14 »
This workstation should last several years and will be used mainly for 3dsmax and unreal engine.
This is what I have in mind.

2x
- Intel Xeon E5-2650 V3 2.3GHz 10-Core OEM/Tray Processor

2x
- Cooler Master Hyper 212 EVO 82.9 CFM Sleeve Bearing CPU Cooler

- Supermicro MBD-X10DAL-I-O ATX Dual-CPU LGA2011-3 Motherboard

- Crucial 32GB (2 x 16GB) Registered DDR4-2133 Memory

- Samsung 850Evo 500gb

- Seagate Barracuda 1TB 3.5" 7200RPM Internal Hard Drive

- Asus GeForce GTX Titan X 12GB Video Card

- c70 corsair

- EVGA 750W 80+ Gold Certified Fully-Modular ATX Power Supply

4
Hardware / Workstation for corona rendering
« on: 2016-02-26, 02:35:27 »
Hey everyone,

Long time fan of Corona, using it in 3dsmax. Its been more then 6 years since i've built a rig and I'm feeling a bit lost with all the new hardware out there since then.

if you had 4000 or 5000 $ to build a machine that would render fast and also handle complex architecture scenes with high poly count, what would it look like?

Would it be Dual CPU system ? if so what processors would you recommend. Please recommend your ideal setup even if its above this budget.


Thanks in advance for the insight on this.

5
Guys I had the same problem with this new version, here is what i did.

Are you able to render corona on backburner on each render node? without errors?

In the render nodes (slaves) I installed corona and actually opened 3dsmax. The license message then popped up and I activated it on each slave.
Then, I made sure on the slave that I could do a local backburner render, 100% and complete without errors using backburner.

Just a little test scene with 5 sec time limit and finally when I got the render done in backburner, that meant max and backburner were talking to eatchother with this new version.

That proved key for my DR to work. So this does seem to be related to Backburner.
Before It was failing and I got "... closed loopback connection"

6
[Archive] Chaos Corona for Maya / Re: release 0.23
« on: 2014-04-16, 00:41:50 »
Ok, i jumped the gun on physical camera settings. Seems like you have it under the camera already, when you can please add Fstop?

7
[Archive] Chaos Corona for Maya / Re: release 0.23
« on: 2014-04-16, 00:39:27 »
Also worth mentioning, my material swatch looks like default lambert always.
--------------------------------------------------------------------------------
Would be nice if HDRI file type was supported. But we can always convert stuff to exr so thats no priority.
-------------------------------------------------------------------------------

8
[Archive] Chaos Corona for Maya / Re: release 0.23
« on: 2014-04-16, 00:35:55 »
Haggi,

Had a chance to get this going in Maya 2014 on Win 8 x64. Here are some initial thoughts and problems I encountered - you are probably aware of most.

On plugin LOAD this is the what the log looks like for me.

# mtCoronaLogger : Init renderer Corona
# renderLogger : registerRenderer
# renderLogger : registerAETemplateCallbacks
updateRendererUI;
# Warning: renderMenuProcedure flag is obsolete. It will be removed in the next release. #
mayaToxxx common globals sourced.
# renderLogger : RegisterRenderer done
// AbcExport v1.0 using Alembic 1.5.0 (built Aug  6 2013 14:15:56)
// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/startup/shelf.mel line 81: Object 'Curves' not found. //
// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/startup/shelf.mel line 81: Object 'General' not found. //
// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/startup/shelf.mel line 81: Object 'General' not found. //
updateRendererUI;
updateRendererUI;
create proc createMayaSoftwareCommonGlobalsTab
create proc createMayaSoftwareGlobalsTab
create proc CoronaCommonGlobalsCreateTab
# renderLogger : Created node coronaGlobals
# mtCoronaLogger : afterGlobalsNodeReplacement
CREATE OpenMayaCommonGlobals
# renderLogger : OpenMayaCommonGlobalsCreateTab()
Scroll layout unifiedRenderGlobalsWindow|rgMainForm|tabForm|CoronaTabLayout|CoronaCoronaCommonGlobalsTab|scrollLayout
common unifiedRenderGlobalsWindow|rgMainForm|tabForm|CoronaTabLayout|CoronaCoronaCommonGlobalsTab|scrollLayout|commonTabColumn
# renderLogger : OpenMayaCommonGlobalsUpdateTab()
# renderLogger : OpenMayaCommonGlobalsUpdateTab()
create proc CoronaRendererCreateTab
create proc CoronaEnvironmentCreateTab
create proc CoronaGiCreateTab
create proc CoronaTranslatorCreateTab
// Error: file: C:/Program Files/Autodesk/Maya2014/scripts/others/createMayaSoftwareCommonGlobalsTab.mel line 1070: Object 'imageMenuMayaSW' not found. //

--------------------------------------------------------------------------------------

When I right click the object and apply new material via the menu it doesn't work. But it does create a material, just doesn't assign it.

// Error:  //
// Error: Line 0.56: Syntax error //
# ui : AECoronaSurfaceTemplate #
# renderLogger : Treelister cmd addToRenderNodeTreeLister( "assignNewMaterialWindow|assignWindowForm|nodeTreeLister1", "assignCreatedShader %type \"\" %node \"CoronaSurface1\"", "Corona/Materials", "corona/material", "-asShader", ""); #

---------------------------------------------------------------------------------------

When I hover on the menu at Windows/Rendering editors/corona , it doesn't show me any options and gives me this error.

// Error: Line 0.92: Syntax error //

---------------------------------------------------------------------------------------

Had to tweak HDRI a lot to get its bright values toned down.

----------------------------------------------------------------------------------------

Physical camera parameters are essential for physically based lighting, I see that exist in Max version.

----------------------------------------------------------------------------------------

IOR does not seem to be working for me. At the moment there is no distortion, like you would expect in thin window glass.

----------------------------------------------------------------------------------------

There doesn't seem to be a way to make hdri invisible to camera. (only seen in ref/refr).

Thanks for all the work thus far.

9
MAYA, as it is widely used in all areas of CG. Max is mostly archvis, games and studios like blur, holding on to their extremely custom pipeline.
I like Houdini the most, but i think your best bet would be Maya...and move from there to others - C4d after probably.

cheers

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