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Messages - ihabkal

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16
Just installed the new daily build. Only tried in one scene so far but it is 20% faster with the new adaptive environment sampling. The material library is also much snappier than before. Great job guys!

Were there any improvements in interactive rendering?

I like it too I am using it for production.
We do have an issue with Bloom and Glare is that when it is on the render sometimes becomes unresponsive and you gain responsivness by cancelling (takes several tries) or turning it off in the VFB (also takes several tries)
I do hope the updated Bloom and Glare solves this. My unresponsivness issues with some parts of the renderign could be related to my using of a Threadripper though. it is very fast and the threads are nice but I don't know if windows is unfriendly to it or what when I am rendering I better not run any other programs as they become slow and unresponsive inspite of 64 threads and 128GB ram.

17
transperancy materials their pixels masks (Cmasking) are being transferred wrong in DR works fine in non DR renders. seems these entities with transperancy are being ignored in DR in latest build.

18
Hi,
Can soemone help me from my nightmare? for a few months now I have had this issue where the corona camera if it had shifting then it shifts on it's own usually when I view through it, save or open the files. this attachemnt from a DR session where the DR slaves are rendering shifted camera. I constantly have to merge the camera from older files which is wasting me a lot of time, and re-rendering. this happens with final build 5 and latest builds.

19
Besides fully functional render to texture, what other support can be there? Just wondering.

Vray basically implemented 'itself' in Unreal. But I don't know...it's strange solution, the only benefit is that you can use Unreal also as 3dsMax scene manipulation alternative, it doesn't enhance the actual Unreal output, just enables you to output both (Vray raytraced or Unreal native) outputs.

As long as datasmith can interpret and translate every Corona feature correctly, there isn't much need from Corona devs to do anything. But I didn't test it.
I didn't try it but I read you can bake the lighting with Vray inside Unreal which should be faster and better than the inbuilt Unreal GI solution.

20
I did what agentdark45 (thank you) proposed, cool'n'quiet is the AMD equivalent for speedstep, I dsabled it in bios and the system seems more responsive, I can switch from max while corona renders to other programs so smoothly now, but i only did small region renders I will come back if this doesn't work. but i tell you I don't mind spending a little more in electricity to have a very expensive 64 threads machine that acts like 64 threads!. this cool'nquiet did handicapp my system for a year now. it does feel more fluid.

21
I am having it with CORONA not VRAY
I am havign it at home with Threadripper
At work I have intel it is fine I never have it
Corona has been doign this for almost a year on two different threadrippers 1950X and now 2990WX
If it was Vray I would go to Vray support
I am having it right now
basically every night I have to go through and waste half an hour to an hour on this
been patient for a year now
excuse the anger

22
Can anyone please do anything about the VFB dancing all around in most times when I rneder while rendering or IR, especially when I have both my 4K screens on?it is very similar to
except many times fster dancing and flickering.
this is driving me nuts every day I have to force close max many times makes me lose so much time!!!
Anyone else having this???

23
I also add that the corona camera Tilt and Shift tools are broken. see attached DR render. There is a possibiity that this applies to corona cameras adjsuted with T&S before this release and that you need to redo all your cameras if you install this one. zeroing out the numbers in shift for old cameras leads to a perfect vertical walls even though the camera is rotated 10 degrees down.

24
Hi, corona 5 daily crashes when conrona light mateiral is changed from emit light to dont during interactive render, havent tested on other situtation but here is the minidump, hope it helps.
can confirm this, actually changing the material values causes crash too.

25
Hi Corona team
 
I saw on your roadmap that you've done memory optimisations (up to 87%) - are you able to elaborate on what that means specifically?  Like, if a job takes up 40gig ram, does that mean it would save up to 85% of the ram?  Main reason I ask as Im getting a new workstation soon and not sure whether to get 64 or 128 gig of RAM.  If such savings of ram occur across the board, then i dont see why anyone would need more than 32gig of ram

Its complete so is a daily expected soon?

Looking forward to this.

I just rendered a 24000 pixels wide image, 128 GB were barely enough, and the 96 GB ram on my render farm were not enough the nodes crapped out. this is after deleting most of what I can live without in the scene. The image rendered for 10 hrs then backburner timed out had to restart so I tweaked the time out timing to be 7000 hrs but this time it crashed a couple of times. I ended up sending it in slices and it used up to 60+ GB ram but I was able to use the render farm.
I am looking at those new 32GB sticks that Corsair launched. you never know when a client will want a 6 meters high billboard.
Hi, I'd say that for 6 m long billboard is 10 000 px image more than enough. I always use 1/10 ratio for bb images. You never look at billboards from one meter.

Probably but I decided to take the money and not argue with the client. It took me 25 years to learn not to argue with clients, they know what they know.
he said people will be right against it.
I myself think the printer guy will lower the resolution and then print rather than wait for it to process.
Take the money boys it is better than being smarter than your client.

26
Hi Corona team
 
I saw on your roadmap that you've done memory optimisations (up to 87%) - are you able to elaborate on what that means specifically?  Like, if a job takes up 40gig ram, does that mean it would save up to 85% of the ram?  Main reason I ask as Im getting a new workstation soon and not sure whether to get 64 or 128 gig of RAM.  If such savings of ram occur across the board, then i dont see why anyone would need more than 32gig of ram

Its complete so is a daily expected soon?

Looking forward to this.

I just rendered a 24000 pixels wide image, 128 GB were barely enough, and the 96 GB ram on my render farm were not enough the nodes crapped out. this is after deleting most of what I can live without in the scene. The image rendered for 10 hrs then backburner timed out had to restart so I tweaked the time out timing to be 7000 hrs but this time it crashed a couple of times. I ended up sending it in slices and it used up to 60+ GB ram but I was able to use the render farm.
I am looking at those new 32GB sticks that Corsair launched. you never know when a client will want a 6 meters high billboard.

27
I think expanding the interactive render VFB does not add pixels/resolution anymore. the resolution of the previews stays the same, it is acting as a zoom in now instead of growing the number of pixels when you stretch the viewport.

28
you should not release the new version before fixing the bug that makes the beauty pass go black and the alpha a messy black and white jumble when you have advanced filtering on.
Hi,

The bug which is making the VFB go black with B&G and the HQ filtering is fixed in RC1 released this afternoon.

Please can you re-test and let me know your feeback.

thi sis great news I will try and I will let you know thank you

Thanks,

Rowan

29
you should not release the new version before fixing the bug that makes the beauty pass go black and the alpha a messy black and white jumble when you have advanced filtering on.

30
Wondering if anyone else has experienced a full system lockup like I have several times with the latest daily build?

Plenty of RAM available and scenes are not very detailed but in 3 different scenes I’ve had windows become completely unresponsive after cycling through render elements in the frame buffer. Not using caustics and in 2 of the scenes I wasn’t even rendering at the time of the lockup, it’s like the frame buffer has tried to catch-up with a change and then got a little bit lost, best way I can explain it for now.

I will do some further testing before sending any scene files but curious to know if this has happened to others?

does this coincide with flickering of the 3dsmax interface or VFB? this has been happening for me for months with various builds what you do is press ctrl+Alt+delete and when the screen goes into that log off screen you wait for a few seconds or minutes and then press Esc and 3dsmax should be responsive again.

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