Author Topic: Corona Renderer 7 for 3ds Max - Daily Builds Discussion  (Read 164207 times)

2021-03-26, 09:22:36
Reply #225

rowmanns

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is anyone else having random crashes once they start rendering the high res 6K wide images with the latest couple of builds?
sometimes after 20 passes, sometimes close to 50 passes and max shuts down completely. same happens with backburner and DR.
Hi,

Can you send over the scene in question? I'd like to investigate this.

Thanks,

Rowan
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2021-03-26, 11:17:18
Reply #226

Place

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Same here!

It's on both IR and final (in the current daily, I should add - who knows in future dailies though depending on what we try, in order to keep everyone happy and getting the max benefit from the power of Corona :) )

I find it makes IR a little less effective for me.  The chunky resolve makes it a little harder to 'predict' the final outcome of a texture, for example, when you are working a mile-a-minute.  Maybe it's just me but that's my $0.02.  Wouldn't matter to me on production but I wonder about its effectiveness for IR.  Maybe it's an option?

Me too.
The new 32x32 bucket has slowed down the IR operating experience by 50% (personal feeling).
I could preview the results in real-time quickly and smoothly while operating,now I have to wait a while. This sluggishness makes me very uncomfortable.
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.

2021-03-26, 11:20:43
Reply #227

LorenzoS

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Quote
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
+1

2021-03-26, 11:42:51
Reply #228

Kyle

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Quote
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
+1

I agree the buckets in IR don't feel like it gives that instant feedback even if it is technically faster

2021-03-26, 23:02:45
Reply #229

ihabkal

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no problems here regarding buckets but I have 64 cores. you might need more cores. my problem is Corona was crashing because one scripted light had raytraced shadows. maybe a fail safe to add to Corona an automatic disabling of raytraced shadows when rendering rather than getting hard crashes.

2021-03-27, 00:19:35
Reply #230

shortcirkuit

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hey devs - a bit off topic on the dailies but i posted before a fresh reminder about the corona clipper :)  would love to have that implimented asap.
I lost out on a big project the other day as corona doesnt have it - i know there are workarounds but i didnt want to commit to something i havent done in corona before - its been a vray feature for years!  please guys.

2021-03-29, 11:38:38
Reply #231

rowmanns

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no problems here regarding buckets but I have 64 cores. you might need more cores. my problem is Corona was crashing because one scripted light had raytraced shadows. maybe a fail safe to add to Corona an automatic disabling of raytraced shadows when rendering rather than getting hard crashes.
Hi,

Can you please provide a simple scene + your script which demonstrates this? It's kind of hard to reproduce this issue from your current description.

Cheers,

Rowan
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2021-03-29, 13:40:16
Reply #232

rowmanns

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hey devs - a bit off topic on the dailies but i posted before a fresh reminder about the corona clipper :)  would love to have that implimented asap.
I lost out on a big project the other day as corona doesnt have it - i know there are workarounds but i didnt want to commit to something i havent done in corona before - its been a vray feature for years!  please guys.
Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan
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2021-03-30, 10:37:33
Reply #233

Jpjapers

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Just wondering RE: The buckets is this optional? Progressive is really useful for checking lighting or colours really quickly even when the image is barely resolved and it doesnt seem like buckets help this use case if youre not waiting for a full image?

2021-03-30, 11:03:23
Reply #234

Jpjapers

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Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan

With the utmost respect for the team, it has basically been on every roadmap for every major version in the last 7 years and was something I remember requesting back in the beta 0.7 days alongside many others here.
At the time it was already an older feature in Vray.
« Last Edit: 2021-03-30, 11:30:15 by Jpjapers »

2021-03-30, 11:06:39
Reply #235

dj_buckley

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Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan

With the utmost respect for the team, it has basically been on every roadmap for every major version in the last 7 years and was something I remember requesting back in the beta 0.7 days alongside many others here.
At the time it was already an older feature  in Vray.

I was just thinking the same thing, if you click on 'Slicer/Clipper material' on the roadmap you can see it's history of being moved from board to board as far back as 1.8

2021-03-30, 12:03:07
Reply #236

shortcirkuit

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Thanks Rowan - but is a feature that is directly related to a service that we can make money from.  Other features have snuck in, which have been 'good to have' but not what i would consider essential - please guys - its been a long long time!
 
hey devs - a bit off topic on the dailies but i posted before a fresh reminder about the corona clipper :)  would love to have that implimented asap.
I lost out on a big project the other day as corona doesnt have it - i know there are workarounds but i didnt want to commit to something i havent done in corona before - its been a vray feature for years!  please guys.
Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan

2021-03-30, 13:09:14
Reply #237

rowmanns

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Just wondering RE: The buckets is this optional? Progressive is really useful for checking lighting or colours really quickly even when the image is barely resolved and it doesnt seem like buckets help this use case if youre not waiting for a full image?
Hi,

We're in the process of tweaking this so it won't be as visible, hopefully we'll have something for the next daily build.

Cheers,

Rowan
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2021-03-30, 13:31:16
Reply #238

Abdullah_Alallah

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hello i'd just like to update the corona team and congratulate them on the bucket render as in my personal experience it made everything snappier and easier in the progressive render (running on a 32core Ryzen 3950X) and it even made caustics calculate a loooot faster instead of waiting for 4 full passes I'm waiting for the buckets. so thank you again for the development you guys are doing.

2021-03-30, 14:39:02
Reply #239

GeorgeK

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DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?

Cheers Bormax, I was planning to post a notification today about it here. Regarding edge colour I am going to quote some answers:

"In normal use, the Physical material works like the real world, where reflections are always white, with very slight color variation at the grazing angles. To maintain this, there is no longer any “Reflection Color” slot in the material, unlike in the Legacy Material, and the Physical material correctly calculates color curves for metals based on the Edge color."

I would suggest everyone to take a look here: [Behind the scenes: The Physical Material]

we are just interested in the question of how we should define this edge color for physically correct materials? should we select it according to the reference image or are there any rules for this?

Apologies for the late reply, we will offer a texmap solution, where specific inputs will be given, that define the real-world base and edge tint colours of metals (not for dielectrics), so please stay tuned. Highly likely this will be introduced in one of the upcoming daily builds.
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us