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Messages - Jens

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1
My idea is a bit random, but could you try backing up your scene (to keep the original version) then running the following two scripts:
1 - https://forum.corona-renderer.com/index.php?topic=41371.msg218935#msg218935
2 - https://forum.corona-renderer.com/index.php?topic=41371.msg219089#msg219089

This should disable all volumetric effects in your scene in Corona Physical, Corona Legacy, and Autodesk Physical materials. Perhaps the camera is moving into a "zone" in which it is affected by a non-closed object with volumetrics enabled.

interesting, yes I will give this a try tomorrow. For now I will render out the 4 troublesome frames with phys material I have tried to match the old legacy ones. Then it will probably only be a tiny flicker only I will see ;)

2
IIRC there was a thread/post here recently reporting something similar, only with mask visibility through refraction, where it would be missing for a couple of frames but ONLY on legacy materials, Corona Physical would render fine. Maybe a thing to look out for... sorry if this is misleading, just thought it might be related.
thank you! It's definately something with legacy materials acting up. I've just tried to replace a few of them and then they get their reflection back in the "bad frames". It's just a bit annoying if I have to redo materials now and it will probably require a complete rerender of enitre sequence (2200 frames) for it to be good.

What exactly is happening in that animation? Is it only camera movement, or something more?
Also, if you open that scene locally and go to those frames, do they render correctly or with those black reflections?

I have attached a gif. It's camera movement up some animated escalators. and refl pass of frame 181 (good) and 182 (bad). It renders the same at garagefarm.net cloud as it does locally on my computer.
I tried to apply high IOR (legacy) material to the objects bugging out and then it shows up fine in refl pass. Gave them back org (legacy) materials and it was also FINE! But then on next render they were bad again in that frame range (182-185)

3
small discovery: it seems like in those 4 frames, all materials with a normal/non metallic fresnel IOR won't have reflections / appear in reflections pass.

4
Hi

I'm having an issue where the reflection suddenly is completely black on certain objects in an animation i'm doing. Corona 10 hotfix2, 3ds max 2023. This is the first time I see it happen and it's been around 5000 frames rendered so far. I've checked if the object, object materials or lights had any accidental animated settings in them for this frame number, but all looks good.

Restarted the PC. Tried rendering in perspective mode instead of camera. Nothing changes the fact that for exactly these 4 frames, reflection is missing on certain objects!

Have tried deleting corona lights and making new ones. Still bug in these 4 frames no matter where in the scene I click "render". Be it with the corona camera or just in perspective

Ran sini forensic and deleted anim layers. No effect.

Am I missing something?

5
Hi Dev Team. Thanks for the new cool features like addition tools, I love them in added new tollbar but could you please remove them from quad menu.
If I remove it on quad, it always appears again and again
Thanks

+1

BTW, speaking of Corona power tools, they are quite nice to have, but i would like to see some tools that are actually related to Corona, like tool that would insert mapping randomizer or triplanar nodes to selected material. Lately i'm adding mapping randomizer to most of my materials and it start to feel quite tedious task after some time, especially since introduction of multiple inputs.

+1 & +1 :) don't need more quad menu clutter and having a function in "corona converter" to add UVrandom with some predefined basic param like UV -100 +100 and randomize tile would be so nice! I hate having to connect all nodes constantly ;)

6
I'm currently using it as a tool for archviz in a couple of scenarios:

1. place 3D people in the final render and then using stable diff plugin in photoshop to generate "real" people in place of the 3D ones. Works very well and is wonderful in cases where client has very specific demands i.e. dockside workers in various genders, ethnicities wearing life vests and workwear (good luck finding cutouts or even enough images like that where posture, light etc is suited to then start cutting out). Also fine for just replacing with "normal" people in renders to avoid the 3D people look.

2. txt2image or img2img to produce references to discuss material/architecture on objects that are still just volumes/white boxes). Way faster than having to model and texture until client actually knows what they want.

3. for projects/proposals where the brief is more open the above combined with the inpaint function of SD is great to generate variations to the environment (in this example it was a big office complex and a new park was to be put in front, but the park hadn't been designed yet. I did a rough landscape and placed some trees/elements and light for a nice composition and could then generate more lush/detailed variations of the environment via inpaint to discuss which way we should go design wise before I start modelling the "real thing". If I had more ram on my GPU to make it higher res, I could have just used the generated results from SD (even taking some variations and photobash the best elements into each other). Now I might try to upscale and then rework the image by 512x512px frames and see if it can add more details.

TLDR: it is and will be an amazing tool for us as archviz artist. It might someday be the new "enscape" where clients themselves can get pretty good images with a couple of clicks/prompts, but in the meantime I still think there's a place for even higher end or more creative images from us :)

7
[Max] Daily Builds / Re: New Corona Lister Feedback
« on: 2023-03-08, 15:02:48 »
We will see if this can be done, but can't promise anything. Generally, the lister has access to any option available in the object. Since there is no option to control resolution in Corona Camera, and generally it is handled by 3ds Max, we may not be able to do it.
(Internal ID=1071881427)

This is possible with the Scene Manager plugin from Pulze. So maybe there's some help to get from there/them?

8
Another one where some clarification would be nice ;)
"User can now set how volume (volume material, sky volume effect and volume grid) interact with alpha channel. + Semi-transparent volumetric effects now also contribute to alpha channel for rays not hitting anything"

Does this mean we can get something similar to the Vray environment Fog effect / Aerial Fog effect while still being able to use an HDRI?

Right now we are loving the corona sky fog option, but it's very frustrating and limiting not being able to use it with an HDRI. This is probably the only thing I really miss from vray.

9
VDBs are already always mixed mixed together :)

Hmm, this isn't what I have experienced over the past couple of projects. I see a clear outline of the "box" container where two or more corona vol object containers (loaded cloud VDBs) intersect. Will do a ticket and include sample scene soon ;)

10
"Corona now correctly resolves in which volume the camera lies. The camera can also be given a non-zero physical size, in which case the camera might lie only partially in one volume (e.g. camera half-submerged in water)"

Will this have any influence on how vol obj and VDBs behave regarding if the camera is in this object? I.e. so we can actually have the camera inside said volumes?
+ I noticed the vol material itself has the option to "mix vol objects" so they can intersect when using the vol material, can this function be added to Corona Vol objects so we can mix VDBs?

11
I think it would make most sense to load B&G calculations on GPU, leaving CPU all available for rendering.

+1 I think it's very slow in most of our scenes even though we have 3990X cpu in the workstations. Often I click it off to compare, but feel it doesn't react, then click again and apparently there was just a lag, so I ended up turning it on again ;)

So having the GPU do this would maybe make it snappier also just the calculation?

Or maybe a setting to only recalculate bloom+glare pr X pass rendered so it will be easier/snappier to turn on/off and compare. Now it needs to calculate everytime you turn it off/on.

A bonus thing to this we would love was for corona to be able to keep the bloom and glare on the entire image after we have done a region render on an already completed render. I.e. "clear VFB" is turned off, we see a small thing that needs to be rerendered. We do a region and then cry that bloom and glare is now only on that region and we have to rerender entire image once again :)

12
[Max] Feature Requests / Re: Region improvements
« on: 2022-11-23, 16:15:39 »
i just want some sort of lasso tool to draw my own regions to render instead of having to try and block out with square regions ;)

13
Place a slicer object around the camera, linked to the camera so it moves with it. That way the camera will always be "outside" the volume object (as there will be a sliced away external face the camera is looking at), and that way you can fly through a volume object.

Is there a guide to this? Found an old link to freshdesk from Maru way back, but I can not access that page? Our login only seem to work to the Chaos support login and I can't find any article regarding that there?

Hi, if you're referring to the slicer article, it has been moved here: https://support.chaos.com/hc/en-us/articles/4956761514897-How-to-use-the-Corona-Slicer-Material-3ds-Max

I can't get the slicer material to work with the camera being inside corona vol grid object (cloud). It works (slices the vol grid) if camera is outside the grid, but that is not the point at all - am I doing something wrong?

Just made a sphere, applied slicermtl to the sphere and placed it on camera pivot point. Tried to have the sphere in different sizes without any effect (when the camera is inside the cloud).

14
Place a slicer object around the camera, linked to the camera so it moves with it. That way the camera will always be "outside" the volume object (as there will be a sliced away external face the camera is looking at), and that way you can fly through a volume object.

Is there a guide to this? Found an old link to freshdesk from Maru way back, but I can not access that page? Our login only seem to work to the Chaos support login and I can't find any article regarding that there?

15
Hi guys

I'm currently experimenting with corona vol objects (cloud vdb's scaled up many times) to get to a specific mood/look with great effect, but scene performance and scene parsing quickly becomes horrible (even on a threadripper 3990X). While increasing step size of the volumes and overall tweaking help on render performance, I still get 30-50sec of scene parsing per frame. Is it still only the saving of 4k/uhd cache that can speed this up for the final animation?

Also, is there anything in the works that would allow cameras to be placed in or pass through vol objects? It's very limiting doing animations and not have the camera touch the vol objects as it will then just disappear + i still see some "boxing/edges" of volumes overlapping (daily v9 RC2).

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