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Messages - Jpjapers

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1
[Max] Daily Builds / Re: Toon + Outline Mtl Playground!
« on: 2025-05-23, 10:52:35 »
This is fantastic!

Ive been requesting this since 2014 and its finally here! Well done team!

On the light blue shapes example above, theres a missing bit of outline on the end of the triangular sections. In my mind i cant figured out a reason why this wouldnt have an outline when the section of the same edge below does. Is that something that can be controlled in the shader?

2
[Max] I need help! / Re: Problem with edges
« on: 2025-05-01, 16:01:16 »
This looks exactly like a max scale/units issue.
Check the scale of your scene, check your system units are as expected and make sure your model isnt more than 10,000 units from the origin if reverting to a different corona version doesnt help.

3
This is precisely why ive not really committed to vantage too. Yeah it looks useful but asking for the price it is without having full support for all of the maps of the two render engines it is effectively built for, makes using it a pretty annoying process. Not supporting triplanar maps is such a huge issue for me personally.

It adds a whole extra process to a project if i need both renders AND realtime/animation/video outputs.
Until it just works and i dont have to mess around in vantage trying to get it to look the same, i wont be paying the ridiculous price tag.

I agree that there needs to be bundling deals for chaos users. Right now we are paying for corona and enscape and adding vantage on top of this is just getting ridiculous price-wise.
We are actively looking for a realtime solution at work so this isnt coming from a passive place. I want vantage to work as it should but i cannot abide by the pricetag until it does and even then its steep.

4
Im just curious if theres much benefit nowadays to rendering complex material structures to maps where possible. I know many of us use a lot of procedural and complex materials in our scenes and triplanar/randomisers dont really work with rendering to map, but is there much in the way of speed improvements when reducing material complexity? I very rarely render my nodes to maps just in case i need to tweak them.

Does anyone do it often and see a benefit outside of perhaps realtime export?

5
Could anyone explain more about how to set up the group policy level disabling of windows defender for corona/max?

6
Ive had this happen when ive accidentally started IR in a viewport that i no longer have visible rather than in the VFB. Im not sure if its the same issue youre experiencing though. Ive never had it happen when using the VFB.

7
[Max] I need help! / Re: Volumetric optimisations
« on: 2025-02-04, 15:54:16 »


You can in roundabout and cumbersome way. You need to exclude your volume from all scene lighting. Then for example, if you have just one sun in the scene. Duplicate it, set it to include mode and only add volume. Add that sun to separate light mix layer, and you can turn volume effect on or off. Plus you'll have separate render element for it. But as I mentioned it becomes cumbersome to setup in scenes with a lot lights.

This is rather clever!

8
[Max] I need help! / Re: Volumetric optimisations
« on: 2025-02-04, 14:18:39 »
So if i understand it, we can think of step size sort of like the voxel resolution of the volume.
Are the volumes 'adaptive' in any way?

For instance if i use a vdb of some haze and fog for a large scene is the entire thing sampled even if it becomes entirely opaque after a certain distance?

9
[Max] I need help! / Volumetric optimisations
« on: 2025-01-31, 12:19:21 »
Are there any settings i can tweak on volumetric-heavy scenes to speed up render times?

I have a very foggy and dusty scene using volumetric materials, volume grids and VDBs. No global volume material.
Ive adjusted step size (I feel that the documentation on this could feature larger scale examples) but is there anything 'under the hood' that can help?

10
[Max] I need help! / Re: CoronaColor - maxscript
« on: 2025-01-31, 10:46:10 »
Ah brilliant!

11
Pulze is the thing for setting up exactly what you want to do.
You could also try renderstacks which lets you do basically anything like this youd want to.

https://renderstacks.com/renderstacks/

12
[Max] I need help! / Re: CoronaColor - maxscript
« on: 2025-01-30, 15:56:38 »
Just curious as to what youre doing with these values James. Something script related?

13
I think as Aram mentioned, you want wire parameters. You can connect an attribute of one object to another. For example you could manually set the waves to face the helper direction, then connect them together using wire parameters, retaining their orientation. Then when the helper rotates the map should also rotate.

14
[Max] General Discussion / Neural rendering - Nvidia RTX
« on: 2025-01-23, 17:12:48 »
Recently NVIDIA revealed a ton of neural features their new 50 series cards have.



A couple of them stood out to me.

RTX Mega Geometry:

Realtime LOD generation allowing for crazy amounts of geometric detail down to sub-pixel triangles allowing for highly detailed models without normal maps.

RTX Neural Materials:

Small AI models that aid shading through compression and faster material handling resulting in high fidelity materials that can render extremely quickly.



Whilst i understand that Corona is and always will be a CPU renderer for many reasons, each time i see a new development in realtime it feels like the quality gap is shrinking between offline and realtime content and it makes much of the offline workflow feel slow. Its often been the case that Corona has relied on the crutch of absolute realism to defend from this question of GPU/Hybrid rendering but now we have an upscaler built-in and have had a denoiser for some time both of which make assumptions and provide shortcuts that reduce overall accuracy. So can that really be an argument against a hybrid approach anymore?

My questions to the team.

-Can any of these features be used to speed up our offline workflow?
-Will you ever be looking at a hybrid approach at all now that the current generation of GPUs have so many neural capabilities?

When the result of things like neural shading looks 99% the same but the shader can be rendered to final quality in real-time, does absolute accuracy of your path tracing really matter?
Can rendering be accelerated by any of these developments at the cost of accuracy if the user deems it acceptable?
Could these technologies help reduce memory consumption?

It feels like there will inevitably be a limit with CPU rendering as to how far it can go without eventually needing to become a hybrid renderer in order to stay relevant. I think that time is coming around pretty quickly. Its not here just yet. But its becoming ever apparent that people will accept slightly lower quality images if it means getting them in less than half the time.  With that quality gap between real-time and offline continuing to shrink its only a matter of time before the quality gap becomes imperceptible to the vast majority of clients and audiences. Eventually clients are going to expect those faster results because of what they see in real-time and if offline doesn't find some major speed improvements somewhere, it'll become less and less important to be 100% accurate with your path tracing and more and more important to LOOK accurate.


15
[Max] I need help! / Re: Phoenix & Lightmix
« on: 2025-01-17, 11:38:11 »
Currently, it's not possible to add self-illuminated materials or Light Mtl with "emit light" off to LightMix layers.

We have it logged as a feature request at (Report ID=CMAX-302).

Thanks Maru, Im assuming that means that Corona sees Phoenix objects that emit light as a self illuminated material rather than an actual light source then?

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