Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2015-03-01, 21:39:11

Title: Daily Builds 1.0 - 1.4
Post by: Ondra on 2015-03-01, 21:39:11
With the release of 1.0, the daily builds system is changed (hopefully for the last time). This section is now visible to all registered users, and old topics were removed. Old daily builds will be phased out (activations will go out in the middle of March). The old logins will be deleted and forgotten. Now onto the new stuff:


Daily Builds Eligibility


How to Use Daily Builds

If you want to have the Dropbox folder synchronized with your desktop dropbox app, instead of having to access it via web, send your dropbox email to info@corona-renderer.com


Daily Builds Changelog

There is a separate topic for that: https://forum.corona-renderer.com/index.php/topic,7238.0.html (https://forum.corona-renderer.com/index.php/topic,7238.0.html)


Daily Builds Rules

Title: Re: Daily Builds
Post by: fobus on 2015-03-02, 09:58:54
Is there any chance to have both Final and Daily versions in the same time?
Title: Re: Daily Builds
Post by: Ondra on 2015-03-02, 11:54:54
the licensing is shared. So it is just a matter of copying over the correct files. You can make batch scripts for that to change builds with 1 click. I am using that ;)
Title: Re: Daily Builds
Post by: fobus on 2015-03-02, 14:18:14
I mean being able to select different versions of Corona in opened 3ds max. In one session. I think not...
Title: Re: Daily Builds
Post by: Ondra on 2015-03-02, 15:48:05
ok, now that is not supported ;)
Title: Re: Daily Builds
Post by: juang3d on 2015-03-11, 11:10:35
Pretty quite here, any news?
any new features planned for this month?
any new toys?

Just out of curiosity, no rush, I know the post-release work could be a lot.

Cheers!
Title: Re: Daily Builds
Post by: Ondra on 2015-03-11, 19:04:22
bugfixes now have total priority for me. But other people will start working on some cool tech soon
Title: Re: Daily Builds
Post by: juang3d on 2015-03-11, 19:44:20
Great!

I'm eager to see more evolution! :D

Cheers.
Title: Re: Daily Builds
Post by: Dollmaker on 2015-03-18, 21:32:36
Checking demo now..
Title: Re: Daily Builds
Post by: Ondra on 2015-03-22, 14:59:15
I'm preparing a surprise. Anyone has a nice heavy particle flow scene for testing?
Title: Re: Daily Builds
Post by: juang3d on 2015-03-22, 15:49:54
Does it has to be particle flow or can it be cached particle simulation?

And that is what matters, does a PRT simulation serves for this purpose?

Cheers!
Title: Re: Daily Builds
Post by: Ondra on 2015-03-22, 17:44:54
un-cached one
Title: Re: Daily Builds
Post by: juang3d on 2015-03-24, 13:13:44
Mmmm too bad because lataly my simulations come from Maya Bifrost in PRT format, I don't have anything serious with a serious amount of particles done natively in real flow, maybe a flour simulation I did some time ago, but it was a point based simulation, it was rendered with Krakatoa, is this kind of simulation what you need or something more based in geometry?

Cheers!
Title: Re: Daily Builds
Post by: ecximer on 2015-03-25, 08:59:07
why rayswitch material do not have the checkboxes for map control?
Title: Re: Daily Builds
Post by: maru on 2015-03-25, 09:30:56
why rayswitch material do not have the checkboxes for map control?
What would be the purpose of this? You put different materials in these slots, not maps.
Title: Re: Daily Builds
Post by: pokoy on 2015-03-25, 10:25:57
I can absolutely understand why checkboxes make sense. If you need to render variations a simple checkbox is better then having to remove the material and stash it somewhere in the material editor so it's not lost.
Title: Re: Daily Builds
Post by: romullus on 2015-03-25, 10:33:51
That's why slate ME is superior over compact one.

Anyway, that feature was already requested and declined: https://forum.corona-renderer.com/index.php/topic,4614.0.html

And please, post your requests in appropriate forum section.
Title: Re: Daily Builds
Post by: pokoy on 2015-03-25, 11:21:02
That's why slate ME is superior over compact one.

Anyway, that feature was already requested and declined: https://forum.corona-renderer.com/index.php/topic,4614.0.html

And please, post your requests in appropriate forum section.

Yep, and it was me who requested this in the first place. Since this resurfaced now, maybe there's a reason why people ask for it. It may not make sense to you but what if it makes working a bit more comfortable for them?
Title: Re: Daily Builds
Post by: juang3d on 2015-03-27, 04:07:20
When are we going to see the particle flow related surprise? :D

Cheers.
Title: Re: Daily Builds
Post by: Ondra on 2015-03-27, 10:28:46
soon (TM)
Title: Re: Daily Builds
Post by: borisquezadaa on 2015-03-31, 19:32:42
Sorry. XD
Title: Re: Daily Builds
Post by: romullus on 2015-04-17, 16:12:05
Build apr 16

Max becomes very slugish on regular rendering. VFB doesn't update for several seconds, max often fails to redraw windows (everything becomes white). Interactive is quite laggy too, but it doesn't feels very smooth in a several recent builds though. This is all hapenning with very simple scene.

Will try to revert to previous build, to check if it's not may pc, windows or max's fault.

Edit: just tried apr 08 build and it's a lot smoother.
Title: Re: Daily Builds
Post by: Juraj on 2015-04-17, 19:53:10
why rayswitch material do not have the checkboxes for map control?
What would be the purpose of this? You put different materials in these slots, not maps.

Bump ;- )

I see the request was "resolved", and I am not really bothered to start a new request but will probably do.
The Rayswitch, is painful and illogical to use when compared to VrayOverride material which makes so much more sense.

The checkboxes indeed don't make sense in version where you have to put something in, but that is because the whole philosophy of this material is flawed.

The override, on other hand does it exactly how most users would want it to work, ie. start with something that works like normal material, the 'The base', and then start overriding features on/off in each category, GI/Reflection/Refraction.
Faster to start with, more flexible, easier to understand. Also much more predictable when using with Illuminated materials, which just honestly work strange with RaySwitch.

The simplicity of Corona is absolutely amazing. But some things already were easy, and this feels like wheel reinventing.
Title: Re: Daily Builds
Post by: pokoy on 2015-04-17, 22:15:58
Build apr 16

Max becomes very slugish on regular rendering. VFB doesn't update for several seconds, max often fails to redraw windows (everything becomes white). Interactive is quite laggy too, but it doesn't feels very smooth in a several recent builds though. This is all hapenning with very simple scene.

Will try to revert to previous build, to check if it's not may pc, windows or max's fault.

Edit: just tried apr 08 build and it's a lot smoother.

The Build from 16-Apr felt slightly slower in the material editor for me with an empty scene. I would hate to see this issue having a comeback.
Didn't have any of the issues you describe though.
Title: Re: Daily Builds
Post by: arqrenderz on 2015-04-30, 15:26:23
Any news on the new features the devs were talking about 1.1 ???
Title: Re: Daily Builds
Post by: Ondra on 2015-04-30, 16:28:30
Any news on the new features the devs were talking about 1.1 ???
about 60% there. Unfortunately I had to travel and then I got sick. We are also still getting used to the new workload related to business & support. On the bright side, we have a new developer joining in few weeks, who is incredibly talented. He is currently working on AAA movies in WETA Digital. We will introduce him on our blog later.
Title: Re: Daily Builds
Post by: johan belmans on 2015-04-30, 16:35:06
Any news on the new features the devs were talking about 1.1 ???
about 60% there. Unfortunately I had to travel and then I got sick. We are also still getting used to the new workload related to business & support. On the bright side, we have a new developer joining in few weeks, who is incredibly talented. He is currently working on AAA movies in WETA Digital. We will introduce him on our blog later.

Aha that explains why it was so quiet lately. Looking forward to  1.1.
Title: Re: Daily Builds
Post by: agentdark45 on 2015-04-30, 16:57:30
Any news on the new features the devs were talking about 1.1 ???
about 60% there. Unfortunately I had to travel and then I got sick. We are also still getting used to the new workload related to business & support. On the bright side, we have a new developer joining in few weeks, who is incredibly talented. He is currently working on AAA movies in WETA Digital. We will introduce him on our blog later.

Nice! Will be interesting to see what cool things he can add to Corona.
Title: Re: Daily Builds
Post by: Ondra on 2015-04-30, 18:29:48
Aha that explains why it was so quiet lately. Looking forward to  1.1.

yeah, it sucks, not being able to develop, but there was just so much to do - taxes, support, offices, hiring, planning, hardware purchases, travelling, ... I am getting worried when the people who predicted that we will become money whores start with "I told you so" ;). But I have really high hopes for Robin, our new developer.
Title: Re: Daily Builds
Post by: fire3d on 2015-05-01, 14:08:47
Aha that explains why it was so quiet lately. Looking forward to  1.1.

yeah, it sucks, not being able to develop, but there was just so much to do - taxes, support, offices, hiring, planning, hardware purchases, travelling, ... I am getting worried when the people who predicted that we will become money whores start with "I told you so" ;). But I have really high hopes for Robin, our new developer.

Sound's great, it's good to have new/fresh Idea's and other Point's of view in a Project/Product like this one.
Title: Re: Daily Builds
Post by: juang3d on 2015-05-05, 20:38:45
I'm eager to see something new!!!

Bring us those new features :D I'm really curious about the improvements regarding particles!!!! :D

Cheers.
Title: Re: Daily Builds
Post by: Alexp on 2015-05-06, 23:46:51
max2014 its no more supported in daily builds?
Title: Re: Daily Builds
Post by: romullus on 2015-05-07, 08:52:29
It is. Use max2013 plugin files.
There's a reason why version number in daily builds was reduced: https://forum.corona-renderer.com/index.php/topic,7991.msg53026.html#msg53026
Title: Re: Daily Builds
Post by: The Pixel Artist on 2015-05-28, 14:53:27
Ok, I guess I'll ask... so what's going around here?!  Been completely dead here lately and no build updates in nearly a month now.
Title: Re: Daily Builds
Post by: Alessandro on 2015-05-28, 15:02:57
Ok, I guess I'll ask... so what's going around here?!  Been completely dead here lately and no build updates in nearly a month now.

read here:
https://forum.corona-renderer.com/index.php/topic,7137.105.html
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 15:44:32
Some random result - Corona Bitmap/HDRI - 23% faster + better quality (removes pixel steps on diagonals when using too small maps). With the same quality the speed difference is 61%. I am hoping to release it in daily builds today.
Title: Re: Daily Builds
Post by: racoonart on 2015-05-28, 15:48:16
screw quality, I want the speed :)
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 15:53:29
yup, faster will be on by default - since usually you have enough resolution.
Title: Re: Daily Builds
Post by: maru on 2015-05-28, 16:15:22
(http://img3.wikia.nocookie.net/__cb20121116143346/mlp/images/0/07/A_library%3F_S3E1.png)

btw, is it possible that it will also prevent fireflies/noise when using very fine textures for example for bump maps or reflection glossiness / very small objects?
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 16:38:00
we can work on filtering bump mapping in the future
Title: Re: Daily Builds
Post by: romullus on 2015-05-28, 16:48:54
OMG, cannot wait. Despite the fact that there was some major improvement in bitmap filtering departement, i'm still occasionally encountering some odd performance drops when changing filtering bluring. Hope this will end it once and for all. Very eager to test it. F5 F5 F5!!! :]

Edit: hope to see promised uv/object space anisotropy fix too.
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 22:17:31
First 1.1 daily build: https://forum.corona-renderer.com/index.php/topic,7238.msg54470.html#msg54470 (ETA 15 minutes)
Title: Re: Daily Builds
Post by: PROH on 2015-05-28, 22:23:56
Hi Ondra. Great news. Saw that TIF format wasn't on your list, so just wanted to know if TIF support is on the roadmap?
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 22:25:09
yes, there is no problem adding more formats
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 22:26:34
ok, I added support for TIFF and TGA
Title: Re: Daily Builds
Post by: PROH on 2015-05-28, 22:28:48
What a speed :) Thanks!
Title: Re: Daily Builds
Post by: racoonart on 2015-05-28, 22:29:45
Temporary conversion script for converting all normal bitmaptexture maps to the new CoronaBitmap ones. Only bitmaps with supported filetype will be converted (jpg, png, gif, bmp, exr, tif, tga). Realworld texture mapping is currently not supported, those maps are also skipped.
I'll implement this one in the converter later.

There is no UI, simply run the script :)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-05-28, 23:12:55
You should get interesting speed ups mainly if you use it in environment slot to load your environment map :)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-05-28, 23:14:00
BTW Ondra forgot to add in the changelog that pFlow now again does true instancing. Means that shape instance operator instances the geometry, sort of like VrayInstancer but without VrayInstancer :]
Title: Re: Daily Builds
Post by: lacilaci on 2015-05-28, 23:25:57
omg.. I was just about to go to sleep :D.. not anymore I guess...
Title: Re: Daily Builds
Post by: pokoy on 2015-05-28, 23:45:14
Nice additions, great work! Would it be a problem to add HDR format to the new Bitmap loader?
Title: Re: Daily Builds
Post by: Ondra on 2015-05-28, 23:53:36
Nice additions, great work! Would it be a problem to add HDR format to the new Bitmap loader?
planned for next week
Title: Re: Daily Builds
Post by: cecofuli on 2015-05-29, 00:01:47
CoronaBitmap initial implementation - faster, easier, and better quality bitmap

In real production, Ondra, what the real differences? Do you have some example? 20% speed-up?
When you talk about "better quality", what do you mean? And why is CoronaBmp "easier"?
Title: Re: Daily Builds
Post by: juang3d on 2015-05-29, 00:23:00
20% speed up where?

In general? So if I have a frame that takes 100 minutes, will it take 80minutes with the new bitmap map?

If that is the case this is awesome!

Cheers
Title: Re: Daily Builds
Post by: Ondra on 2015-05-29, 00:36:43
I observed 15% speedup of total render time on one real interior scene I have, and 23% on another one. Yes, it means running the script by Deadclown before rendering will cut 100 minutes rendertime to 80 minutes. Of course result depends on how much you favor bitmaps to procedural maps, how complex are your shaders and your geometry. When there are no bitmaps, the difference will be of course 0%. But in some synthetic cases we had 120% speedup.

Cecofuli: better quality - there is an option to use bicubic filtering instead of bilinear. It helps when the map does not have sufficient resolution - for example here:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=7239.0;attach=32206;image)
We are also working on anisotropic filtering to further improve quality.

Easier: no need to manually set gamma in older 3dsmax versions. No need to switch the map between environment and texture modes - it is determined automatically during rendering. The UI is/will be generally cleaner and more intuitive, as is rest of Corona.
Title: Re: Daily Builds
Post by: antanas on 2015-05-29, 01:12:53
Witcher 3 can wait a little longer tonight - this is far more interesting ))) One question though I'm a little bit concerned about bicubic filtering and memory consumption - how will it be in comparison with default one - the same, less or more, hope not the latter as you know how it is with summed area one - yeah, it does look far better but it is real ram hog too - in some cases I've been getting some really troublesome ram consumption growths - about 12gb's or even more on some heavy exterior scene after I set all used maps to use that type of filtering by some script (probably mmzorb) thus making that scene almost unrenderable as it was already chewing something round 45gig of ram before it - I know that's some extreme case but I've encountered it and am a little more than just paranoid after that ))) .
Title: Re: Daily Builds
Post by: Ondra on 2015-05-29, 01:27:58
our mipmaps cost 33% extra memory on top of the base size. We are not sure how 3dsmax textures are implemented, so we dont know how it will compare. If memory turns out to be a problem we will do out of core or lossy/loseless compression
Title: Re: Daily Builds
Post by: antanas on 2015-05-29, 02:19:15
 Yeah did some simple tests and +- noticed that 33% memory difference already, well at least in my case it can be quite problematic when some scenes as I described before are involved and probably some memory reducing out of core operations you've mentioned could be really necessary and some on\off memory conserving\speed options too and maybe not in the map itself but rather in corona's render settings for easier control when some over 1k materials are involved - yet maybe that's just my case and my stupid way of doing incredibly overweighed/badly optimized/content rich scenes so addition of those options needs some other users opinions I think.

 For CoronaBitmap's supported file formats may I suggest adding .dds support if that's possible ?

 Other than that, that map that is surely a great boon for some texture rich interior scenes and small exterior ones too not just because of the speed increase but for bicubic filtering too.
Title: Re: Daily Builds
Post by: juang3d on 2015-05-29, 11:39:46
That is awesome Ondra.

I'm going to install it in all the farm right away!

I'll do some tests with some scenes I'm working on right now.

Cheers!
Title: Re: Daily Builds
Post by: Alessandro on 2015-05-29, 12:15:23
I know it's very too early to tell something, but these are my first impressions about corona bitmap:
-absolutely faster than max bitmap, as diffuse/bump map and as environment map, good work!;
-need preview in viewport....
-need (as fast as you can ;) ) Real-world scale
-used as env, it is horizontal flipped respect max map, it's not practical...
-need rotation on axis, most of all Z
-if map path name is too long, you can't read map name
-I often use right mouse click on bitmap preview in mat editor to edit it with photoshop, but maybe I'm the only one...
-have I already said that we need real world scale? ;P

regards
Title: Re: Daily Builds
Post by: romullus on 2015-05-29, 12:23:46
I find new CoronBitmap too much buggy at the moment.

bugs:

1. map previews renders incorrect. Inverted in V axis and doesn't display tiling.
2. sperical maps loading and rendering completely wrong (see attachement).
3. enviroment mode swith seems doesn't work at all.

missing features / improvements:

1. map rotation is missing
2. doesn't trigger "open file" dialog on map creation
3. "open file" dialog is opening in last visited place instead of where actual bitmap is located.
4. ability to copy/paste bitmap is missing.
5. tiling is working differently than in 3ds max bitmap loader. Although i quite like it, but it's not very convenient to copy/paste settings.
6. CoronaBitmap doesn't display in viewport background preview.
Title: Re: Daily Builds
Post by: Thom Coffee on 2015-05-29, 12:34:50
Last build has caused me problems with Forestpro plugin. Does not render and freezes 3dsmax. I went back to the previous version, and everything is ok.
Title: Re: Daily Builds
Post by: maru on 2015-05-29, 12:42:13
I was about to write what Romullus just posted. Plus this. The only difference is corona bitmap vs standard bitmap, no other changes done. Looks like it is displayed wrong in preview slots and uvw editor.
Title: Re: Daily Builds
Post by: romullus on 2015-05-29, 13:07:59
   
  • Better error reporting - non-obtrusive, non-blocking, can be disabled.

How this supposed to work? I intentionally trigered max  crash, but didn't notice any changes in  error message.

BTW, it seems like CoronaBitmap has cured photoshop editing issue. Need more testing to be sure, though.
Title: Re: Daily Builds
Post by: Ondra on 2015-05-29, 13:25:39
I know it's very too early to tell something, but these are my first impressions about corona bitmap:
-absolutely faster than max bitmap, as diffuse/bump map and as environment map, good work!;
-need preview in viewport....
-need (as fast as you can ;) ) Real-world scale
-used as env, it is horizontal flipped respect max map, it's not practical...
-need rotation on axis, most of all Z
-if map path name is too long, you can't read map name
-I often use right mouse click on bitmap preview in mat editor to edit it with photoshop, but maybe I'm the only one...
-have I already said that we need real world scale? ;P

regards

hi, can you create a thread in feature request section for this?

edit: romulus: same thing, please create a separate thread for each problem/suggestion
Title: Re: Daily Builds
Post by: Ondra on 2015-05-29, 13:29:03
   
  • Better error reporting - non-obtrusive, non-blocking, can be disabled.

How this supposed to work? I intentionally trigered max  crash, but didn't notice any changes in  error message.

BTW, it seems like CoronaBitmap has cured photoshop editing issue. Need more testing to be sure, though.


It's for user errors like double sun, wrong shadows type on 3dsmax lights, etc.

as for photoshop editing issues: yes, we designed it to be photoshop-proof from the beginning, so it should never, ever, ever, ever crash, and you should be able to paint textures in real time using interactive rendering
Title: Re: Daily Builds
Post by: hubrobin on 2015-05-29, 13:39:15
Hey guys,

Thanks for all of the feedback on CoronaBitmap! I'm the one responsible for it from now on. Hope I will be able to incorporate most of your bug reports/suggestions till early next week.

Robin
Title: Re: Daily Builds
Post by: pokoy on 2015-05-29, 14:10:46
Hi Robin!

It seems you want to have CoronaBitmap being both a common Texture map and an Environment map - I'd like to ask you to divide these into separate map types.
With a dedicated Environment Map you could ideally add arbitrary rotations (so non-Vray users finally can rotate in horizontal and vertical direction) and probably, gamma value (very useful for obtaining harder shadows when the dynamic range of the hdr map isn't sufficient), and different mapping types (cylindric, spherical etc).

Title: Re: Daily Builds
Post by: arqrenderz on 2015-05-29, 14:23:50
Will it be able to change gamma settings on hdr  and exr files ?
And can it be the "deafult" bitmap loader dor max, I mean i usually just drag and drop a map from the second screen (its much faster thatn selecting every time corona bitmap)


Title: Re: Daily Builds
Post by: Ondra on 2015-05-29, 15:05:08
Hi Robin!

It seems you want to have CoronaBitmap being both a common Texture map and an Environment map - I'd like to ask you to divide these into separate map types.
With a dedicated Environment Map you could ideally add arbitrary rotations (so non-Vray users finally can rotate in horizontal and vertical direction) and probably, gamma value (very useful for obtaining harder shadows when the dynamic range of the hdr map isn't sufficient), and different mapping types (cylindric, spherical etc).

one of the biggest reasons we did separate map in UI was to avoid this - you can set up everything without switching between geometry and enviro. We even added note about the rotation. We are working on adding tone mapping
Title: Re: Daily Builds
Post by: Ondra on 2015-05-29, 15:05:26
BTW: Anyone have any real results to compare speed before/after?
Title: Re: Daily Builds
Post by: racoonart on 2015-05-29, 15:07:12
Cathedral scene:
9% speedup calculated from Rays/s total
18% speedup when calculated from rendertime (fixed amount of passes)
Title: Re: Daily Builds
Post by: Alessandro on 2015-05-29, 15:27:49
I know it's very too early to tell something, but these are my first impressions about corona bitmap:
-absolutely faster than max bitmap, as diffuse/bump map and as environment map, good work!;
-need preview in viewport....
-need (as fast as you can ;) ) Real-world scale
-used as env, it is horizontal flipped respect max map, it's not practical...
-need rotation on axis, most of all Z
-if map path name is too long, you can't read map name
-I often use right mouse click on bitmap preview in mat editor to edit it with photoshop, but maybe I'm the only one...
-have I already said that we need real world scale? ;P

regards

hi, can you create a thread in feature request section for this?

edit: romulus: same thing, please create a separate thread for each problem/suggestion

Done: https://forum.corona-renderer.com/index.php/topic,8242.0.html
Title: Re: Daily Builds
Post by: pokoy on 2015-05-29, 15:28:14
one of the biggest reasons we did separate map in UI was to avoid this - you can set up everything without switching between geometry and enviro. We even added note about the rotation. We are working on adding tone mapping
Sorry then, I should probably first test it before commenting.
Title: Re: Daily Builds
Post by: johan belmans on 2015-05-29, 17:22:54
Hey guys,

Thanks for all of the feedback on CoronaBitmap! I'm the one responsible for it from now on. Hope I will be able to incorporate most of your bug reports/suggestions till early next week.

Robin

By the way Robin,

welcome to out Coronanauts community!

See you at the EUE
Title: Re: Daily Builds
Post by: romullus on 2015-05-29, 18:10:24
Feel a bit unlucky with CoronaBitmap. Tried it on two scenes and in both occasions results were dissapointing. One scene after conersion renders more slowly (5:49 vs 5:08) and has a lot troubles with normal maps. Other scene after conversion crashes when trying to render.
I'm converting those scenes with Martin's material converter.

Will make proper bug report on mantis later.
Title: Re: Daily Builds
Post by: racoonart on 2015-05-29, 18:28:14
Well, there is still a chance that I broke something with my conversion.. :D
Title: Re: Daily Builds
Post by: romullus on 2015-05-29, 18:46:46
While it is not your script's fault, but converting tiled bitmaps gives very different results than original scene. I think it's quite a big problem and should be adressed.
Title: Re: Daily Builds
Post by: racoonart on 2015-05-29, 22:30:58
Absolutely, I saw this too and it's already logged in mantis :)
Title: Re: Daily Builds
Post by: Juraj on 2015-05-30, 14:23:11
Guys could you please post a screenshot of the CoronaBitmap ?
At the very moment I don't have time to try Daily but I so much want to see it.
Title: Re: Daily Builds
Post by: antanas on 2015-05-30, 15:35:23
Hmmm, as requested by Ondra before, I wanted to do some tests of 2015-05-28 1.01 build on some older production scene which was originally done using v 1.00.02 or maybe 2015-03-25 build - most probably the latter.
(https://c4.staticflickr.com/8/7747/18266094061_43dfa0f3ca_m.jpg) (https://flic.kr/p/tQ7voe)OC cam 01 (https://flic.kr/p/tQ7voe) by Antanas Sprindzhiukas (https://www.flickr.com/photos/119850875@N05/), on Flickr -
Instead I've got infinite scene parsing with constantly growing ram consumption which has gone up to 35gigs and surely wanted more when I terminated it using task manager - previous 2015-05-05 buid renders it without such behavior so I'm rolling back there for a moment.
No conversion to corona bitmaps were done, I just wanted to test memory consumption\speed difference with and without it.
The scene itself is quite heavy, (originally it chews up something round 27gigs of ram to render) and is quite badly optimized as it was originally done in archicad and then brought into max and one can easily guess what getting "clean" geometry is not always possible that way. Why so - well the whole designing and viz process took me no more than 2.5 days (no more than some 10h for the viz itself) and lots, lots of coffee - do in time or go home scenario this one so there surely were no time for any optimizations and bug hunting - just a good old bruteforce feature\prop cramming, still the contractors were happy and are already past the third floor building it so I'm pretty happy about it too)) All of the vegetation is scattered using Forestpack if that matters and something tells me it probably does...

To Juraj this http://clip2net.com/s/3iwiXpU is how it looks - not that much to look at the moment but the possibilities are quite promising ))
Title: Re: Daily Builds
Post by: Ondra on 2015-06-01, 20:14:43
CoronaBitmap update coming in few minutes.
Title: Re: Daily Builds
Post by: Ondra on 2015-06-01, 21:23:02
ok, little mistake in the build, wait for new one ;)
Title: Re: Daily Builds
Post by: romullus on 2015-06-01, 21:52:05
Too late, i already downloaded and my computer exploded :[

Didn't found anything about gamma bug in changelog. Hasn't fixed yet?
Title: Re: Daily Builds
Post by: Ondra on 2015-06-01, 23:00:13
Gamma still ignored, but output works
Title: Re: Daily Builds
Post by: Ondra on 2015-06-01, 23:31:51
aaaaand second try with the build ;)
Title: Re: Daily Builds
Post by: antanas on 2015-06-02, 01:55:43
Sadly still the same - infinite scene parsing on this one too (
Title: Re: Daily Builds
Post by: Ondra on 2015-06-02, 09:05:53
Sadly still the same - infinite scene parsing on this one too (
Any CoronaBitmap in displacement? Can I have the scene?
Title: Re: Daily Builds
Post by: antanas on 2015-06-02, 16:47:12
Sadly still the same - infinite scene parsing on this one too (
Any CoronaBitmap in displacement? Can I have the scene?

Hi, the thing is I hadn't done any standard map to corona bitmap conversions - just opened that 2 (or more) months old scene and tried to do some rendering comparisons before conversion and after and got that nasty infinite scene parsing even without doing any conversions - tried resetting render settings too but to no avail (
  I can try uploading that scene (just tell me where) but it is really heavy - max file itself is huge even without textures (and there are some really big ones there like 1.5gb satellite imagery tree growth masks etc.) tree proxies etc etc plus as I said before is quite badly optimized as for now and is just a small visible part of this scene http://clip2net.com/s/3iFgNrz which is still heavily wip (quite an early wip in that render no unique buildings at that stage) but you can easily guess why it is so heavy and unoptimized and why I'm so concerned with the possibility of increased memory consumption too )) - stil it did render on all of the previous builds even though by chewing lots of ram, but now with 1.1 dailies it does not even go past that goddamned scene parsing (
 Why I decided to make such a large scale scene - well the thing is (insanity aside)), it covers or more exactly will cover all of the region where I live and mostly work - both as an architect and 3d viz artist (or how it's called )) and after all those years it got somewhat annoying to build background environment from scratch for each new site I'm working on so I decided to do it once and for all, even if just in most general way yet with all most noticeable landmarks and some of more unique buildings etc. which makes that city\area recognizable and then just add some more details closer to the currently worked on site environment when i need to - it is quite and ambitious project to undertake but even if somewhat slowly I'm still getting there and Corona does hell of a good job for such scenes. 
Title: Re: Daily Builds
Post by: Ondra on 2015-06-02, 17:16:46
ok, let me know if you find any simpler scene with similar problem.
Title: Re: Daily Builds
Post by: VASLAVO on 2015-06-02, 23:38:10
Hi, none of the heavy scenes that ive try open, 3dsmax send an error and closes, dont know what it is exactly but later on the evening i will give it another test, for the moment tried with 4 different really heavy scenes and none of them open, similar as the error with the targets on lights some versions ago.hope it helps. (all of these scenes have forest plugin and nothing else)
Title: Re: Daily Builds
Post by: antanas on 2015-06-03, 13:55:09
Hi, none of the heavy scenes that ive try open, 3dsmax send an error and closes, dont know what it is exactly but later on the evening i will give it another test, for the moment tried with 4 different really heavy scenes and none of them open, similar as the error with the targets on lights some versions ago.hope it helps. (all of these scenes have forest plugin and nothing else)
So some sort of latest build's incompatibility with forespack is most likely a culprit, both in your case and in mine, your's is probably crashing due to running out of ram - mine just hangs on scene parsing with slow but constant ram consumption growth, just because I've got 64gigs of it and it cannot fill all of it at once. Just to clarify - I use max 2016 and Forest Pack Pro v4.3.8b and again have no such problems using previous builds - maybe that's somewhat related to the way FP scatters objects, as it most probably uses particles with some sort of instancing for that, and Corona got this new Particle Flow instancing itself in those latest builds so ...
Title: Re: Daily Builds
Post by: VASLAVO on 2015-06-03, 15:19:13
yes, but is not ram issue related because i have 64 gigs of ram on one machine and 48 on another one and the same error on both, using 3dsmax 2014 and fores 437, i will try 438 to see if it will open at least.
Title: Re: Daily Builds
Post by: Alessandro on 2015-06-03, 16:18:26
Tested Corona Bitmap in last build - 2015-06-01
1. using real world scale, scale value is wrong. You also don't see the measurement unit you're working with in textbox.
2. preview in viewport doesn't work. Actually, you can see the bitmap with uncorrect scale (fitted if not real world scale)
3. changing between real world scale and not-real world scale in Corona bitmpa parameter causes an offset in mapping
4. using mirrored instead of repeated tiling works wrong as max bitmap: it use half size scale; can Corona work better than max in this? ;)

regards
Title: Re: Daily Builds
Post by: maru on 2015-06-03, 16:26:10
Please put all of these in bug reporting section or on Mantis.
Title: Re: Daily Builds
Post by: Alessandro on 2015-06-03, 18:00:13
Please put all of these in bug reporting section or on Mantis.

Ok. Actually, I did suppose that it's a little bit early to talk of bugs, I consider Corona bitmap in an Alpha stage ;)

Btw, done:
https://forum.corona-renderer.com/index.php/topic,8292.0.html
Title: Re: Daily Builds
Post by: Ondra on 2015-06-03, 18:28:57
just the fact that CoronaBitmap is in alpha stage does not make this thread less cluttered and confusing when we have to search for bug reports in the last 5 pages ;)
Title: Re: Daily Builds
Post by: Ondra on 2015-06-04, 00:08:52
New daily: another big progress on CoronaBitmap, and also stability fixes. If you had a scene that crashed during parsing, please try it with the new build: https://forum.corona-renderer.com/index.php/topic,7238.msg54911.html#msg54911
Title: Re: Daily Builds
Post by: antanas on 2015-06-04, 15:11:03
 Tried latest daily - got the same issue, got irritated, done some thorough scene digging\checking\debugging and it seems I've finally found the culprit which happened to be Laubwerk's plants (again!!!) - replicated the process on an empty scene, imported those trees via Laubwerk's Plant Library Browser and got the same infinite scene parsing in that tree only containing scene too.
 One should be aware for it only happens when the trees are imported using high quality settings and are displayed as a convex hull or pointcloud model in the viewport, because if they are displayed as a normal geometry or are converted to e.p. or e.m. afterwards they render fine, still as I've wrote earlier it happens only with current 2015-05-28 - 2015-06-03 1.01 dailies and did not occur with previous ones. It would be good if that could be fixed as I've come to liking Laubwerk's trees partially because of their speedy convex hull viewport preview models which, as one can easily guess, is very useful on heavy scenes.
Title: Re: Daily Builds
Post by: maru on 2015-06-04, 15:23:24
Antanas, could you please check two things:
-in any scene, select any Laubwerk plant object > hit render
-in the same scene, deselect all, or select any object OTHER THAN Laubwerk > hit render
Title: Re: Daily Builds
Post by: antanas on 2015-06-04, 16:21:36
Tried that - strange thing is this time I've got no crashes doing either of that, maybe I was a little too hasty to point Laubwerk's plants as a culprit or at least as a sole culprit as they still triggered that crash\hang a few times and I'm still getting those crashes on the above scene so will try to do some even more thorough investigation... 
Title: Re: Daily Builds
Post by: romullus on 2015-06-05, 11:46:58
New 1.1 bitmap update
  • Added option of entirely disabling filtering

How to do that? Initially i thought that setting blur to 0 will disable filtering, but it turned out that there still some filtering going on.
Scratch that, i guess i'm confusing filtering with interpolation.
Title: Re: Daily Builds
Post by: lacilaci on 2015-06-05, 12:48:57
"2, Future native support of 3ds Max Bitmap (3dsMax bitmaps will be internally converted to CoronaBitmaps on each render)"

Now this... sounds interesting.. But I guess maybe sometimes after core rewrite? 1.5, 2.0 maybe?
Title: Re: Daily Builds
Post by: antanas on 2015-06-05, 14:59:00
ok, let me know if you find any simpler scene with similar problem.
Hello, I found another older production scene which suffers from the same behaviour as the above one and as it is way lighter I can upload it for your testing, but the thing is it might be unnecessary to upload for almost any scene containing forest pack objects acts the same way, even those which are posted in their tutorials section, thus you can easily replicate that.
 Strange thing is, all those (mine and theirs) scenes render fine when material override is enabled and some textureless material is applied, but if that override material is containing some bitmap\texture it mostly hangs and if does not hang at the start it does so on render stop after some tremendously slow scene parsing and very slow render - stranger still it does not hang if that material is containing some procedural maps like checker etc. instead of texture so most probably that is not instancing nor laubwerk plants related bug after all or not only at least.   
Title: Re: Daily Builds
Post by: romullus on 2015-06-05, 15:57:48
Hey antanas, could you log it on mantis? I'm affraid your report could lost here among all debates.
Title: Re: Daily Builds
Post by: antanas on 2015-06-07, 20:08:19
Hey antanas, could you log it on mantis? I'm affraid your report could lost here among all debates.
Hi, I see debates were cleared out quite a bit - good riddance I might add, still I already logged it on mantis as that bug, imo, is a nastiness incarnate and surely it needs some urgent attention, god forbid it makes it's way to corona's 1.1 release thus making it completely useless at least for me and probably for all other Forest Pack users too.
 Strange thing though - maybe that's just something wrong in my case as too few people reported anything similar to that and it seems only Maru and KOGODIS have some issues like that but not exactly like that at least in KOGODIS's case. So can anyone confirm that scenes using Forest Pack are crashing on latest dailies ? please someone confirm it, cause I'm beginning to doubt my sanity here - again )) 
Title: Re: Daily Builds
Post by: Javadevil on 2015-06-08, 02:36:48
Hi, I see debates were cleared out quite a bit - good riddance I might add, still I already logged it on mantis as that bug, imo, is a nastiness incarnate and surely it needs some urgent attention, god forbid it makes it's way to corona's 1.1 release thus making it completely useless at least for me and probably for all other Forest Pack users too.
 Strange thing though - maybe that's just something wrong in my case as too few people reported anything similar to that and it seems only Maru and KOGODIS have some issues like that but not exactly like that at least in KOGODIS's case. So can anyone confirm that scenes using Forest Pack are crashing on latest dailies ? please someone confirm it, cause I'm beginning to doubt my sanity here - again )) 

I'm having problems with Forest pro too, I thought I'd tried the latest build Jun 4th 2015 with a scene with a bit of forest pro going on and it no longer renders. 
Hide Forrest pro objects and all works.
Title: Re: Daily Builds
Post by: Alessandro on 2015-06-08, 09:34:06
"Future native support of 3ds Max Bitmap (3dsMax bitmaps will be internally converted to CoronaBitmaps on each render)"

About this, now Corona bitmap let us choose sampling method. How will we does this in future scenario? Why don't leave a Corona Bitmap if it works better than Max standard?
Title: Re: Daily Builds
Post by: johan belmans on 2015-06-08, 17:07:41
"Forest pack...... long parsing....."

same problem overhere
Title: Re: Daily Builds
Post by: antanas on 2015-06-08, 18:32:51
Well, glad to hear I'm not the only one ))
Title: Re: Daily Builds
Post by: Alexp on 2015-06-08, 18:43:54
"Forest pack...... long parsing....."

same problem overhere

Me too.
Title: Re: Daily Builds
Post by: Ondra on 2015-06-08, 21:49:51
Can I get a problematic forestpack scene? It seems to work here
Title: Re: Daily Builds
Post by: antanas on 2015-06-09, 14:19:30
Can I get a problematic forestpack scene? It seems to work here

Hi - for example you cand try this one http://www.itoosoft.com/tutorials/tutorial_modernbarn.php - here, https://dl.dropboxusercontent.com/u/18913767/01%20CORONA/forest_tutorial_modernbarn_corona.rar I already done some simple conversion to Corona using Martin's coronaConverter_v1.08 for it is not corona bitmap aware so thus they are out of the equation and Pavel's Vray proxy to Corona proxy converter for some sunflower model proxies which were there - older 2015-05-06 build renders that scene without any troubles but newer ones hang on scene parsing part.
And this https://dl.dropboxusercontent.com/u/18913767/01%20CORONA/Some%20small%20house.7z is one of my own, small, Corona only made scenes which suffers from the same behaviour - there can be some plugins like Atiles or Mightytiles used in it but even if you got none of those and they will not appear, the behaviour should be similar - crash with latest dailies when forest pack objects are there (just the lawn and some boxwood fence if I remember correctly) and none if they are deleted or hidden.
Both scenes are in Max 2016 format which is awesome btw, but I can resave them to older ones if needed.

Edit: I tried converting this one http://www.itoosoft.com/tutorials/tutorial_realgrass.php and strangely it renders without crashes - the only real difference (beside the model quantity and complexity) which I spotted between those scenes - this one does not use any opacity maps in its materials and uses just one diffuse texture for models scattered in fp objects, that is somewhat similar to the behaviour of those above scenes cause if material override is enabled and some simple\textureless material is used, they render past the scene parsing without any problems too.
Title: Re: Daily Builds
Post by: romullus on 2015-06-10, 10:31:45
Noticed that CoronaBitmap is rendered at much lower quality compared to native bitmap loader in material editor preview window. Is this for performance reason?

Edit: just found that it affects ME Render Map funcionality too, so reported it as a bug on mantis.
Title: Re: Daily Builds
Post by: Ondra on 2015-06-10, 13:36:12
romulus: ok, lets treat it as a bug
antanas: Ludvik managed to reproduce it, I will take a look
Title: Re: Daily Builds
Post by: Ondra on 2015-06-10, 18:41:12
New daily fixes the forest pack issue, let me know if you have any problems with licensing (if it would require re-activation)
Title: Re: Daily Builds
Post by: antanas on 2015-06-10, 20:40:52
New daily fixes the forest pack issue, let me know if you have any problems with licensing (if it would require re-activation)
Glad to hear that, but it seems you forgot to upload that new build to dropbox as the 2015-06-10 folder is empty.
 And, not necessary but still, it would be good to know which types of maps, geometry, plugin combination or workflow caused that behaviour, to try to avoid using that in the future or at least to know what to check for if that or some similar bug somehow manages to reappear some day.
Title: Re: Daily Builds
Post by: Ondra on 2015-06-11, 00:49:35
The files are currently there. My dropbox crashed previously, but it seems to be OK. Let me know if you can download.
Title: Re: Daily Builds
Post by: Javadevil on 2015-06-11, 04:07:27


Looks like Forrest Pro is working again ( build Jun 10 2015 )
So far so good.

cheers
Title: Re: Daily Builds
Post by: antanas on 2015-06-11, 13:06:43
 It seems that Forest Pack is back in action !
 Tested almost all of my troubled scenes - no problems encountered.
 No licence reactivation was necessary.
Title: Re: Daily Builds
Post by: Ondra on 2015-06-11, 13:34:43
great, we are getting really close to 1.1
Title: Re: Daily Builds
Post by: cecofuli on 2015-06-11, 16:46:23
Ondra, can you add the possibility to "right click" on the Coronabitmap with "Copy/Paste option? Like in 3ds max Bitmap.
It's very useful!!
Title: Re: Daily Builds
Post by: maru on 2015-06-11, 16:58:36
Ondra, can you add the possibility to "right click" on the Coronabitmap with "Copy/Paste option? Like in 3ds max Bitmap.
It's very useful!!
Reported on Mantis.
Title: Re: Daily Builds
Post by: antanas on 2015-06-11, 17:13:20
Yep, that function is just a plain necessity, or at least I can't imagine corona bitmap being handy to work with without it.
Title: Re: Daily Builds
Post by: Bormax on 2015-06-12, 10:05:53
Hi.
Is it possible to add "flip map" V/H check box to CoronaBitmap? In Max's Bitmap it's possible rotating map 180' by V (horisontal flip) or U (vertical flip), in CoronaBitmap there rotation only by W is avalable.
Title: Re: Daily Builds
Post by: romullus on 2015-06-12, 10:13:37
Simply set tiling to -1 to flip map in U and/or V direction.
Title: Re: Daily Builds
Post by: Bormax on 2015-06-12, 11:13:45
Simply set tiling to -1 to flip map in U and/or V direction.
Tiling set 1 by default. How it can flip a map?
Title: Re: Daily Builds
Post by: Bormax on 2015-06-12, 11:15:57
Simply set tiling to -1 to flip map in U and/or V direction.
Sorry, now I get the point. It's minus 1! Never thought to use values lower than 0 in tiling counters;)
Yes, it works!
Thank you!
Title: Re: Daily Builds
Post by: Ondra on 2015-06-12, 18:59:26
CoronaBitmap (initial version for 1.1) is more or less done now, build will be up in 10 minutes
Title: Re: Daily Builds
Post by: Bormax on 2015-06-12, 22:49:43
Hello,
I noticed that CoronaBitmap's "crop/place" doesn't work in bump slot in "place" mode. It works as if "crop/place" is off.
Title: Re: Daily Builds
Post by: hubrobin on 2015-06-13, 10:56:13
Hey Bormax,

thanks for reporting this. I have logged it into Mantis and I will get it fixed by Monday.

Robin
Title: Re: Daily Builds
Post by: Ondra on 2015-06-15, 19:47:52
Go ahead and test 1.1 RC1: https://forum.corona-renderer.com/index.php/topic,7238.msg55846.html#msg55846

If no new problems are found, this version will be released as the official 1.1 build in few days
Title: Re: Daily Builds
Post by: cecofuli on 2015-06-15, 23:19:16
Commercial suggestion Ondra. Maybe it's a good idea to make a short video tutorial (3-4 miuntes) with all the new features, like in V-Ray. It's will be easier to follow The Corona upgrades :)
Title: Re: Daily Builds
Post by: juang3d on 2015-06-16, 01:20:48
Agree with cecofuli :)

Marketing is always needed and good if it's useful.

Cheers!
Title: Re: Daily Builds
Post by: arqrenderz on 2015-06-16, 01:45:45
And what about some tutorials? i dont know when to use corona multi material (still using bercon tile with multitexture  and so on...)
Title: Re: Daily Builds
Post by: Ondra on 2015-06-16, 11:41:25
RC2 is up: fixed crash with corona bitmap inside composite map
Title: Re: Daily Builds
Post by: VASLAVO on 2015-06-16, 15:42:40
the corona bitmap has a view bitmap option like standard bitmap?, in cant seem to find it, if istn it would be a useful request like when you need to crop some map, like a graphic help.
Title: Re: Daily Builds
Post by: romullus on 2015-06-16, 19:02:04
This is not planned, AFAIK: https://corona-renderer.com/bugs/view.php?id=1109
Title: Re: Daily Builds
Post by: kregred on 2015-06-17, 14:52:44
Corona version: 1.01.00, Maxsdk version: 2014
Build timestamp: Jun 16 2015 16:48:31
Defines: Wide RGB
Corona bitmap works badly in bump slots. Time benefits are there, but the picture gets blurry and unrecognizable textures. Bump with new map became horrible, I couldn't set it up good
Title: Re: Daily Builds
Post by: Polymax on 2015-06-17, 15:01:27
Corona version: 1.01.00, Maxsdk version: 2014
Build timestamp: Jun 16 2015 16:48:31
Defines: Wide RGB
Corona bitmap works badly in bump slots. Time benefits are there, but the picture gets blurry and unrecognizable textures. Bump with new map became horrible, I couldn't set it up good
+1
Left - coronabitmap
Right - Standart bitmap
(http://c2n.me/3jqwAxY.jpg)
Title: Re: Daily Builds
Post by: maru on 2015-06-17, 15:22:21
Kregred and Polymax, how are those bumpmaps made? 1 bitmap or some more complex setup? Screens? Scene?
Title: Re: Daily Builds
Post by: Polymax on 2015-06-17, 16:43:36
Kregred and Polymax, how are those bumpmaps made? 1 bitmap or some more complex setup? Screens? Scene?
bump - one bitmap with default settings (CoronaBitmap and standart). and glossy/refl color through standart ColorCorrect.
Coronabitmap loses detail.
(http://c2n.me/3jqZXBj.png)
Title: Re: Daily Builds
Post by: Alessandro on 2015-06-17, 16:48:47
I find a very little difference using a jpg prepared to be used as bump (the bw map) and a large difference using the diffuse map as bump (colored map). All parameters are as default.

Btw, Corona 1.01 on max 2015.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-06-17, 17:06:14
Actually CoronaBitmap seems to preserve detail across different blurring levels. If you change bitmap blur in standard Max bitmap from 1.0 to 0.1, bump will become LOT stronger, where as with CoronaBitmap, bump amount will remain the same. So you will probably need to compensate for it with bump strength.
Title: Re: Daily Builds
Post by: Polymax on 2015-06-17, 17:19:47
Actually CoronaBitmap seems to preserve detail across different blurring levels. If you change bitmap blur in standard Max bitmap from 1.0 to 0.1, bump will become LOT stronger, where as with CoronaBitmap, bump amount will remain the same. So you will probably need to compensate for it with bump strength.
in my example blurring level on all bitmaps = default (i.e = 1) and in CoronaBitmap and Standart bitmap.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-06-17, 17:24:59
Actually CoronaBitmap seems to preserve detail across different blurring levels. If you change bitmap blur in standard Max bitmap from 1.0 to 0.1, bump will become LOT stronger, where as with CoronaBitmap, bump amount will remain the same. So you will probably need to compensate for it with bump strength.
in my example blurring level on all bitmaps = default (i.e = 1) and in CoronaBitmap and Standart bitmap.

Yes, i know there is still some difference. Corona does filtering differently to Max's native bitmap. But if you will try blur 0.1, you will see difference will be much bigger ;)
Title: Re: Daily Builds
Post by: kregred on 2015-06-17, 17:33:46
in my example blurring level on all bitmaps = default (i.e = 1) and in CoronaBitmap and Standart bitmap.
Me too. The overall impression of the image with a CoronaBitmap - no details. Diffusion also loses detail, but I will check.
p.s. It is too early to state, I first perform the test. And tested for complex scenes, rather than simple balls. ;)
Title: Re: Daily Builds
Post by: maru on 2015-06-18, 13:09:48
Hey, I checked and I can't produce such visible differences between standard and Corona's bmp. Here are my tests. Can you guess which one is which? :) Used different variations of filtering blur, colored and greyscale images, bump and diffuse. Any advices?
Title: Re: Daily Builds
Post by: Alessandro on 2015-06-18, 15:30:15
Hey, I checked and I can't produce such visible differences between standard and Corona's bmp. Here are my tests. Can you guess which one is which? :) Used different variations of filtering blur, colored and greyscale images, bump and diffuse. Any advices?
Maru, really you can't see any differences between the 2 sphere in the first image? IMHO it seems you use two different picture for bump, the left one is a lot more defined than the right one, and this is probably more evidenced with a glossy material.
Title: Re: Daily Builds
Post by: maru on 2015-06-18, 15:38:04
Hey, I checked and I can't produce such visible differences between standard and Corona's bmp. Here are my tests. Can you guess which one is which? :) Used different variations of filtering blur, colored and greyscale images, bump and diffuse. Any advices?
Maru, really you can't see any differences between the 2 sphere in the first image? IMHO it seems you use two different picture for bump, the left one is a lot more defined than the right one, and this is probably more evidenced with a glossy material.
You are right, but it is not as apparent as in examples posted above. Btw, Corona bitmap is the left half.
Title: Re: Daily Builds
Post by: Alessandro on 2015-06-18, 15:55:22
Btw, Corona bitmap is the left half.

Ahah, I was almost sure about this ;D but, did you use standard default values for both? Can we see the map you use? ;)

Btw, here we use to call this kinda research "pippe mentali" that means more or less mental masturbation, but actually in some particular scene, as Polimax one, it can give quite different results...

Edit:
also, I've just open your scene, you are using the map (lost ;) ) as diffuse, have you tested it  as bump?
Title: Re: Daily Builds
Post by: maru on 2015-06-18, 16:39:48
Oh come on...

Can we see the map you use? ;)
You can put your own.

Quote
also, I've just open your scene, you are using the map (lost ;) ) as diffuse, have you tested it  as bump?
I showed examples with bump. Also this:
Quote
Used different variations of filtering blur, colored and greyscale images, bump and diffuse
Title: Re: Daily Builds
Post by: pokoy on 2015-06-19, 14:22:54
Is there a problem with region rendering with IR in 1.01? I remember crop wasn't working but region did, but I can't get it to work, it'll always render a full frame.
Title: Re: Daily Builds
Post by: romullus on 2015-06-19, 15:03:26
Working fine here. max 2014 sp5
Title: Re: Daily Builds
Post by: arqrenderz on 2015-06-19, 17:22:17
I have the same issue that pokoy max design 2015 sp3
Title: Re: Daily Builds
Post by: Bormax on 2015-06-20, 15:12:31
I use 2014 sp5 ana IR never rendered region, always full frame
Title: Re: Daily Builds
Post by: romullus on 2015-06-20, 15:15:29
Ups sorry pokoy, didn't notice that you're talking about interactive rendering. No, region isn't working with IR and never did, AFAIR.
Title: Re: Daily Builds
Post by: romullus on 2015-06-21, 11:53:59
Actually, i start to liking how CoronaBitmap handles bump mapping. I'm working on one model which contains very fine and subtle details in bump maps. With max bitmap i have to constantly change bump map filtering and/or strenght if i want to render close ups or general views. With CoronaBitmap it's much easier, once you find good filtering and strength values, you practically don't have to touch it again. That's awesome!
Title: Re: Daily Builds
Post by: pokoy on 2015-06-21, 12:26:17
Ups sorry pokoy, didn't notice that you're talking about interactive rendering. No, region isn't working with IR and never did, AFAIR.

Strange, I seem to remember it did. Nevermind then!
Title: Re: Daily Builds
Post by: pokoy on 2015-06-25, 17:04:11
I just remembered this from the latest blog entry about 1.1:

Quote
Glossy reflections are no longer darker on object outlines.

I have a wall with a glossy value of 0.1 and there's clearly still a problem with this. Is this really fixed and I'm seeing something else here or is it fixed but still visible under special conditions?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-06-25, 17:19:26
I just remembered this from the latest blog entry about 1.1:

Quote
Glossy reflections are no longer darker on object outlines.

I have a wall with a glossy value of 0.1 and there's clearly still a problem with this. Is this really fixed and I'm seeing something else here or is it fixed but still visible under special conditions?

It's just fixed, and works. Maybe your scene has some other specific problem, or you just mistake correct behavior for a bug. Posting image would help a lot.
Title: Re: Daily Builds
Post by: pokoy on 2015-06-25, 17:28:57
Found the cause - it was an older scene done months ago and 'Legacy Mode' was still checked in every older material, unchecking it helped. Seems I'll have to go through all my scenes and uncheck that silly checkbox on all materials. Fun!

The render looks much better now ;)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-06-25, 17:51:50
Corona Material Converter from DeadClown should have option for that ;)
Title: Re: Daily Builds
Post by: pokoy on 2015-06-25, 18:24:17
Will try, thanks!

An interesting side effect is that the noise resolves faster, it seems I can get away with 70% of the passes it needed before to get the same noise level. Nice!
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-06-25, 18:41:54
I do not think GGX was supposed to be any faster :X But if it is, then it's awesome :) Perhaps in some scenes, especially with materials with very low glossiness, it could.
Title: Re: Daily Builds
Post by: maru on 2015-06-25, 21:58:04
I do not think GGX was supposed to be any faster :X But if it is, then it's awesome :) Perhaps in some scenes, especially with materials with very low glossiness, it could.
It is. There were examples when it was introduced.
Title: Re: Daily Builds
Post by: Ondra on 2015-06-30, 11:08:23
I just got a scene where CoronaBitmap helps to speed up the render by a factor of 20. Holy shit ;)
Title: Re: Daily Builds
Post by: Juraj on 2015-06-30, 12:47:06
I just got a scene where CoronaBitmap helps to speed up the render by a factor of 20. Holy shit ;)

Impossible according the One :- D


Quote
4) VrayBitmap - Several other renderers have this like corona Bitmap for instance, and I think they are getting 10-15% increase in rendering speed because of it. would be nice to have integrated color correction in that also.

That's not true, CoronaBitmap is not faster than the Max Bitmap and in some cases is slower. Whatever speed it has seems to be because it doesn't implement filtering quite properly yet, or implements lower quality filtering (like bilinear instead of cubic). With that said, some improvements to VRayHDRI are certainly possible to make it a few percent faster. However make no mistake - the Max Bitmap is actually really good (if Bitmap pager is off). It only mildly sucks for HDR floating-point images.

Best regards,
Vlado
Title: Re: Daily Builds
Post by: Ondra on 2015-06-30, 13:32:00
Attached is the scene I got from a customer for debugging of an unrelated problem. I cannot show more due to the implied confidentiality, but it is a typical production scene. There is probably something set up incorrectly in 3ds Max, but the difference still shocked me - rendering phase is 25 times faster.

This is the behavior I was observing in 3dsmax - the max bitmap is consistently 10-15% slower, but in some very specific cases the difference is MUCH bigger for some reason. This is the case where woodoo debugging such as resaving to .gif helps, but nobody was able to discover a reliable pattern.

PS: If you are going to repost this to vray forum, please ask vlado what T-shirt size is he ;)
Title: Re: Daily Builds
Post by: johan belmans on 2015-06-30, 15:53:46

PS: If you are going to repost this to vray forum, please ask vlado what T-shirt size is he ;)

:-)
Title: Re: Daily Builds
Post by: Ondra on 2015-06-30, 16:03:51
btw yes, the scene had bitmap paging turned on. I did not know that setting was per-scene ;). But even without it there is a nice boost about 20%... and it just shows that people do not know about the option. I will have to see if I can detect it is being used.
Title: Re: Daily Builds
Post by: maru on 2015-06-30, 16:05:56
btw yes, the scene had bitmap paging turned on. I did not know that setting was per-scene ;). But even without it there is a nice boost about 20%... and it just shows that people do not know about the option. I will have to see if I can detect it is being used.
It would be great. There already was a discussion abut it, something like auto-check for known problems. "Cast shadows" disabled in object properties, bitmap paging, internal resolution,...
Title: Re: Daily Builds
Post by: romullus on 2015-06-30, 16:29:29
I use great little script that DeadClown gave me. It shows warning message everytime i open a scene with bitmap paging on. Invaluable tool! It saves me from potential headaches so many times :]

And there's another script that ensures that everytime i start or reset max, bitmap paging is turned off. You can never be too much ensured :]
Title: Re: Daily Builds
Post by: antanas on 2015-06-30, 21:07:47
Yeah that little script is a must (thanks to Martin, again)) - saved me from quite a few headaches too, especially when opening some older or not my own made scenes - bitmap pager can be a real pain if it is not detected in time and why autodesk doesn't remove that outdated troublemaker is just beyond my understanding. Some sort of disabled cast shadows warner\disabler\enabler\fixer )) would be quite nice to have too.
Title: Re: Daily Builds
Post by: Christa Noel on 2015-07-04, 04:07:00
hi guys,
I found a small difference in speed when corona bitmap used as spherical backplate. corona bitmap is a bit slower than vray hdri.
the scene is only an object and a plane with shadow catcher. what do you think, did I do some mistake or it's a known thing?
Title: Re: Daily Builds
Post by: Ondra on 2015-07-04, 08:57:46
the difference is negligible, and I assume vray HDRI is also optimized, so this is not a problem/surprise
Title: Re: Daily Builds
Post by: Christa Noel on 2015-07-06, 03:56:35
the difference is negligible, and I assume vray HDRI is also optimized, so this is not a problem/surprise
yes, only get this small different when used as environment backplate. even in big scene it got no big difference too. :)
Title: Re: Daily Builds
Post by: Ondra on 2015-07-08, 12:36:28
Teaser
Title: Re: Daily Builds
Post by: antanas on 2015-07-08, 13:15:18
Now that is looking really promising! It is some sort of image feature based displacement subdivision - do I get it right?
Title: Re: Daily Builds
Post by: johan belmans on 2015-07-08, 13:22:21
oooowwwwhh

can't wait to test that feature
Title: Re: Daily Builds
Post by: Javadevil on 2015-07-09, 01:18:57

Woohoo lovin' both the keep edges displacement and adaptivity !! nice !!
Title: Re: Daily Builds
Post by: Christa Noel on 2015-07-09, 06:01:41
adaptivity on displacement, that sounds so delicious!!
when will the build release?? I can't wait for those things anymore :D
Title: Re: Daily Builds
Post by: fire3d on 2015-07-09, 16:16:17
wow, this look's awesome and very handy Ondra, can't wait to play with the Displacement features
Title: Re: Daily Builds
Post by: bs on 2015-07-09, 18:26:27
uijah - adaptive displacement is one nice thing=) unbelieveable what you guys keep on setting up here ... im still in the awww
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-13, 14:21:38
Some quick test of new displacement. Everything is displaced. The thing in the middle was originally just a torus knot :D

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=7239.0;attach=33797)
Title: Re: Daily Builds
Post by: PROH on 2015-07-13, 16:13:29
Realy great stuff :)
Title: Re: Daily Builds
Post by: romullus on 2015-07-13, 17:35:12
Stop teasing and give us a new build to play! Now! :]
Title: Re: Daily Builds
Post by: Ondra on 2015-07-13, 18:49:00
Stop teasing and give us a new build to play! Now! :]

doing the anti-piracy protection right now ;)
Title: Re: Daily Builds
Post by: Juraj on 2015-07-16, 18:45:02
Just read the "1.2" notes... crazy. Now that's a way to spend summer :- )

Can't wait to use "render selected".
Title: Re: Daily Builds
Post by: Ondra on 2015-07-16, 18:56:41
Just read the "1.2" notes... crazy. Now that's a way to spend summer :- )

Can't wait to use "render selected".

Well we have AC, so it is pleasure ;)

its the 3dsmax "isolate selected on render", not the "I want a mask in shape of this object". That one is planned for few weeks later
Title: Re: Daily Builds
Post by: juang3d on 2015-07-16, 20:34:12
But will it work with network rendering?

I'm in the exact need of a mobile render area for a fix for a project, but there is no way to do this right now.

Cheers!
Title: Re: Daily Builds
Post by: Ondra on 2015-07-16, 21:38:50
render selected? No. Alternative advanced implementation is planned.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-16, 22:04:13
Just to clarify, what Ondra is referring to is just a 3ds Max native feature that only does what isolate selected (Alt+Q) does, but it happens only at rendertime. - This one is implemented already

The REAL render selected, that renders cutout of the selected objects but in the context of the rest of the scene is not yet implemented, but is planned to be.

The way Ondra said it is a little confusing. Render selected as in cutout of the selected object is not an advanced version of the render selected feature 3ds Max has in region to render dropdown menu. Those are two completely unrelated features for completely different purposes, that just share the naming for an unfortunate reason.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 00:31:01
aaaand the build is finally up... f****ing compiler.
Title: Re: Daily Builds
Post by: VASLAVO on 2015-07-17, 08:30:47
hi guys, thanks for the release, testing right now, no errors, i have only a question, is there a way to have also the corona sun old interface too? it was very easy to set up with hdri
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 09:19:48
hi guys, thanks for the release, testing right now, no errors, i have only a question, is there a way to have also the corona sun old interface too? it was very easy to set up with hdri

no. I should have known there were people who preferred the old way, only they were silent ;)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 09:43:21
Actually new way very similar to old way, it's just that not many people really know how to use 3ds Max. I'll make tutorial on it.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 11:12:17
(https://imgs.xkcd.com/comics/workflow.png)
Title: Re: Daily Builds
Post by: racoonart on 2015-07-17, 11:18:39
It also broke the converter :P
And I actually liked the visual representation of the angles. It was clear where the light is located even from perspective and orthogonal views - now it's as every other light in max.. "somewhere in space"

Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 11:44:11
It also broke the converter :P
And I actually liked the visual representation of the angles. It was clear where the light is located even from perspective and orthogonal views - now it's as every other light in max.. "somewhere in space"

But then if you wanted to exactly orient the sun, you had to keep dragging two spinners around to do so instead of just grabbing move gizmo and placing the sun the way you want it :)

BTW sorry, accidentally clicked modify instead of quote ;)
Title: Re: Daily Builds
Post by: pokoy on 2015-07-17, 11:47:05
So the old sun object is gone?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 11:49:11
Yup... any reason to have it back?
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 11:53:31
I would gladly keep it. But it had one huge problem: its illumination could not be displayed in viewport properly.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-17, 12:04:20
I would gladly keep it. But it had one huge problem: its illumination could not be displayed in viewport properly.

I see - I wonder if that could've been solved on Autodesk's end without having to throw away the old sun...
There was one thing I like though, it was very straightforward to match sun position on a photograph backplate with it: you could place it at where the shadow ends on the ground in the image and move the sliders until it matches. This is less intuitive with the standard target light as you have no indication of the height of the sun, it's all one light without any real representation of where the sun really is.

How's the conversion done when loading an old project? Is a new sun created matching the old sun or do we need to do this manually?
Title: Re: Daily Builds
Post by: Juraj on 2015-07-17, 12:39:34
Yeah the Gizmo was perfect. It made perfect sense for sun, where I never use random position, but instead only iterate on single axis at time. To me I don't think of Sun as some positioned spotlight.
Also yes, as others mentioned, it made matching to HDRi an absolute breeze.

There needs to be a way how to at least get it back, can't they coexist somehow ? Who even uses the shitty viewport illumination ?
Title: Re: Daily Builds
Post by: nehale on 2015-07-17, 12:45:45
...Who even uses the shitty viewport illumination ?

hahaha
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 13:14:05
There are reasons Max's direct light and Vray sun are the way they are. Those reasons may not be obvious to archviz oriented users, but for example animating simple daylight cycle with the gizmo was very painful process.
Title: Re: Daily Builds
Post by: xt13r on 2015-07-17, 13:26:21
As i can see workflow with bump settings changed, am i right?
For example, if later i've set  it about 0.1-0.2, now to achieve the same result i should set it 4 times bigger i.e. 0.4-0.8, right?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 15:23:54
As i can see workflow with bump settings changed, am i right?
For example, if later i've set  it about 0.1-0.2, now to achieve the same result i should set it 4 times bigger i.e. 0.4-0.8, right?

Yup, bump is now by default 4* weaker, so default strength is now on par with Vray/MR. Some of the newbie users usually posted renders where bump mapping was way overkilled, since they just enabled the bump but did not really tweak the value. Professional users would also have to use some low numbers like 0.2-0.02 to get realistic subtle bump. It's kinda annoying to work is such a low range, so default should be something sensible :)
Title: Re: Daily Builds
Post by: antanas on 2015-07-17, 15:48:16
 Omg ! the new displacement is freakin' awesome !
 Displacement modifier is also a much needed addition too, yet I think you could make it even more awesome by adding per modifier displacement quality settings, screen\world size and max subdivs or some sort dynamic\adaptive subdivision limit would make it just perfect and super versatile in many cases - imagine difference in needed displacement quality\precision for some close up ground\objects and some landscape\mountains\etc. in the background and I think one surely needs the ability to control that.
 Nevertheless, you have already done the most user friendly displacement I've seen till now so keep up the good work !
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 15:49:49
Yeah the Gizmo was perfect. It made perfect sense for sun, where I never use random position, but instead only iterate on single axis at time. To me I don't think of Sun as some positioned spotlight.
Also yes, as others mentioned, it made matching to HDRi an absolute breeze.

There needs to be a way how to at least get it back, can't they coexist somehow ? Who even uses the shitty viewport illumination ?

I also preferred the old version. But there were bugs with illumination display (which is useful to match shadows). So the new version won
Title: Re: Daily Builds
Post by: pokoy on 2015-07-17, 15:57:37
Yep, makes sense. How is opening old files working, all converting automagically to the new sun?

Also, blame me for requesting viewport illumination from the sun object. It IS useful.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 16:05:43
Yep, makes sense. How is opening old files working, all converting automagically to the new sun?

yes, should be. All scenes I tried did it without problems.
Title: Re: Daily Builds
Post by: fobus on 2015-07-17, 16:10:31
Even with sun animated through wired parameters?
Title: Re: Daily Builds
Post by: VASLAVO on 2015-07-17, 16:11:12
ok, thanks for the response, but if theres a way to have both versions and they can co-exist it will be awesome, like 3dsmax sun that its located on systems tab so like ive read, nobody uses the light display on viewport funtion jejeje.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 16:24:23
Even with sun animated through wired parameters?
ok, that might be a problem...
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 16:30:41

Here's a tutorial on how to wire new CoronaSun with Environment map ;)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 16:48:57
Omg ! the new displacement is freakin' awesome !
 Displacement modifier is also a much needed addition too, yet I think you could make it even more awesome by adding per modifier displacement quality settings, screen\world size and max subdivs or some sort dynamic\adaptive subdivision limit would make it just perfect and super versatile in many cases - imagine difference in needed displacement quality\precision for some close up ground\objects and some landscape\mountains\etc. in the background and I think one surely needs the ability to control that.
 Nevertheless, you have already done the most user friendly displacement I've seen till now so keep up the good work !

I agree with per-modifier quality settings, but max subdivs option will become deprecated soon. New displacement always creates as many polygons as it needs, not more, not less.

There should be only one quality parameter - size. In screen mode pixel size, in world space mode unit size.  Larger value - faster but low quality displacement / smaller value, slower but high quality displacement. One value, simple to understand. As for adaptivity, new displacement is adaptive by default.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-17, 16:57:49
As for the new sun, how about the target of the new sun will just be the old viewport icon and would update its rotation and zenith angle representation according to the main sun icon...? It could even display both values in the modify tab so you always exactly know what angle it's at. Does that sound useful? Is it even possible?
Title: Re: Daily Builds
Post by: Ondra on 2015-07-17, 17:14:30
combining the two approaches is generally not possible/wise.... it would be seriously raping the 3dsmax object system.
Title: Re: Daily Builds
Post by: kregred on 2015-07-17, 17:42:52
Here's a bug with CoronaDisplacementMod
Title: Re: Daily Builds
Post by: Juraj on 2015-07-17, 18:03:56

Here's a tutorial on how to wire new CoronaSun with Environment map ;)

"Genial".

5 minutes to do what took 5 seconds (and which was precise to single percent). Same tutorial has been on internet for years by many others, like Guthrie,etc.. 

Hope someone can script some visual representation model to bring back the same controls.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 18:17:38
I don't understand. Wiring environment with old sun gizmo required exactly the same amount of steps and effort. Only difference was that you had to wire Rotation [deg] spinner parameter to U offset of the map, instead of Z rotation of the target. And rotating sun was then done by Rotation [deg] parameter, where as now is done by rotating target in Z axis. I just tried it with older build to be sure, and it's not slower, nor faster to accomplish.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 18:25:02
Actually i take that back. It was a bit harder and took a longer time to achieve with the old gizmo, because once you wired Rotation [deg] to U offset, you still had to do additional manual numeric offset to align horizontal rotation of the gizmo to the sun disc on environment map. That took a while by trying hit and miss values until it lined up.

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=7239.0;attach=33904)

Whereas with new Sun, you can just grab the sun in viewport, and move it around using move gizmo so it lines up. A lot faster imo.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 19:30:43
And here's a video:

Showing that new CoronaSun object is as fast, if not faster to use than the old one. If anyone has any use case where usage of new gizmo is significantly worse/slower than the old one, then let me know so I can try it out. I have no problem changing my mind and trying to convince Ondra to change his if a reasonable evidence is presented.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-17, 19:50:09
Actually, in the beginning I didn't like the sunlight object and found it clunky to work with. Now that I got used to it I'm hesitant to say that I like the change back... But I really missed viewport lighting preview from the sun so I guess I can get used to the old sun again.
It may not be hard to live without it when you work on your own but once a client wants to have a look at different sun positions with you it's just more comfortable to have a preview.
The old sun on the other hand had the big advantage that memorizing an alternate sun position was a matter of writing down two numbers and not having to clone the sun object or animating its position. IF there's a way to script a sun helper that will control the new sun object and vice versa, that would be the way to go, rotation and zenith angle are just so easy to work with.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-17, 20:04:20
Actually, in the beginning I didn't like the sunlight object and found it clunky to work with. Now that I got used to it I'm hesitant to say that I like the change back... But I really missed viewport lighting preview from the sun so I guess I can get used to the old sun again.
It may not be hard to live without it when you work on your own but once a client wants to have a look at different sun positions with you it's just more comfortable to have a preview.
The old sun on the other hand had the big advantage that memorizing an alternate sun position was a matter of writing down two numbers and not having to clone the sun object or animating its position. IF there's a way to script a sun helper that will control the new sun object and vice versa, that would be the way to go, rotation and zenith angle are just so easy to work with.

Some hints:

- Previously it was a matter of writing down two values, now it's a matter of setting single keyframe :) If you don't do animation, you can use keyframes as simple storage for sunlight angles. Even if you do animate, you can for example extend your timeline to negative frames, say instead of starting at 0, you start at -10 to get 10 slots to store sun angle. (EDIT: Missed that you mentioned animating, but still, i don't think it's inconvenient)

- If you want latitude longtitude control, you can try following. Just one link, and you can control sun using same values. No visual representation though:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=7239.0;attach=33906)

- In general, what is currently happening is what I call a Gmail effect, where people tend to generally dislike new changes as they have to adapt, and every adaptation comes with a bit of frustration, but at the same time, if Google now changed entire Gmail back to 2008 version for example, people would realize how much improvement in a good direction was made since then.

So, if we had this regular targeted sun object, that is consistent with 3ds Max light standards, as well as with direct light objects of pretty much every 3rd party 3ds Max renderer, and keep it this way for past two years, and today, we would change it to the angular sun gizmo, there would be 10 times more outrage than there is now, trust me ;)
Title: Re: Daily Builds
Post by: fobus on 2015-07-18, 08:57:08
And what about the old scenes that was set up with keyframed sun position wired to environment map? New build totally breaks this scenes.
Title: Re: Daily Builds
Post by: juang3d on 2015-07-20, 00:42:42
There is no 2016 build in the dropbox?

Cheers!
Title: Re: Daily Builds
Post by: shadowman on 2015-07-20, 10:48:15
There is no 2016 build in the dropbox?

Cheers!

use for 3dsmax 2015 it's compatible
same as 2013 for 2014
Title: Re: Daily Builds
Post by: romullus on 2015-07-20, 10:57:49
Hey Ondra, is faster SSS still planed for 1.2 release?
Title: Re: Daily Builds
Post by: juang3d on 2015-07-20, 11:28:36
use for 3dsmax 2015 it's compatible
same as 2013 for 2014

I know but the 2016 files have a different name, so I'm not sure they are exactly the same since in this case I would have to manually remove the files from the 2016 folder to place the 2015 files.

Cheers.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-20, 12:09:17
There is no 2016 build in the dropbox?

Cheers!
2015 is compatible with 2016... but does not have physical camera. So ok, I will start making separate 2016 dailies from now on.


Hey Ondra, is faster SSS still planed for 1.2 release?

Not the originally planned improvement, but some improvements will be there.

And what about the old scenes that was set up with keyframed sun position wired to environment map? New build totally breaks this scenes.

I will try to add conversion of keyframed values

Title: Re: Daily Builds
Post by: Ondra on 2015-07-21, 19:58:54
New build is up https://forum.corona-renderer.com/index.php?topic=7238.new#new
Title: Re: Daily Builds
Post by: ihabkal on 2015-07-23, 00:13:31
Thanks Rawalanche for the tip
I came here to complain about the new sun. The old sun was one of the deciding factor in leaving Vray for Corona, as I found it easy to change the sun on the fly while previewing the real time render. it made lightning so easy and I could do micro management of the shadows.
Title: Re: Daily Builds
Post by: ihabkal on 2015-07-23, 03:16:00
could we have both sun systems?
Title: Re: Daily Builds
Post by: fobus on 2015-07-23, 07:37:50
could we have both sun systems?

+1

We'll have to stick with 1.1 to have all our scenes working well, because new sun totally breaks it.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 09:41:59
could we have both sun systems?

+1

We'll have to stick with 1.1 to have all our scenes working well, because new sun totally breaks it.

even with the latest daily? Can you send me simplified example that is not imported correctly?
Title: Re: Daily Builds
Post by: fobus on 2015-07-23, 11:23:52
Even opening scene leads to crash with latest build. Scene attached with minidump.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 12:03:08
Even opening scene leads to crash with latest build. Scene attached with minidump.

It does not crash here, and I cannot analyze the minidump. Have you tried other 3dsmax versions? Could you try it with 2016 (even demo) and send me the minidump? Or does it crash for anybody else?
Title: Re: Daily Builds
Post by: fobus on 2015-07-23, 12:17:24
The scene was originally created in 2014. Trying to open in 2015 leads to crash. But it opens in 2013 with Sun animation stored well, but... But wired sky was unwired so trying to move new Sun do nothing with Environment texture (wired to sun rotation of old Sun).
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 13:34:22
ok, I tried 2015 and same result. The problem is that I cannot open debug symbols for your minidump. Do you have all service packs installed?
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 14:22:01
DailyBuild Jul 17 2015 - max 2016

It seems like this daily build messes up the 'legacy mode' switch in materials. Scenes where I have set this to 'off' now load with it enabled.
It was either not saving correctly in the earlier build, or this specific build fails to load them correctly.

Can anyone confirm?
Title: Re: Daily Builds
Post by: romullus on 2015-07-23, 14:36:06
Yep, just checked and i can confirm it... with 95% confidence :]
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 14:42:09
It seems all these newer builds load the switch with 'on' state:

2015-07-17
2015-07-21
2015-07-22

I'll test now which of dailies manages to load them correctly, or if it wasn't just saving with the file. Will post when I know more.

This is a huge mess. I'll need to roll back all the files from the last days where I've already used the new sun.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 15:06:20
when new options are added, the switch gets enabled again for the new options, but it should not re-enable the old options (such as non-GGX BRDF). Overall the material appearance should not change when opening old scene in new build. Can you test that?
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 15:17:05
Not sure what you mean... I wasn't aware there's another change in materials and we need to set 'legacy mode' to off again with the newer builds. Or did I misunderstand?

FYI, daily '2015-06-20 1.1 legacy hotfix' loads these in 'off' state, just like they were saved back then.

Also, saving a file with the latest daily and re-opening it warns me about 'Obsolete data format found...' as if the file was saved in an earlier version of max. Where does that come from?

Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 15:34:50
The legacy switch does change the appearance, see attached image.

So what exactly is the reason the legacy switch is set to 'on' now again? Changes to the BRDF?
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 16:08:47
probably the bump strength and opacity mono/color changes.

Does the legacy switch change appearance when comparing the old build vs. new build (where you leave it on)?
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 16:28:48
Sorry, I have no time to check that right now.

Also, without knowing the exact changes (like what the legacy switch does now as opposed to what it did weeks ago) it's hard to know what to look for. In one case 'legacy' means non-GGX BRDF, on another case the same switch means different handling of bump and opacity - this is a nightmare for testing and documenting bugs. I'd say get rid of the legacy switch completely, it's really only confusing users.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 16:53:58
meaning of the switch is simple: it will preserve the shading model used when you last saved the scene.

Legacy mode ON = no change when rendering in old/new build
Legacy mode OFF = using the latest shading model
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 17:06:26
meaning of the switch is simple: it will preserve the shading model used when you last saved the scene.

Does that mean I can have a scene with materials with different legacy switch behavior in ON state based on which build they have been created in?

Also, for those who like to keep rendering with the latest shading model it means they will have to touch their files every time the BRDF changes. Since this can get very tedious, can we have a global checkbox (in the dev/debug section probably) where we can set legacy=off globally?
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 17:12:50
Also, since you were suggesting the 'new' legacy switch would only switch between new and old bump and opacity behaviour: even without any bump and opacity, the switch has quite some effect on low glossiness reflectivity.

Scratching my head here, I think it's best you make some thorough tests for yourself, there may be something unintended going on.
Title: Re: Daily Builds
Post by: romullus on 2015-07-23, 17:22:02
Also, for those who like to keep rendering with the latest shading model it means they will have to touch their files every time the BRDF changes. Since this can get very tedious, can we have a global checkbox (in the dev/debug section probably) where we can set legacy=off globally?
You can use older material converter version for that. For some reason such option was removed in newer ones, though.
Title: Re: Daily Builds
Post by: racoonart on 2015-07-23, 17:26:04
You can still switch the lagacy mode OFF in newer converter versions, you just can't turn it ON again (which is possible with maxscript, but it doesn't do anything, it will be ignored by corona - on purpose)
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 17:34:35
This still involves manual work on my end - even if scripted it takes a lot of time depending on how many scenes you need to process. Every time a change to the BRDF is made. This is an issue and since it's probably not the last time a global render switch would be a safer solution.

Also, the notion of a clean UI (like a simple checkbox to increase flexibility for example) is being regarded more important than all of the productivity issues introduced with each point release...? Seems like the wrong focus to me, more so if you're facing changes every few weeks.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 17:48:26
There is an option to globally disable the legacy mode on all materials in the mtl convertor.

Scratching my head here, I think it's best you make some thorough tests for yourself, there may be something unintended going on.

We did, and found no difference. Which is why I am inquiring a scene in case you actually see a difference.


BTW: I am hoping that the shading model wont change for a while now. We tried to do all changes we wanted to do in this version.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 18:00:30
We did, and found no difference. Which is why I am inquiring a scene in case you actually see a difference.

That's part of the problem - if all that's exposed to the UI is 'Legacy Mode' and nothing else, I really can't give you any pointers. I can't tell in which DB I created this material nor when exactly I switched the legacy mode to off. I'll try to save out this material and will post here if it's reproducible on my end.

Quote
Does that mean I can have a scene with materials with different legacy switch behavior in ON state based on which build they have been created in?

And this would make it even harder to track down potential problems, but I don't know if my assumption is true.

Is it me or is the converter script missing from the Corona category?
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 18:20:38
Here you go, attached is the scene with a material and a gif showing the switch on and off.

- material created before GGX was introduced
- changed (Legacy mode set to OFF) in daily build '2015-06-20 1.1 legacy hotfix' and saved
- now opened in daily build '2015-07-22', where it opens with Legacy set to ON

Nevermind the question about the script, found it.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 18:24:47
ok, one more detail I should add - it is intended to render the same only compared to previous stable release (1.1 or 1.1.1), not when updating from each daily build to each different daily build...
Title: Re: Daily Builds
Post by: pokoy on 2015-07-23, 18:37:31
ok, one more detail I should add - it is intended to render the same only compared to previous stable release (1.1 or 1.1.1), not when updating from each daily build to each different daily build...

Whatever the rules are, that legacy switch thing is dangerous because it doesn't expose what exactly legacy means.
I am quite sure everyone who switched legacy mode to off on his production scenes and opens them in 1.2 will ask the same questions.

FWIW, ran the script - worked fine, I'm happy it was that easy.
Title: Re: Daily Builds
Post by: romullus on 2015-07-23, 18:37:56
So if i saved my scene with materials that has legacy mode off in V1.0 then will load it in V1.2 and will leave legacy mode on, it's not guaranteed that it renders exactly the same, right?
Title: Re: Daily Builds
Post by: fobus on 2015-07-23, 18:44:18
ok, I tried 2015 and same result. The problem is that I cannot open debug symbols for your minidump. Do you have all service packs installed?

The crash in 2015 is not a problem I think. The problem is the parameters wired to "Sun rotation" and "Sun position". Since there are not such parameters all wiring is gone.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 18:51:43
So if i saved my scene with materials that has legacy mode off in V1.0 then will load it in V1.2 and will leave legacy mode on, it's not guaranteed that it renders exactly the same, right?

this is exactly the situation where the legacy mode should guarantee same shading
Title: Re: Daily Builds
Post by: romullus on 2015-07-23, 20:14:47
So i did a test between builds jun16 and jul 22 (1.1 vs 1.2)
If i understand correctly it should act exactly opposite - b1.1 legacy off should match b1.2 legacy on. As you can see it isn't.

(http://i60.tinypic.com/5l154y.gif)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-23, 20:17:20
AFAIK not. Legacy mode switches BRDF from GGX to old Ashikhmin-Shirley. So legacy OFF in both 1.1 and 1.2 should produce identical results. Legacy ON should in both 1.1 and 1.2 switch BRDF to pre-1.0 Ashikhmin-Shirley.

EDIT: I was wrong. According to Ondra, there should be no difference between legacy ON and OFF as long as the material is not brought from pre-1.0 Corona version.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-23, 23:38:55
can you upload me the scene? I will debug what is causing the difference
Title: Re: Daily Builds
Post by: romullus on 2015-07-23, 23:41:31
Will do tomorrow.
Title: Re: Daily Builds
Post by: juang3d on 2015-07-24, 01:41:52
Question regarding latest daily build, I'm about to start a project wich involves displacement for a character, since displacement is not fully stable in 1.2, is there a way to maintain the old displacement system to avoid problems in this project or should I stay in 1.1?

Cheers!
Title: Re: Daily Builds
Post by: hubrobin on 2015-07-24, 07:29:38
Question regarding latest daily build, I'm about to start a project wich involves displacement for a character, since displacement is not fully stable in 1.2, is there a way to maintain the old displacement system to avoid problems in this project or should I stay in 1.1?

Cheers!

Hey,

did you have any specific problem with the displacement in 1.2? There were problems with memory consumption causing crashes, but those have been removed. There should be nothing stopping you from using 1.2. Let me know!

-Robin
Title: Re: Daily Builds
Post by: romullus on 2015-07-24, 11:49:06
can you upload me the scene? I will debug what is causing the difference

Uploaded scene: 1437730942_legacyswitchb1.2.7z

It is saved in 3ds max 2014 with jul 16 build. Disregard message about missing textures, please - those are not needed.

I've added two additional spheres. One with legacy material imported from pre GGX fix build, other with freshly created material. Strangely enough those two spheres renders exactly as you said it should in 1.2 build, but rest of the scene renders wrong. At least that's how i understand it.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-24, 17:05:26
Another strangeness here.

I have a file that opens and saves fine with db '2015-06-20 1.1 legacy hotfix' (which I worked on with) but will not save with any of the newer builds. It just stalls when it creates the temp max file, leaving it at 32kb. The file didn't save even after 30 minutes of waiting. What's interesting is that the file takes quite long to open with the newer build, whereas it opens normally with the older build.

There's nothing special about that file, the only thing that stands out is thousands of instanced objects using CoronaMultiMap and a CoronaScatter object... I really can't think of anything else, and trying to reproduce didn't work. Sorry for the vague description but the fact that it behaves this way with the new builds only (starting from 17 Jul) may help.

EDIT
Merging into a new file seems to help, saving works and is much faster now.

Title: Re: Daily Builds
Post by: juang3d on 2015-07-26, 14:26:53
DR from 1.1 works in DB?

Because I'm getting light/dark stripes in DR with 1.1, no plugins, no weird textures, max 2016, so I'm upgrading everything to latest DB for 2016.

Cheers
Title: Re: Daily Builds
Post by: juang3d on 2015-07-26, 14:53:38
It works, but I'm still getting light/dark bands all over my render, there is not way to achieve a successful render, and as I said no extrange plugins, or textures :P

Cheers.

P.S.: BTW Everything is windows 10 10240 (RTM) insider build fresh install, just max and Corona.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-26, 23:22:07
can you upload me the scene? I will debug what is causing the difference

Uploaded scene: 1437730942_legacyswitchb1.2.7z

It is saved in 3ds max 2014 with jul 16 build. Disregard message about missing textures, please - those are not needed.

I've added two additional spheres. One with legacy material imported from pre GGX fix build, other with freshly created material. Strangely enough those two spheres renders exactly as you said it should in 1.2 build, but rest of the scene renders wrong. At least that's how i understand it.

fixed, it was caused by having old scene with LEGACY OFF loaded into new build. Thanks
Title: Re: Daily Builds
Post by: romullus on 2015-07-27, 09:19:59
Thanks to pokoy for spotting this :]
Title: Re: Daily Builds
Post by: Ondra on 2015-07-27, 13:17:36
RC1 is out, please test as much as possible:
https://forum.corona-renderer.com/index.php/topic,7238.msg58321.html#msg58321
Title: Re: Daily Builds
Post by: Ondra on 2015-07-27, 18:05:06
RC2 is out
Title: Re: Daily Builds
Post by: ihabkal on 2015-07-27, 21:47:22
It works, but I'm still getting light/dark bands all over my render, there is not way to achieve a successful render, and as I said no extrange plugins, or textures :P

Cheers.

P.S.: BTW Everything is windows 10 10240 (RTM) insider build fresh install, just max and Corona.


juang3d you need your render notes to be pointing at a network folder that contains all textures which have proper paths in your scene. I got DR to work fine here after I did that.
Title: Re: Daily Builds
Post by: ihabkal on 2015-07-27, 22:04:04
Hi Ondra,
for the Corona Bitmap to be usable in network rendering scenarios you need to make it so the asset manager capable of collecting the bitmaps and update their paths to new network folders, thanks!
Title: Re: Daily Builds
Post by: juang3d on 2015-07-28, 09:41:26
Hi ihabkal.

Thanks for the suggestion but I already have everything pointing towards a shared network folder that I have mapped as X drive, so that can't be the problem.

I'll have to do some tests because backburner is working fine.

I'll do a post in the help forum once I do some testing, it will be a better place.

Cheers and thanks!
Title: Re: Daily Builds
Post by: Frood on 2015-07-28, 09:57:06
[...] a shared network folder that I have mapped as X drive, so that can't be the problem.

It can. If you don´t use UNC-paths and run your BB-server as Administrator or just as another user (system or whatever) that account may not even has your "X:" drive mapped. A good way to check this is to run BB-server interactively as the current (logged in ) user who has your drive mapped already. But I presume you already tried this.

Good Luck!


Title: Re: Daily Builds
Post by: pokoy on 2015-07-28, 11:45:54
Were there any changes made to IR rendering in 1.2? It feels less responsive when compared to 1.1 and I'm sometimes getting UI flashes and temporary freezes when accessing maps in materials. It may be a subjective impression only but it seems less responsive for me.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-28, 11:56:23
nothing I know about
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-28, 12:10:32
Were there any changes made to IR rendering in 1.2? It feels less responsive when compared to 1.1 and I'm sometimes getting UI flashes and temporary freezes when accessing maps in materials. It may be a subjective impression only but it seems less responsive for me.

Could you pack up the scene and upload?
https://corona-renderer.com/upload/

It would be very unfortunate if 1.2 got released with another IR slowdown.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-28, 12:21:59
Uploading is unfortunately not possible... But in general all the scenes where I'm observing this are quite big, lots of objects and materials... As an example, entering a map tree of a material takes 10 seconds, it's something that worked better before on the same scenes.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-28, 13:42:54
if you have many materials with many textures on many objects, then a fix in RC3 could help. Try it out.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-28, 14:28:46
if you have many materials with many textures on many objects, then a fix in RC3 could help. Try it out.

Sounds great, thanks. Will try to give it a go later today and report.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-29, 12:04:32
Just tried if RC3 is better with this, unfortunately it's not. 55 seconds of temporary freeze to access/display a Composite map. To be fair, it's not a simple one but I feel like this has worked way faster before.
I'll make some tests and try to find out if it's something specific about my materials.

EDIT

There's a 5 seconds lag in ALL material actions, even with a very simple material used as global override. But from there the lag is growing with increasing complexity which I guess is natural. Still, way less responsive than it used to be for me.

BUG ALERT

I found a bug with the CoronaMultiMap not being rendered consistently, again. With IR, It'll randomly change colors when accessing the material and modifying maps or material values for example. It may stay the same when rendered in normal mode, but it also may change, sometimes... Really unpredictable, I can't find a pattern here but it's quite unstable.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-29, 12:13:29
Just tried if RC3 is better with this, unfortunately it's not. 55 seconds of temporary freeze to access/display a Composite map. To be fair, it's not a simple one but I feel like this has worked way faster before.
I'll make some tests and try to find out if it's something specific about my materials.

Composite map had always extremely slow UI. With all renderers. It's just very poorly written map in general. And if it refreshes in mat. editor, then Corona may be waiting for it. I'd generally try to disable mat editor updates for IR. There's checkbox for that in performance tab in IR frame. Enable material editor. If you disable that checkbox, it could possibly prevent Corona from freezing waiting for mat. editor to refresh.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-29, 12:25:44
Composite map had always extremely slow UI. With all renderers. It's just very poorly written map in general. And if it refreshes in mat. editor, then Corona may be waiting for it. I'd generally try to disable mat editor updates for IR. There's checkbox for that in performance tab in IR frame. Enable material editor. If you disable that checkbox, it could possibly prevent Corona from freezing waiting for mat. editor to refresh.

Just tried, getting same lag, ~50 seconds.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-29, 13:32:04
Composite map had always extremely slow UI. With all renderers. It's just very poorly written map in general. And if it refreshes in mat. editor, then Corona may be waiting for it. I'd generally try to disable mat editor updates for IR. There's checkbox for that in performance tab in IR frame. Enable material editor. If you disable that checkbox, it could possibly prevent Corona from freezing waiting for mat. editor to refresh.

Just tried, getting same lag, ~50 seconds.

Does it happen only during IR? Or also when IR is off?
Title: Re: Daily Builds
Post by: pokoy on 2015-07-29, 13:47:05
IR only. IR tends to have a lag for everything related to the material editor.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-29, 14:14:28
IR only. IR tends to have a lag for everything related to the material editor.

There are some known issues with IR and material editor refresh. They should be fixed for 1.3 release. But most of them are related to slate editor. If you have slowdowns in old mat. editor, then I am afraid those will stay there for as long as we don't have some scene to reproduce it.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-29, 14:44:24
Ok, thanks. I know it's almost impossible to track it down without a repro case unless it's something obvious.
I'll try a smaller scene that I can share and see if the problem persists.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-29, 19:17:08
So playing with another bigger scene (that I can't share, again) reveals that IR experience has really worsened with the builds and RCs in the last weeks, moving the sun or rotating the environment HDR  for example leads to a 10+ seconds lag, although I have only a few objects being rendered. I am really sorry for not being able to provide any more than these reports but please take some time to test IR against bigger scenes. Simple operations lead to considerable lags, I just can't imagine I'm the only one seeing this.

Also, preparing stage always shows 'calculating displacement' for a few seconds although I have no displacement in my scenes. It may be normal but I wanted to let you know in case it does something it shouldn't.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-29, 20:29:42
So playing with another bigger scene (that I can't share, again) reveals that IR experience has really worsened with the builds and RCs in the last weeks, moving the sun or rotating the environment HDR  for example leads to a 10+ seconds lag, although I have only a few objects being rendered. I am really sorry for not being able to provide any more than these reports but please take some time to test IR against bigger scenes. Simple operations lead to considerable lags, I just can't imagine I'm the only one seeing this.

Also, preparing stage always shows 'calculating displacement' for a few seconds although I have no displacement in my scenes. It may be normal but I wanted to let you know in case it does something it shouldn't.

Well, again, this will be almost impossible to fix without a scene. You can easily send us even several GB file. We can get set up for that. It's just up to you.
Title: Re: Daily Builds
Post by: pokoy on 2015-07-29, 22:17:59
I know, unfortunately these scenes have to stay closed in the safe.   

Still, the displacement calculation being displayed while scene prep, is this just a 'placeholder', intended, or a possible problem? Just asking so it's not getting missed.
Title: Re: Daily Builds
Post by: romullus on 2015-07-29, 22:36:03
I may found a just a right scene for you to inspect. Download free Corona ready tree model from Evermotion: http://www.evermotion.org/downloads/show/407/coconut-tree It's a fairly simple model with four 4K textures and simple materials, no blend mats nor other similar stuff, all textures are loaded via CoronaBitmap. Scene file is lightweight, but max loads it relatively slowly. All beauty starts when you open slate editor. Every single change in tree materials or maps cause a 3-5 sec lag. No matter if IR is running or not. Now if you change all CoronaBitmaps to MaxBitmaps everything becomes smooth and lag free. Change back maps to CoronaBitmaps and everything is still smooth. You may want to take a closer look at this scene.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-07-29, 23:43:27
Hmm, yes, I think I encountered some CoronaBitmap lag as well. I do not generally use CoronaBitmap at all, so that's why I did not notice it sooner I think.
Title: Re: Daily Builds
Post by: juang3d on 2015-07-30, 11:22:37
[...] a shared network folder that I have mapped as X drive, so that can't be the problem.

It can. If you don´t use UNC-paths and run your BB-server as Administrator or just as another user (system or whatever) that account may not even has your "X:" drive mapped. A good way to check this is to run BB-server interactively as the current (logged in ) user who has your drive mapped already. But I presume you already tried this.

Good Luck!

In fact, now that you say the user thing, you may be completely right and it can be a matter of user permissions and what user did what thing and started each thing, thanks for the idea!
I did some tests but what I did not realize is that right now I just changed how I map drives and start the apps and this may be interfering with everything.

I'll cut this topic here because is not the right thread to speak about this, it's not specifically related to DB, so I'll report my conclusions inside the help forum.

Cheers!
Title: Re: Daily Builds
Post by: romullus on 2015-07-30, 11:34:48
I do not generally use CoronaBitmap at all, so that's why I did not notice it sooner I think.

Same here. I generally use CoronaBitmap only in cases when i need modify textures externally, so i can avoid max crashes. I really hope that all those small bugs that infest CoronaBitmap will be caught and fixed sooner rather than later and we'll be able to use that map without any fear.
Title: Re: Daily Builds
Post by: Ondra on 2015-07-30, 12:00:19
we fixed a bunch of them in the last release. Let us know if there are any more (we know about the viewport background and viewport slowdown)
Title: Re: Daily Builds
Post by: pokoy on 2015-07-30, 12:17:37
Sorry for coming back with this one. IR has some serious issues where it will interfere with any action, for example moving an object. I can't move it for any longer than two seconds, after that IR will kick in and restart rendering (after a short lag), and sometimes even revert the last action.
Everything is laggy, UI is flashing... I am 100% certain something is broken here.

Before you ask, CoronaBitmap is not present in these scenes.
Title: Re: Daily Builds
Post by: maru on 2015-07-30, 12:19:58
Sorry for coming back with this one. IR has some serious issues where it will interfere with any action, for example moving an object. I can't move it for any longer than two seconds, after that IR will kick in and restart rendering (after a short lag), and sometimes even revert the last action.
Everything is laggy, UI is flashing... I am 100% certain something is broken here.
I never experienced this. This is strange how some users have serious issues, and some don't experience them at all.
Title: Re: Daily Builds
Post by: rombo on 2015-08-04, 11:02:01
I have felt that IR is lagging like crazy on this last one. Is there a possibility to remove one cpu from the IR so that the interface doesn't totally die on you while you are trying to calibrate materials?
Title: Re: Daily Builds
Post by: romullus on 2015-08-04, 11:05:47
Yes, there is. Look for it at render settings>performance>interactive rendering># of threads override
Title: Re: Daily Builds
Post by: Ondra on 2015-08-04, 11:52:25
daily build fixing the scene opening crashes is out - please test
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-04, 11:54:26
I would very much appreciate any scenes to reproduce IR lag. I though i had it reproduced but I don't... I know it's there, but when it comes to hunting it down, it's really hard.
Title: Re: Daily Builds
Post by: snakebox on 2015-08-04, 12:03:46
I have felt that IR is lagging like crazy on this last one. Is there a possibility to remove one cpu from the IR so that the interface doesn't totally die on you while you are trying to calibrate materials?

"on this last one" meaning the daily build from today? or the official 1.2 release?
Title: Re: Daily Builds
Post by: pokoy on 2015-08-05, 18:42:22
Another strange thing with the latest (1.2) daily builds and 1.2 release family. Again, no scene files unfortunately but maybe it will ring a bell for some people here.

I have a massive scene that worked absolutely fine before (prior to 1.2). Once I had worked on it with post 1.1 dailies and the final 1.2 I see strange things happening:

- the file opened and saved very slow sometimes
- rendering will always lead to a crash. The strange thing is, I can work with the file without problems, once I hit render, even if it's only one object, max will either crash upon render or shortly after I cancel the render.
- the file had no sun before and no sun was added (so it's not an issue with old sun/new sun conversion)

I wonder what kind of changes to Corona could leave to such instability? It is the second file I am seeing this on and the instability started after 1.1, at least for me.

I'm also beginning to question the pace of updates when it's clear that the dailies introduced problems and had performance issues. 1.2 has been a pain for me so far and I think 2 or 3 weeks of testing wouldn't have hurt. Be it the new sun, displacement, IR performance, this release seems to be worse in terms of stability and quality than any other before. Once people have adapted their scenes to 1.2 switching to an earlier version isn't so easy anymore as they need to strip any 1.2 related content (sun, displacement modifiers). It's doable, sure, but if you work for 2 or 3 weeks with 1.2 and realize it's better to go back, that's where you'll be facing a lot of work. I feel like this could have been avoided by testing 1.2 longer and ironing out the issues. The few hours spent in testing and figuring out what problems people see will multiply once a release has spread and people are facing problems and try to work around them or roll back in the worst case.

Please take this as constructive criticism. It's my honest observation from the 1.2 release and I really did wonder how three RCs were rushed out in two days (!) without being properly discussed here, for example. We really need this software to be rock stable.
Title: Re: Daily Builds
Post by: arqrenderz on 2015-08-05, 19:37:19
Agree with pokoy, i downloaded 1.2 at the office but wont installed on any pc after reading the forum, i dont have the time to solve the bugs.
I think that every one here wants a really working version instead of a really fast 1.1-1.2-1.3 versions that we can see on the calendar , its nice to have new options, speed and so on, but if this breaks the hard work invested here, i should rather wait more.
Title: Re: Daily Builds
Post by: rombo on 2015-08-06, 04:11:59
I meant version 1.2 - no daily
I haven't tried the new daily, I'm ending a job here and I am having enough issues as it is :)

I agree with pokoy, although I am aware that it is pretty hard to do bughunting in such complex pieces of software. I rather have a stable working version 1st. so version 1.3 can stay on the drawing board longer, to make it fool proof - I must confess I miss the stability of Alpha 7 ;)

Anyway, hope things will work out fine!

I have felt that IR is lagging like crazy on this last one. Is there a possibility to remove one cpu from the IR so that the interface doesn't totally die on you while you are trying to calibrate materials?

"on this last one" meaning the daily build from today? or the official 1.2 release?
Title: Re: Daily Builds
Post by: cgiout on 2015-08-06, 10:07:53
Mmmm i didn't notice any IR lag with 1.2 (not daily) version and no crashes.
The scene was 12Ml poly and contains a Vray dome light.
Title: Re: Daily Builds
Post by: maru on 2015-08-06, 10:37:15
Most of us did not notice any problems, too, during testing of 1.2RCs, and there were no problems with CoronaSun, even when animated. Looks like some of the problems are system- or maybe max version-dependent.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 10:44:45
we tried longer testing earlier, but it seemed pointless - it seems that people no longer use dailies, as there are not that big improvements as before (most of useful features are already implemented). We waited weeks with 1.0 release only to discover major bugs at day 1.

We are open to suggestions on how to do better testing in this conditions... anyone? ;)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-06, 10:47:02
Yep. It would not be much of a problem to let RC rest for a few weeks. The problem is most of the people will simply wait for final release and won't bother to test RC much.
Title: Re: Daily Builds
Post by: karnak on 2015-08-06, 10:53:34
I think that the users who can test RC builds are only the ones that are not working with Corona on projects with deadlines.
It is quite insane to jump to a new version of the software in the middle of the process.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 11:09:11
yes. So nobody will test the unstable version. But then they will expect it to become stable all by itself ;)
Title: Re: Daily Builds
Post by: racoonart on 2015-08-06, 11:34:49
I think this will always be a problem after all. Unless you use it in daily production you will never find the nasty bugs. We used finalRender betas for years in production and it often was devastating - we only kept doing it because we could (usually) count on getting a fix a couple of hours after the report and bugging the developers.
If the response times are long, no one will risk their project to be delayed by a bug. Look at max, how many people in the beta are actually testing it? Most are just installing the new beta, rant about how bad a new feature seems to be designed and wait for the next installer and that someone else finds all the bugs. In the end, beta testing is expensive for the people doing it - it costs time, be it for testing or waiting for a fix, and thus it costs money.
Imho, the only way to "somehow" solve the problem is to have software developed "in-house", meaning while working on projects and getting instant fixes by the developers. Or having a core testing team that's using the software on real projects.
Title: Re: Daily Builds
Post by: karnak on 2015-08-06, 11:58:03
yes. So nobody will test the unstable version. But then they will expect it to become stable all by itself ;)

Don't be so negative, I don't think that all Corona users are every single day on a deadline.
With a little more testing time and a committed group of testers I'm sure we can get a stable enough release.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-06, 12:18:41
Let's say you settle on a 2-4 weeks timeframe to take the RC through rough waters and encourage people on the forum to test as much as they can and let it do some heavy lifting internally as well.

It's not that there was no feedback about problems with the 1.2 dailies and RCs ;) There were, in fact, issues and I think it's clear that the new displacement for example failed on simple tests for some people.

I totally understand how hard it is to track down bugs or even come across unusual bugs, more so if those who run into problems are not able to supply any scenes. Still, releasing a final version means that people will take the 'final' tag as s sign of a stable and tested release. With this in mind, 2 days of testing of RCs is not enough, no matter what.

Make a subforum for each RC. Supply scenes that people can test on their machines (even if simple or exotic), encourage people to upload their own scenes for testing for others, let them discuss new features (the new sun was an unwelcome surprise for many users, for example) and get some feedback. But, please, take the time to make sure it's stable and a broad range of users had the chance to test it. Once a final release is marked as unstable by the user base, no one will want to run it in production.
Title: Re: Daily Builds
Post by: lacilaci on 2015-08-06, 12:27:55
Have you thought about providing some simple demo scenes with every new (major or not) features when they get implemented?

So that even people who may not have time or don't really need that feature right now could still just run and see and report,
if it was working in their hw/sw config and report about the performance or possible issues in a more relevant test scenario...

Then maybe add a poll with different versions of max and windows so that you could see how many people tested with which config.

I'm thinking, just about developing some easy and streamlined and relevant testing process to rule out some basic issues and usage fails and then focus on more extreme scenarios and so on..

I use dailies all the time, but many times I don't even know what's new so... what to test if all seems working. There's a bugfix for some issue I never had.
Just adding a test scene that supposedly didn't work before and should now and adding a poll to see how it goes would provide much more relevant results I think even from people who don't have time.

put a simple demo to test in a daily build folder so that the moment i install it i can run it and at that point I know the new feature is stable for me and I'm relevant to you even If I might not need it
or have no time for playing with it and testing.

All I'm saying is that you don't necessarily need more people or more time for testing. You need a simple but effective, relevant and targeted testing in a first place to rule out random basic problems.

Btw, like I said I use daily builds almost allway no matter if on tight deadline or not, and I don't even remember when was the last time I had problems, not even after upgrading to win10 at day one of release.
So I'm a daily user that you have no use for.

Just a bit random thoughts while waiting for food... sorry if stupid :D
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-06, 12:38:11
I would say that vast majority of bugs are scene setup specific. There are few extremely rare that are HW/SW specific, like those VFB wxWidget asserts, but overwhelming majority of the bugs is found by users running it on their scenes with their specific setups and workflows. So providing premade scenes for users to test would be really bad way to search for bugs.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 12:51:03
....

we have a set of (currently) 165 scenes that we run automatically every other day. It helps a lot, but it cannot substitute user testing. When I look back at problems at launch, there are things we cannot catch with our testing, such as:
- problems caused by obscure 3dsmax behavior we were never able to reproduce at any of our machines (~6 different PCs at least) - for example crashes when opening scene with old sun
- things that were not a bug, but resulted in user confusion (for example people cannot read version numbering with zeroes - instead of 1.00, 1.01, 1.02, ... 1.09, 1.10 people were expecting numbering of 1.00, 1.20, 1.30, ...)
- incorrect workflows and users relying on obscure functionality from Corona resulting in problems when opening new scenes - such as setting displacement quality extremely high and relying on "max subdivs" parameter to limit the subdivision rate. When the parameter gets removed because it is no longer needed (when using the displacement properly), incorrectly set up scenes will blow up.
- problems caused by old hardware (old AMD CPUs)
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 12:52:13
yes. So nobody will test the unstable version. But then they will expect it to become stable all by itself ;)

Don't be so negative, I don't think that all Corona users are every single day on a deadline.
With a little more testing time and a committed group of testers I'm sure we can get a stable enough release.
of course it is not black and white, but the problem is there - everybody wants to use stable software, but software is born unstable and becomes stable only through being used.
Title: Re: Daily Builds
Post by: karnak on 2015-08-06, 13:12:23
Having coded a few small programs myself I definitely see your point and I feel the same.
I suppose there has to be a little bit of effort and pain on both sides, developers and users.

I'm here to help by the way, let's just figure out how do you want me* to help you. :)

edit.
* not just me of course, but everyone else that want to help.
Title: Re: Daily Builds
Post by: maru on 2015-08-06, 13:18:25
Would it be a good idea to create some kind of newsletter that would inform only the interested ones about new daily builds availability?
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 13:30:52
BTW: hotfix 1 is released.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-06, 13:31:36
Would it be a good idea to create some kind of newsletter that would inform only the interested ones about new daily builds availability?

Good idea. Or a blog entry calling all eligible users to test RCs, to focus on specific areas that were changed/improved, provide feedback, ask questions.
Basically all the stuff that happens anyways, but too late. Like I said, once it's out and marked as unstable, chances are you'll get to know of bugs way later because less people will install the latest version.

I'd also like to encourage the dev team to talk about upcoming changes that affect workflows so users know upfront of these or even influence the original course through open discussion if needed. Even if this ends up in endless debates and you have to cut it off eventually - at least people are informed.

Take your time! I guess most of us don't care if the next release takes two months longer as long as we know it's not going to blow up our work and schedule.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-06, 17:49:02
I just tried rendering the crashing scene I mentioned above with 1.2.1 and while it takes a little longer to crash, it still crashes eventually, only a minute later.

I'm attaching the minidump at least, maybe it helps.
Title: Re: Daily Builds
Post by: juang3d on 2015-08-06, 18:17:58
I have an idea regarding the problem for regular users of installing DB, what about having a switch inside each DB, connected by default, so you use the DB but in case you need to use the latest stable release, AKA 1.2, you can disable it and it uses the latest stable release, maybe you need to deliver a pair of dll's, I don't know how does it works internally, but this may solve a lot of problems and will also make easy to compare the behavior of the latest stable with the latest DB.

Hope this helps a bit.

Cheers!
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 19:29:35
I am trying to do some features before I leave for siggraph, see todays daily build ;)
Title: Re: Daily Builds
Post by: Ondra on 2015-08-06, 19:35:22
I just tried rendering the crashing scene I mentioned above with 1.2.1 and while it takes a little longer to crash, it still crashes eventually, only a minute later.

I'm attaching the minidump at least, maybe it helps.

This may be caused by something else... any custom scripts? This is what I see - it crashes in 3dsmax after some menu action is evaluated: https://i.imgur.com/qF6HQ3u.png Max starts evaluating the whole scene, I dont know which object caused the crash itself.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-06, 19:41:47
No custom script, nothing. I remember this scene crashed while I attempted to select the view camera from the viewport menu (RMB > Select Camera). It's a Physical Camera with a CoronaCamMod applied, though I'm not sure if the modifier was enabled or not.
But it will crash pretty much randomly some time after I cancel a render and is 100% reproducible here. I could keep uploading the minidumps if you want.

Great additions for 1.3, Corona Layered Mtl has to be my favorite by far. I'm tempted to use it but I guess I'll stay away for now ;) Have fun at Siggraph!
Title: Re: Daily Builds
Post by: romullus on 2015-08-07, 00:04:35
I love this build! Displacement, CoronaBlend, anisotropy, scatter improvements - everything looks great. May i suggest one thing? Let strictness in CoronaScatter to go beyond 100%, to repel scattered objects. This would be especial useful if it could be applied per individuall instances.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-07, 00:16:02
We are moving from daily to hourly releases. New one is coming in few minutes, featuring per-render-element anti-aliasing.
Title: Re: Daily Builds
Post by: snakebox on 2015-08-07, 05:25:01
We are moving from daily to hourly releases. New one is coming in few minutes, featuring per-render-element anti-aliasing.

What? really??  that's crazy!  and cool! 

I would LOVE an auto update function in the "daily" build.. so that I could test everything all the time, without having to go to a website, down, install etc specially if its hourly!  if Corona updated itself automatically when opened or a separate little application you just run before starting max. 
Title: Re: Daily Builds
Post by: Christa Noel on 2015-08-07, 06:31:25
We are moving from daily to hourly releases. New one is coming in few minutes, featuring per-render-element anti-aliasing.
I love this build! Displacement, CoronaBlend, anisotropy, scatter improvements - everything looks great. May i suggest one thing? Let strictness in CoronaScatter to go beyond 100%, to repel scattered objects. This would be especial useful if it could be applied per individuall instances.
you work so nicely & hardly ondra with all crazy new features in 1.3. what a super development team.
yesterday my friend just pointed me to some people in a forum that's pirating/cracking corona, didn't they see any something good in this mini growing company, f**k them all!. really appreciate too to adam for wise decision and words in there. God bless you all corona team.
(sorry for off-topic here, I just got emotional since yesterday)
Title: Re: Daily Builds
Post by: cgiout on 2015-08-07, 10:46:31
We are moving from daily to hourly releases. New one is coming in few minutes, featuring per-render-element anti-aliasing.
I love this build! Displacement, CoronaBlend, anisotropy, scatter improvements - everything looks great. May i suggest one thing? Let strictness in CoronaScatter to go beyond 100%, to repel scattered objects. This would be especial useful if it could be applied per individuall instances.
you work so nicely & hardly ondra with all crazy new features in 1.3. what a super development team.
yesterday my friend just pointed me to some people in a forum that's pirating/cracking corona, didn't they see any something good in this mini growing company, f**k them all!. really appreciate too to adam for wise decision and words in there. God bless you all corona team.
(sorry for off-topic here, I just got emotional since yesterday)
Yeah i heard about that too and i'm really worried about that. Hope that team will develop a better protection system because "online" activation is very weak.
Title: Re: Daily Builds
Post by: snakebox on 2015-08-07, 10:53:22
We are moving from daily to hourly releases. New one is coming in few minutes, featuring per-render-element anti-aliasing.
I love this build! Displacement, CoronaBlend, anisotropy, scatter improvements - everything looks great. May i suggest one thing? Let strictness in CoronaScatter to go beyond 100%, to repel scattered objects. This would be especial useful if it could be applied per individuall instances.
you work so nicely & hardly ondra with all crazy new features in 1.3. what a super development team.
yesterday my friend just pointed me to some people in a forum that's pirating/cracking corona, didn't they see any something good in this mini growing company, f**k them all!. really appreciate too to adam for wise decision and words in there. God bless you all corona team.
(sorry for off-topic here, I just got emotional since yesterday)
Yeah i heard about that too and i'm really worried about that. Hope that team will develop a better protection system because "online" activation is very weak.

It sucks and it's not right... but if you look at chaosgroup.. they have really sophisticated protection, including a dongle license etc... but even for them it's just a matter of time and their latest version is out and about too. I don't think there is any real way to prevent this from happening, other than providing other services you can only access with a paid account.  Corona is so cheap I don't understand why anyone would bother not buying it, but that's not how the internet works. 
Title: Re: Daily Builds
Post by: Christa Noel on 2015-08-07, 12:00:00
We are moving from daily to hourly releases. New one is coming in few minutes, featuring per-render-element anti-aliasing.
I love this build! Displacement, CoronaBlend, anisotropy, scatter improvements - everything looks great. May i suggest one thing? Let strictness in CoronaScatter to go beyond 100%, to repel scattered objects. This would be especial useful if it could be applied per individuall instances.
you work so nicely & hardly ondra with all crazy new features in 1.3. what a super development team.
yesterday my friend just pointed me to some people in a forum that's pirating/cracking corona, didn't they see any something good in this mini growing company, f**k them all!. really appreciate too to adam for wise decision and words in there. God bless you all corona team.
(sorry for off-topic here, I just got emotional since yesterday)
Yeah i heard about that too and i'm really worried about that. Hope that team will develop a better protection system because "online" activation is very weak.

It sucks and it's not right... but if you look at chaosgroup.. they have really sophisticated protection, including a dongle license etc... but even for them it's just a matter of time and their latest version is out and about too. I don't think there is any real way to prevent this from happening, other than providing other services you can only access with a paid account.  Corona is so cheap I don't understand why anyone would bother not buying it, but that's not how the internet works.
about cheapness price, I think in my country "Indonesia" that has very2 low wage average (2.500.000 IDR/month = 168.938679 EUR) will never call corona a "cheap software". but yes it is very cheap in Europe eyeside.

to on-topic now:
maybe it would be convenient for material setting & testing if corona layered material has checkboxes on each layered material. checkbox is useful for me, although in another material/ texmap like I reported longtime ago.
Title: Re: Daily Builds
Post by: juang3d on 2015-08-07, 13:32:24
I more or less disagree, it's not cheap, it's affordable, wich is different, cheap would be 150€/license, the current price is affordable IMHO (but let me remind that we, box owners, are worse treated than fairSaaS clients... that is not cool :P )

Anyway, the price in europe is fair IMO :)

And regadring piracy, I don't think a more sophisticated protection system will solve anything, Corona is in a price that who wants to be legal and support the team will do it, who don't want to, won't do it, no matter what you offer them, and everything will get eventually pirated, the only way to become unpirated is not being interesting.
I don't think investing more in the protection system will deliver any additional protection.

On other topic, what do you think about my suggestion for DB/SR Ondra?
That could make easier for people to test DB''s (or HB's XD )

Cheers.
Title: Re: Daily Builds
Post by: racoonart on 2015-08-07, 13:42:26
About CoronaLayeredMtl:
Currently, the Amount is only working when not using maps. When I want to tune down the effect of the layer AND also use a mask, it's not doing anything. The Amount should imho work as an absolute multiplier for both.

And btw, I also would appreciate a checkbox for the mask slot. I know, we had these discussions over and over but still, temporarily disabling maps sucks this way - and I do it pretty often.
Title: Re: Daily Builds
Post by: cgiout on 2015-08-07, 13:54:46
And regadring piracy, I don't think a more sophisticated protection system will solve anything, Corona is in a price that who wants to be legal and support the team will do it, who don't want to, won't do it, no matter what you offer them, and everything will get eventually pirated, the only way to become unpirated is not being interesting.
I don't think investing more in the protection system will deliver any additional protection.
True, mine was just a "brain storming" to bring the focus on the fact that Corona has already been cracked. Just that.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 14:10:49
About CoronaLayeredMtl:
Currently, the Amount is only working when not using maps. When I want to tune down the effect of the layer AND also use a mask, it's not doing anything. The Amount should imho work as an absolute multiplier for both.

And btw, I also would appreciate a checkbox for the mask slot. I know, we had these discussions over and over but still, temporarily disabling maps sucks this way - and I do it pretty often.

Yes, checkboxes are... useful. They don't confuse anyone, they are actually needed when you need to render variations. It really sucks if you have to delete a map and put it somewhere in the matedit only because you need a quick change. I hope checkboxes will get the love they deserve in Corona one day.

To take it even further (I know it's not going to happen...) a checkbox AND an amount spinner would be useful for both slots.
Title: Re: Daily Builds
Post by: Juraj on 2015-08-07, 14:41:45
Not even checkbox again ?

I can again agree with Pokoy on amount spinner as well, as it's extremely useful fine-tunning for those who don't work Slate for most shaders as I can keep it simple and don't dive into hierarchy but anyway, that can be lived without.
But not checkbox.

What is strange to me is the argument of this being somehow confusing, when it perfectly exists in basic CoronaMtl (where we copied the useful parts 1:1 from other renderers). Both checkbox and spinner. But suddenly it becomes confusing elsewhere ?
This is far too much re-imagining against convenience.
Title: Re: Daily Builds
Post by: johan belmans on 2015-08-07, 14:43:18
Displacement DB 07/08

awesome!

With Corona 1.2 and 1.2.1 I had black splotches. Now they are gone and I can benefit of the reduce Ram consumption. Whoopwhoop
Title: Re: Daily Builds
Post by: Ondra on 2015-08-07, 14:50:29
Next hourly build will feature vector displacement
(https://i.imgur.com/4wqokFn.jpg)
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 14:52:59
Not even checkbox again ?

I can again agree with Pokoy on amount spinner as well, as it's extremely useful fine-tunning for those who don't work Slate for most shaders as I can keep it simple and don't dive into hierarchy but anyway, that can be lived without.
But not checkbox.

What is strange to me is the argument of this being somehow confusing, when it perfectly exists in basic CoronaMtl (where we copied the useful parts 1:1 from other renderers). Both checkbox and spinner. But suddenly it becomes confusing elsewhere ?
This is far too much re-imagining against convenience.

I agree back, just like a 100% reflective mirror.

Really, checkboxes and amount spinners are the fastest and easiest ways to work, quickly make changes, modify map amounts without any deep nest acrobatics and they allow you to see everything in one place at a glance, in both old school and new workflows.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-07, 15:18:25
We will do some changes to LayeredMTL. Amount spinners will now work both independently, and as a multiplier for Material mask. So amount spinner will be similar to level in material. If the mask slot is empty, then it's identical to mask being completely white, and amount will be multiplier of the material layer. If the mask is present, amount spinner will define it's strength.

But we do not want to have jungle of checkboxes in there, so there will be only one checkbox per material layer. Now the question is what should this checkbox do. Should it toggle layer mask, or should it toggle entire layer? So it the checkbox is OFF, will it disable material mask and keep the material there, or will it make LayeredMTL ignore the entire material slot?

I personally think checkbox should toggle the entire material so that you don't need to unplug material manually everytime.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 15:22:58
If we're going to have two amount spinners, each for the material and the mask (did I understand this correctly?), the checkbox should work on the whole material layer, we can still disable the mask by setting its amount to zero.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-07, 15:26:00
Nope, only one spinner of course. Currently the spinner controls opacity of a layer, and if you plug in a mask, spinner will become frozen. After change, spinner will still work the same way if no mask map is present, but once you plug in mask map, spinner will remain active and will act as a multiplier value for the mask map.
Title: Re: Daily Builds
Post by: Juraj on 2015-08-07, 15:26:31
I personally think checkbox should toggle the entire material so that you don't need to unplug material manually everytime.

Agree here.
Title: Re: Daily Builds
Post by: racoonart on 2015-08-07, 15:35:22
If we have a spinner for amount and a spinner for the mask, we probably don't need another checkbox (set either of them to 0.0 and you got your off states). That's also how it works with VrayBlend btw. You can do everything and just have 2 ui elements.

I personally find the whole discussion about checkboxes yes/no pretty exhausting.
IF there is something I regularly turn on and off and it just needs a handful of pixels for a checkbox then why not. No one argues about having checkboxes on map slots in CoronaMtls even though you could also simply set the amount to 0 . If it takes 10 clicks more, kills the map/forces people to make "temporary" backups somewhere and annoys everyone considerably then I don't understand why something missing should be better than a simple switch that probably confuses a bunch of drunken pandas.
Simplicity is fine, but it shouldn't make things more annoying.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 15:43:59
Nope, only one spinner of course. Currently the spinner controls opacity of a layer, and if you plug in a mask, spinner will become frozen. After change, spinner will still work the same way if no mask map is present, but once you plug in mask map, spinner will remain active and will act as a multiplier value for the mask map.

I see. So there's no way to have the spinner control the opacity of the whole layer once a mask is present? Or does it work as a global layer spinner because it controls the mask...? About checkboxes - do we have them for both the entire layer and the mask? Still unclear to me.
Render me confused... I probably need to see this in front of me to understand it.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-07, 15:54:17
If we have a spinner for amount and a spinner for the mask, we probably don't need another checkbox (set either of them to 0.0 and you got your off states). That's also how it works with VrayBlend btw. You can do everything and just have 2 ui elements.

Those would then end up being two spinners doing one same thing in case no mask map is present. I think spinner and a checkbox make most sense. Spinner gradually controls opacity of the material or multiplies the mask, and checkbox toggles the entire material.

But then... why do we need checkbox at all if we can just set amount to 0 to disable material, without need to unplug any of the materials/maps?
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 16:04:29
Quote
But then... why do we need checkbox at all if we can just set amount to 0 to disable material, without need to unplug any of the materials/maps?

Variations, overrides, alternatvies. I may need to let the amount untouched but quickly override the material to render without that layer. If I set 2 or more layers temporarily to zero, I may never be able to recall what the values were for the final render.

But I agree, it makes no sense to control the same thing in two places. Still a checkbox for both is really useful.
Title: Re: Daily Builds
Post by: racoonart on 2015-08-07, 16:12:10
The same thing with two spinners?
The Amount spinner controls the opacity of the layer, no matter if a mask is applied or not. The spinner for the mask controls the influence of the mask on the layer - set it to 0 and the mask does nothing. Set it to 50 and the mask has a 50% influence on the blend factor. Set it to 38.3287 or 99.9999 but the Amount spinner to 0 and the whole layer is off.
If the Amount spinner is on 50% but the mask spinner is on 0, the mask is simply ignored but it is still blended with 50% opacity on the lower layer.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-07, 16:33:09
Ok, currently there are two plausible variants on the table:

First solution - Two spinners
- One spinner for material opacity/amount
- One spinner for mask influence
- If no mask is present in mask slot, mask spinner will become frozen
- If mask is present, mask spinner will blend between mask influence and material amount value

The question here is. If we are blending between mask influence and material amount, do we want to blend between absolute value of the mask (from black to white) and the material amount, OR between mask multiplied by the material amount and the material amount without mask.

Practical example: We have one material layer with material amount set to 50%, and this layer has black and white checkerboard mask:

Option 1: Mask amount 0% will mean material amount is used and mask is ignored. Mask amount of 100% will mean black and white checkerboard mask is used, and on white parts of the mask, our material layer is showing 100%, on black parts, layer is completely transparent

Option 2: Mask amount 0% will mean material amount is used and mask is ignored. Mask amount of 100% will mean black and white checkerboard is multiplied by material amount, so that white parts of the mask show our material 50% opaque, black parts show material. So basically mask will never make layer more opaque than what material amount spinner is set to


Second solution: Spinner and a checkbox
- Spinner will be controlling amount of material layer opacity
- If material layer mask is present, spinner will act as a multiplier of mask map
- Checkbox will simply disable entire material layer, rendering it completely transparent regardless of mask or amount value.

Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 17:38:28
From the first solution option one makes more sense and I would say this solution is what I'd like to see... but without checkboxes I know I will end up missing them.

Now the jackpot question: Is it completely impossible to stretch the UI a bit and allow for a two line layout per layer? Like:

[X] Amount [100]....................[X] Amount [100].........
[-------- Material X --------]       [-------- Mask X --------]

Where both amount spinners are independent. So the layer can be 50% opaque but the mask still goes from 0-100% and vice versa. AND where I can disable the whole layer, obviously, but I can also disable the mask if needed.

Is this where all common sense breaks? Why design a solution that inevitably leads to limitations if we could just add a line in the design? It would still be more compact than the Composite Map for example, which isn't something people complain about every day.
Title: Re: Daily Builds
Post by: racoonart on 2015-08-07, 17:47:19
Ok, currently there are two plausible variants on the table:

First solution - Two spinners
- One spinner for material opacity/amount
- One spinner for mask influence

[...]

For me, it's Solution 1 with option 2. Its easy to understand, flexible, and only needs 2 spinners. Solution 2 is not as flexible but imho an acceptable compromise.
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 17:58:26
Rereading the options from solution 1 makes me think the explanation is missing what happens when exactly.

From what I understand the main amount spinner should not affect the masks ability to block the material, in case main spinner is at 50%, the mask's black should still remain completely black, white will only allow for the opacity the main spinner is set to.
The main spinner should NOT act as a multiplier for the mask, this is what I understand option 2 will do.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-07, 18:33:24
Ok, currently there are two plausible variants on the table:

First solution - Two spinners
- One spinner for material opacity/amount
- One spinner for mask influence

[...]

For me, it's Solution 1 with option 2. Its easy to understand, flexible, and only needs 2 spinners. Solution 2 is not as flexible but imho an acceptable compromise.

Vray uses option 1, so that could bring another wave of complaints :D
Title: Re: Daily Builds
Post by: antanas on 2015-08-07, 22:44:22
 A tremendously long awaited layered material got me a bit overexcited so I made 2 versions of that materials gui mockups which, as I imagine, could be much more useable and fool proof than the one which is currently implemented. There's totally no need to copy vray's crappy and unintuitive VrayBlend material cause, imho, people which are used to v-ray and don't want any improvements should just stay with v-ray and not plague corona with their workflows ))
 To the matter at hand - first mockup is based on modified multi\sub-object material logic and the second one is based on modified composite map's one. Both of those are quite familiar to most users and those for which those aren't a part of the daily work, usually don't need such advanced materials as multilayer anyway)) so I think that even given the differences with originals people will easily understand how to use either of those.
 In both cases I've used material and map preview windows cause I think and I think many will agree that working on complex materials without those is a major pain, especially when one needs to tweak that material later on and by that time totally forgets which map\material was put where and exactly why or imagine some studio work, when different people work one after another on the same scene\models\materials and so on.
 Visual representation in CoronaLayeredMtl material\map slots is a must imho - for instance just try to imagine how tremendously crappy and unwieldy would be afore mentioned multi\sub-object material if it would not contain those previews as it does now.
 Both of those mockups are are of course pretty crude and can be made prettier, more logical, and simply cleaner looking but I think as a reference those will suffice for now, so people please do tell me that you think of those. Personally, I would prefer something similar to v2 as imho it is cleaner, more foolproof and much more understandable from the first glance, but of course that could just be my overexcited imagination ))
Title: Re: Daily Builds
Post by: pokoy on 2015-08-07, 22:55:13
Now we're talking! Fully agree with your opinion about Vray's layered material, I always chose the normal Blend material because I didn't like their logic of how masks worked.

From your mockups I'd choose v2. You're right about the previews, funny it wasn't mentioned yet but now that I've seen them there's no reason why they shouldn't be there.

Great idea. With the previews being there, the short slots aren't that much of a problem. But they might be a tad too short... Still, I like it!
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-07, 23:12:55
Wow, I never though something as simple as LayeredMTL could be made to look like so complex beast O_o
Title: Re: Daily Builds
Post by: antanas on 2015-08-08, 00:54:38
Wow, I never though something as simple as LayeredMTL could be made to look like so complex beast O_o
Well for those kind of materials need to be informative and functional or else they are just not needed at all as there already is a standard blend material which Pokoy mentioned above. Still I'm just suggesting something like that and of course it can be made simpler\cleaner and not as cluttered, but imho V2 interface, or rather some sort of derivative from it, is already quite simple and production proven, well not it itself but the composite map after which it was modelled.
And for something really complex )) see something like https://cdn.tutsplus.com/cg/uploads/legacy/000_QuickTips/016_Maxwell_Decals/MXED_Decals_600x400.jpeg or any other multi-layered Maxwell renderer's or Fryrenderer's\Arion's materials, yet still It's the only thing I miss about those engines as one could do pretty much anything using those materials if not for their sad render speed, bad integration to a standard 3dsmax interface and most sadly really poor support of standard and 3rd party plugins and shaders.
Title: Re: Daily Builds
Post by: Christa Noel on 2015-08-08, 04:11:20
Now we're talking! Fully agree with your opinion about Vray's layered material, I always chose the normal Blend material because I didn't like their logic of how masks worked.

From your mockups I'd choose v2. You're right about the previews, funny it wasn't mentioned yet but now that I've seen them there's no reason why they shouldn't be there.

Great idea. With the previews being there, the short slots aren't that much of a problem. But they might be a tad too short... Still, I like it!
agree with pokoy :D
Ok, currently there are two plausible variants on the table:

First solution - Two spinners
- One spinner for material opacity/amount
- One spinner for mask influence

[...]

For me, it's Solution 1 with option 2. Its easy to understand, flexible, and only needs 2 spinners. Solution 2 is not as flexible but imho an acceptable compromise.

Vray uses option 1, so that could bring another wave of complaints :D
then the team should choose "stay away from another wave of complaints" but keep the user need on them side.
Title: Re: Daily Builds
Post by: juang3d on 2015-08-08, 10:38:02
So far latest DB is working pretty great, no crashes and it even feels a bit faster, I may b wrong, it's an old scene and I did the reset settings thing.

Cheers!
Title: Re: Daily Builds
Post by: PROH on 2015-08-08, 23:51:03
Hi. Played with the 2015-08-07 daily, and it has been working great - except with the latest file I tried. It's an old file with some water-testing, which is converted/reset so there's no "legacy". With this file I'm having big problems with max freezing and the renderer wont stop calculating when canceled (both IR and normal). I tried to narrow down the problem, and I think it's caused by a strong AO effect in the water-material. If I use another material without AO everything works as expected.

I've attached a part of the scene (Max 2014), so others can try it and see if they get the same problem, or it is caused by something else in my system. To reproduce the problem:

1) Open the file and press "Render"
2) After 1 pass (or more) press "Cancel" (or "Stop" in IR)

Now the problem should be, that the renderer won't stop calculating - you need to shut down Max to stop it.

Thanks in advance.
Title: Re: Daily Builds
Post by: antanas on 2015-08-09, 03:22:13
 Hi PROH, I tried to render your scene using max 2016 and 07 08 daily, indeed it doesn't stop using both IR or normal render, so yeah I can confirm that strange behaviour and probably you should file that as a bug on mantis bugtracker right away.
 Just to be sure I even tried to rebuild that material using new Corona Layered Mtl but ended up with the same sad result and without such when coronaAo is disabled, so probably you're right and it is triggering that.
 It got me curious and I tried to downgrade to the older versions, because I tend to use coronaAo map for many purposes and haven't got such bugs earlier so here are the results : 1.3  07 08 daily - bug is present, 1.2.1 - bug is present, 1.2 no bug, 1.1.1 and 1.1 are bug free too - so it is quite easy to guess that it was introduced in 1.2.1 and further on, I just missed it cause I completely missed 1.2.1 and after using 1.2 jumped right to a 07 08 daily only because I wanted corona layered material pretty badly\madly but did not render much yesterday or today and as a result hadn't noticed that.
 Thanks for finding that bug out as just right now I'm working on some older scene and the deadline is on Monday - that scene is using some coronaAo for the roads\walls dirt etc and it would be me panicking, cursing and plucking my hair off just about tomorrow for now I'm back to 1.2 and thanks again ))
Title: Re: Daily Builds
Post by: PROH on 2015-08-09, 13:03:25
Hi antanas. Thank you for testing and confirming. I've reported it at Mantis (ID 0001242). Hope it will be fixed very soon, since it makes everything after v1.2 useless for (my) work.
Title: Re: Daily Builds
Post by: cgiout on 2015-08-09, 16:03:53
If it helps i can confirm too that it won't stop.

3dsmax 2015 + daily 08/07
Title: Re: Daily Builds
Post by: PROH on 2015-08-09, 17:15:58
Thanks :)
Title: Re: Daily Builds
Post by: snakebox on 2015-08-10, 07:29:59
Hi PROH, I tried to render your scene using max 2016 and 07 08 daily, indeed it doesn't stop using both IR or normal render, so yeah I can confirm that strange behaviour and probably you should file that as a bug on mantis bugtracker right away.
 Just to be sure I even tried to rebuild that material using new Corona Layered Mtl but ended up with the same sad result and without such when coronaAo is disabled, so probably you're right and it is triggering that.
 It got me curious and I tried to downgrade to the older versions, because I tend to use coronaAo map for many purposes and haven't got such bugs earlier so here are the results : 1.3  07 08 daily - bug is present, 1.2.1 - bug is present, 1.2 no bug, 1.1.1 and 1.1 are bug free too - so it is quite easy to guess that it was introduced in 1.2.1 and further on, I just missed it cause I completely missed 1.2.1 and after using 1.2 jumped right to a 07 08 daily only because I wanted corona layered material pretty badly\madly but did not render much yesterday or today and as a result hadn't noticed that.
 Thanks for finding that bug out as just right now I'm working on some older scene and the deadline is on Monday - that scene is using some coronaAo for the roads\walls dirt etc and it would be me panicking, cursing and plucking my hair off just about tomorrow for now I'm back to 1.2 and thanks again ))

This bug was present way back before 1.0 was released too.. Not sure what changed, but there is never an official fix released for it. 
Title: Re: Daily Builds
Post by: antanas on 2015-08-10, 23:20:14
Hmm strange I've never ran into it before then - maybe there are some conditions for it to appear, something like meters used as a system units (I myself tend to use cms more often) or some other conditions, I do remember reporting something similar way before 1.0 but that bug was related to corobaAo used in conjunction with procedural substance textures and it was supposedly fixed back then ...
Title: Re: Daily Builds
Post by: romullus on 2015-08-10, 23:28:22
Hi. Played with the 2015-08-07 daily, and it has been working great - except with the latest file I tried. It's an old file with some water-testing, which is converted/reset so there's no "legacy". With this file I'm having big problems with max freezing and the renderer wont stop calculating when canceled (both IR and normal). I tried to narrow down the problem, and I think it's caused by a strong AO effect in the water-material. If I use another material without AO everything works as expected.

I've attached a part of the scene (Max 2014), so others can try it and see if they get the same problem, or it is caused by something else in my system. To reproduce the problem:

1) Open the file and press "Render"
2) After 1 pass (or more) press "Cancel" (or "Stop" in IR)

Now the problem should be, that the renderer won't stop calculating - you need to shut down Max to stop it.

Thanks in advance.

Tried your scene with max 2014 sp5 on win 7, build aug 07. I wouldn't say it doesn't stops rendering. It does, but after quite prolonged time. Things goes better if you lower samples in CoronaAO. And of course it stops immediatelly if AO is unplugged. Didn't try with older builds, though.
Title: Re: Daily Builds
Post by: PROH on 2015-08-11, 02:46:44
Thanks rommulus. I waited for a half hour without Corona stopping. How long time did you wait? I also tried lowering the AO samples, but didn't see any difference. I haven't seen this in older versions (used Corona since a5), but maybe I've just been lucky.

This scene is made in Corona (can't remember exact version) and has been updated along with Coronas progress. But this is the first time I've run in to such a severe bug. I really hope it's going to be fixed soon, so I can benefit from those nice new enhancements, also when I'm using AO.
Title: Re: Daily Builds
Post by: romullus on 2015-08-11, 09:11:13
Not that much. With original settings i have to wait about half a minute for Corona to stop and with lowered AO samples it's a matter of few seconds. Nevertheless it's a bug that should and i believe will be fixed.
Title: Re: Daily Builds
Post by: maru on 2015-08-11, 11:22:29
Is this already on Mantis?
Title: Re: Daily Builds
Post by: romullus on 2015-08-11, 11:48:29
Yes, it is: https://corona-renderer.com/bugs/view.php?id=1242
Title: Re: Daily Builds
Post by: maru on 2015-08-11, 12:22:30
Rays/sample: ~4000
"Usual value of rays/sample is about 5-50 for PT samples set to 16 and light samples multiplier 1"

Let's see if there is a way to fix this.
Title: Re: Daily Builds
Post by: maru on 2015-08-11, 16:37:09
Ok, the only solution seems to be unplugging AO map. Although, I experienced some random fixes after doing things like unplugging the noise maps which are nested inside AO, or changing embree flags. But it was probably completely random, and would freeze again upon next rendering.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-11, 19:25:52
Unfortunately, I have to suggest to hunker down with older build, as Ondra is at Siggraph, and then vacation, so there won't be any fixes for about next 11 days...
Title: Re: Daily Builds
Post by: Siahpoosh on 2015-08-16, 18:04:47
Ondra, do you have any plan to add some blending mode option to blend material ? like additive/shellac mode ?
Title: Re: Daily Builds
Post by: Ondra on 2015-08-16, 18:36:10
Ondra, do you have any plan to add some blending mode option to blend material ? like additive/shellac mode ?
hi,
no plans for that
o.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-17, 15:09:38
I fixed the AO problem
Title: Re: Daily Builds
Post by: romullus on 2015-08-17, 15:17:48
Great, now put sunglasses on and get back to beach. I hate when people can't stop working on vacations - it makes me feel so lazy :]
Title: Re: Daily Builds
Post by: maru on 2015-08-17, 15:57:32
Great, now put sunglasses on and get back to beach.
NOW.
Title: Re: Daily Builds
Post by: romullus on 2015-08-17, 19:56:52
Vector displacement produces a lot of IND0 pixels. However, i must admit i don't have proper vector displacement map nor knowledge how to use it, so must likely i do it all wrong :]
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-08-17, 20:18:00
Vector displacement produces a lot of IND0 pixels. However, i must admit i don't have proper vector displacement map nor knowledge how to use it, so must likely i do it all wrong :]

Regardless of that, nothing user does should ever produce IND0 pixels, so i would mantis it :)
Title: Re: Daily Builds
Post by: Ondra on 2015-08-17, 20:49:25
simple, mantis it, post scene
Title: Re: Daily Builds
Post by: maru on 2015-08-18, 12:48:00
Vector displacement produces a lot of IND0 pixels. However, i must admit i don't have proper vector displacement map nor knowledge how to use it, so must likely i do it all wrong :]
Using CoronaBitmap seems to fix this. 1:0 for CBitmap. :)
Update: nope.
Title: Re: Daily Builds
Post by: antanas on 2015-08-19, 18:37:17
The thing is that scene provided by rommulus on mantis does have High dynamic range enabled in Vector Displacement map but the provided map itself is just a jpeg which of course is not anything close to hdr, so probably that's what causing those artifacts cause if hdr\32bit version of the same ear map is used instead of original those black faces\pixels do not appear. Only thing is that if the scene is rendered at least once using the original map it doesn't matter which map is used and artifacts do appear for quite some time and then suddenly they disappear and displacement renders as it should. Attached that hdr map for test.   
Title: Re: Daily Builds
Post by: Ondra on 2015-08-27, 21:35:17
New daily build... I messed up with scheduling and thread priorities, so it is highly experimental, but it should fix some problems with freezing (both inside and outside Corona), so try it out ;)
Title: Re: Daily Builds
Post by: ihabkal on 2015-08-27, 22:21:55
Fixed google chrome freezing up when rendering with Corona!!! Youpeeeee!
Title: Re: Daily Builds
Post by: Ondra on 2015-08-28, 01:22:27
hourly build: added advanced “render selected” - render mask by Include/exclude list. Behaves differently with "clear VFB" option on/off. Very experimental, will need some tweaking, but you can already have some fun with it.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-28, 20:49:16
new daily with animated proxy in 10 minutes
Title: Re: Daily Builds
Post by: arqrenderz on 2015-08-29, 01:56:19
Ondra is Rocking!!
Title: Re: Daily Builds
Post by: romullus on 2015-08-29, 18:40:10
Update of VFB in build aug 28 is pretty bad for both regular and interactive renderings. Even with very simple scenes VFB updates in prolongated intervals.
Title: Re: Daily Builds
Post by: Bormax on 2015-08-29, 19:18:00
Hello,
Tried Build from 28-08-2015 - it loads proxies with no links to mesh files
Title: Re: Daily Builds
Post by: romullus on 2015-08-29, 21:36:54
I can confirm that - proxies from previous scene loads empty.
Title: Re: Daily Builds
Post by: Ondra on 2015-08-29, 22:27:39
fix is already done, will be in next daily
Title: Re: Daily Builds
Post by: Ondra on 2015-08-31, 01:16:15
New daily fixing the proxy bug and adding improved warning/error dialog will be up shortly. Let me know if you can think of any additional warnings you would like to see there
Title: Re: Daily Builds
Post by: hubrobin on 2015-09-01, 15:16:15
Hi Ondra,
for the Corona Bitmap to be usable in network rendering scenarios you need to make it so the asset manager capable of collecting the bitmaps and update their paths to new network folders, thanks!

Hi,

can you elaborate on this? It seems that asset manager is correctly collecting Corona bitmaps and the 'Set Path...' feature seems to be working fine.

Thanks,

Robin
Title: Re: Daily Builds
Post by: ihabkal on 2015-09-03, 00:17:44
Sorry I meant resource collector, please see attached, 1 and 2 don't play together.
Title: Re: Daily Builds
Post by: maru on 2015-09-03, 10:52:46
As far as I know the answer here is that Autodesk need to update their resource collector to be compatible with Corona.
Title: Re: Daily Builds
Post by: Ondra on 2015-09-03, 11:28:16
yep. We will ask them to, but dont hold your breath.
Title: Re: Daily Builds
Post by: pokoy on 2015-09-03, 11:37:15
yep. We will ask them to, but dont hold your breath.

Neil Blevins has a more complete version of this in his SoulburnScripts collection called bitmapCollector, as it's available freely he might update it to respect Corona specific maps (and lights) as a replacement for the built in script.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-09-03, 12:35:16
I tried to come up with LayeredMTL design that would suit everyone's need.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=7239.0;attach=35815)
Are you sure you would want this complex beast?
Title: Re: Daily Builds
Post by: pokoy on 2015-09-03, 12:40:56
Not bad actually. Is it too complicated? It's still better to have more control than no control. I could perfectly live with it, you still managed to keep it minimal and to the point.

Will there be a way to add/delete layers like with Multi/Sub material so in case you need only 3 layers you don't have a huge list?
Does the mask checkbox grey out when layer is disabled?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-09-03, 12:48:56
Not bad actually. Is it too complicated? It's still better to have more control than no control. I could perfectly live with it, you still managed to keep it minimal and to the point.

Will there be a way to add/delete layers like with Multi/Sub material so in case you need only 3 layers you don't have a huge list?
Does the mask checkbox grey out when layer is disabled?

Variable count is possible, but fairly complicated. I am not sure if Ondra would want to mess with it. As for freezing, it's a little more complicated than that.

- If there was no material in a layer, both spinners and checkboxes would be frozen
- If there was material but not a map, then map spinner and map checkbox would be frozen.
- If there was a material and a map, but material checkbox would be unchecked, both spinners and map checkbox would be frozen
- If there was a material and a map, but map checkbox would be unchecked, then map spinner would be frozen.
Title: Re: Daily Builds
Post by: maru on 2015-09-03, 13:13:15
not sure, but maybe this order would make it look more familiar? (same as in "maps" in standard/corona mtl)
Title: Re: Daily Builds
Post by: pokoy on 2015-09-03, 13:17:52
not sure, but maybe this order would make it look more familiar? (same as in "maps" in standard/corona mtl)

It certainly looks more like a standard layout that we're all used to, I agree.
Title: Re: Daily Builds
Post by: romullus on 2015-09-03, 13:45:15
I'd like to see such improvement in layered material. +1 from me.
Title: Re: Daily Builds
Post by: pokoy on 2015-09-03, 13:55:49
Not bad actually. Is it too complicated? It's still better to have more control than no control. I could perfectly live with it, you still managed to keep it minimal and to the point.

Will there be a way to add/delete layers like with Multi/Sub material so in case you need only 3 layers you don't have a huge list?
Does the mask checkbox grey out when layer is disabled?

Variable count is possible, but fairly complicated. I am not sure if Ondra would want to mess with it. As for freezing, it's a little more complicated than that.

- If there was no material in a layer, both spinners and checkboxes would be frozen
- If there was material but not a map, then map spinner and map checkbox would be frozen.
- If there was a material and a map, but material checkbox would be unchecked, both spinners and map checkbox would be frozen
- If there was a material and a map, but map checkbox would be unchecked, then map spinner would be frozen.

The checkbox behavior sounds good!
As for adding/removing layers, please push that one. I imagine most people will not exceed 3-5 layers so not having all 8 available layers displayed all the time will be way easier to grasp (and will look slick!).
Title: Re: Daily Builds
Post by: arqrenderz on 2015-09-03, 14:29:44
+1
Title: Re: Daily Builds
Post by: maru on 2015-09-03, 14:33:52
How about 2 rollouts?
#1 - displays 2-3 layers, is opened by default
#2 - displays 5+ layers, is closed by default

This way you do not need to create any add/remove tricks, and ui is clean.
Title: Re: Daily Builds
Post by: romullus on 2015-09-03, 15:07:23
I imagine that would cause a lot of confusion amongst newcomers.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-09-03, 15:10:38
How about 2 rollouts?
#1 - displays 2-3 layers, is opened by default
#2 - displays 5+ layers, is closed by default

This way you do not need to create any add/remove tricks, and ui is clean.

Yep, not sure about that. It could indirectly imply first 3 layers behave somewhat differently to other 5. Like that they are specialized for something.
Title: Re: Daily Builds
Post by: Juraj on 2015-09-03, 17:20:09
Phew, that looks good ! So in the end we'll get both spinner and checker, cool.

Variable count would be nice, but if it's hard, doesn't seem as necessity, it's not that much of a clutter on big displays.
Title: Re: Daily Builds
Post by: pokoy on 2015-09-03, 17:40:18
How about 2 rollouts?
#1 - displays 2-3 layers, is opened by default
#2 - displays 5+ layers, is closed by default

This way you do not need to create any add/remove tricks, and ui is clean.

Yep, not sure about that. It could indirectly imply first 3 layers behave somewhat differently to other 5. Like that they are specialized for something.

How about... 5 layers per rollout, with a 2 or 3 rollouts limit? This way it's clearly grouped into 5 layers, they could be named 'Layer 6-10' and 'Layer 11-15'.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-09-03, 18:40:23
Keep in mind it's not a sure thing. Just a prototype mockup. It's up to Ondra to approve.
Title: Re: Daily Builds
Post by: pokoy on 2015-09-03, 18:41:37
Fingers crossed! Thanks for showing this.
Title: Re: Daily Builds
Post by: antanas on 2015-09-03, 21:27:11
Well I would prefer something a little more mageable, more easily understandable at a glance, which got some pretty pictures\previews, maybe something like the cleaned up version of those which I suggested on page 25, yet maybe that's just me and my somewhat crooked mind)), still the new proposed version could be more useable\handier than the current implemented one I think.
Title: Re: Daily Builds
Post by: -Ben-Battler- on 2015-09-03, 22:10:39
How about 2 rollouts?
#1 - displays 2-3 layers, is opened by default
#2 - displays 5+ layers, is closed by default

This way you do not need to create any add/remove tricks, and ui is clean.

Hmm, I assume in the Slate Material Editor all 8+ available layers would be visible in the node all the time? I'm not a fan. I really like how in the Multi-/Subobject we are able to choose how big the node is.
Title: Re: Daily Builds
Post by: romullus on 2015-09-03, 22:36:57
You can hide unused map slots in SME (default shortcut H) and make editor window much more clean and manageable. I always use it since i discovered it.
Title: Re: Daily Builds
Post by: -Ben-Battler- on 2015-09-04, 08:52:23
You can hide unused map slots in SME (default shortcut H) and make editor window much more clean and manageable. I always use it since i discovered it.

Wow, nice one! Then I'm in in whatever solution ;)
Title: Re: Daily Builds
Post by: Ondra on 2015-09-07, 16:34:56
Teaser: tighter packing when using avoid collisions in Corona Scatter. Image before/after:
(http://i.imgur.com/UjAcddX.jpg)
Title: Re: Daily Builds
Post by: romullus on 2015-09-07, 17:06:59
Now that looks very cool! I hope it won't affect performance too drastically.
Title: Re: Daily Builds
Post by: racoonart on 2015-09-07, 18:13:32
Bounding box vs. convex hull intersection?
Title: Re: Daily Builds
Post by: hubrobin on 2015-09-07, 18:15:09
Just AABB versus OBB
Title: Re: Daily Builds
Post by: romullus on 2015-09-08, 19:24:30
CoronaScatter's avoid collision improvement is awesome! One thing though, i noticed that altering distribute objects pivot, misplaces scattered instances. Is there a way to overcome this, other than reseting transformations?
Title: Re: Daily Builds
Post by: romullus on 2015-09-08, 22:18:45
New avoid collision works poorly with flat or nearly flat objects (think of leaves on ground).
Title: Re: Daily Builds
Post by: hubrobin on 2015-09-09, 00:49:40
New avoid collision works poorly with flat or nearly flat objects (think of leaves on ground).

Hey,

thanks for testing! What do you mean by that? I have just tried distributing planar poly and it worked as anticipated. Could you share your data?

Thanks!
Title: Re: Daily Builds
Post by: romullus on 2015-09-09, 08:47:37
Sure Robin, i'll try to collect more comprehensive report and will post it to appropriate board as soon as i can.
Title: Re: Daily Builds
Post by: alexander.poelmans on 2015-09-09, 09:24:58
Hi ondra,

The corona error messaging is awesome! But is there a way to run it before you hit the render button? that would be totaly awesome!

thanks

Alexander
Title: Re: Daily Builds
Post by: Bormax on 2015-09-09, 09:26:50
Hi
New avoid collision works not correctly if scale has some variation, also rotation by X or Y and translation by Z.
In attachment there example with scale variation, but the same result with rotation and translation variations.
In this case I scattered patch of grass
Title: Re: Daily Builds
Post by: romullus on 2015-09-09, 09:39:23
Hi
New avoid collision works not correctly if scale has some variation, also rotation by X or Y and translation by Z.
In attachment there example with scale variation, but the same result with rotation and translation variations.
In this case I scattered patch of grass

This. Actually if you unlink XYZ, you'll see that Z axis causes trouble (asuming that your instances has much lower height than width and depth).
Title: Re: Daily Builds
Post by: hubrobin on 2015-09-09, 10:27:38
Hi
New avoid collision works not correctly if scale has some variation, also rotation by X or Y and translation by Z.
In attachment there example with scale variation, but the same result with rotation and translation variations.
In this case I scattered patch of grass

Oh I can see where is this problem coming from. The fix will be available within the next daily.

Cheers,

Robin
Title: Re: Daily Builds
Post by: hubrobin on 2015-09-09, 12:01:08
New hourly build as about to come out. Give it a shot!
Thanks!
Title: Re: Daily Builds
Post by: romullus on 2015-09-09, 13:20:03
Excellent! Now it works flawlessly.

And what about distribution object's pivot affecting scaterred instances, that i mentioned few posts earlier? Is it bug or limitation? Can it be fixed?
Title: Re: Daily Builds
Post by: Ondra on 2015-09-09, 13:21:29
Excellent! Now it works flawlessly.

And what about distribution object's pivot affecting scaterred instances, that i mentioned few posts earlier? Is it bug or limitation? Can it be fixed?

can you provide an example scene for Robin?
Title: Re: Daily Builds
Post by: romullus on 2015-09-09, 13:38:37
Sure thing.


Title: Re: Daily Builds
Post by: Ondra on 2015-09-09, 13:54:18
interesting, that one is not connected to the new improvements. Could you mantis it?
Title: Re: Daily Builds
Post by: romullus on 2015-09-09, 14:10:04
Done it.
Title: Re: Daily Builds
Post by: marioteodoru on 2015-09-09, 16:14:57
Will LayeredMtl have a additive layer blending mode like in maxwell?
Title: Re: Daily Builds
Post by: Christa Noel on 2015-09-12, 07:42:54
hi guys, I just got another error message when opening my tiny scene this morning. "system is running low on RAM".
I ran just 3 programs at a time, ie browser+wmp+3dsmax. check the attachments

update: can't reproduce it again.
Title: Re: Daily Builds
Post by: antanas on 2015-09-16, 02:17:54
Hi, yesterday I was looking at corona error message window where I got some 50 + normal map gamma related errors in some older scene which got something round 500 or more materials, and it got me thinking what it would be a good thing to add one of those things in there :

solution 1 - some sort of fix gamma button to automatically add gamma to that afflicted map\material or all of them at once fix category perhaps )) - probably Martin could help with that too ))
solution 2 - select that afflicted material containing object\s which would obviously make finding that troublesome map\material a lot easier even if it would select a whole group of objects where that map is used - well as a standard select by material does.
solution 3 - bring that material to a material editor slot 1 as an instance
Honestly doesn't matter which one of those can be done - whatever is easier to do really )) as either of those solutions would help scene\material troubleshooting tremendously
 
Probably same sort of solution could be applied to all other errors as most probably all those functions are accessible via maxscript anyways - hell even that Error window itself could be "rebranded" to a less menacing thing called for example something like Corona scene trouble-shooter\doctor\fixer\whatever to make it not only user friendlier but much, much more useful as well ))
Title: Re: Daily Builds
Post by: romullus on 2015-09-16, 09:16:43
Hey antanas, solution 1 is already there in material converter and something similar like solutions 2 and 3 is already requested in appropriate board ;]
Title: Re: Daily Builds
Post by: karnak on 2015-09-16, 11:03:09
I think that those issues should be fixed by the user (possibly via scripting for large scenes).
To me the Error window's job is to point out errors, fixing them is up to the user.
Title: Re: Daily Builds
Post by: Ondra on 2015-09-16, 11:54:44
you are correct, but it is always nice to make the fixing faster and easier ;)
Title: Re: Daily Builds
Post by: antanas on 2015-09-16, 14:12:10
you are correct, but it is always nice to make the fixing faster and easier ;)
Those are my thoughts exactly ))
Title: Re: Daily Builds
Post by: Bormax on 2015-09-20, 21:44:39
Hi,
I'm using now build from 14-09-2015 and I have two problems:
1. Max crashes if it makes autosave during the rendering more or less big scenes. I've checked memory usage - it takes about 1/3 of the RAM I have (32 Gb) for rendering the scene and autosave doesn't make any peaks when it starts. In the moment when autosave starts Max just shuts down with offer to send error report to Autodesk. I've noticed this problem about month ago, so I just switched off autosave before rendering.
2. Today I've noticed that MultiTexture map from CG-Source doesn't work in Object mode. If this mode chosen it works as in Material ID mode. In new scenes I can use CoronaMultiMap, but I have to work with older scenes where I used MultiTexture map quite alot, and MultiTexture map has some useful features I'd like to use in new projects also.

BTW, if I find some bug using daily builds where it's better to make a report about it - here or in Bug Reporting section?

Thanks
Title: Re: Daily Builds
Post by: Ondra on 2015-09-20, 21:48:50
use mantis, provide the minidump
Title: Re: Daily Builds
Post by: Bormax on 2015-09-20, 22:34:52
use mantis, provide the minidump
Can't login to MantisBT... Should I have another account there?
Title: Re: Daily Builds
Post by: Bormax on 2015-09-20, 22:55:27
use mantis, provide the minidump
I've sent report and minidump to mantis
Thanks
Title: Re: Daily Builds
Post by: Ondra on 2015-09-22, 11:41:33
New daily build is out - fixes quite a lot bugs, including some performance problems, so give it a try: https://forum.corona-renderer.com/index.php?topic=7238.new#new
Title: Re: Daily Builds
Post by: kregred on 2015-09-22, 14:05:48
Test build 2015-09-22
every day better and better)
p.s.  In scene three types of light sources, disc\sphere\cylinder + PFlow with self-luminous material.
Title: Re: Daily Builds
Post by: Bormax on 2015-09-22, 18:22:24
Tested new build 2015-09-22
The problem with CoronaMultiMap (https://forum.corona-renderer.com/index.php/topic,9264.0.html) has gone at least in my test scene.
Thank you!

Unfortunately autosave during the rendering still crashes Max, now without offer to send the error report. MultiTexture map from CG-Source doesn't work in Object mode still
Title: Re: Daily Builds
Post by: VASLAVO on 2015-09-22, 20:18:49
Cant even open a big scene, try 3 files already with no success, revert to daily 08-27 its opens ok
Title: Re: Daily Builds
Post by: Ondra on 2015-09-22, 20:23:16
New hourly build - https://forum.corona-renderer.com/index.php/topic,7238.msg61445.html#msg61445

Cant even open a big scene, try 3 files already with no success, revert to daily 08-27 its opens ok

Lets go through the usual checklist - RAM OK? What exactly happens? Screenshots? Minidump if it crashes? Can you upload the scene?
Title: Re: Daily Builds
Post by: atelieryork on 2015-09-22, 22:22:07
Can't wait to try the new build. Those improvements to light sampling look amazing! We've been having a lot of issues with that, so this should be significant.
Title: Re: Daily Builds
Post by: VASLAVO on 2015-09-22, 22:30:26
Ram perfect, 64 gigas, dual xeon 3.6mhz, il says if i want to auto save an thats it, i re open and happens again and again, im recolecting bitmaps and saving it as zip file right now, where to ulpoad it? only at one time it says that i was getting out of ram but wad on a 32 gigas machine, but its only opening so i dont know how this is possible, havent even render yet.
Title: Re: Daily Builds
Post by: Ondra on 2015-09-22, 22:54:41
http://corona-renderer.com/upload
Title: Re: Daily Builds
Post by: VASLAVO on 2015-09-22, 23:58:21
uploaded, here is the screenshot, the file has no bitmaps or proxys, let me know if you need to uload it with all, its 1gb
Title: Re: Daily Builds
Post by: lixai on 2015-09-23, 10:12:54
with tle latest built i have this spike in ram when i open this scene, don't remember having this before.
Title: Re: Daily Builds
Post by: Stan_But on 2015-09-23, 16:44:51
Hi
Sorry if it had discussed but what is the cause of deleting ability to on/off of previz UHD? Would be very good if it would been returned
Title: Re: Daily Builds
Post by: Ondra on 2015-09-23, 17:25:04
uncheck clear vfb between renders to get the same result
Title: Re: Daily Builds
Post by: Stan_But on 2015-09-23, 17:45:50
uncheck clear vfb between renders to get the same result

Oh
Thanks for answer Ondra,
I didnt know that it works good now
My apologies)

other question
Now if i create the rayswitchMat all slots are created with the default Coronamat.
As for me it was realized more comfortable when all slots was just empty
And if it was created based on existing coronaMat this material was set in "directly visible" slot
Title: Re: Daily Builds
Post by: atelieryork on 2015-09-24, 09:22:37
Ondra, I think I read that you have a simple batch cmd script that will swap out daily builds for retail builds. Could you please share this? Or perhaps bundle it in with daily builds as a desktop shortcut?

We're in a position where it would be nice to test more recent dailies but the render farm we use (Rebus) is only running retail 1.2.1 so we have to ultimately use that for production work (which is a total drag...). I wish Rebus would allocate some of their servers purely to daily builds!
Title: Re: Daily Builds
Post by: Ondra on 2015-09-24, 11:13:09
Ondra, I think I read that you have a simple batch cmd script that will swap out daily builds for retail builds. Could you please share this? Or perhaps bundle it in with daily builds as a desktop shortcut?

We're in a position where it would be nice to test more recent dailies but the render farm we use (Rebus) is only running retail 1.2.1 so we have to ultimately use that for production work (which is a total drag...). I wish Rebus would allocate some of their servers purely to daily builds!

hi, see https://coronarenderer.freshdesk.com/support/solutions/articles/5000577837-how-to-run-different-corona-versions-at-the-same-time-
Title: Re: Daily Builds
Post by: atelieryork on 2015-09-24, 11:36:05
Thanks I'll give this a pop.
Title: Re: Daily Builds
Post by: Ondra on 2015-09-24, 20:22:02
DR update: https://forum.corona-renderer.com/index.php/topic,7238.msg61553.html#msg61553
Title: Re: Daily Builds
Post by: ihabkal on 2015-09-25, 09:50:50
so many new features and fixes, maybe it is time for a .1 installer?
Thanks,
Ihab
Title: Re: Daily Builds
Post by: Ondra on 2015-09-25, 10:16:41
1.3 will have proper installer, we are getting near release...
Title: Re: Daily Builds
Post by: atelieryork on 2015-09-25, 11:11:51
This is great. We have a bit batch of stuff to send out to farms and could really benefit from them being on 1.3.
Title: Re: Daily Builds
Post by: pokoy on 2015-09-25, 12:39:36
Pretty nice improvements for 1.3, absolutely.

I'd still like to see fixes/improvements for these here before it's released:

- [Bug] Bump/normal rendering inverted with flipped UVs - this is a very basic thing that should not be left out as it probably affects everyone out there
https://forum.corona-renderer.com/index.php/topic,8876.0.html (https://forum.corona-renderer.com/index.php/topic,8876.0.html)

- [Bug] Background in screen mode must not be resized to crop/region size - again, pretty basic, needs a fix imho
https://forum.corona-renderer.com/index.php/topic,9425.0.html (https://forum.corona-renderer.com/index.php/topic,9425.0.html)

- [Improvement] - Disable DOF for screen mapped backgrounds - anyone doing rendering against plates needs this at some point, would be really good to have that option
https://forum.corona-renderer.com/index.php/topic,8181.0.html (https://forum.corona-renderer.com/index.php/topic,8181.0.html)
Title: Re: Daily Builds
Post by: Chakib on 2015-09-25, 20:00:44
Hi guys,

Nice to see a new warnings messages about incompatible  mats in the latest daily build ( 24th ), but the thing that is annoying me is when I choose a vray mat and the warning shows up I choose ignore, then I thought It will remember my choice to ignore it, well It doesn't It still shows up the same error when choosing the same mat.
Title: Re: Daily Builds
Post by: Ondra on 2015-09-25, 21:12:35
Hi guys,

Nice to see a new warnings messages about incompatible  mats in the latest daily build ( 24th ), but the thing that is annoying me is when I choose a vray mat and the warning shows up I choose ignore, then I thought It will remember my choice to ignore it, well It doesn't It still shows up the same error when choosing the same mat.

matter of better naming the buttons.


BTW: New prototype - reports errors over network:
(https://i.imgur.com/W2N1Ohv.jpg)
Title: Re: Daily Builds
Post by: Chakib on 2015-09-27, 14:11:11
Hi guys,

Nice to see a new warnings messages about incompatible  mats in the latest daily build ( 24th ), but the thing that is annoying me is when I choose a vray mat and the warning shows up I choose ignore, then I thought It will remember my choice to ignore it, well It doesn't It still shows up the same error when choosing the same mat.
matter of better naming the buttons.

BTW: New prototype - reports errors over network:


Yeah exactly it was like "ignore" for both options, this new prototype is a clear and nice one, thanks Ondra !
Title: Re: Daily Builds
Post by: Yehat on 2015-10-04, 10:18:23
1.3 will have proper installer, we are getting near release...
Will the DR work with the backburner in this version?
Title: Re: Daily Builds
Post by: Ondra on 2015-10-04, 10:26:10
yes
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-06, 10:06:46
New network error messages = excellent! Just testing it now and it picked up a few things I hadn't spotted that would have caused trouble with DR rendering. Nice work.
Title: Re: Daily Builds
Post by: romullus on 2015-10-06, 12:53:44
Blocked video doesn't look very good in Corona's 404 page...
Title: Re: Daily Builds
Post by: Ondra on 2015-10-06, 15:32:32
ok, so we need ideas for new 404 page...
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-06, 21:23:39
Quote
"Removed mental ray rollout from Corona materials/maps"

Build timestamp: Oct  6 2015 18:26:48

It's still there.
(http://s28.postimg.org/ny11jtr89/its_mental.jpg) (http://postimg.org/image/ny11jtr89/)
Title: Re: Daily Builds
Post by: antanas on 2015-10-07, 05:25:00
Hmmm strange, I have them gone and good riddance might I add ) - using max 2016 sp1 here
Title: Re: Daily Builds
Post by: romullus on 2015-10-07, 08:40:42
max2014 sp5, latest build - mr connection rollout still there.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-07, 09:04:59
you need to unset mental ray/iray from all renderer slots for it to work (such as activeshade) - when I remove it and render with mental ray starts, it crashes. So it gets removed only when there is no MR/IR in sight
Title: Re: Daily Builds
Post by: romullus on 2015-10-07, 11:06:56
Got it! Customize>preferences>mental ray>enable mental ray extensions - it has to be unchecked and mr connections are gone. Great!
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-07, 11:12:03
Got it! Customize>preferences>mental ray>enable mental ray extensions - it has to be unchecked and mr connections are gone. Great!

Where is this in 2016? I can't seem to find it. Cheers.
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-07, 11:25:36
"Corona DR now works when launched with Backburner or other net rendering, such as Deadline"

Working! Good job guys, really... will make a massive difference to our productivity.
Title: Re: Daily Builds
Post by: Frood on 2015-10-07, 11:55:25
Where is this in 2016? I can't seem to find it.

Seems that it was removed from the preferences settings:

http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-3E965F06-0054-4C31-A50D-51F53D7739FE-htm.html

Good Luck!


Title: Re: Daily Builds
Post by: atelieryork on 2015-10-07, 12:01:22
Ah cheers. Thank you.
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-07, 14:59:01
Thanks Romullus. Was unaware of this.
Title: Re: Daily Builds
Post by: antanas on 2015-10-08, 18:51:14
Got it! Customize>preferences>mental ray>enable mental ray extensions - it has to be unchecked and mr connections are gone. Great!
Hmm, probably I did the same thing some time ago wishing them gone, but not successfully when, and now "automatically" got rid of those yet forgot how and what I did back when and even what I did something at all ))
Title: Re: Daily Builds
Post by: Juraj on 2015-10-08, 22:47:54
How far away is the next public release ? And how "stable" feature-wise for production is current daily ?

I know sorta wide and odd questions just wondering if it's worth to jump on train to finish some hobby projects I have laying around.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-08, 23:02:06
My advice is: go for latest daily build, but have contingency plan - backup scenes before re-saving in 1.3, and leave 1 extra day safety space if something would go wrong. The improvements are worth the risk (which is < 10% IMHO)
Title: Re: Daily Builds
Post by: Juraj on 2015-10-08, 23:42:44
That sounds quite positive, will give it a try :- )
Title: Re: Daily Builds
Post by: romullus on 2015-10-13, 21:29:40
Great additions to interactive rendering! But i have little problem now. I used to launch interactive with such command:

Code: [Select]
CoronaRenderer.CoronaFp.startInteractive()
but now it wants some argument. How should i fix this code?
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-13, 22:13:02
For some reason the boolean has been flipped to false. This probably is a bug. (Not a bug)

Try this.
Code: [Select]
CoronaRenderer.CoronaFp.startInteractive false
FYI if you open the listener (F11) + paste:
Code: [Select]
showinterfaces renderers.current
This will show you the arguments it wants. In this case a boolean. True/False
Title: Re: Daily Builds
Post by: Ondra on 2015-10-13, 22:15:03
it now has single parameter - BOOL docked - true for starting in docked VFB (has to be created first in one of the viewports), false for Corona VFB
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-13, 22:26:28
Thanks for this addition. Is there a way of resetting the viewport back to the initial state where you see the 'click to start interactive session" while it's rendering.

This code does that but not while it is rendering.
Code: [Select]
actionMan.executeAction 0 "40406"  -- Views: Extended Views 3
Title: Re: Daily Builds
Post by: romullus on 2015-10-13, 22:50:58
Thanks a bunch, everything works now!
Title: Re: Daily Builds
Post by: Ondra on 2015-10-13, 23:04:31
Thanks for this addition. Is there a way of resetting the viewport back to the initial state where you see the 'click to start interactive session" while it's rendering.

This code does that but not while it is rendering.
Code: [Select]
actionMan.executeAction 0 "40406"  -- Views: Extended Views 3
replacing the viewport with a different one and then with corona docked VFB again should do the trick
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-14, 00:19:56
I tried this. Set the viewport (index 4) to Docked IR and typed: viewport.getType() but it returns undefined like maxscript help states.

Quote
If the current viewport is an extended viewport (that is, a Schematic View, Asset Manager, or MAXScript Listener viewport), getType() will return undefined

My docked viewport is index number four. But viewport.activeViewportEx 4 in mxs returns:
Code: [Select]
-- Runtime error: viewport.activeViewport index out of range
So I guess there's no way to use a 'for loop' through the viewports to check which one is the docked IR. :[

Could anything be done your end to exposed this to MXS? Thanks.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-14, 00:29:10
well the extended viewport API sucks complete balls and we will need to bypass it. So tell me what is your overall goal and we will see what can be done
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-14, 01:32:41
bahahaha! yea donkey ones!!

I'm learning maxscript and developing a little toolbox for Corona which started out as just region render (see attached) and had an IR button and now I have a "IR VBF" and "IR VP" setup thanks to this new function.

Trouble is I've no way to access the viewports to stop the IR docked version. Same really for the IR VBF type too.

Seems this is not also accessible via MXS. Once any of those IR types are fired up, maxscript is non-applicable at that point and can't be stopped, unless manually.
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-15, 10:25:05
Quote
Added limited region render support

(http://i.imgur.com/8DlfOIc.gif)

Good work, chaps! 1.3 here we come...
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-15, 10:42:32
I don't know what you guys did, but my Render Setup dialog window now opens in 1 second instead of 5+ seconds... And when changing from Region to View with the Render Setup dialog open it does it almost instantly. Before it was taking 5+ seconds. Thank you!
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-10-15, 10:50:28
Quote
Added limited region render support

Good work, chaps! 1.3 here we come...

Render region always worked with Corona, the one that's in Common tab of 3ds Max settings. What you quoted is an improvement to interactive rendering. That the good old native 3ds Max's render region now sort of works with interactive rendering. Not that there is new render region feature inside of CoronaVFB.

Just so that there is no confusion ;)                           
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-15, 10:53:23
Quote
Added limited region render support

Good work, chaps! 1.3 here we come...

Render region always worked with Corona, the one that's in Common tab of 3ds Max settings. What you quoted is an improvement to interactive rendering. That the good old native 3ds Max's render region now sort of works with interactive rendering. Not that there is new render region feature inside of CoronaVFB.

Just so that there is no confusion ;)                         

Yep, it's a great start. I'm sure it won't be long before they figure out how to push this into the CoronaVFB. What I'm now doing is having a floating IR window on a secondary monitor and using the region in that to do little crop tests. Works well. Next stop full VFB region support...
Title: Re: Daily Builds
Post by: Ondra on 2015-10-15, 12:23:49
I don't know what you guys did, but my Render Setup dialog window now opens in 1 second instead of 5+ seconds... And when changing from Region to View with the Render Setup dialog open it does it almost instantly. Before it was taking 5+ seconds. Thank you!

Purely random. 3dsmax is magic. And not the good kind ;)
Title: Re: Daily Builds
Post by: vkiuru on 2015-10-15, 13:51:23
Purely random. 3dsmax is magic. And not the good kind ;)

That should be the opening line of every course teaching 3DS Max in schools.
Title: Re: Daily Builds
Post by: tallbox on 2015-10-15, 14:14:09
I just installed daily build from 13 oct. and corona frame buffer is not good at all - loading for decade. When i switch to IR nothing happened until i press stop button and then start rendering?? Is there someone experiencing the same problems?
I'm waiting for official 1.3 release.

PS: The plus here is corona rendering more faster now!
PPS: When IR is active frame buffer is always small - 600x400 no matter what resolution is set and i can't zoom or expand.
Title: Re: Daily Builds
Post by: maru on 2015-10-15, 15:30:24
I just installed daily build from 13 oct. and corona frame buffer is not good at all - loading for decade. When i switch to IR nothing happened until i press stop button and then start rendering?? Is there someone experiencing the same problems?
I'm waiting for official 1.3 release.

PS: The plus here is corona rendering more faster now!
PPS: When IR is active frame buffer is always small - 600x400 no matter what resolution is set and i can't zoom or expand.
Such things are normal for daily builds. Check out the NEWEST daily. It has most of these things fixed. :)
Title: Re: Daily Builds
Post by: Chakib on 2015-10-15, 17:46:25
I just installed daily build from 13 oct. and corona frame buffer is not good at all - loading for decade. When i switch to IR nothing happened until i press stop button and then start rendering?? Is there someone experiencing the same problems?
I'm waiting for official 1.3 release.

PS: The plus here is corona rendering more faster now!
PPS: When IR is active frame buffer is always small - 600x400 no matter what resolution is set and i can't zoom or expand.

I'm using the 14 oct build ( legacy ) from yesterday : Same thing about IR ratio it stays at standard resolution 640x480 I don't know if this build is refixed from yesterday or not but the bug still remaining here.

Also I've found a bug ( maybe not a bug ) : Standard primitives don't work with "Viewport selection" in IR only IF you convert them to edit mesh/poly then it works normally.
Title: Re: Daily Builds
Post by: tallbox on 2015-10-15, 18:56:51
You were right daily build from 14 oct. is more stable! Thank you!
Title: Re: Daily Builds
Post by: Ondra on 2015-10-15, 21:02:54
go ahead, test test test! ;) https://forum.corona-renderer.com/index.php/topic,7238.msg63068.html#msg63068
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-16, 09:25:26
Can't wait to test the new IR blow-up!
Title: Re: Daily Builds
Post by: maru on 2015-10-16, 10:56:54
IR+respect ratio+blowup. I think this is going to be a real game changer. Tweaking materials or details made so much easier and faster!
Title: Re: Daily Builds
Post by: lacilaci on 2015-10-16, 11:21:02
IR+respect ratio+blowup. I think this is going to be a real game changer. Tweaking materials or details made so much easier and faster!

It's pretty awesome yes. It will be a "gamechanger" once it's possible to control region/blowup within corona VFB.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-16, 11:34:17
1.4...
Title: Re: Daily Builds
Post by: pokoy on 2015-10-16, 12:00:56
Really like the recent improvements, can't wait to finish all projects and dive into the miracles of the latest dailies ;)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-10-16, 18:15:44
Some really epic IR speed improvements coming to new build :)
Title: Re: Daily Builds
Post by: selant on 2015-10-17, 22:29:00
in my 3dsmax directory, the files are ending with 2014. Such as :

Corona2014.dlr
CoronaUtils2014.dlt

Which versions am i supposed to update to use daily builds ? I cant find 2014.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-17, 22:52:25
delete the two 2014 and use 2013, they will work
Title: Re: Daily Builds
Post by: snakebox on 2015-10-18, 16:54:58
Some really epic IR speed improvements coming to new build :)

Are there any speed improvements coming to normal rendering too? :P  plz?
Title: Re: Daily Builds
Post by: Juraj on 2015-10-18, 16:59:29
Some really epic IR speed improvements coming to new build :)

Are there any speed improvements coming to normal rendering too? :P  plz?

just render your finals in IR *trolling over* ;- ).

I find IR already decently responsive and fast but I find it strange how slow it reacts to Sun object angle changes. Simply rotating HDRi is instant, but Sun object not so much.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-18, 17:09:51
There was some improvement in regular rendering related to light sampling. More is coming in 1.4

Some really epic IR speed improvements coming to new build :)

Are there any speed improvements coming to normal rendering too? :P  plz?

just render your finals in IR *trolling over* ;- ).

I find IR already decently responsive and fast but I find it strange how slow it reacts to Sun object angle changes. Simply rotating HDRi is instant, but Sun object not so much.

Can you record a show video showing the problem, or provide a scene?
Title: Re: Daily Builds
Post by: Juraj on 2015-10-18, 17:10:53
Yes, can give you a scene.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-18, 17:11:08
Some really epic IR speed improvements coming to new build :)

Are there any speed improvements coming to normal rendering too? :P  plz?

BTW the IR speed improvements are latency improvements, not convergence
Title: Re: Daily Builds
Post by: Javadevil on 2015-10-21, 02:37:42
With the error message,  it would be great if you could click on it and it would bring up the bitmap loader so I could load up the missing texture.

cheers
Title: Re: Daily Builds
Post by: visualart on 2015-10-21, 13:36:37
Wow, testing the latest with the numa node support.
Me so happy !!! nice work guys !!!!

Title: Re: Daily Builds
Post by: atelieryork on 2015-10-21, 13:46:15
Nice! Suddenly my 48-core feels old hat...
Title: Re: Daily Builds
Post by: visualart on 2015-10-21, 19:16:38
Did you notice the rounded corners are gone from the shaders ?
Title: Re: Daily Builds
Post by: lacilaci on 2015-10-21, 19:36:20
Did you notice the rounded corners are gone from the shaders ?

there is a "CoronaRoundEdges" Texmap for it now.
Title: Re: Daily Builds
Post by: antanas on 2015-10-21, 19:44:08
Did you notice the rounded corners are gone from the shaders ?
http://clip2net.com/s/3pbQlRz hmmm - it's not gone, or are you referring to the one which was removed from material's advanced options quite a while ago ?

lacilaci was a bit faster than me ))
Title: Re: Daily Builds
Post by: visualart on 2015-10-21, 21:14:47
oh ok, I thought it was very handy to not have it as a texmap or at least have both options so you don't need to go make the bumpmaps unneccessary complex.
Title: Re: Daily Builds
Post by: visualart on 2015-10-22, 18:13:31
could it be the distributed rendering is broken ? The nodes get activated, they render but they don't send any updates to the main computer
and when the main computer stopped, they keep on rendering.  Using october21 daily build.

Title: Re: Daily Builds
Post by: Ondra on 2015-10-22, 18:33:57
just tested it and it works, can you investigate further? See if there is something unusual in logs, and if it happens again
Title: Re: Daily Builds
Post by: visualart on 2015-10-22, 19:25:21
I can test later tonight, first gotta get a couple of frames rendered in time...
Title: Re: Daily Builds
Post by: visualart on 2015-10-22, 22:05:07
here's the logfile in attachment, I tried rebooting all systems and trying a different scene but same thing occurs.
In the renderwindow it says failed at every node. It's like all nodes are trying to be master ?

I do see a "Got bogus master connection" warning in the logs...

Title: Re: Daily Builds
Post by: visualart on 2015-10-22, 23:42:24
I just tried reinstalling the official and it works again. I'm going for the official one till my deadline passed. Then I can get back at testing.

OK, reinstalled the latest daily build and the distributed anomality happens again.
Title: Re: Daily Builds
Post by: marioteodoru on 2015-10-23, 05:47:46
Hello,

wazz up with this ?

Spherical light renders as a cube.

Corona version: 1.3 DailyBuild Oct 21 2015
Title: Re: Daily Builds
Post by: Christa Noel on 2015-10-23, 06:20:09
Hello,

wazz up with this ?

Spherical light renders as a cube.

Corona version: 1.3 DailyBuild Oct 21 2015
I think the dailys is still unstable, I got no problem like yours after several tries in several scenes.
but I still collect another problems that appeared randomly in my scenes
Title: Re: Daily Builds
Post by: Ondra on 2015-10-23, 09:51:46
Hello,

wazz up with this ?

Spherical light renders as a cube.

Corona version: 1.3 DailyBuild Oct 21 2015

can I have the scene?
Title: Re: Daily Builds
Post by: peterguthrie on 2015-10-23, 10:53:04
morning Ondra,

Just wondering if the daily is up that addresses this issue: Fixed creating animated Corona proxy from animated VRay proxy https://corona-renderer.com/bugs/view.php?id=1368

and if so how do I test it?

I tried installing the latest daily (22nd) but perhaps the exporter script needs updating too?

thanks

EDIT: I was trying to use the quad menu proxy exporter - for anyone trying to do this, just create a new corona proxy and pick from scene instead.

Peter
Title: Re: Daily Builds
Post by: Ondra on 2015-10-23, 11:10:58
morning Ondra,

Just wondering if the daily is up that addresses this issue: Fixed creating animated Corona proxy from animated VRay proxy https://corona-renderer.com/bugs/view.php?id=1368

and if so how do I test it?

I tried installing the latest daily (22nd) but perhaps the exporter script needs updating too?

thanks

Peter

yes, it is included in the daily, and there should be no changes required - it should work out of the box
Title: Re: Daily Builds
Post by: maru on 2015-10-23, 11:52:37
I tried some automated way and don't get it too. The built in exporter is v0.02, it looks like it does not support animated proxies. Creating a new proxy object seems to be the only solution. (?)
ok, it is
Title: Re: Daily Builds
Post by: marioteodoru on 2015-10-23, 15:27:20
Hello,

wazz up with this ?

Spherical light renders as a cube.

Corona version: 1.3 DailyBuild Oct 21 2015

can I have the scene?


I have deleted most of the geometry in the scene and the light is spherical now. It seems it's related to this particular scene. It's kind of  heavy (8.393.246)  with lots of layers and shapes, with cad imported layers. I'll try to fix it, and let u know.
Title: Re: Daily Builds
Post by: visualart on 2015-10-24, 12:47:10
Any news on the distributed rendering ? Got some highres print renders that would benefit...
The official release works but the latest build breaks it.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-24, 14:19:19
do you get any popup on slaves? If so, can you capture and send us the minidump?
Title: Re: Daily Builds
Post by: Ondra on 2015-10-24, 22:35:27
1.3 RC1 is out: https://forum.corona-renderer.com/index.php/topic,7238.msg63703.html

so... test test test, please! ;)
Title: Re: Daily Builds
Post by: Nekrobul on 2015-10-24, 22:40:05
Just downloaded and instaled it on home PC, i got one project that i have to make for my whife and i can test something out.

Are there some thids that got to be tested first thing?

UPD - First thing i noticed is that something changed about the light distribution from Clights

T1 - 1.2.1
T2 - 1.3

UPD2 - Noticed realy wierd thing going on with noise. Light comes from the 4 lights located in reflector above. But the amount if noise is different on the wall with the same mtl. (by the way i thik this was even before in 1.2 just havet payed attention to it)

Attachment T3
Title: Re: Daily Builds
Post by: Juraj on 2015-10-24, 22:40:43
On it, got some render to do overnight :- )
Title: Re: Daily Builds
Post by: Ondra on 2015-10-24, 23:31:02
Just downloaded and instaled it on home PC, i got one project that i have to make for my whife and i can test something out.

Are there some thids that got to be tested first thing?

UPD - First thing i noticed is that something changed about the light distribution from Clights

T1 - 1.2.1
T2 - 1.3

UPD2 - Noticed realy wierd thing going on with noise. Light comes from the 4 lights located in reflector above. But the amount if noise is different on the wall with the same mtl. (by the way i thik this was even before in 1.2 just havet payed attention to it)

Attachment T3

The noise change is expected and if after longer rendering it looks more or less the same, and if there is not more noise in 1.3, then it is OK. Some light variations are expected even within one version due to randomness in UHD cache.

We would be most grateful for testing DR, as this is the part which is hardest to test, and not that many people use it.
Title: Re: Daily Builds
Post by: Nekrobul on 2015-10-24, 23:44:13
Just downloaded and instaled it on home PC, i got one project that i have to make for my whife and i can test something out.

Are there some thids that got to be tested first thing?

UPD - First thing i noticed is that something changed about the light distribution from Clights

T1 - 1.2.1
T2 - 1.3

UPD2 - Noticed realy wierd thing going on with noise. Light comes from the 4 lights located in reflector above. But the amount if noise is different on the wall with the same mtl. (by the way i thik this was even before in 1.2 just havet payed attention to it)

Attachment T3

The noise change is expected and if after longer rendering it looks more or less the same, and if there is not more noise in 1.3, then it is OK. Some light variations are expected even within one version due to randomness in UHD cache.

We would be most grateful for testing DR, as this is the part which is hardest to test, and not that many people use it.

Shure i can try to switch it on on distant pc's on the work.

And i just have a very dificult scene to play with.

UPD - tomorrow... all the blades seem to be off right now.
UPD2 - while i am still here, something realy wierd is going on when using Bucket+DR i even do not know how to describe it. The nodes are rendering something but the transfer pixels same way they do when using progresive wich makes it copletly uneficent.I will try to attach some images to describe it more detaild tomorrow.
UPD3 - tested with 6 nodes attached, progressive mode everything seem to work fine.
Title: Re: Daily Builds
Post by: Juraj on 2015-10-25, 11:46:26
can't test DR right now but everything else seems quite in line. Not sure if IR is much faster (responsiveness) for me, the scene I am working is super-heavy but I would say there is noticeable improvement. It's still not too enjoyable since with scene of this size it creates 2-3 seconds freezes but it was more than that before.

Visually no difference I think and everything works smoothly.
Title: Re: Daily Builds
Post by: kumodot on 2015-10-25, 17:10:55
   
   When using IR, Max selection "quad" is not apearing...

      Took an screenshot to show (i don´t know the name of this doted selection quad...
(http://i.imgur.com/5BmUyOD.png)
When using IR it just disapear. :(

This is not from 1.3RC1 it seems legacy "bug", but i am sure it´s something with 3dsmax refresh...
   
   
Title: Re: Daily Builds
Post by: romullus on 2015-10-25, 17:53:45
This is known and reported... a year ago: https://corona-renderer.com/bugs/view.php?id=606 :]
Title: Re: Daily Builds
Post by: visualart on 2015-10-25, 17:54:17
The 1.3RC distributed rendering works again for me, i do get 2 FTH warnings on 2 nodes but it doesnt affect rendering as far as I can see.

The FTH logs doesn't show any activity doh about 3dsmax or corona, like explained here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000678431


Solved, it was de WSCommCntr4.exe that had the FTH, disabled it in regedit worked.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-25, 18:26:41
still I would suggest excluding the processes from FTH, you never know when it will hit you (probably with next hair&fur object ;))
Title: Re: Daily Builds
Post by: Christa Noel on 2015-10-26, 03:36:01
hi team, I'm on RC 1.3 now but still can't see IR working while used with "material/map navigator" regarding this thread https://forum.corona-renderer.com/index.php/topic,8780.msg57098.html#msg57098 (https://forum.corona-renderer.com/index.php/topic,8780.msg57098.html#msg57098) was moved to resolved bugs board months ago.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-26, 09:03:11
can you record a video of the problem and send us a problematic scene, and open new bug report for that?
Title: Re: Daily Builds
Post by: Christa Noel on 2015-10-26, 09:24:16
can you record a video of the problem and send us a problematic scene, and open new bug report for that?
ok thanx, i'll record a video for that.
I think it occurred on all of my scene
Title: Re: Daily Builds
Post by: Ondra on 2015-10-26, 10:14:44
Go ahead and test the RC1 build, we are doing a giveaway of 5 licenses for most valuable bug reports: https://corona-renderer.com/blog/corona-1-3-rc1/
Title: Re: Daily Builds
Post by: pdaniun on 2015-10-26, 11:44:49
I think you left the Corona Converter script on version 1.16, not sure if it's on purpose.
Title: Re: Daily Builds
Post by: romullus on 2015-10-26, 11:52:25
I think you left the Corona Converter script on version 1.16, not sure if it's on purpose.

Not only that, but also this script is copied with wrong filename (filename starts with capital letter) and hence macroscript launcher (which also comes with installer, i believe) cannot pick it up.

I found that earlier but i thought it was my fault: https://forum.corona-renderer.com/index.php/topic,126.msg60750.html#msg60750
Title: Re: Daily Builds
Post by: Nekrobul on 2015-10-26, 13:23:59
I found very big problem in 1.3RC.

It seem that id does not use page file if the RAM is not enough.

In 1.2 it was taking 1-2 minutes to parse the scene with overlaping in to the pagefile.

But in 1.3 it does not render this scene at all.

UPD - It took 10 mins to parse.(and this is not the biggest scene i ever made in corona)

Just tested in 1.2 Same scene nothing changed at all works perfect.

Title: Re: Daily Builds
Post by: Ondra on 2015-10-26, 14:00:11
I think you left the Corona Converter script on version 1.16, not sure if it's on purpose.

Not only that, but also this script is copied with wrong filename (filename starts with capital letter) and hence macroscript launcher (which also comes with installer, i believe) cannot pick it up.

I found that earlier but i thought it was my fault: https://forum.corona-renderer.com/index.php/topic,126.msg60750.html#msg60750
wtf... windows is supposed to be case-insensitive... will take a look
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-26, 14:17:10
Quick one - I think the IR Max passes should be more like 100 by default. 50 seems very low for many use cases, especially when you are trying to examine details like fine textures etc. Might as well have it higher, so if you go and do something else for a minute it cooks nicely.
Title: Re: Daily Builds
Post by: visualart on 2015-10-26, 15:05:20
Stresstesting here with a heavy scene (SSS shader on the mandelbrod closeup with dof)
The FTH warnings came back so I completely disabled FTH on all machines wich apparently isnt that good of an idea to do ?
Is there a specific lists of tasks that need to be in the exclude list ?

for now I added
WSCommCntr4.exe
3dsmax.exe
DrServer.exe

The error popup keeps on giving the WSCommCntr4.exe as affected executables.
Title: Re: Daily Builds
Post by: racoonart on 2015-10-26, 15:44:35
I think you left the Corona Converter script on version 1.16, not sure if it's on purpose.

Not only that, but also this script is copied with wrong filename (filename starts with capital letter) and hence macroscript launcher (which also comes with installer, i believe) cannot pick it up.

I found that earlier but i thought it was my fault: https://forum.corona-renderer.com/index.php/topic,126.msg60750.html#msg60750

Ok, I found the problem. Thanks for reporting! The macroscript actually doesn't care if its lower or upper case so both versions work - BUT it get's sorted lower case first. That's why old versions with lower case are preferred and newer upper case versions are ignored. The new installer will install a lower case version of 1.18 , so that should make sure it's the one getting loaded, no matter if the older ones are upper or lower case.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-26, 18:39:29
RC2 is out - updated mtl converter to 1.18
Title: Re: Daily Builds
Post by: azorin on 2015-10-26, 21:45:10
Hi all!

I have recently started to give Corona a try via Standalone (I use Blender) and I'm very surprised with its performance, speed, simplicity and quality (I do LOVE the interactive frame buffer).

I already know the roadmap, but I would like to know if there is a date in a near future for the Standalone version update (because of the lack yet, of some interesting features like displacement or hdri lighting).

Thanks in advance, and keep up the good work!
Title: Re: Daily Builds
Post by: jacobhutson on 2015-10-27, 08:44:10
Getting a strange issue with Distributed Render on both 1.3 RC1 and RC2 (installed with clean setting)

some render nodes keep rendering even after the job stops.
the process dialog just starts up again
if you crash the max session it starts another one.

Seems pretty random but its happening in multiple nodes
the max that started them doesnt even have to be open

killing dr server makes it go away

Title: Re: Daily Builds
Post by: Ondra on 2015-10-27, 09:50:20
what does the DR server log say?
Title: Re: Daily Builds
Post by: Ondra on 2015-10-27, 13:42:36
RC3 is out - interactive + displacement fix: https://forum.corona-renderer.com/index.php/topic,7238.msg63867.html#msg63867
Title: Re: Daily Builds
Post by: PROH on 2015-10-27, 15:10:12
So far it seems like the displacement related IR problems are gone in RC3.

Thanks.
Title: Re: Daily Builds
Post by: romullus on 2015-10-27, 15:15:23
1.3 RC3:
  • Error window no longer disappears after dismissing last item or clearing the log

Why is that? I think it was very convenient when error window was closing after it gets empty.
Title: Re: Daily Builds
Post by: arqrenderz on 2015-10-27, 16:24:39
1.3 rc3  When render itoo forest objects on IR the objects dissapear from the viewport until the render is stoped.
Title: Re: Daily Builds
Post by: Ondra on 2015-10-27, 18:14:24
that is a known problem, we are battling 3dsmax limitations here
Title: Re: Daily Builds
Post by: Ondra on 2015-10-27, 18:33:12
1.3 RC4 - some GUI changes

    Installer - better buttons

    Activation dialog GUI improvements
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-27, 18:53:58
Folder 1.3 Release candidates is empty on dropbox

--EDIT: Yey. Orangey buttons. Well worth the wait. ;]
Title: Re: Daily Builds
Post by: Ondra on 2015-10-27, 19:19:02
finally it finished uploading ;)
Title: Re: Daily Builds
Post by: arqrenderz on 2015-10-27, 20:25:59
After 225 passes i get a very noisy image 59 light groups, using some disk ies lights and some rectangular ones ..
very simple scene..
http://we.tl/m4nsGJDBc3  wetransfer scene  1.3rc3
Title: Re: Daily Builds
Post by: arqrenderz on 2015-10-27, 22:08:40
Using the corona sun wired to an hdri produces a crash, the moment i start interactive it works, when i change the sun rotation it crashes
Complete scene here  http://we.tl/6JDs8rIXtV
Title: Re: Daily Builds
Post by: romullus on 2015-10-27, 22:23:30
Do not report bugs here, please. Do it in forum's bug report board or mantis. There is only slim chance that your reports will be looked at if you'll leave them here.
Title: Re: Daily Builds
Post by: Christa Noel on 2015-10-28, 03:21:45
hi guys, I like the new icons on VFB and on the latest installer, they look trendy and fresh. :) and thanx to not change the yellow smiley circle, it looks cool somehow. :P
btw about the corona installer, its warning message works good when detect that 3dsmax is running, but after I closed the max the warning doesn't goes away (I clearly checked that there is no max running in the windows task manager).
klik "back" and "next" again doesn't make any change, corona installer need to be closed first. Then i tried the vray installer, it works very nice about the running max detection.

(http://oi63.tinypic.com/27y989j.jpg)


update:
sorry, about coronainstaller issue, do I have to post on bug report board or here?
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-28, 03:32:08
Thanks for this addition. Is there a way of resetting the viewport back to the initial state where you see the 'click to start interactive session" while it's rendering.

This code does that but not while it is rendering.
Code: [Select]
actionMan.executeAction 0 "40406"  -- Views: Extended Views 3
replacing the viewport with a different one and then with corona docked VFB again should do the trick

Found it, this works: [I love Coronas simplicity] ;]
Code: [Select]
CoronaRenderer.CoronaFp.stopRender()
Title: Re: Daily Builds
Post by: nehale on 2015-10-29, 13:48:41
Why can'nt the VFB color also be like everything else :)
Title: Re: Daily Builds
Post by: romullus on 2015-10-29, 13:52:45
Because too much orange can make you sick.
Title: Re: Daily Builds
Post by: nehale on 2015-10-29, 14:04:37
Because too much orange can make you sick.

:)
Title: Re: Daily Builds
Post by: maru on 2015-10-29, 14:15:16
Why can'nt the VFB color also be like everything else :)
oh god no
Title: Re: Daily Builds
Post by: Ondra on 2015-10-29, 14:17:42
given infinite time to play with it, I would make the colors customizable ;)
Title: Re: Daily Builds
Post by: romullus on 2015-10-29, 14:29:09
Alternatively one can adjust hues of his monitor until Corona VFB's icons becomes orange :]
Title: Re: Daily Builds
Post by: Frood on 2015-10-29, 14:31:12
I would make the colors customizable ;)

The complete icon please :)




Title: Re: Daily Builds
Post by: nehale on 2015-10-29, 14:33:01
Alternatively one can adjust hues of his monitor until Corona VFB's icons becomes orange :]

hAHAHAHA
Title: Re: Daily Builds
Post by: SaY on 2015-10-29, 18:17:28
I installed RC5 and noticed the region render has changed - the image disappears and only the region is being rendered. Is it possible to keep the entire rendering in VFB, like it was before in ver 1.1?
Title: Re: Daily Builds
Post by: shadowman on 2015-10-29, 18:36:36
SaY - try to uncheck the "Clear VFB inbetween renders" option in System tab
Title: Re: Daily Builds
Post by: antanas on 2015-10-29, 18:36:56
Render setup - system tab - Vfb settings - uncheck Clear VFB inbetween renders - got me confused some time ago too, not sure if it's a good choice to make it on by default ...
Title: Re: Daily Builds
Post by: SaY on 2015-10-29, 18:45:06
Thanks guys!
Title: Re: Daily Builds
Post by: 3dwannab on 2015-10-29, 19:12:14
Guys, maybe the clean install checkbox in the install dialog could be off by defualt. Above problem probably caused by this. Or even make it so that it asks the user if they want to perform a clean install.
Title: Re: Daily Builds
Post by: atelieryork on 2015-10-30, 13:28:05
Clear VFB is quite problematic at the moment. In my opinion there should be options so you can clear the whole VFB or simply clear the region.

A good example is where you render the full view, then you want to re-render a region within it. You might want to start that region from scratch, but you can't, without clearing the entire VFB. So a "clear region" option might work here.
Title: Re: Daily Builds
Post by: romullus on 2015-10-30, 13:32:35
A good example is where you render the full view, then you want to re-render a region within it. You might want to start that region from scratch, but you can't, without clearing the entire VFB. So a "clear region" option might work here.

Just uncheck "clear VFB inbetween renders" and press render - region will be rerendered from scratch.
Title: Re: Daily Builds
Post by: romullus on 2015-11-02, 11:44:10
Just had an issue where save all flyout didn't show up in Corona VFB. It stayed invisible even after restarting scene or creating new one. It was cured only by restarting 3ds max. Although invisible, flyout still were functional as i was able to save elements by moving and releasing mouse roughly where save all should be. Cannot reproduce though.
Title: Re: Daily Builds
Post by: Bormax on 2015-11-02, 13:27:22
Hi,
Working now with RC5. IR works only with Corona's VFB. It's not convinient if using native VFB I want to render interactivly only region or selected object only and keep the rest of the rendered picture unchanged to see whole picture.
Title: Re: Daily Builds
Post by: Ondra on 2015-11-02, 19:06:50
RC7 is out - the final RC
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-11-03, 13:31:58
Hi,

I would like to ask testers to try following string options (just put them into strings text field in debug settings):

float shading.firstPassQuality = 0.01
float interactive.giSamplesMult = 1.00
int interactive.minRenderTime = 33

Basically, these should improve interactivity and convergence of IR rendering at the same time.

float shading.firstPassQuality = 0.01 will set GI/AA balance for the first pass only to 0.01 of the GI/AA balance setting. So in most of the cases, it will set GI/AA for the first pass to 1. This will ensure that camera and material changes will give you nearly immediate feedback.

float interactive.giSamplesMult = 1.00 will set GI/AA balance for all other passes to exactly same number as GI/AA balance value set in performance settings UI. Right now, by default, GI/AA balance for IR passes is only one quarter of regular rendering GI/AA, so if you have 16, it will be 4 for IR. This string will override it back to the same number. The reduction was there originally to improve interactivity, but since string above will now force first pass to run at 1 GI/AA sample, we don't need that anymore.

int interactive.minRenderTime = 33 will set interactive VFB update rate to 33 milliseconds, which should equal roughly 30FPS feedback.

You can of course play with the settings around, but we've found these to be best. They will need to be extensively tested before we can make them defaults, so please try these strings with these exact values first, and report if your interactivity improved or worsened.

Thanks
Title: Re: Daily Builds
Post by: maru on 2015-11-03, 14:34:58
float shading.firstPassQuality = 0.01
There is definitely a difference in "ghosting" when moving camera or objects when this is set to 0.01 and 1, but the difference is not so apparent between 0.01 and 0.25 even if GIvsAA is set to 128. However, if it improves interactivity even a little bit, I think it should be kept.


float interactive.giSamplesMult = 1.00
Doesn't seem to have any negative impact on the IR but I can imagine one would want to decrease this when IRing stuff like DoF or MB and wanting to see a quick preview.


int interactive.minRenderTime = 33
Is there a reason why this shouldn't be set to 1 just to force as fast updates as possible?

The improvement is definitely noticeable when dealing with a scene with lots of high-poly objects.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-11-03, 15:04:43
float shading.firstPassQuality = 0.01
There is definitely a difference in "ghosting" when moving camera or objects when this is set to 0.01 and 1, but the difference is not so apparent between 0.01 and 0.25 even if GIvsAA is set to 128. However, if it improves interactivity even a little bit, I think it should be kept.


float interactive.giSamplesMult = 1.00
Doesn't seem to have any negative impact on the IR but I can imagine one would want to decrease this when IRing stuff like DoF or MB and wanting to see a quick preview.


int interactive.minRenderTime = 33
Is there a reason why this shouldn't be set to 1 just to force as fast updates as possible?

The improvement is definitely noticeable when dealing with a scene with lots of high-poly objects.

Regarding float interactive.giSamplesMult = 1.00 - Yes, you want to decrease it for stuff like DoF and MB, but if you have DoF or MB heavy scene, you will likely want to decrease it for your production rendering mode, not just IR. Having interactive.giSamplesMult set to 1.00 means it will simply use production GI/AA value, so if you have heavy Dof Scene where you have your GI/AA set to 4 for production rendering, GI/AA will be 4 in IR as well (after first pass).

As for int interactive.minRenderTime = 33, setting it lower can overflow corona with notifications, and you move your camera around too fast, IR may stop updating at all until you let go. So it's a tradeoff. That being said, Ondra will look into improving IR fluidity at least for camera movement. According to him, there is probably some space for improvement.

None of these knobs will ever be in UI as values for users, so we are really looking for the best defaults.
Title: Re: Daily Builds
Post by: romullus on 2015-11-03, 15:12:34
After short testing, i set mine to: quality - 0.01, mult - 0.5 and time - 40, i'm a european - 25 fps is enough for me :] But to be honest i didn't noticed significant improvement. Light scenes are fast and heavy scenes are slow equaly with both settings. Whatever you'll come up with as defaults, will be fine for me.
Title: Re: Daily Builds
Post by: Ondra on 2015-11-03, 15:39:46

int interactive.minRenderTime = 33
Is there a reason why this shouldn't be set to 1 just to force as fast updates as possible?


when setting it to zero and moving around too fast, you would get caught in a loop:
view changed, stop render -> parse new camera/object position/... -> re-start rendering -> view changed, stop render after 5 pixels were rendered total -> ...

So you would get faster FPS, but nothing would be displayed
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2015-11-03, 15:46:39
It's important just to be sure it doesn't make anything worse. You should improvement especially in long time convergence as you can now have enough GI samples per AA sample in IR while still having fast enough feedback as first pass always renders only one secondary ray per AA ray.
Title: Re: Daily Builds
Post by: maru on 2015-11-03, 15:48:17
Regarding float interactive.giSamplesMult = 1.00 - Yes, you want to decrease it for stuff like DoF and MB, but if you have DoF or MB heavy scene, you will likely want to decrease it for your production rendering mode, not just IR. Having interactive.giSamplesMult set to 1.00 means it will simply use production GI/AA value, so if you have heavy Dof Scene where you have your GI/AA set to 4 for production rendering, GI/AA will be 4 in IR as well (after first pass).
Fakt. ;)
Title: Re: Daily Builds
Post by: Ondra on 2015-11-06, 11:23:54
Daily builds bughunt winners: https://corona-renderer.com/blog/corona-1-3-betatesting-giveaway-results/
Title: Re: Daily Builds
Post by: atelieryork on 2015-11-06, 12:55:39
Oh well... :)
Title: Re: Daily Builds
Post by: racoonart on 2015-11-06, 12:57:13
Jaaay, one of my bugs made it to the finals :D
Title: Re: Daily Builds
Post by: atelieryork on 2015-11-06, 12:59:06
Jaaay, one of my bugs made it to the finals :D

I had a feature request make it in (DRSpawner installed by default) but it's not a bug, so doesn't count haha

Anyway, nice to be a small part of the development.
Title: Re: Daily Builds
Post by: Ondra on 2015-11-06, 14:29:35
well if you made some contribution in the bug hunt you can still get a discount ;)
Title: Re: Daily Builds
Post by: atelieryork on 2015-11-06, 14:37:32
well if you made some contribution in the bug hunt you can still get a discount ;)

Well I definitely won't say no...! That's great customer service!
Title: Re: Daily Builds
Post by: romullus on 2015-11-16, 22:15:37
Just had an issue where save all flyout didn't show up in Corona VFB. It stayed invisible even after restarting scene or creating new one. It was cured only by restarting 3ds max. Although invisible, flyout still were functional as i was able to save elements by moving and releasing mouse roughly where save all should be. Cannot reproduce though.

Looks like it happens everytime max session stays open for prolonged time. Once this bug occurs it cannot be healed even with scene reset. Application restart is required for save all flyout to reappear again.

Should i report this on mantis?
Title: Re: Daily Builds
Post by: Ondra on 2015-11-16, 23:09:05
yep. Time estimate would be helpful ;)
Title: Re: Daily Builds
Post by: romullus on 2015-11-16, 23:34:39
Xoxo, time estimate... well, it should be several hours i think.

<goes to search for grandpa's old pocket watch>
Title: Re: Daily Builds
Post by: fobus on 2015-11-17, 06:03:15
Is it possible to have official hotfix for .CBIN proxies? We have much trouble to convert all our project files to .CPROXY through downgrading to 1.2.1 every time. And daily build is not a good idea for production I think.
Title: Re: Daily Builds
Post by: fobus on 2015-11-24, 04:24:46
Anyone? PLZ FIX CBIN.
Title: Re: Daily Builds
Post by: Ondra on 2015-11-24, 09:46:01
I thought the fix was in the last daily...?
Title: Re: Daily Builds
Post by: fobus on 2015-11-24, 10:54:03
Daily s are not stable I thought. We need it in almost every project and need stability on workstations and render farm too. 
Title: Re: Daily Builds
Post by: romullus on 2015-11-24, 11:18:54
Latest daily has only minor fixes compare it to 1.3, mainly adressing issues with proxies: https://forum.corona-renderer.com/index.php/topic,7238.msg65473.html#msg65473 IMHO you're quite safe to use it. At least i haven't found any issues so far.
Title: Re: Daily Builds
Post by: Ondra on 2015-11-24, 15:41:00
yep, observe caution and use the latest daily. Currently we are not planning a hotfix for 1.3
Title: Re: Daily Builds
Post by: jacobhutson on 2015-11-25, 07:45:57
Are the daily's still being updated to dropbox?
There is an updated changelog but no files.

Keen to get a real world map scale fix working..........

cheers

Jacob
Title: Re: Daily Builds
Post by: Ondra on 2015-11-25, 10:44:04
We are doing some internal rewriting, daily builds will resume in about a month. With a linux/mac version ;)
Title: Re: Daily Builds
Post by: mitviz on 2015-11-25, 22:01:55
what happened to the 1.4 daily build? i downloaded it last week was using it but went back to 1.3 for rebus farm and now i dont see it to download again
Title: Re: Daily Builds
Post by: Ondra on 2015-11-25, 22:16:41
It got deleted by accident. I restored it.
Title: Re: Daily Builds
Post by: fobus on 2015-11-26, 04:21:56
One more reason to release 1.3 hotfix is external renderfarms. Even if we can deal with old proxies inhouse we're can't send it to external renderfarms with daily.
Title: Re: Daily Builds
Post by: lacilaci on 2015-11-26, 19:07:58
We are doing some internal rewriting, daily builds will resume in about a month. With a linux/mac version ;)

I don't want to be annoying... BUT :D will there be the "adaptivity" enabled build before that time or will it all be released altogether (adaptivity, filtering, linux, mac version)?
Title: Re: Daily Builds
Post by: mitviz on 2015-11-26, 19:16:34
i would love to know too, i need to speed up renderings anyway i can
Title: Re: Daily Builds
Post by: juang3d on 2015-11-30, 09:46:32
I don't want to be annoying... BUT :D will there be the "adaptivity" enabled build before that time or will it all be released altogether (adaptivity, filtering, linux, mac version)?

Good question here... Adaptivity is important for us too :)

Cheers.
Title: Re: Daily Builds
Post by: Ondra on 2015-11-30, 10:25:02
we will see how fast it goes...
Title: Re: Daily Builds
Post by: romullus on 2015-11-30, 14:47:28
Ondra, can you at least throw some teasers at us... it's so long to wait before christmas :]
Title: Re: Daily Builds
Post by: kumodot on 2015-12-16, 17:14:19
My DropBox is doing sounds here... Maybe it´s time for updates... ? ;)
Title: Re: Daily Builds
Post by: Christa Noel on 2015-12-17, 02:41:17
Christmas presents or the updates?? which one will come first... we all here so thirsty about that two things :P
but maybe the updates will come as Christmas presents for us, cheers:D (or trying too keep "cheers")
Title: Re: Daily Builds
Post by: Ondra on 2015-12-17, 20:59:28
Finally new daily, download here: https://forum.corona-renderer.com/index.php/topic,7238.msg67645.html#msg67645
Title: Re: Daily Builds
Post by: romullus on 2015-12-17, 21:15:03
So excited... but when i try to launch installer it gives error message: "The requested operation requires elevation" :/
Title: Re: Daily Builds
Post by: racoonart on 2015-12-17, 21:32:16
Yep, same here, but it installs when I run it as administrator.

Another error pops up after installation (used the unpack only option)
Title: Re: Daily Builds
Post by: grimm.ghiz on 2015-12-17, 23:40:24
When denoiser comes? after Xmas?
Title: Re: Daily Builds
Post by: Ondra on 2015-12-18, 00:25:46
adaptivity will be added first - probably first thing in 2016
Title: Re: Daily Builds
Post by: antanas on 2015-12-18, 00:33:45
http://clip2net.com/s/3rTybQ5 I'm ok with it just needed to be run with admin rights - but still damn that last windows 10 10586 update first it screwed some of my symlinks\junctions and now it does something strange with my admin rights - why I even trusted Microsoft to make something decent ...
Title: Re: Daily Builds
Post by: ihabkal on 2015-12-18, 00:35:32
and they don't tell you what the new windows does before they update. Firewalls arenow in two places so I spent hours trying to figure out why DR was failing.
Title: Re: Daily Builds
Post by: Ondra on 2015-12-18, 00:52:33
V-Ray 3.3 at gfxdomain on the screenshot... oh come on ;)
Title: Re: Daily Builds
Post by: antanas on 2015-12-18, 01:20:01
 Oh shii.... )) Just been lookin' what's new on the front, and it's the easiest way to get to their changelogs or at least I'm more used to looking for updates there )) - and there's is one very interesting new feature in 3.3 - Vray aerial perspective - that's something not unattainable by using vrayFog or corona's Global volume material but it's can probably be way easier to setup with some dedicated one )
Title: Re: Daily Builds
Post by: ihabkal on 2015-12-18, 03:42:53
V-Ray 3.3 at gfxdomain on the screenshot... oh come on ;)

the company I work for bought vray for me at full price, I have used it for 10 years, but Corona convinced me and I switched in one day of testing.
But the new features of 3.3 are cool, I like the true rounding of corners, the new sky model, the new aerial fog (Vray aerial perspective) and several other features. But the thought of going back and tweaking 500 parameters to get rid of the noise freaks me out I can still see plenty of noise in their bottle scene at the beginning of the demo the DOF looks bad. Even if I had free Vray I would rather pay out of pocket (which is what I am doing) for Corona, but I would love to see more architectural animation features related to building environments. I can do any building you want, but I find it hard to build animated clouds, realistic sun, nice fog, mountains in the distance, things to tie the feel of the animation together and make it into a real movie... Also the ram usage in Corona is huge even with proxies, I think because all need to be loaded into memory for rendering. next render farm will be all 32GB or more of ram.

Still seeing a preview at the first pass in 2 seconds after clicking render beats waiting 90 seconds to see Vray previews. yuck = vray.
Title: Re: Daily Builds
Post by: Christa Noel on 2015-12-18, 04:31:39
V-Ray 3.3 at gfxdomain on the screenshot... oh come on ;)
that's just really something :D
Title: Re: Daily Builds
Post by: atelieryork on 2015-12-18, 09:34:16
V-Ray 3.3 at gfxdomain on the screenshot... oh come on ;)

Oh dear...!
Title: Re: Daily Builds
Post by: romullus on 2015-12-18, 09:45:37
Scenes that already has CoronaCam modifier with sperical projection enabled, has spherical VR enabled too. Not a big deal, just to let you know.
Title: Re: Daily Builds
Post by: Ondra on 2015-12-18, 11:13:36
Scenes that already has CoronaCam modifier with sperical projection enabled, has spherical VR enabled too. Not a big deal, just to let you know.

it is set as false by default... that is some serious "wtf 3dsmax" stuff...
Title: Re: Daily Builds
Post by: romullus on 2015-12-18, 11:47:16
Hm, maybe you're right, it really looks like 3dsmax wtf™ stuff. If i open scene that contains CoronaCamMod with spherical mode enabled in a brand new max session, spherical VR is off. However, if i create camera add CoronaCamMod enable spherical VR and then open aforementioned scene - VR is enabled here.
Title: Re: Daily Builds
Post by: maru on 2015-12-18, 12:45:36
I also got the error in the installer. No other problems (yet).
Title: Re: Daily Builds
Post by: Ondra on 2015-12-18, 13:06:33
Hm, maybe you're right, it really looks like 3dsmax wtf™ stuff. If i open scene that contains CoronaCamMod with spherical mode enabled in a brand new max session, spherical VR is off. However, if i create camera add CoronaCamMod enable spherical VR and then open aforementioned scene - VR is enabled here.
ok, that is because all 3dsmax objects remember values from last object created - such as when you create sphere and adjust subdivs to 10, and then create another one, it will also have 10 subdivs. If you open old scene which did not have the parameter yet, the default will be taken from last cam mod you created. I will put one more tick in the "wtf 3dsmax" counter on our whiteboard.
Title: Re: Daily Builds
Post by: romullus on 2015-12-18, 14:13:04
I imagine that board should be pretty big by now :]
Title: Re: Daily Builds
Post by: maru on 2015-12-18, 14:34:40
I bet the ticks are starting to cover the wall
Title: Re: Daily Builds
Post by: Ondra on 2015-12-18, 15:14:21
New daily with fixed installer, go try it out!
Title: Re: Daily Builds
Post by: peterguthrie on 2015-12-18, 16:19:46
New daily with fixed installer, go try it out!

will do!
Title: Re: Daily Builds
Post by: maru on 2015-12-18, 17:15:33
Installer works fine here.
Title: Re: Daily Builds
Post by: The Pixel Artist on 2015-12-22, 19:25:16
During a test render today I notice some GI light leaking using UHD in a confined area of my scene.  I've never seen this before with Corona so I thought I'd point it out.  It doesn't happen with PT as the secondary.  Also double checked the mats to make sure they were solid.  Tested this with 1.3 and the latest daily (12/19).  Only happens while the ground is there.  See attached images.
Title: Re: Daily Builds
Post by: The Pixel Artist on 2015-12-22, 19:31:23
P.S. Also got this error installing the latest (12/19) daily, which halted the install.  FYI, was installing from a networked drive on a Win7 machine.

Had no problem running the installer directly from the C drive.
Title: Re: Daily Builds
Post by: maru on 2015-12-23, 11:44:10
Does the object with grass material have thickness? Does it also happen if you switch UHD Cache to "animation" preset?
Title: Re: Daily Builds
Post by: The Pixel Artist on 2015-12-23, 15:55:19
Does the object with grass material have thickness? Does it also happen if you switch UHD Cache to "animation" preset?

The grass mat is the top surface of a single, multi-sub object which does have thickness. (see image)  So the light is leaking through two surfaces.

Just tried the "animation" preset and it doesn't happen (nor with PT or legacy HD cache).  So yeah, it's only happening with the single frame precalc.
Title: Re: Daily Builds
Post by: maru on 2015-12-23, 16:14:59
Can you send this object to support? https://coronarenderer.freshdesk.com/support/tickets/new
Title: Re: Daily Builds
Post by: The Pixel Artist on 2015-12-23, 16:34:58
Can you send this object to support? https://coronarenderer.freshdesk.com/support/tickets/new

Sure.  Do you want the whole scene or just that object? (I'll just send the whole scene)
Title: Re: Daily Builds
Post by: romullus on 2015-12-28, 08:51:31
I worked with one scene that has native NormalBump map in it. Obviously on first try to render CEM gave me a warning about it. So i replaced offending map and everything was fine... until i opened new scene and same warning has popped again. And now it does so in any single scene. Is there a way to fix it somehow?

Build dec 17
Title: Re: Daily Builds
Post by: juang3d on 2015-12-29, 10:01:55
Just an idea, but do you have a material library opened with that material on it?

Cheers
Title: Re: Daily Builds
Post by: romullus on 2015-12-29, 10:11:57
There was hope for a moment, but... i searched map browser for such map and coudn't find it.
Title: Re: Daily Builds
Post by: maru on 2015-12-29, 10:53:25
Can you send a scene where this happens? :D
Title: Re: Daily Builds
Post by: romullus on 2015-12-29, 15:24:25
This happens in every single scene. Today i started max and CEM window popped right away in empty scene. I'll try to reinstall Corona and see if it helps.
Title: Re: Daily Builds
Post by: maru on 2015-12-29, 18:49:54
Ok, but can you send any, even empty scene? I hope it's not infectious. :O
Title: Re: Daily Builds
Post by: romullus on 2015-12-29, 19:15:16
Ok, looks like i found source of this problem. Apparently that malicious map #12 is in my material library after all. Strangely, search by name in material browser doesn't reveal it, maybe it's because that said map is saved as a part of material and not as a separate map. Anyway, if material library's rollout that contains offending map is open, CEM shouts about it, even if that map is not present in scene and/or in SME view. I think such behaviour is overcautious. And a bit annoying to say at least :]
Title: Re: Daily Builds
Post by: romullus on 2016-01-05, 15:40:02
Probably not a best place to ask, but didn't want to create separate topic. Crop rendering mode isn't working with interactive. Can we expect this to be addressed in future? I find crop more convenient than region when doing localised test renders, due to much smaller VFB this mode requires.
Title: Re: Daily Builds
Post by: maru on 2016-01-05, 16:40:17
It looks like the main problem is that vfb cannot be scaled below some value. You could use blowup and scale down vfb, but it looks like it's impossible.
Title: Re: Daily Builds
Post by: romullus on 2016-01-05, 16:54:08
Blowup isn't the same - it won't keep resolution intact.
Title: Re: Daily Builds
Post by: snakebox on 2016-01-06, 02:51:48
Is there any expectations for when the daily builds of... 1.4? will start up again? I remember something a rework happening for OSX etc.

Anyway just curious, hope everyone had a good Christmas and new years.
Title: Re: Daily Builds
Post by: Ondra on 2016-01-06, 08:42:46
we are moving our office, so give us few days... ;)
Title: Re: Daily Builds
Post by: johan belmans on 2016-01-06, 09:10:08
moving again? Hopefully the previous one was too small :-)
Title: Re: Daily Builds
Post by: Ondra on 2016-01-06, 10:31:47
too small and cold ;)
Title: Re: Daily Builds
Post by: atelieryork on 2016-01-10, 09:47:04
Hey guys. Hope the move went smoothly!

How are things going with Vr support these days?  The latest daily build is great but we are having issues getting it to play nicely with gear Vr. Some simplified dropdown options for various Vr devices would be great to remove the need to fiddle with eye distance and all that.

And the Orbx viewer is super impressive. Any plans to support this or push out your own version?

Our ultimate hope is for a stereo 360 walk-through tour app.

Hope you know that a lot of people are very keen to see Corona offering full support for Vr ;)

Cheers,
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-01-10, 10:56:47
Some simplified dropdown options for various Vr devices would be great to remove the need to fiddle with eye distance and all that.
As I understand the matter, VR devices cover a range of interpupillary Distances.
In case of gear VR for example it would be 55mm-71mm.

For every person there is a perfect dstance and I did come across a list of "media values" that work well for the vast majority of people.

While a drop down list with the distance boundaries would be nice, it's counterproductive.
If you wish to fake or do some extra stereo trickery, like doing some vertigo style pupil dilation or drug-VR experience you would want to push it further out then allowed.
It's the artist's job to knw what device he works with, getting tables on eyedistance harcoded would be more trouble than worth.
Title: Re: Daily Builds
Post by: Ondra on 2016-01-10, 23:40:44
(http://i.imgur.com/jSVQYh8.png)
Title: Re: Daily Builds
Post by: denisgo22 on 2016-01-11, 00:32:15
 Solution for multimap texture is excellent, i hope///But may be also /batch remove/textures button???
And Photon Mapping???especially for caustic's???
Something new???Or something very old??
Title: Re: Daily Builds
Post by: Dom74 on 2016-01-11, 03:13:53
(http://i.imgur.com/jSVQYh8.png)

a sub-object element mode should be a great help.
Title: Re: Daily Builds
Post by: Bormax on 2016-01-11, 08:51:27
Hi

Tried now to install the latest build, but got following messages. Max starts but it miss Corona render engine.

I have Max 2014 and I used files downloaded from Dropbox 2013-Release folder. I unpacked them to the 3ds Max 2014 root folder as I did always. Before this build I had Corona 1.3 with no builds installed
Title: Re: Daily Builds
Post by: Ondra on 2016-01-11, 09:07:10
there are new DLLs, run the installer in root directory first
Title: Re: Daily Builds
Post by: romullus on 2016-01-11, 09:44:33
(http://i.imgur.com/jSVQYh8.png)
Where's the LIKE button when it's needed?! :] Excellent addition!
Title: Re: Daily Builds
Post by: Bormax on 2016-01-11, 09:49:46
there are new DLLs, run the installer in root directory first

Now it's working! Thank you Ondra!
Title: Re: Daily Builds
Post by: romullus on 2016-01-12, 12:40:43
New builds shows excessively high ray/samples numbers during GI precalc phase. However during rendering it gradually falls to normal values. Is it normal behaviour?
Title: Re: Daily Builds
Post by: Ondra on 2016-01-12, 13:01:15
probably not, can you mantis it?
Title: Re: Daily Builds
Post by: Ondra on 2016-01-12, 13:46:11
new daily build is up https://forum.corona-renderer.com/index.php/topic,7238.msg68666.html#msg68666
Title: Re: Daily Builds
Post by: Bormax on 2016-01-13, 21:46:22
Hi.
Trying now new build. It works fine.
In one of previous build's (17.12.2015) changelog read "Global speedup: 5-10% faster rendering in all scenes". Tried now to compare rendering speed with clean 1.3 version, made a few short time renders - clear Corona 1.3 gave me 1 pass more than today's build, and pictures look the identical
Title: Re: Daily Builds
Post by: Ondra on 2016-01-13, 21:57:41
there are cases where it works better, and where it works worse. From 3 measurements we are able to get 4 different times ;). When we do tests, we see that PCs randomly drop performance by up to 20% for half an hour, then go back to regular performance - could be antivirus, updates, ... So only reliable thing is doing a lot of measurements and averaging them (which came out to about 7% here for us ;))
Title: Re: Daily Builds
Post by: Bormax on 2016-01-13, 22:11:18
Thanks Ondra!
I'll try longer renders to compare. But anyway, that's great to know that new speedups are coming! Thank you!
Title: Re: Daily Builds
Post by: romullus on 2016-01-16, 08:54:24
  • .conf files now have human-readable properties for GI solvers, render engines, …

Does older numeric propertie's naming still works? It was much easier to change something without knowing exact propertie's names.
Title: Re: Daily Builds
Post by: Ondra on 2016-01-16, 15:19:46
nope. I will add it
Title: Re: Daily Builds
Post by: romullus on 2016-01-16, 16:07:59
Thank you!
Title: Re: Daily Builds
Post by: Ondra on 2016-01-17, 10:46:02
done
Title: Re: Daily Builds
Post by: 88qba88 on 2016-01-19, 09:08:24
Thank you for such a fast response on VR rendering and eye separation! You guys are gr8! ;)
Title: Re: Daily Builds
Post by: Ondra on 2016-01-19, 09:53:17
no problem, just let us know if it works ;)
Title: Re: Daily Builds
Post by: johan belmans on 2016-01-19, 12:20:29
Ondra,

would it be possible to implement "to render out" as cubemaps?
I read (at least that's what I understood) somewhere on the forum that is already fixed??

Can you give us an update?
Title: Re: Daily Builds
Post by: Ondra on 2016-01-19, 13:31:12
currently we support only the sphere maps. They have the advantage of no seams, and are more straightforward to implement - I am not sure how exactly should the eye separation in cube maps implemented. Maybe after we perfect sphere maps, we will experiment with cube mapping
Title: Re: Daily Builds
Post by: 88qba88 on 2016-01-19, 15:03:38
My team is close to finishing a Android and iPhone App to view VR renders from Corona without any corpping etc. Beta testing started today and it works perfectly on some phones:)
Title: Re: Daily Builds
Post by: atelieryork on 2016-01-19, 15:07:08
My team is close to finishing a Android and iPhone App to view VR renders from Corona without any corpping etc. Beta testing started today and it works perfectly on some phones:)

Sounds interesting! Keep us updated.
Title: Re: Daily Builds
Post by: johan belmans on 2016-01-19, 17:51:06
currently we support only the sphere maps. They have the advantage of no seams, and are more straightforward to implement - I am not sure how exactly should the eye separation in cube maps implemented. Maybe after we perfect sphere maps, we will experiment with cube mapping

The problem I experience is that I do not get crisp images, they are a bit blurry. Even with high resolution images which are converted into cube maps by using Krpano.
According to Stanley Brusse (who converted BB's Libary into VR panorama's) this is due to the fact that the pixel distribution in cube maps is better then in sphere maps.

Or do you have another solution?

cheers


Title: Re: Daily Builds
Post by: atelieryork on 2016-01-21, 12:52:58
Any GearVR users here? How are you guys viewing your stereo panos? We're hoping to be able to use the ORBX app directly within the Oculus app.
Title: Re: Daily Builds
Post by: racoonart on 2016-01-21, 13:12:52
The problem I experience is that I do not get crisp images, they are a bit blurry. Even with high resolution images which are converted into cube maps by using Krpano.
According to Stanley Brusse (who converted BB's Libary into VR panorama's) this is due to the fact that the pixel distribution in cube maps is better then in sphere maps.
Converting to cube maps makes everything worse. For GearVR latLong images work perfectly fine. Cube maps in theory make sense for animation (less wasted resolution) and if you render it directly (less rendertime). But you'll lose image quality by the mere act of converting.
If your latlong images are blurry, your resolution is not high enough ;) The lowest resolution of latlong images is the pixel line in the middle, the "equator", since the resolution increases to the poles (at the top and bottom you have the whole image width compressed to 1 pixel when projected) you only have to make sure that your equator resolution is high enough. You can calculate the perfect resolution by looking up the display resolution of your device and the field of view. You can only display a certain amount of pixels so there is a sweet spot somewhere. 4096px is usually good enough, but unfortunately you cannot do that in animation...


Any GearVR users here? How are you guys viewing your stereo panos? We're hoping to be able to use the ORBX app directly within the Oculus app.
We're using the default Oculus app. Didn't have any problems with it so far, but we're only using Latitude-Longitude images/videos.
Title: Re: Daily Builds
Post by: atelieryork on 2016-01-21, 13:41:10
Thanks Clown. Do you know if the default Oculus Photos app is compatible with corona-generated stero pano stills directly?

We're trying to find out what the best solution is to view them. Just stills for now, not animation.

Cheers,
Title: Re: Daily Builds
Post by: 88qba88 on 2016-01-21, 15:13:29
currently we support only the sphere maps. They have the advantage of no seams, and are more straightforward to implement - I am not sure how exactly should the eye separation in cube maps implemented. Maybe after we perfect sphere maps, we will experiment with cube mapping

The problem I experience is that I do not get crisp images, they are a bit blurry. Even with high resolution images which are converted into cube maps by using Krpano.
According to Stanley Brusse (who converted BB's Libary into VR panorama's) this is due to the fact that the pixel distribution in cube maps is better then in sphere maps.

Or do you have another solution?

cheers

I have a solition, an App we're developing is using renders straight out of Corona, there is no cubemaps involved, even under the hood of the App:)
 Send me a Private message if you're interested in betatesting.
Title: Re: Daily Builds
Post by: racoonart on 2016-01-21, 16:06:44
Thanks Clown. Do you know if the default Oculus Photos app is compatible with corona-generated stero pano stills directly?

We're trying to find out what the best solution is to view them. Just stills for now, not animation.
I haven't tested it myself yet but I don't see any reason why it shouldn't work. It's just an latitude-longitude image, not matter from which renderer it's coming, so why not :)
Title: Re: Daily Builds
Post by: johan belmans on 2016-01-21, 19:07:42
Hi Martin and 88qba88,

What I want to achieve is a VRtour of a project which is viewable with a cardboard and on a website. For the latter, not that many end users have a mobile phone which is capable of doing cardboard stuff. So far I found 2 software packages, Krpano and Pano2vr. In both cases they rely on cubemaps.
And this is where mu blurring problem occurred. The resolution of my latlongs are 6432 pixels)

Do you guys know other packages which are based on latlongs?

@88qba88: PM is on his way

Title: Re: Daily Builds
Post by: snakebox on 2016-01-30, 09:18:10
So first of all, I may be making things up here!  BUT! has anyone else noticed/felt that the interactive renderer in the latest builds is a lot slower and hangs max a lot more than it used to?  Arguably there could be something in my scene that causes this, as I am currently missing a bunch of textures etc, which... does it check for those every time there is a scene change?

Anyway it's faster for me to just hit render and see the first pass than to start interactive at the moment :/ 

Just want to hear if anyone else has noticed something or if my project here is just broken.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-01-30, 14:03:11
So first of all, I may be making things up here!  BUT! has anyone else noticed/felt that the interactive renderer in the latest builds is a lot slower and hangs max a lot more than it used to?  Arguably there could be something in my scene that causes this, as I am currently missing a bunch of textures etc, which... does it check for those every time there is a scene change?

Anyway it's faster for me to just hit render and see the first pass than to start interactive at the moment :/ 

Just want to hear if anyone else has noticed something or if my project here is just broken.

There have been many regressions in regards to IR performance in past, so it is very possible, and it would be great to catch this one and get it fixed. But that can not be done if you don't provide a scene where it can be reproduced.
Title: Re: Daily Builds
Post by: snakebox on 2016-01-31, 08:55:24
I will do some more testing when I get a chance, unfortunately I can't share this file as it's commercial :/  But I will keep an eye out on my personal project soon.  Or try to install the 1.3 build and see if it's different.
Title: Re: Daily Builds
Post by: juang3d on 2016-02-01, 18:28:24
I read that you are going to start a new frame buffer effort, that is great, but I'm wondering how is it going with key features like adaptivity, noise reduction, volumetric rendering and "superfast" biased engine? (I heard about this last one some time ago and I'm not sure it was on the list at all, but if it is, it's really important for previews or fast projects) :)

Don't want to sound harsh at all, I just think that there are more important things on the waiting list than a new VFB (even when I can understand a new VFB can be beneficial).

Cheers!
Title: Re: Daily Builds
Post by: Ondra on 2016-02-01, 18:52:40
Hi,

adaptivity,
Internal prototype done.

noise reduction,
Internal prototype done.

volumetric rendering
Not key archivz feature

and "superfast" biased engine
1.5 maybe?
Title: Re: Daily Builds
Post by: romullus on 2016-02-01, 19:39:19
So first of all, I may be making things up here!  BUT! has anyone else noticed/felt that the interactive renderer in the latest builds is a lot slower and hangs max a lot more than it used to?  Arguably there could be something in my scene that causes this, as I am currently missing a bunch of textures etc, which... does it check for those every time there is a scene change?

Anyway it's faster for me to just hit render and see the first pass than to start interactive at the moment :/ 

Just want to hear if anyone else has noticed something or if my project here is just broken.

I wouldn't say it's slower, but it definitely feels much less responsive than it used to be. Just watched new Ludvik's tutorial (great one as usual) and must admit that my experience with IR is nowhere near as smooth as in this video. Need to install 1.3 and see if it'll get better.

Hi,

adaptivity,
Internal prototype done.

noise reduction,
Internal prototype done.


Ondra, can we expect to have those goodies in daily build this month? My hands are starting to itch... :]
Title: Re: Daily Builds
Post by: Ondra on 2016-02-01, 19:44:24
I dont have a date yet, we will see how it goes. I have too much work right now
Title: Re: Daily Builds
Post by: romullus on 2016-02-01, 19:49:36
Sure, no pressure. It's better to wait longer and get more robust build, than a rushed one, full of bugs.
Title: Re: Daily Builds
Post by: juang3d on 2016-02-02, 00:47:46
Hey Ondra.

All cool, I agree with Romullus, better to have something good than something... less good hahaha

Now regarding this: "I have too much work right now"

That's why I was asking for that info and questioning the new VFB initiative, why to start that initiative if there are others probably more important (regarding the kind of impact it's going to have in everybody's work) specially if you are full loaded, but in any case, I don't know your internal organization hence it's possible that the new VFB has nothing to do with the available resources for those other initiatives.

Regarding this: "Volumetric Rendering : Not key archivz feature"

Is Corona going to stay as an ArchViz render engine for much longer? We (and I suspect others too) have very different type of projects, some projects are arch viz related and some are more advertising and others are a mixture of both, so advanced features like volumetric rendering, hair support (even useful in ArchViz) and such things may be very welcome in general.

Being sincere, I'm tired of having the same fight with every render engine development team I faced, inside Autodesk, outside Autodesk, everyone seems to love to make render engines for ArchViz, and no one seems to be interested in making real evolutions that may have a real impact in other fields, there are tons of advanced features in vray that no one though that could be useful for viz, but they did that, and because of that no just archviz has evolved but vray was adopted in different fields that were not it's target (and that became it's target after realizing they were able to do it)
I have sincere hope you can open up a bit more the development for non-obvious archviz features in the near future, this is not a rant, it's just I would like to stop hearing that ALL the render engines in the market are arch viz engines, mental ray is arch viz oriented except if you use the standalone, maxwell is arch viz oriented even with it's advanced features they excuse it's speed saying that it is because they want better quality, any other engine excuse their lack of features with the archviz reason, while the archviz market is growing fast and the clients are asking for effects, for "wow" type of shots, for simulations, volumes, liquids, advanced integration with real footage, and similar advanced things.

Please understand that this is not a rant (because it's not) but as a though based in recent events and projects, arhcviz is not just "good light" nowadays, they want a feature film with feature film details, and we want Corona to deliver it :)

And about the 1.5 for the super fast biased engine, it's cool just to know that it's real, no matter if it's coming for 1.5/1.6/1.x or even 2.x, the sooner the better, but it's cool to know it's in your mind.

Cheers!

Title: Re: Daily Builds
Post by: snakebox on 2016-02-02, 02:07:17

So first of all, I may be making things up here!  BUT! has anyone else noticed/felt that the interactive renderer in the latest builds is a lot slower and hangs max a lot more than it used to?  Arguably there could be something in my scene that causes this, as I am currently missing a bunch of textures etc, which... does it check for those every time there is a scene change?

Anyway it's faster for me to just hit render and see the first pass than to start interactive at the moment :/ 

Just want to hear if anyone else has noticed something or if my project here is just broken.

Quote
I wouldn't say it's slower, but it definitely feels much less responsive than it used to be. Just watched new Ludvik's tutorial (great one as usual) and must admit that my experience with IR is nowhere near as smooth as in this video. Need to install 1.3 and see if it'll get better.

This exactly! Watching that tutorial made me think something on my system has to be way off. 

I will say that I have had extremely bad performance in 3dsmax 2016 on the latest build of windows10. It's so bad that I am heavily considering going back to... probably 8.1 as 7 unfortunately is getting quite old.
Title: Re: Daily Builds
Post by: romullus on 2016-02-02, 10:42:26
Just to let you know, i've rolled back to 1.3 and IR is flying again.
Title: Re: Daily Builds
Post by: pokoy on 2016-02-02, 11:04:53
Just to let you know, i've rolled back to 1.3 and IR is flying again.
Thanks for the info. I didn't switch to 1.3 yet and was a bit worried that IR would be a problem, good to know it's fine in 1.3
Title: Re: Daily Builds
Post by: snakebox on 2016-02-02, 11:33:12
Just to let you know, i've rolled back to 1.3 and IR is flying again.

interesting!  I found no direct improvements in my scene but it is also very heavy and clumpsy, with displacement, bunch of forest pack pro objects and heavy poly trees.  both 1.3 and daily freezes for several seconds every time I move something and IR tries to update. before I can move around again.
Title: Re: Daily Builds
Post by: romullus on 2016-02-02, 11:56:18
I usually work with very light scenes - only a few objects, quite simple lighting, but even in this conditions latest builds have issues with IR. In 1.3 however, IR runs perfectly fine, no lag nor freezes.
Title: Re: Daily Builds
Post by: snakebox on 2016-02-03, 01:34:29
I usually work with very light scenes - only a few objects, quite simple lighting, but even in this conditions latest builds have issues with IR. In 1.3 however, IR runs perfectly fine, no lag nor freezes.

cool good to know. I will rollback too for general use.  Only reason not to I guess is the mentioned speed improvements in the dailybuilds from a while back.
Title: Re: Daily Builds
Post by: snakebox on 2016-02-04, 14:57:05
I just want to note that the reason I found terrible IR performance, I think, is because I am running on a 4K monitor, and even with what seems like a "small" window if I use one of the quads, the actual pixel size of the IR is just about the same of a fullscreen 1080p, which makes refreshing the IR a nightmare.  If I use the popout, and make it smaller, its a lot smoother.
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-02-04, 15:11:39
I just want to note that the reason I found terrible IR performance, I think, is because I am running on a 4K monitor, and even with what seems like a "small" window if I use one of the quads, the actual pixel size of the IR is just about the same of a fullscreen 1080p, which makes refreshing the IR a nightmare.  If I use the popout, and make it smaller, its a lot smoother.
IR is intended for such high res. No matter the rays, you have to sample a crap ton, this + VFB update stress will cause IR to render slow. But should not increase update check and update scene performance.
Title: Re: Daily Builds
Post by: Juraj on 2016-02-04, 17:51:09
I think I use pretty medium size scenes (or rather small even) these days and for me the IR performance isn't particularly good in 1.3 either but I find the issue in responsivness, the initial lag after every action, not so much the speed afterwards. Resolutions doesn't even play any role.
I mostly use it to set CoronaSun location and that always takes considerable time (like 2-3) seconds.
Title: Re: Daily Builds
Post by: snakebox on 2016-02-04, 18:12:06
I think I use pretty medium size scenes (or rather small even) these days and for me the IR performance isn't particularly good in 1.3 either but I find the issue in responsivness, the initial lag after every action, not so much the speed afterwards. Resolutions doesn't even play any role.
I mostly use it to set CoronaSun location and that always takes considerable time (like 2-3) seconds.

yeah it's this lag I am talking about too..  but if I make a small 800x600 IR window, with just a plane and a tepot + lights it's smooth and very responsive.  If i I do the same at with a considerable higher resolution of the IR the lag starts.. and you really notice it with scenes with a lot of geo and group, forest pack objects etc. IR becomes unusable as it's faster to just render the initial pass normally.
Title: Re: Daily Builds
Post by: Fritzlachatte on 2016-02-07, 08:03:22
Your "support" is absolutly one of your "unique selling points" I just realized there was a problem with the "save all function" and one night later before I had been able to post the problem you fixed it in a new daily build.

Everybody is always friendly and amazingly fast, I never felt the need for being part of a "web community" before, but here in the forum even I must realize, great product, great people, great renderings 24/7 :-)     
Title: Re: Daily Builds
Post by: arqrenderz on 2016-02-08, 23:18:39
When is the expected release for  1.4 ? any chance to update the road map?
Title: Re: Daily Builds
Post by: Ondra on 2016-02-08, 23:36:32
updated
Title: Re: Daily Builds
Post by: arqrenderz on 2016-02-09, 04:26:32
WoW, its going to be a massive release! Keep up the good work! :)
Title: Re: Daily Builds
Post by: romullus on 2016-02-09, 09:23:06
updated

Expected release date: april 1st - c'mon, who do you think to fool with that? ;]
Title: Re: Daily Builds
Post by: tomislavn on 2016-02-09, 09:30:50
I guess the date just goes well with version 1.4 :D

Maybe we can expect 1.5 on 1st of May then :P
Title: Re: Daily Builds
Post by: Ondra on 2016-02-09, 10:19:07
yes, it coincides perfectly, so we HAVE to make it :D.

Dont worry about april fools joke, it is already included in older versions :D
Title: Re: Daily Builds
Post by: ihabkal on 2016-02-11, 02:15:16
Hi,
With the latest daily builds after the Corona_Dailybuild_2016_01_27.exe which works fine for me, but the two latest ones after it including the last one the interface and scene navigation is very very laggy, so I rotate the view a little and then have to wait 5 seconds or more to rotate again or access any menu. I am using 3dsmax 2016 sp2 ext1 on windows 10 with a quaddro K2000 4930k and 64gb RAM. SO Corona_Dailybuild_2016_01_27 works fine in this regards.
Title: Re: Daily Builds
Post by: maru on 2016-02-11, 13:19:32
I am not experiencing this. Is this happening only in some heavier scenes? In scenes from previous versions? Can you send a sample scene where this happens?
There were some reports about Win10+ui lagginess...
Title: Re: Daily Builds
Post by: juang3d on 2016-02-12, 20:55:22
Adaptivity any time soon?

I have to render an animation, it's an interior scene and I think I could leverage Adaptivity for sure to speed up render times.

Cheers.
Title: Re: Daily Builds
Post by: Ondra on 2016-02-12, 22:45:12
today we did a review of the code, it will be released soon, in a week or two
Title: Re: Daily Builds
Post by: denisgo22 on 2016-02-12, 23:24:49
It would be great!!!
about how it accelerates the render time???
Approximately??
Title: Re: Daily Builds
Post by: Ondra on 2016-02-12, 23:38:00
image adaptivity does not make the render go faster. It equalizes the noise in the whole image, so you will no longer have situations where most of the image is clear, but you are waiting for the last shadow/dark corner/object behind glass to clean up
Title: Re: Daily Builds
Post by: denisgo22 on 2016-02-13, 02:01:57
Render not go faster, but noise not so visible???
As it is possible to render less passes???
I understand correctly??
Title: Re: Daily Builds
Post by: Christa Noel on 2016-02-15, 10:02:52
image adaptivity does not make the render go faster. It equalizes the noise in the whole image, so you will no longer have situations where most of the image is clear, but you are waiting for the last shadow/dark corner/object behind glass to clean up
ah I thought adaptivity is for speedup the rendertime. but thanx ondra, thats's a pretty nice feature regarding it comes with progressive mode.
somtimes I did render two image and composite it to get the faster result, mostly for glass things cuz it needs more more time to get cleaner while the other things is already clean enough. I used render selected include/exclude feature for this, save rendertime but longer workflow, 1 image is for the whole room and the other one is for glass itself excluded the whole room.
few months ago someone advised me to use bucketmode for it's adaptive feature but I can't because resume-render still doesn't support bucket mode.
but with adaptive, I hope it will kill the pain.
Title: Re: Daily Builds
Post by: cecofuli on 2016-02-15, 12:18:54
Look at my old test. This is exactly where Image adaptivity will work perfectly.

https://forum.corona-renderer.com/index.php/topic,1448.0.html

It's a white room, but with some strong, bright lights + DOF = very difficult to clean up!
The room is almost noise free, but I needed 20 minutes to have a decent DOF.
With Image adaptivity, I think  (I hope) we will reduce this time, drastically =)

Also, in the first image, after 30 hours, the bar was perfect, but the DOF, on the metal bar, was horrible =)

When we will have a new Corona version, I'm very curious to test my old scene (white room). You can download the scene, in the attachment.

Title: Re: Daily Builds
Post by: rambambulli on 2016-02-15, 15:41:00
Can it be that this https://forum.corona-renderer.com/index.php/topic,7417.msg49803.html#msg49803 (https://forum.corona-renderer.com/index.php/topic,7417.msg49803.html#msg49803) problem is back in the last daily build (27-01)? Or have I done something wrong?
Title: Re: Daily Builds
Post by: Ondra on 2016-02-15, 15:45:42
it is possible. Can you describe in details what you do? And what is your system locale (language, any custom changes)
Title: Re: Daily Builds
Post by: maru on 2016-02-15, 15:57:18
*27-01 is not the latest daily build, so I would check that with the newest one first
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-02-15, 17:43:45
Render not go faster, but noise not so visible???
As it is possible to render less passes???
I understand correctly??
Pls note, that in 1.4 there will be a denoising aswell as adaptivity.
Title: Re: Daily Builds
Post by: Ondra on 2016-02-15, 18:27:23
The most important thing to realize is that there is no magic in these new algorithms.

Image space adaptivity cannot make the overal noise level lower, it can only make sure the noise is even everywhere (which will still cut time until the image is finished).

Postpro denoising cannot create new information in the image - it can only blur the existing data - so it may lead to splotches and loss of detail if there is too much noise.
Title: Re: Daily Builds
Post by: snakebox on 2016-02-16, 13:45:58
Cool new daily build!  This may be a strange question, but what would the practical benefit be of using Corona stand-alone for rendering if you already are in a MAX / corona environment?  is it purely because you can just install corona on nodes without max?  thanks
Title: Re: Daily Builds
Post by: rambambulli on 2016-02-16, 13:59:35
Sorry Ondra my mistake. Followed https://coronarenderer.freshdesk.com/support/solutions/articles/5000568657-unexpected-behaviour-of-vfb-exposure-controls-extreme-values- (https://coronarenderer.freshdesk.com/support/solutions/articles/5000568657-unexpected-behaviour-of-vfb-exposure-controls-extreme-values-) this and now everything works fine.
Title: Re: Daily Builds
Post by: maru on 2016-02-16, 14:17:24
Sorry Ondra my mistake. Followed https://coronarenderer.freshdesk.com/support/solutions/articles/5000568657-unexpected-behaviour-of-vfb-exposure-controls-extreme-values- (https://coronarenderer.freshdesk.com/support/solutions/articles/5000568657-unexpected-behaviour-of-vfb-exposure-controls-extreme-values-) this and now everything works fine.
Which version of Corona are you using? This problem should not appear in the newer ones...
Title: Re: Daily Builds
Post by: Ondra on 2016-02-16, 14:19:41
Cool new daily build!  This may be a strange question, but what would the practical benefit be of using Corona stand-alone for rendering if you already are in a MAX / corona environment?  is it purely because you can just install corona on nodes without max?  thanks
yes, DR without max, also it may be faster and consume less memory. But right now we are in experimental/testing phase - I would like to know if it is possible to match 3dsmax output (I need to get some priority-list of missing features for that), and how much faster it is. If everything goes well, we may have 3dsmax-less DR. Or even switch regular rendering to this method (internally - so user still has the same workflow, only it is faster)
Title: Re: Daily Builds
Post by: Frood on 2016-02-16, 15:52:12
Any new maps supported in Standalone? Anywhere documented what the various fixes/improvements mentioned in the changelog are in detail?

Good Luck!
Title: Re: Daily Builds
Post by: Ondra on 2016-02-16, 17:12:10
no new maps support. I fixed the bugs that appeared on mantis/forum
Title: Re: Daily Builds
Post by: Frood on 2016-02-16, 19:48:14
is it purely because you can just install corona on nodes without max?

You can even think about mixed environments. Having OsX boxes or maybe someday slaves running Linux. All with extremely low memory overhead and speed gain.

Good Luck

(oops I wrote the *ix word)
Title: Re: Daily Builds
Post by: rambambulli on 2016-02-17, 09:26:55
@Maru
Quote
Which version of Corona are you using? This problem should not appear in the newer ones...

Corona 1.3 works fine. I installed the 27-01 daily build (not the latest, I know.) I'll install the 16-02  today and test it.
For the 27-01 build the "old"workaround with the space a group seperator worked.
Title: Re: Daily Builds
Post by: Ondra on 2016-02-17, 09:40:07
what country locale do you have set? And how did you you originally change it?
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-17, 11:11:08
Using last two daily builds, I'v got some problems with bump map value, I've just turn from 60 to 0,01 and finally I disable it otherwise my wood floor seems to have canyon inside.. just me?
Title: Re: Daily Builds
Post by: maru on 2016-02-17, 13:14:58
Using last two daily builds, I'v got some problems with bump map value, I've just turn from 60 to 0,01 and finally I disable it otherwise my wood floor seems to have canyon inside.. just me?
What kind of bump map is that? Greyscale or rgb normal map? So you switched from 1.3 to the daily builds and there was this difference?
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-17, 16:11:05
Using last two daily builds, I'v got some problems with bump map value, I've just turn from 60 to 0,01 and finally I disable it otherwise my wood floor seems to have canyon inside.. just me?
What kind of bump map is that? Greyscale or rgb normal map? So you switched from 1.3 to the daily builds and there was this difference?

No, I switched two days ago from 2015-12-19 release (I think, I'm not fully sure) to 2016-01-27, the same with the last one.
Bump map is a rgb JPG. I attach the difference I've got with the same map on different release.
Actually, it seems bumps doesn't work with the old release (please don't ask me how couldn't see it before...), but with the 2016-02-16 it works too much! a value of 0,01 and you can see a signed bump, imho is a little out of scale.

I'm sorry I can't be 100% sure about previous release I was using :(

PS: feel free to move this conversation in a more appropriate thread.
Title: Re: Daily Builds
Post by: juang3d on 2016-02-17, 23:25:14
This may be a silly suggestion but try removing the bitmap node completely and loading the map in a new node, then check if it works better.
I say this because when moving to new releases there has been some times when the bitmaps were corrupted and I had to reload them.

Cheers.
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-18, 10:25:43
This may be a silly suggestion but try removing the bitmap node completely and loading the map in a new node, then check if it works better.
I say this because when moving to new releases there has been some times when the bitmaps were corrupted and I had to reload them.

Cheers.
Thanks for the idea, but same result.
Title: Re: Daily Builds
Post by: antanas on 2016-02-18, 14:09:36
Hello, some thoughts on your problem. Well, even if it very much depends on the bitmap used in bump slot, still I rarely go above 0.1 values for materials such as these - it surely does look that for some reason it just wasn't working in previous releases cause the value of 70 should produce such or even more exaggerated and unnatural results and I'm quite surprised it did produce such a relatively timid result with that value in the latest build which makes me suggest that, somehow, the max's bitmap loader changed\messed up gamma input settings so just try to change input gamma manually and see how it fares then, still it is really hard to tell without seeing the actual bitmap itself. 
Title: Re: Daily Builds
Post by: snakebox on 2016-02-18, 17:47:04
With the latest build, my max scene which has rendered fine and stable for the last few dailies, consistently crashes at a random point.  Max2016 crashes to desktop kind of crash, but It happened first time while I was away, and it had crashed when I got back. looked like it had gotten through ~90 passes on this job, but it just happened again around pass 2 when I started it again.

Not sure if anyone else has noticed that the latest build is unstable, but I'm guessing it's doing something different as it only just happened after installing it.
Title: Re: Daily Builds
Post by: maru on 2016-02-18, 17:50:12
With the latest build, my max scene which has rendered fine and stable for the last few dailies, consistently crashes at a random point.
Minidump? :)
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006
Title: Re: Daily Builds
Post by: kumodot on 2016-02-18, 22:49:06
 And Hopefully we could render Max projects using Corona in a possible future-StandAlone version of Corona for Linux... That's a pretty good news, because in many places the entire renderfarm is linux Based, so anything from Max is not allowed. :(

Cool new daily build!  This may be a strange question, but what would the practical benefit be of using Corona stand-alone for rendering if you already are in a MAX / corona environment?  is it purely because you can just install corona on nodes without max?  thanks
yes, DR without max, also it may be faster and consume less memory. But right now we are in experimental/testing phase - I would like to know if it is possible to match 3dsmax output (I need to get some priority-list of missing features for that), and how much faster it is. If everything goes well, we may have 3dsmax-less DR. Or even switch regular rendering to this method (internally - so user still has the same workflow, only it is faster)
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-19, 08:58:18
Hello, some thoughts on your problem. Well, even if it very much depends on the bitmap used in bump slot, still I rarely go above 0.1 values for materials such as these - it surely does look that for some reason it just wasn't working in previous releases cause the value of 70 should produce such or even more exaggerated and unnatural results and I'm quite surprised it did produce such a relatively timid result with that value in the latest build which makes me suggest that, somehow, the max's bitmap loader changed\messed up gamma input settings so just try to change input gamma manually and see how it fares then, still it is really hard to tell without seeing the actual bitmap itself.

Thx for your post, pling with input gamma does not give significant result. I attach a part of the texture, so you can play too if you want.
This morning I have some test. Using this texture as bump, any bump value from 10 to 99 give a little difference. Little difference from 5 to 10. Significant difference from 5 to1. Important difference from 1 to 0, I find this map usable at about 0.02 or 0.01
Is it me, is it the map, or bump scale factor have to be adjust a little?
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-19, 09:03:21
These are two test, bump amout 1 and 0,02
Title: Re: Daily Builds
Post by: romullus on 2016-02-19, 09:19:42
So what is the problem? Bump map amount mostly make sense in 0-1 range. And as i see from your latest examples it works as excpected. Do you expect shader would rise canyons and dig valeys if you set bump amount to 99? :]
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-19, 10:04:08
So what is the problem? Bump map amount mostly make sense in 0-1 range. And as i see from your latest examples it works as excpected. Do you expect shader would rise canyons and dig valeys if you set bump amount to 99? :]
Ahah, rise canyons and dig valeys, ahaha, really really comics! Really!
No, of course no, I mean that usable range is from 0.01 to 5, so I suppose that to make it more usable it should be scaled by 10 at last.

...a canyon, ahah! ;D
Title: Re: Daily Builds
Post by: romullus on 2016-02-19, 10:16:29
But what it would give, other than you'd have to type different numbers to get same result? The bump amount range already was changed once and it caused quite a trouble when migrating from one version to another. I doubt that many would like to go through this again. Besides current range seems to work good enough for majority, why to change then?
Title: Re: Daily Builds
Post by: chopmeister on 2016-02-19, 19:11:46
What romullus said, I think the current range is very sensible and feels friendly, at least to me.
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-20, 09:32:51
I agree with Romullus too, to change the scale now should be a disaster. But, I can't understand why I found this problem only now. I have to do some test with other old scene, maybe the question is limited to this single material. Or maybe the daily build I was using before should has a problem I didn't see before.

best,
Alessandro
Title: Re: Daily Builds
Post by: romullus on 2016-02-20, 09:36:03
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?
Title: Re: Daily Builds
Post by: pokoy on 2016-02-20, 10:47:21
Could it be that the legacy switch plays a role here? I don't know if it affected bump strength at all but maybe it's a difference between materials rather than build versions?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-02-20, 11:37:20
There's also bump amount parameter in output rollout of bitmap, and corona respects that value. It's basically multiplier for bump, so if the bump amount value in bitmap is set to something crazy, then even setting bump to 0.01 could be way too much.
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-22, 19:08:11
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?
Not sure, sorry, maybe 19/12/2016 but I'm really not sure :(
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-22, 19:08:46
Could it be that the legacy switch plays a role here? I don't know if it affected bump strength at all but maybe it's a difference between materials rather than build versions?
No, not in this case.
Title: Re: Daily Builds
Post by: Alessandro on 2016-02-22, 19:10:12
There's also bump amount parameter in output rollout of bitmap, and corona respects that value. It's basically multiplier for bump, so if the bump amount value in bitmap is set to something crazy, then even setting bump to 0.01 could be way too much.
Yes, but not in this case.

Btw, thx a lot to everyone, this is a very active forum!!!
Title: Re: Daily Builds
Post by: ihabkal on 2016-02-27, 02:55:54
With the latest build, my max scene which has rendered fine and stable for the last few dailies, consistently crashes at a random point.  Max2016 crashes to desktop kind of crash, but It happened first time while I was away, and it had crashed when I got back. looked like it had gotten through ~90 passes on this job, but it just happened again around pass 2 when I started it again.

Not sure if anyone else has noticed that the latest build is unstable, but I'm guessing it's doing something different as it only just happened after installing it.


check for overheating problems!
Title: Re: Daily Builds
Post by: ihabkal on 2016-02-27, 02:58:09
I am not experiencing this. Is this happening only in some heavier scenes? In scenes from previous versions? Can you send a sample scene where this happens?
There were some reports about Win10+ui lagginess...

I found out what it is, if windows 10 Defender is scanning the hard drive, even using 1 or 2 MB per second and almsot no cpu at all, still it brings the max interface to a laggy sluggish mood, only solution is to turn off windows defender! works instantly.
Title: Re: Daily Builds
Post by: cgiout on 2016-02-27, 16:54:16
With the latest build, my max scene which has rendered fine and stable for the last few dailies, consistently crashes at a random point.  Max2016 crashes to desktop kind of crash, but It happened first time while I was away, and it had crashed when I got back. looked like it had gotten through ~90 passes on this job, but it just happened again around pass 2 when I started it again.

Not sure if anyone else has noticed that the latest build is unstable, but I'm guessing it's doing something different as it only just happened after installing it.


check for overheating problems!
Having similar problems too but max crashes after few seconds with IR active. It says "insufficient memory". Never had any issues with previous builds.
Title: Re: Daily Builds
Post by: antanas on 2016-02-27, 19:44:43
I am not experiencing this. Is this happening only in some heavier scenes? In scenes from previous versions? Can you send a sample scene where this happens?
There were some reports about Win10+ui lagginess...

I found out what it is, if windows 10 Defender is scanning the hard drive, even using 1 or 2 MB per second and almsot no cpu at all, still it brings the max interface to a laggy sluggish mood, only solution is to turn off windows defender! works instantly.

Personally I'm not having any issues with IR now, but that fabulous piece of "Microsoft magic" can and was slowing down things tremendously, until I completely disabled it using this http://www.download3k.com/articles/How-to-Turn-Off-Windows-Defender-Permanently-in-Windows-10-01350 method - now it is completely gone and doesn't come back nor after some time of usage nor after reboot. Try that, maybe it helps.
Title: Re: Daily Builds
Post by: mitviz on 2016-02-28, 10:26:13
sorry but was there an update for the 25,02,2016? the folder is empty on dropbox so its why i am asking
Title: Re: Daily Builds
Post by: cgiout on 2016-02-28, 10:40:26
I am not experiencing this. Is this happening only in some heavier scenes? In scenes from previous versions? Can you send a sample scene where this happens?
There were some reports about Win10+ui lagginess...

I found out what it is, if windows 10 Defender is scanning the hard drive, even using 1 or 2 MB per second and almsot no cpu at all, still it brings the max interface to a laggy sluggish mood, only solution is to turn off windows defender! works instantly.

Personally I'm not having any issues with IR now, but that fabulous piece of "Microsoft magic" can and was slowing down things tremendously, until I completely disabled it using this http://www.download3k.com/articles/How-to-Turn-Off-Windows-Defender-Permanently-in-Windows-10-01350 method - now it is completely gone and doesn't come back nor after some time of usage nor after reboot. Try that, maybe it helps.
Ok, don't consider my post...there's something wrong with may 3dsmax installation...also reverting to 1.3 it crashes as never before.
Title: Re: Daily Builds
Post by: Ryuu on 2016-02-29, 10:18:59
Regarding the Windows Defender, instead of totally disabling it, you can just set exceptions for certain folders (e.g. the Max installation folder or the folders where you keep the scenes). This way it will still protect your system without slowing down your work that much.
Title: Re: Daily Builds
Post by: romullus on 2016-02-29, 20:29:06
Does Corona installer always has to install "additional magic from Microsoft"? Couldn't it just check if that magic already there and skip installation if it's not needed?
Title: Re: Daily Builds
Post by: Ondra on 2016-02-29, 21:46:26
I guess it could, but I am not exactly sure how to reliably check for that, so... it does not make any harm ;)
Title: Re: Daily Builds
Post by: Ondra on 2016-03-02, 00:28:29
denoising/adaptivity daily is out!
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-02, 01:07:39
Thanks very much!!!
Super!!! It's working also via DR?
I have some problem's with this///
Title: Re: Daily Builds
Post by: Alessandro on 2016-03-02, 08:21:24
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?

Romullus, a few days ago I had the same problem working for a business partner. He start to work with downloaded Corona 1.3 as a demo, we have prepared some scenes, and a few days ago he has bought a licence, so I upgrade his system with the last daily build, and then the scenes (with the same texture I use in mine) show the same problem I've got with mine.
Title: Re: Daily Builds
Post by: Alessandro on 2016-03-02, 08:45:56
denoising/adaptivity daily is out!

I'm testing the new daily in a job. I find the noise filter amazing!! It should be so useful also in low quality preview, it create a visible aliasing but good for a preview, very fast and good result. I'll try better for final images.
About adaptive, how do the scale works? In the last months I've used also Vray for a business partner (and I've converted them to Corona ;) ) and I find su useful in Vray adaptive a render mode that show you using red dots the area where vray is working on, this help you a lot to set the limit value for adaptive. Is there a similar way to do that with Corona? Any ideas?

Edit: maybe show in frame buffer stats a value indicating the noise limit Corona has arrived to in real time...
Title: Re: Daily Builds
Post by: lacilaci on 2016-03-02, 08:59:27
denoising/adaptivity daily is out!

I'm testing the new daily in a job. I find the noise filter amazing!! It should be so useful also in low quality preview, it create a visible aliasing but good for a preview, very fast and good result. I'll try better for final images.
About adaptive, how do the scale works? In the last months I've used also Vray for a business partner (and I've converted them to Corona ;) ) and I find su useful in Vray adaptive a render mode that show you using red dots the area where vray is working on, this help you a lot to set the limit value for adaptive. Is there a similar way to do that with Corona? Any ideas?

Edit: maybe show in frame buffer stats a value indicating the noise limit Corona has arrived to in real time...

I noticed that aliasing too.. other than that, it seems really great so far.
Title: Re: Daily Builds
Post by: bs on 2016-03-02, 09:32:52
hey guys,

i have a problem with the latest daily build from 2.3... i have done what i did every time in the past but somehow it did not work this time =)
Title: Re: Daily Builds
Post by: lacilaci on 2016-03-02, 09:34:18
hey guys,

i have a problem with the latest daily build from 2.3... i have done what i did every time in the past but somehow it did not work this time =)

Do you have the latest "dlls into max root..." from dropbox copied to your max folder?
Title: Re: Daily Builds
Post by: romullus on 2016-03-02, 09:35:53
[/list]Added denoising and image adaptivity options. They are still WIP. Adaptivity is enabled by default, denoising can be enabled in performance rollout.

Mine is off by default for some reason. Not complaining, just stating. Actually i like it that way :]

Ondra, may i ask why stop render on error treshold control was removed? I liked that option and i think it was requested not once here on forums. Will you bring it back at some point? Scratch that, i just found that control under general settings! :]
Title: Re: Daily Builds
Post by: romullus on 2016-03-02, 09:43:08
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?

Romullus, a few days ago I had the same problem working for a business partner. He start to work with downloaded Corona 1.3 as a demo, we have prepared some scenes, and a few days ago he has bought a licence, so I upgrade his system with the last daily build, and then the scenes (with the same texture I use in mine) show the same problem I've got with mine.

Hey Alessandro, could you recap in one post what's exactly the problem is, i'm kinda lost here. So, you're saying that you (or you friend) prepared scene in 1.3 which looks good and install daily and bump looks weird? Too strong, too weak, or what?
Title: Re: Daily Builds
Post by: Alessandro on 2016-03-02, 10:24:20
Could you pinpoint what daily build you have used exactly, when encountered that bump problem?

Romullus, a few days ago I had the same problem working for a business partner. He start to work with downloaded Corona 1.3 as a demo, we have prepared some scenes, and a few days ago he has bought a licence, so I upgrade his system with the last daily build, and then the scenes (with the same texture I use in mine) show the same problem I've got with mine.

Hey Alessandro, could you recap in one post what's exactly the problem is, i'm kinda lost here. So, you're saying that you (or you friend) prepared scene in 1.3 which looks good and install daily and bump looks weird? Too strong, too weak, or what?

Let me have a few minutes, I'll open a post on Bugs and I'll link it here. Thx
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-02, 10:43:31
hey guys,

i have a problem with the latest daily build from 2.3... i have done what i did every time in the past but somehow it did not work this time =)

X2 . placed in correct dir's
Title: Re: Daily Builds
Post by: romullus on 2016-03-02, 11:00:32
hey guys,

i have a problem with the latest daily build from 2.3... i have done what i did every time in the past but somehow it did not work this time =)

X2 . placed in correct dir's

Run this installer first, then copy and overwrite files from mar 02 build.
https://www.dropbox.com/sh/kgzu0cqy903ygmb/AAAiFcV4TLee56f7n6ZlJQfUa/Corona_Dailybuild_2016-02-16.exe?dl=0
Title: Re: Daily Builds
Post by: bs on 2016-03-02, 11:21:05
thanks =) worked
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-02, 11:26:33
yep thx Rom.....kicking a 4k out w/ full denoising, 1/2 passes of prev render, see what happens.
Where is adapt. button, and default noise limit?
Title: Re: Daily Builds
Post by: romullus on 2016-03-02, 11:36:53
You're welcome.
The controls are scattered all over the place at the moment. Hopefully it will be better aranged in final release. You can find adaptivity and denoising strength in performance>experimental stuff. Denoising in performance>performance settings. Noise limit in scene>general settings
Title: Re: Daily Builds
Post by: Juraj on 2016-03-02, 12:31:11
Is denoising (or going to be) a switchable on/off effect in framebuffer ? Or how does it work currently ? Hopefully you don't need to render twice if you want both versions.
Title: Re: Daily Builds
Post by: Alessandro on 2016-03-02, 12:55:56
Is denoising (or going to be) a switchable on/off effect in framebuffer ? Or how does it work currently ? Hopefully you don't need to render twice if you want both versions.

It seems to be a full post production. If it is like this, it should be great to have it as a separated channel, or if it is possible, as a post production tool.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-02, 13:19:15
A pass/channel would indeed be smart choice, you could then save it in single pass :- )

Hope all these things would be possible to integrate into VFB+ eventually.
Title: Re: Daily Builds
Post by: antanas on 2016-03-02, 13:42:26
Is denoising (or going to be) a switchable on/off effect in framebuffer ? Or how does it work currently ? Hopefully you don't need to render twice if you want both versions.

It seems to be a full post production. If it is like this, it should be great to have it as a separated channel, or if it is possible, as a post production tool.

Yeah it seems like it is post and judging from passes used (and from my limited knowledge of that tech) it seems somewhat similar to what Altus Denoiser does.
Separate filtered\unfiltered channel are there already but for now they aren't exposed in render elements selection list for some reason - yet if you save an VFB\EXR dump, there you have both Beauty (unfiltered) and Main (filtered) beauty passes to mix them to your heart's content ))
Yeah, it would be nice to have some post render controls for that noise reduction but even as it is, it's totally amazing and can help save a lot of time and I mean A LOT by that ))
Title: Re: Daily Builds
Post by: bs on 2016-03-02, 16:58:07
=) great stuff - only where can i find the controls - i only found the switch for the denoising but no controls and also nothing for adaptivity !?
Title: Re: Daily Builds
Post by: maru on 2016-03-02, 17:00:51
Enable devel/debug settings and scroll down to the very bottom.
https://coronarenderer.freshdesk.com/support/solutions/articles/5000523916
Title: Re: Daily Builds
Post by: PROH on 2016-03-02, 17:03:56
+ read post 813. Here romullus describes where to find the different controls.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-02, 17:54:28
Guys, wich files goes to 2014 max? On the dropbox there are only 2013 2015 2016 folders X_X
Title: Re: Daily Builds
Post by: Frood on 2016-03-02, 18:11:17
wich files goes to 2014 max?

You need the stuff from directory "2013-Release" for Max 2014.

Good Luck!

Title: Re: Daily Builds
Post by: Noah45 on 2016-03-02, 18:42:54
It's magic! But, what am I going to do with all my spare time now?

1. Twist a hogleg
2. Check out these new tools.

Kudos Corona Team
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-02, 19:19:09
wich files goes to 2014 max?

You need the stuff from directory "2013-Release" for Max 2014.

Good Luck!

Dunno, does not work. Does it need to change names from 2013 to 2014 or any aditional stuff like manuali writing paths to the plugin?
Title: Re: Daily Builds
Post by: Frood on 2016-03-02, 19:35:31
Dunno, does not work. Does it need to change names from 2013 to 2014 or any aditional stuff like manuali writing paths to the plugin?

What exactly is not working? There is no renaming required.

Maybe you should doublecheck:
Copy Corona_Release.dll and CoronaLib_Release.dll to the max root and Corona2013.dlr and CoronaUtils2013.dlt into the plugins directory. All files should be from 01.03.2016. Do not delete anything other Corona related, just overwrite the existing files.

If you have messed it up, just use the Installer from the latest official Release and try the above again.

Good Luck
Title: Re: Daily Builds
Post by: maru on 2016-03-02, 19:37:03
Nekrobul, try installing this first: https://www.dropbox.com/sh/kgzu0cqy903ygmb/AAAiFcV4TLee56f7n6ZlJQfUa/Corona_Dailybuild_2016-02-16.exe?dl=0
...and then manually copy the files from the newest build.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-02, 19:45:06
Thanks, it worked out.

With one markup. CoronaUtils2014 and Corona2014 in plugin folder should be deleted manualy.
Title: Re: Daily Builds
Post by: Bormax on 2016-03-02, 19:56:55
That is great! Thank you Corona team!
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-02, 20:43:09
I have this craysy idea about denoising. But i dont know if it is  paudlsible.c

Lets call it by layer denoising.
So if the final image in the viewport is beeng composed from different layers fog, reflections, lithing etc. Why not to add a posibility of switching off some of the layers from being denoised
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-02, 21:26:22
I have this craysy idea about denoising. But i dont know if it is  paudlsible.c

Lets call it by layer denoising.
So if the final image in the viewport is beeng composed from different layers fog, reflections, lithing etc. Why not to add a posibility of switching off some of the layers from being denoised

The denoiser is already smart. It stores a bunch of special render elements internally to prevent blurring of textures and details. If it did not, it would simply be a regular gaussian blur filter in photoshop :)
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-02, 22:12:39
I have this craysy idea about denoising. But i dont know if it is  paudlsible.c

Lets call it by layer denoising.
So if the final image in the viewport is beeng composed from different layers fog, reflections, lithing etc. Why not to add a posibility of switching off some of the layers from being denoised

The denoiser is already smart. It stores a bunch of special render elements internally to prevent blurring of textures and details. If it did not, it would simply be a regular gaussian blur filter in photoshop :)

I just think it could be impoved for some scenarios. For example scene with a lot of volumetrics. When everything is covered with regular noise from it. Actualy i can bring an example tomorrow. I got just the couple of scenes witj this particular scenario.
Title: Re: Daily Builds
Post by: romullus on 2016-03-04, 10:35:49
Discussion about possible UI overhaul has been moved here: https://forum.corona-renderer.com/index.php/topic,11213.0.html
Title: Re: Daily Builds
Post by: romullus on 2016-03-04, 10:45:06
Ondra, is it possible to make denoising as a button, not a checkbox. I mean could it work this way: render image <no denoise is applied> then set radius and press denoise button <denoise is calculated and applied>, if needed adjust radius and press denoise again <denoise is recalculated and reapplied>, repeat till satisfied. That would be killer feature!
Title: Re: Daily Builds
Post by: Ondra on 2016-03-04, 10:58:30
that is planned, we are already working on it
Title: Re: Daily Builds
Post by: Alessandro on 2016-03-04, 11:03:01
Ondra, is it possible to make denoising as a button, not a checkbox. I mean could it work this way: render image <no denoise is applied> then set radius and press denoise button <denoise is recalculated and reapplied>, if needed adjust radius and press denoise again <denoise is calculated and applied>, repeat till satisfied. That would be killer feature!

In this case, in your opinion it should be better if the second denoise pass would be done over the previous pass or starting from the raw image? In mine, it should be more pratical to restart from the raw image, bat maybe some tests should be a great help to better understand the better way.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-04, 11:04:11
BTW so far there is a plan to have Blend amount for the denoiser. It will be spinner with 0 to 1 value where 0 is original image without denoising, and 1 is denoised image. So after render is done, you can set it to 0 to undo denoising, or you can blend between original and denoised image to get just the right amount. So every time you finish rendering, Corona will store both original and denoised image, and you can save them individually.

You will be also able to adjust denoiser radius and recalculate denoising after rendering is done, but  that won't be in realtime anymore, you will have to wait some second for denoiser to do its magic again.
Title: Re: Daily Builds
Post by: romullus on 2016-03-04, 11:18:21
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-04, 11:43:45
There's also a bug that causes aliasing when denoiser is used. According to Ondra it will require rewrite of image filtering, but once that is done, denoiser will be MEGA MEGA, because it won't cause so much aliasing anymore ;)
Title: Re: Daily Builds
Post by: lacilaci on 2016-03-04, 11:46:01
There's also a bug that causes aliasing when denoiser is used. According to Ondra it will require rewrite of image filtering, but once that is done, denoiser will be MEGA MEGA, because it won't cause so much aliasing anymore ;)

Now that's great news :)
Title: Re: Daily Builds
Post by: Ondra on 2016-03-04, 13:01:25
It is already done, together with the 0-100% blend real-time button, we just need to merge it in the main development branch
Title: Re: Daily Builds
Post by: cecofuli on 2016-03-04, 13:40:24
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
+1 !!! Very important!
Title: Re: Daily Builds
Post by: snakebox on 2016-03-04, 15:03:06
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
+1 !!! Very important!

I find the denoiser waaaayyy too destructive. for me it only destroys any detail they may be in the image.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-04, 15:06:41
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
+1 !!! Very important!

I find the denoiser waaaayyy too destructive. for me it only destroys any detail they may be in the image.

Even at high resolution ?
Title: Re: Daily Builds
Post by: maru on 2016-03-04, 15:07:24
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
+1 !!! Very important!

I find the denoiser waaaayyy too destructive. for me it only destroys any detail they may be in the image.
Have you tried adjusting the radius parameter? Also, it is planned to be blendable with the non-denoised image.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-04, 15:17:19
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
+1 !!! Very important!

I find the denoiser waaaayyy too destructive. for me it only destroys any detail they may be in the image.

Even at high resolution ?

On things like grass quet yes. Even if it is sth like 4k render.

But anyway it is perfect for denoising stuff like volumetrics and motion blur. By the way i wam rendering this animation i promised so i will post it in a few hours (looks ok so far only i had to disable DR because of the bug with pacage delevery after the denoising)

PS - has anyone tested how internal resolution affects denoising?
Title: Re: Daily Builds
Post by: Ondra on 2016-03-04, 16:15:43
PS - has anyone tested how internal resolution affects denoising?

it should not, but do not bother, we already removed the option ;)
Title: Re: Daily Builds
Post by: Juraj on 2016-03-04, 16:17:01
And what about filtering and filtering radius ?
Title: Re: Daily Builds
Post by: Ondra on 2016-03-04, 16:24:46
they will work a bit differently, but will be present
Title: Re: Daily Builds
Post by: lacilaci on 2016-03-04, 16:26:32
I was sceptical about denoiser at first, but i find it very useful already. And if you guys will make it adjustable after rendering, it will be MEGA!!!
+1 !!! Very important!

I find the denoiser waaaayyy too destructive. for me it only destroys any detail they may be in the image.

I noticed that if you have details covered in noise (like visually the details/texture pattern is not recognizable from noise) then it will be ruining the pattern/detail. But as long as the texture is showing through and you only need to remove some overlay residual noise and smooth the picture, it works perfectly.

it's not a miracle and it cannot pull out anything that is not there. It is however amazing for a final touch to remove noise and for nice quick previews. Especially it is helpfull with product shots of objects that have to be absolutely clean on surface and corona would struggle forever with that noise.

Just my observation though.

So for a very noisy image it will be destructive and it gives almost this "digital painting" look.
Title: Re: Daily Builds
Post by: Ondra on 2016-03-04, 16:28:16
I'll repeat myself: it is not magic. Denoiser cannot remove noise from individual pixels. It can only remove noise by blurring. It knows not to blur textures much, but still if there is a noise on blurred surfaces, it cannot do anything else than to blur them a bit.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-04, 16:49:29
Yeah, in general, the more converged your image will be, the less detail will you lose (denoiser radius has significant impact on it too). You can get clean image with denoiser even after 10 passes, but do not expect detail to remain there. You will need to reach at the very least 10% noise limit to have enough information to denoise. As Ondra said, it's not a magic wand and won't give you clean detailed image out of undercooked renders.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-04, 16:57:36
Yeah, in general, the more converged your image will be, the less detail will you lose (denoiser radius has significant impact on it too). You can get clean image with denoiser even after 10 passes, but do not expect detail to remain there. You will need to reach at the very least 10% noise limit to have enough information to denoise. As Ondra said, it's not a magic wand and won't give you clean detailed image out of undercooked renders.

Actualy after all the tsting i found that 150\200 pases is enough to have clean and +\- detailed image with denoiser. But still making in a little like digital painting.

So what i wanted to say, i would not use it for the super detailed exterior. But i most definatly would use it for comercial poster like animation\still image with a lot of glossy things going on.
Title: Re: Daily Builds
Post by: Christa Noel on 2016-03-04, 17:45:36
Yeah, in general, the more converged your image will be, the less detail will you lose (denoiser radius has significant impact on it too). You can get clean image with denoiser even after 10 passes, but do not expect detail to remain there. You will need to reach at the very least 10% noise limit to have enough information to denoise. As Ondra said, it's not a magic wand and won't give you clean detailed image out of undercooked renders.

Actualy after all the tsting i found that 150\200 pases is enough to have clean and +\- detailed image with denoiser. But still making in a little like digital painting.

So what i wanted to say, i would not use it for the super detailed exterior. But i most definatly would use it for comercial poster like animation\still image with a lot of glossy things going on.
I think thats why ondra create blend feature for denoiser. If you think the denoising result makes the image looks like digital painting then you have to reduce the blend amount or even set the radius value lower and then push the denoise button again.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-04, 17:55:01
Are those changes live now?
Title: Re: Daily Builds
Post by: antanas on 2016-03-04, 17:58:36
I don't know, but I certainly like denoiser a lot - here I've done some comparison renders :
some unfinished exterior scene render with lots of grass mentioned above
https://www.flickr.com/photos/119850875@N05/25134751849/in/datetaken-public/ - 30 min without denoiser
https://www.flickr.com/photos/119850875@N05/24875561833/in/datetaken-public/ - 30 min with denoiser - yeah some details are lost like tree reflection in a car's window got a little overblurred but still the whole image looks better imo
and some interior ones where the denoiser is way more useful
https://www.flickr.com/photos/119850875@N05/25502429745/in/datetaken-public/ - 30 min without denoiser
https://www.flickr.com/photos/119850875@N05/24871889394/in/datetaken-public/ - 30 min with denoiser
https://www.flickr.com/photos/119850875@N05/25134904979/in/datetaken-public/ - 30 min without denoiser
https://www.flickr.com/photos/119850875@N05/24871888854/in/datetaken-public/ - 30 min with
and even more crappier 10 minute test of low res render of that same scene
https://www.flickr.com/photos/119850875@N05/25502787815/in/datetaken-public/ - 10 min without
https://www.flickr.com/photos/119850875@N05/25409988651/in/datetaken-public/ - 10 min with

I know the examples aren't the most beautiful or refined ones but I think they illustrate the denoiser's work perfectly, imo it just kicks ass nothing more to say )) 
Well maybe one thing, post render control of denoising strenght and pixel distance is surely needed but even now one can do it later in photoshop using vfb dump which already contains both filtered and unfiltered Beauty passes\channels even if those are currently not selectable in renderchannels.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-04, 18:05:23
Great tests Antantas, the interiors show the potential so much ! Big flat walls, it's exactly where I will use this predominantly. Those just never clear, never ever. Totally kicking ass from what I've seen so far.

Great x2, so this is looking like one seriously good release coming up. No chance proper glossiness scaling will make it into release ?
Title: Re: Daily Builds
Post by: sevecek on 2016-03-04, 18:38:04
I don't know, but I certainly like denoiser a lot - here I've done some comparison renders :
some unfinished exterior scene render with lots of grass mentioned above
https://www.flickr.com/photos/119850875@N05/25134751849/in/datetaken-public/ - 30 min without denoiser
https://www.flickr.com/photos/119850875@N05/24875561833/in/datetaken-public/ - 30 min with denoiser - yeah some details are lost like tree reflection in a car's window got a little overblurred but still the whole image looks better imo

Hm, the denoiser shouldn't kill the reflections of trees like that. What are the material parameters of the glass?
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-04, 19:34:37
One more thing. It seems that in VCM mode denoising does not work at all.

First image 50 pases. denoising 1 adaptive on Bidir\VCM

Second image 150 pases denoising 20 adaptive on Bidir\VCM

Third image (sorry for crapy quality too long rendertime) 10 pases denoising 1 adaptive on progressive

Title: Re: Daily Builds
Post by: sevecek on 2016-03-04, 19:52:28
One more thing. It seems that in VCM mode denoising does not work at all.
Yea, both adaptivity and denoising work only with progressive renderer at the moment.
Title: Re: Daily Builds
Post by: antanas on 2016-03-04, 20:59:36
I don't know, but I certainly like denoiser a lot - here I've done some comparison renders :
some unfinished exterior scene render with lots of grass mentioned above
https://www.flickr.com/photos/119850875@N05/25134751849/in/datetaken-public/ - 30 min without denoiser
https://www.flickr.com/photos/119850875@N05/24875561833/in/datetaken-public/ - 30 min with denoiser - yeah some details are lost like tree reflection in a car's window got a little overblurred but still the whole image looks better imo

Hm, the denoiser shouldn't kill the reflections of trees like that. What are the material parameters of the glass?
Yeah it probably is material related - that car model was ripped straight out of fallout 4 with all it's physical material\shader maps and some lazy (and by that I mean really lazy) material and model tweaking on my side which took no more than 5 minutes. It was some time ago and was intended for some remodeling practice but as I got preoccupied with some work I totally forgot about that unfinished scene until now, after your post I opened it again, looked at that glass's material settings and geometry and found out what I forgot to put shell modifier on to it and because all the glass itself is one single geometry piece + material got no thin(no refraction) ticked that, of course, couldn't go well)) Still it was put there just for the sake of making that testing a little less ugly and unappealing and not to show any skills or anything like that look at that gloriously reflecting tire rubber material - skills are not shown that way for sure (shame, shame, burning shame)) I attached the car model itself with all those uncorrected errors if you want to test it yourself but honestly nothing good to see there ))

Please, do not post models that don't belong to you and/or aren't free to distribute. [moderator]
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-05, 01:15:22
My 20% noise limit rule. For me, it seems to produce the best results. With Adaptivity enabled and denoise at default, render times are fractional.
A negligible difference from my perception, that produces similar results, in up to 70% less time. 
(40hrs using the new build), and 2 projects later. :)

Has anyone experimented w/ noise limit?
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-05, 01:40:24
What a resolution of you renders?
It is highly dependent, i think///
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-05, 02:08:06
Interesting point. Just rendered a 4K, and a 20% noise limit kicked it down to :) 28 passes. Past tests @  0% noise limit, would render @ 40-50 passes.

Subject: Retail fixturing, 3d scanned product, (quick turn and burn)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-05, 10:53:31
0% noise limit should take LONG to render, if ever. Are you sure you have pass limit set to 0?
Title: Re: Daily Builds
Post by: selant on 2016-03-05, 11:50:47
Which installer or file groups are required, to update my corona 1.3 Legacy version ? (using 3dsmax 2014 x64)
Title: Re: Daily Builds
Post by: romullus on 2016-03-05, 12:35:43
Installer automatically will recognise if you need legacy version and install correct one. If you want manually copy files from dropbox, choose files from "2013-Release-Legacy" folder.
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-05, 13:02:12
0% noise limit should take LONG to render, if ever. Are you sure you have pass limit set to 0?

In the past, have set it to 100 pass limit, 0% noise limit and it would stop @ 50 passes. So, I'm still trying to figure out the best use of noise limit.
Unlimited (0) pass, how do you know the correct noise limit %?....experiment w/ region render?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-05, 13:54:48
0% noise limit should take LONG to render, if ever. Are you sure you have pass limit set to 0?

In the past, have set it to 100 pass limit, 0% noise limit and it would stop @ 50 passes. So, I'm still trying to figure out the best use of noise limit.
Unlimited (0) pass, how do you know the correct noise limit %?....experiment w/ region render?

It should be more or less consistent across different scenes. Similarly to noise threshold in V-Ray. You either set noise limit to 0 and pass limit to some number, or you set pass limit to 0 and noise limit to some number. But it doesn't make much sense to use both at same time.
Title: Re: Daily Builds
Post by: romullus on 2016-03-05, 14:52:30
Wonder how noise percentage is calculated? I have some really simple scene - simple object with basic materials in white studio, lit by single HDRI. Pass limit is set to 50 and noise to 2%. Without adaptivity it renders in about 2 minutes (50 passes), with adaptivity it takes about same time (20 passes, 1,3% noise treshold). After denoise pass both images looks identical. I think it's perfectly normal. Strange things happens when i assign override material with CoronaWire map. Without adaptivity it takes about 2 min and with adaptivity - 4 min (50passes, 2,1% noise). After denoising both images looks identical. Question is why adaptivity struggles with wire? Could it more effectively distinguish texture from noise?
Title: Re: Daily Builds
Post by: Chakib on 2016-03-06, 15:14:45
After testing I can say that I like  the new denoising feature, It works good with big size renders, but when I use is for like a 720p resolution even with a little value the blur is very strong and looks like a paint effect, a video explaining it is a big welcome.

Maybe adding some options to control denoising blur's value depending on the render resolution.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-06, 17:06:01
If you have fairly far converged render, then you should decrease denoiser radius, so you don't lose so much detail. Unfortunately denoiser radius setting is hidden deep in devel/debug for now.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-07, 00:15:18
Wonder how noise percentage is calculated? I have some really simple scene - simple object with basic materials in white studio, lit by single HDRI. Pass limit is set to 50 and noise to 2%. Without adaptivity it renders in about 2 minutes (50 passes), with adaptivity it takes about same time (20 passes, 1,3% noise treshold). After denoise pass both images looks identical. I think it's perfectly normal. Strange things happens when i assign override material with CoronaWire map. Without adaptivity it takes about 2 min and with adaptivity - 4 min (50passes, 2,1% noise). After denoising both images looks identical. Question is why adaptivity struggles with wire? Could it more effectively distinguish texture from noise?

I would love to know exactly what the adaptive actually does, because I haven't seen any real speed gains.

So how does it work? the way I'm guessing is one of two ways:

1. it stops sampling in areas where the noise threshold has been reached, and therefor going through the max passes faster ( in theory) the more passes and the longer the render?  (shouldn't render time be shorter then?)

2. It doesn't affect render time at all, instead it increases overall quality by not having to sample the entire image every pass, but it's able to divert samples to areas that are still under the noise level? (doesn't make much sense if you don't set a max pass but only noise threshold).

I'm just not seeing any big difference when using it?  can anyone clarify?

thanks
Title: Re: Daily Builds
Post by: antanas on 2016-03-07, 00:45:45
Hi, I tested denoising interactive blend amount a little, well it's great and useful for the most parts but there's some situations where it is not - in some firefly ridden scenes those begin to disappear only when blend amount is cranked way up to 0.9 and above, thus making that blending quite useless for those renders, so maybe it would be a good idea to make some separate pass for those fireflies reduction only and then mix it as a base layer with the noise reduction pass + probably it would be good if that pass could have some sort of simple on\off toggle in vfb, or maybe you could make it separate and bendable too. Another way could be doing it completely in post like vfb+ does but honestly I didn't doo any comparison tests to see which of the two methods is less destructive for the whole image so got no real opinion there.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-07, 01:06:40
All working very well, only one problem with DR and Denoise Filter, if the slaves sends or workstation gets Extra Data from slaves AFTER apply of Denoise Filter. in this case, part of the image is not processed by Filter////
Perhaps worth making switcher /None,Only Fireflies,Full/  also in interactive mode and add it in VFB UI ??
Title: Re: Daily Builds
Post by: lacilaci on 2016-03-07, 08:01:09
the new image filtering is fantastic :) ... I noticed that in this newest build 06-03 however if I select render region in vfb+ it will render the selected region, but on a random different position in the image (but it happens only in vfb+ so I don't know if corona is to blame)

EDIT: seems that the actual rendering of region is offseted in oposite direction from center. Only vertical position is wrong, horizontal is ok. So if I render region in the middle of the image (verticaly) it is fine. This wasn't a problem before.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-07, 08:16:06
You should always start off with blend amount fully at 1.0 and decrease it only when you think denoising has ruined too much detail. Otherwise, no point of touching it, except for setting it to 0 to get output with no denoising.
Title: Re: Daily Builds
Post by: Frood on 2016-03-07, 09:30:59
From changelog:

"removed bucket renderer"

Does that mean it gets totally abandoned now? Or may it be re-introduced when denoising/adaptivity for progressive rendering is completely done and debugged? What are the plans about bucket rendering?

Good Luck

Title: Re: Daily Builds
Post by: romullus on 2016-03-07, 10:30:54
The new build is great! One issue though, when doing region render, denoising is calculated for entire image. Is this bug, limitation or intended behaviour?
Title: Re: Daily Builds
Post by: Bormax on 2016-03-07, 10:33:26
the new image filtering is fantastic :) ... I noticed that in this newest build 06-03 however if I select render region in vfb+ it will render the selected region, but on a random different position in the image (but it happens only in vfb+ so I don't know if corona is to blame)

EDIT: seems that the actual rendering of region is offseted in oposite direction from center. Only vertical position is wrong, horizontal is ok. So if I render region in the middle of the image (verticaly) it is fine. This wasn't a problem before.

The same problem with VFB+ here.

Thanks for a new improvements!
Title: Re: Daily Builds
Post by: Ondra on 2016-03-07, 10:37:56
is it only vfb+, or also native 3dsmax buffer?
Title: Re: Daily Builds
Post by: romullus on 2016-03-07, 10:46:23
Native VFB too.
Title: Re: Daily Builds
Post by: martinsik on 2016-03-07, 10:59:29
I couldn't reproduce the problem with wrong y position, can you send me a simple scene where this problem occurs?
Title: Re: Daily Builds
Post by: Ondra on 2016-03-07, 11:02:09
From changelog:

"removed bucket renderer"

Does that mean it gets totally abandoned now? Or may it be re-introduced when denoising/adaptivity for progressive rendering is completely done and debugged? What are the plans about bucket rendering?

Good Luck
It is abandoned until a need for it arises again (which may or may not happen). Only scenario I can think of is rendering huge resolutions with out of core VFB.
Title: Re: Daily Builds
Post by: romullus on 2016-03-07, 11:19:00
I couldn't reproduce the problem with wrong y position, can you send me a simple scene where this problem occurs?

Here's video on how to reliably reproduce it:

Title: Re: Daily Builds
Post by: Frood on 2016-03-07, 11:35:35
It is abandoned until a need for it arises again [...]

Thank´s for the information!

Good Luck

Title: Re: Daily Builds
Post by: juang3d on 2016-03-07, 12:00:06
It is abandoned until a need for it arises again (which may or may not happen). Only scenario I can think of is rendering huge resolutions with out of core VFB.

I had no time to test adaptivity yet becaue I just finished a rendering project the day before you released it hehe but does this means that the new adaptivity is more efficient than the old adaptivity present in bucket rendering?

Bucket rendering was great when we had troubles with things like DOF or motion blur, does this new adaptivity deal with those situation in the same efficient way?

Cheers.
Title: Re: Daily Builds
Post by: antanas on 2016-03-07, 13:13:17
I've got exactly the same bug with regular vfb or vfb+ and render region too
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-07, 13:45:45
Very well, but problem with DR rendering,it seems to me that the slaves sending Extra Data without Adaptivity///
Title: Re: Daily Builds
Post by: martinsik on 2016-03-07, 13:50:52
Here's video on how to reliably reproduce it:

Thanks, the bug will be fixed in the next build.
Title: Re: Daily Builds
Post by: Ondra on 2016-03-07, 14:05:04
uploading the fixed daily now
Title: Re: Daily Builds
Post by: Bormax on 2016-03-07, 15:44:17
You are great!
Thank you!
Title: Re: Daily Builds
Post by: antanas on 2016-03-07, 16:35:07
Good, nasty region render bug seems to be gone http://clip2net.com/s/3vgnTcQ
Title: Re: Daily Builds
Post by: Chakib on 2016-03-07, 23:36:05
Guys is It just me or the render is a bit slow now? I'm testing the latest including new image filters (I'm using Parabolic for my case)

I'll make a test using the first denoising build and this one later.


Title: Re: Daily Builds
Post by: cecofuli on 2016-03-07, 23:46:30
In my simple test, with adaptive ON,  yes, it's a little bit slower. If you disable adaptive, it runs fast, as usual.
Title: Re: Daily Builds
Post by: sevecek on 2016-03-08, 00:08:22
In my simple test, with adaptive ON,  yes, it's a little bit slower. If you disable adaptive, it runs fast, as usual.
By "slower" you mean slower than without adaptivity or slower than the previous build?
Title: Re: Daily Builds
Post by: Renovacio on 2016-03-08, 00:56:27
Hello!! What does it mean - sample error?
Title: Re: Daily Builds
Post by: PROH on 2016-03-08, 01:09:59
Question to Ondra: When internal resolution spinner is removed, what happens when loading a file with internal resolution set to 2? Is it automatically set to 1, or shall I install an older version to be able to manually set it to 1?

BTW - It's amazing what's going on right now with Corona. Keep it coming :)
Title: Re: Daily Builds
Post by: snakebox on 2016-03-08, 01:50:17
In my simple test, with adaptive ON,  yes, it's a little bit slower. If you disable adaptive, it runs fast, as usual.

when you say adaptive on?  I was under impression adaptive was always on? do you put it to 0.0 noise threshold to disable it or?
Title: Re: Daily Builds
Post by: lacilaci on 2016-03-08, 08:25:36
In my simple test, with adaptive ON,  yes, it's a little bit slower. If you disable adaptive, it runs fast, as usual.

when you say adaptive on?  I was under impression adaptive was always on? do you put it to 0.0 noise threshold to disable it or?

You don't disable adaptivity with 0.0 noise limit - you disable it in development/experimental stuff. And I have no idea in what situation you would want to do that.If you disable adaptivity, while the rendering might seem faster in one area of the image, it's probably slower in another, giving you a somewhat clean image in one part but noise in another. With adaptivity ON, you should get noise level more even across the image and overall it should make final rendering a bit faster. I guess that was the whole idea. Good example is DoF which would get noisy before even when rest of the image is super clean...
Title: Re: Daily Builds
Post by: Ondra on 2016-03-08, 08:55:27
yes, internal resolution is now always 1
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-08, 09:09:11
Ondra while you are here. Have you seen this?

https://forum.corona-renderer.com/index.php/topic,11206.0.html
Title: Re: Daily Builds
Post by: sevecek on 2016-03-08, 10:13:22
Hello!! What does it mean - sample error?
It's a measure of average noise in the picture.
Title: Re: Daily Builds
Post by: Frood on 2016-03-08, 12:53:14
Have you seen this?
https://forum.corona-renderer.com/index.php/topic,11206.0.html

It is already logged (and assigned) in the Bugtracker with high priority - with link to the above post. I´m also quite impatient because I would like to use the build in production NOW :) So I also hope it will be adressed soon.

Good Luck!
Title: Re: Daily Builds
Post by: snakebox on 2016-03-08, 12:58:06
In my simple test, with adaptive ON,  yes, it's a little bit slower. If you disable adaptive, it runs fast, as usual.

when you say adaptive on?  I was under impression adaptive was always on? do you put it to 0.0 noise threshold to disable it or?

You don't disable adaptivity with 0.0 noise limit - you disable it in development/experimental stuff. And I have no idea in what situation you would want to do that.If you disable adaptivity, while the rendering might seem faster in one area of the image, it's probably slower in another, giving you a somewhat clean image in one part but noise in another. With adaptivity ON, you should get noise level more even across the image and overall it should make final rendering a bit faster. I guess that was the whole idea. Good example is DoF which would get noisy before even when rest of the image is super clean...

No I agree, I just saw a few people mention it and hadn't found the checkbox!  thanks
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-08, 14:24:02
Have you seen this?
https://forum.corona-renderer.com/index.php/topic,11206.0.html
-----------------------------------------------------------------------------------

This big problem with DR mode render///
It applies not only to Denoise Filter but to Adaptivity at All.
Extra Data from slaves add noise to image areas that updated///A feeling that they are rendered without Adaptivity option///
So that DR in this case, only slows the rendering process//
I have written several times about this issue in this topic!!!
Title: Re: Daily Builds
Post by: VASLAVO on 2016-03-08, 14:38:30
How much ram denoise takes? yesterday ive try a 6000 x 12400 pixels image and the render did ok and only took like 40 gigs of ram but when denoise its apllied it crashes, is there a maximum resolution for the denoise to work? also try the dr and happend the same as other people. intel xeon 3.66ghz 64 gigs fo ram on system.
Title: Re: Daily Builds
Post by: antanas on 2016-03-08, 16:08:19
How much ram denoise takes? yesterday ive try a 6000 x 12400 pixels image and the render did ok and only took like 40 gigs of ram but when denoise its apllied it crashes, is there a maximum resolution for the denoise to work? also try the dr and happend the same as other people. intel xeon 3.66ghz 64 gigs fo ram on system.

I think that is not the problem with the denoiser's ram usage itself but with the additional render elements needed for it to work - there are at least 3 (from that I can tell) of those and at that resolution those elements themselves can be quite a problem - just try to render that scene with denoiser off yet with some additional elements (no less than 3) enabled, I think it doesn't matter which ones those are but I would expect out of ram crash in that case too. Happened to me too and not once, and I've got 64gigs of ram too, it's just that scenes like this  https://www.flickr.com/photos/119850875@N05/18340080264/ where it happened are really ram hungry and if some additional render elements are enabled they crash miserably while without them this particular scene chewed only 48gigs out of 64 and rendered fine or at least did so on 4k resolution - on the other hand your scene's render resolution is much, much bigger\higher and so are the additional ram requirements for those passes to be stored in memory, and that sad limitation, as I can understand and as far as my experience goes, is renderer agnostic and that rule applies to all of them not Corona only (
 Maybe some sort of solution could be done on developer's side to avoid such and similar problems\limitations, maybe something like rendering those passes to hdd and then loading them to vfb only after render itself has stopped or something like that, but honestly I have no idea if that is possible at all or if it is, what performance hit it would produce.
At least it could be a good idea to put some warnings of that behavior in help bubbles for denoising selector\toggle (same goes for render elements too but don't know where I would put it there) for users to understand what can happen if it is enabled and to more predictably avoid such unpleasant surprises in the future.
Title: Re: Daily Builds
Post by: Ondra on 2016-03-08, 16:28:06
Denoising + adaptivity currently require 112 bytes per pixel of additional memory, so for 6*12,4k that would be 8,3 GB of additional memory on top of the regular usage. Only adaptivity is just 16 bytes per pixel, so 1.2 GB of additional memory
Title: Re: Daily Builds
Post by: Ondra on 2016-03-08, 16:28:20
we are currently fixing the DR bug
Title: Re: Daily Builds
Post by: antanas on 2016-03-08, 16:51:39
Denoising + adaptivity currently require 112 bytes per pixel of additional memory, so for 6*12,4k that would be 8,3 GB of additional memory on top of the regular usage. Only adaptivity is just 16 bytes per pixel, so 1.2 GB of additional memory
That is some mighty useful information and I think it should be put somewhere to be easily and frequently seen by users, maybe even some sort of automatic\interactive calculator based on current render resolution could be done for the help bubbles of those toggle\selectors + some automatic info in render pass descriptions could be made too, it's just what not everyone can calculate that in their heads on the fly and it's easy to forget such things when one is suffering from some creative madness process/episode, or simply put OMFG tomorrow is the deadline and the project is just halfway done, well times when there's just no time at all to even think about such things )) I'm not sure how exactly it should be made or is it even possible to make in max at all, but surely it would help many people A LOT or at least surely it would help me a lot, so I'm saving that post to my corona tips.txt for not loosing\forgetting that ))
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-08, 21:13:30
Last build with fixing of DR is work excellent!!! :)
THANKS VERY MATCH!
Title: Re: Daily Builds
Post by: ihabkal on 2016-03-09, 06:17:59
reporting same, rendered 5000x5000 pixels image with DR on 8-9 nodes and it came out cleaner than usual on the beauty pass. like a mirror!
Thanks!
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-09, 09:44:09
Something wrong

How it happens now. Render finishes - Denoise starting - retiving remainig data from render nodes - retiving finishes - denoise finishes. Result dark areas.

How it might happen to prevent it. Disable aditional retiving at the render end at all. Or Render finishes - retiving aditional data - retiving finished - denoising started.
Title: Re: Daily Builds
Post by: maru on 2016-03-09, 15:41:38
"Corona scatter now has manual updates option (makes it possible to work with huge scatters in viewport)"
sadly this still doesn't solve the "cscatter viewport performance when scrubbing" problem https://forum.corona-renderer.com/index.php/topic,11139.msg71191.html#msg71191
Title: Re: Daily Builds
Post by: alexyork on 2016-03-09, 16:40:40
Hey Maru and co, I know that VR support has taken a bit of a back-seat in recent weeks as you guys focus on denoise/adaptive/scatter etc. but I wondered if you had any plans to continue improving this soon. We're running the latest daily (8th) and so far getting great results but the process is very time-consuming and fiddly. Particularly with GearVR support. I hope you guys will start looking into streamlining the process for real-world commercial use with GearVR/Oculus/Vive (which we are trying to push as a studio).

Currently we're doing this:

1) render out from corona
2) open in PS and double res, split out and save each eye to a JPG (we've made an Action that does this)
3) use Pano2VR to convert each one to cubic maps named f.jpg, d.jpg etc.
4) we then use GearShift to convert the whole lot into a single strip and save out as a single JPG
5) drop into ORBX Viewer and enjoy

Works perfectly well, but I reckon if you guys can build in stages 2,3 and 4 directly into Corona it would be fantastic. I think Corona needs to catch up with Octane in this respect, as they have all this down in an automated process.

We've not yet figured out a way to get a full panoramic tour to work on the Gear VR, with or without stereo, but that's the next big hurdle...

Cheers,
Title: Re: Daily Builds
Post by: JulioCayetano on 2016-03-09, 17:16:44
Hi,

I always use internal resolution mult.=2 for all my projects, as I always obtain too jagged edges when using =1, even when I add bloom and glare in post.
Maybe I´m doing something wrong, I´m still quite new to Corona, but in case Internal resolution multiplier is going to be removed permanently, I would really need to know how to fix this issue, if there is a workaround to get smooth edges in Corona.

I have read the changelog and it states:

"removed internal resolution multiplier (to be replaced with bloom filter)". Is that refering to a PS effect? or is bloom effect going to be a Corona feature in the near future?
I´d like to add that some clients don´t want bloom&glare effect at all, so I would like to have smooth edges without depending on bloom effects if possible.


I´m attaching a cropped example of a current project. Rendered in Corona 1.3 with I.R.M.=2 a couple of weeks ago, and re-rendered  today with latest daily with I.R.M.=1. With & without slight bloom in post.



Thanks

Julio

Edit: That image was rendered with AA filter set to "Parabolic" and "2,0px" Width value.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-09, 17:32:44
Do you use highlight compression?
Title: Re: Daily Builds
Post by: JulioCayetano on 2016-03-09, 17:53:38
Hi Nekrobul,

Not for final render, I use it only for previews. For the final render I save a 32bit EXR (Highlights=1.0 and contrast=1.0) and do post in PS, there I compress the highlights as needed.

Julio
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-09, 17:55:41
Well i belive you should.

https://coronarenderer.freshdesk.com/support/solutions/articles/5000515615-i-can-see-jagged-edges-in-my-rendering-
Title: Re: Daily Builds
Post by: Juraj on 2016-03-09, 18:08:34
Hi Nekrobul,

Not for final render, I use it only for previews. For the final render I save a 32bit EXR (Highlights=1.0 and contrast=1.0) and do post in PS, there I compress the highlights as needed.

Julio

And the Internal resolution does work in that case ?

I asked Ondra some time ago if IR applies even at 1.0 hl/linear output, and he said that it doesn't. (and I remember previously that the mechanism under which it works, is basically downsampling from higher res, but also tonemapped image)
Title: Re: Daily Builds
Post by: PROH on 2016-03-09, 18:11:15
Well, that's not solving this problem in all situations. I too are having major problems with the removal of "Internal Res". Yesterday I re-rendered an old scene that used Internal Res 2 combined with rather aggressive Highlight Compression to get rid of jagged edges directly in the render.

Unfortunately the removal of Internal Res parameter has now made it impossible to get rid of jagged edges in the renderer, and I'm now forced to post process just to make it "viewable" (viewing without "WFT is that?" comments).

All in all it means that the time gained via denoising, is now spend on post processing. That's why I'm seriously considering going back to an older build/version.

Will any solution to this be coming up soon, or should I (and others with this problem) simply settle with an older version of Corona?
Title: Re: Daily Builds
Post by: cecofuli on 2016-03-09, 18:38:59
Maybe I'm wrong, but you can obtain the same Int res = 2  by double the render size. Then, you reduce 1/2x in post. But, I don't know about the noise /quality. You need to make some test.
Title: Re: Daily Builds
Post by: PROH on 2016-03-09, 18:45:10
Yes, but double render size would approximately mean 4 x render times. So for fast internals this won't be an option.
Title: Re: Daily Builds
Post by: pokoy on 2016-03-09, 18:57:35
I don't know but... if the internal resolution setting has to go, why not hardcode it to 2 and hide from the UI then? I always set it to 2 because it's really not looking good at 1, I guess this is the case for all users. I'd rather sacrifice some RAM than image quality.
Title: Re: Daily Builds
Post by: JulioCayetano on 2016-03-09, 18:59:58
I´m a bit confused now. I have just checked a couple of perspspectives, OLDvsNEW raw renders (linear 32bit EXR) in PS, and now I can´t really tell which is smoothest...

Maybe I was fooled when testing Int.Res.Mult in my first tests with Corona and I wrongly assumed that I needed that value to be always =2.

Or maybe when I open now an old scene, Corona is not changing Internal Resolution Multiplier value, so It is in fact rendering as =2, even when I can´t see the option in IU?

Cecofuli: Not sure about that too... I have never tried that way, but I will give a try when I have extremelly contrasted borders that look really jagged. I understand that I could render at 2x the size but with 1/4x of passes, so the render time should be the same, and when down-scaling the image I should obtain a similar noise level, right?

Julio
Title: Re: Daily Builds
Post by: romullus on 2016-03-09, 19:16:48
I don't know but... if the internal resolution setting has to go, why not hardcode it to 2 and hide from the UI then? I always set it to 2 because it's really not looking good at 1, I guess this is the case for all users. I'd rather sacrifice some RAM than image quality.

Well, that's definitely not the case with all users. I almost never used int resolution set to anything other than 1, because i have only 16 GB of RAM and bigger res means that RAM usage would hit the ceiling more often than i would like to. My usual solution is to save to linear format and fix jagged edges with ArionFX in PS. I won't miss internal resolution at all, and if there will be bloom filter inside Corona, it's even better.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-09, 19:30:18
I don't know but... if the internal resolution setting has to go, why not hardcode it to 2 and hide from the UI then? I always set it to 2 because it's really not looking good at 1, I guess this is the case for all users. I'd rather sacrifice some RAM than image quality.

Well, that's definitely not the case with all users. I almost never used int resolution set to anything other than 1, because i have only 16 GB of RAM and bigger res means that RAM usage would hit the ceiling more often than i would like to. My usual solution is to save to linear format and fix jagged edges with ArionFX in PS. I won't miss internal resolution at all, and if there will be bloom filter inside Corona, it's even better.

I agree here with romullus. I work mostly with insane exterior scenes wich mostly are eating more than 28-30 gigs of ram and in this case every gb ram consumed by unneded stuf is worth some usefull stuf.
Title: Re: Daily Builds
Post by: Ondra on 2016-03-09, 22:32:59
- when doing the double resolution thing, you can get the same render time by lowering passes 4*.

- Reason for removing internal resolution is that it complicated our code too much, and had insane requirements (quadruple memory, viewport redraw time, and denoise/adaptivity computation time)

- Using highlight compression can help with the jaggies, but in some cases it is not enought and it would be necessary to use the internal resolution (or bloom filter).

- Another very simple option if you do not require full HDR output would be for us to add something as "VFB MSI" - max value to be written into the VFB. It would get rid of all the jaggies, while also clamping HDR (for example to maximum intensity 5 instead of whatever the light has)
Title: Re: Daily Builds
Post by: romullus on 2016-03-09, 22:39:53
- Another very simple option if you do not require full HDR output would be for us to add something as "VFB MSI" - max value to be written into the VFB. It would get rid of all the jaggies, while also clamping HDR (for example to maximum intensity 5 instead of whatever the light has)

That would be very nice feature to have!
Title: Re: Daily Builds
Post by: cecofuli on 2016-03-09, 22:43:01
1. I don't want to render 2x. It's not very "cool" solution

2. Highlight compression doesn't' help

3. I'm waiting for the new solution  ( "VFB MSI" or bloom filter)
Title: Re: Daily Builds
Post by: Juraj on 2016-03-09, 22:55:22
Quote
"VFB MSI"

So basically the classic Vray "clamp" value in color mapping = )
Title: Re: Daily Builds
Post by: Ondra on 2016-03-09, 22:56:05
So basically the classic Vray "clamp" value in color mapping = )
yep. And for the record I would just string-option it as temporary solution until proper bloom is done ;)
Title: Re: Daily Builds
Post by: PROH on 2016-03-09, 23:17:47
I think VFB MSI sounds like it could be a valuable temporary solution - but only if "just string-option" is done useable for NON-programmers.

Looking forward to this solution :)
Title: Re: Daily Builds
Post by: 3dwannab on 2016-03-09, 23:30:42
I like the denoiser. Here's my tests with 33.3% increments. In my scene it gets rid of the noise of the cyclorama and fireflys in my case. Thank Corona team.

Jpegs and GIF attached.

Title: Re: Daily Builds
Post by: antanas on 2016-03-09, 23:32:57
 If I remember correctly long ago v-ray used to have such jaggies too and the ability to make them go away was introduced only in 1.4 or 1.5 by sub-pixel color mapping (if I'm not mistaken) and that was a looong wait cause their development pace was very slow back when, yet what a relief that was. As the downside it made the whole image somewhat duller but that was still a good tradeoff cause those aa\light artifacts made some renders times worse yet the dullness was easily correctable in post. Not sure if vray still uses that technique (I remember reading somewhere what they dropped it for some reason some time ago) or is it applicable to corona but it surely is\was better than just color clamping or at least it worked in cases where it failed or worked well in conjunction with it for some extreme cases.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-09, 23:41:59
Sub-pixel is set to OFF by default because with universal settings, the highlights become far too dull (they get clamped before tonemapping). Reason why most people didn't mind, is that until recently, IR+LC was very dominant method,
and with common approach to setting subdivs manually high, you could force a lot of subdivs to go as secondary into material, and that would retain some highlights.

The bias is pretty strong, and you can't retrieve local highlights back in post (outside of manually painting them), because there is no information from which to extract, it's clamped. You can just rise highlights overall.

But I too used this often, pretty much by default on every animation :- ) Perfect AA, great speedup too.
Title: Re: Daily Builds
Post by: cecofuli on 2016-03-09, 23:49:30
But, in V-Ray, sub-pixel is completely different than Clamping.
I Corona, sub-pixel is ON by default (user cannot change it). Now, Ondra wants to add a Clamping spinner, like in VRay.
Do I understand correctly?
Title: Re: Daily Builds
Post by: antanas on 2016-03-10, 00:07:26
@ Juraj_Talcik
Well I agree and probably I needed to write not " it made the whole image somewhat duller" but instead "it made the render much duller" yet still it was quite useful for various quick uglies, and yeah my v-ray experience comes from those times which could be called before "Until recently" ))

@ cecofuli
To be honest, somehow I didn't know that Corona has it implemented already - shame on me ))
Title: Re: Daily Builds
Post by: juang3d on 2016-03-10, 01:33:59
I think the question here is "why do you need to remove it?"

It helps with antialias in some situations, not just tight situations, but also with very thin things like thin cables, if you want to hide it in some advanced place like devel/debug it's ok, but why to completely remove it?

BTW my question about bucket mode remains unanswered :)

Quote
Bucket rendering was great when we had troubles with things like DOF or motion blur, does this new adaptivity deal with those situation in the same efficient way?

Cheers.
Title: Re: Daily Builds
Post by: PROH on 2016-03-10, 02:29:03
@ juang3d - from what people have shown in this thread:
https://forum.corona-renderer.com/index.php/topic,11189.0.html
I believe the answer to your last question is "yes" or " better".

But I'm only mortal.... ;)
Title: Re: Daily Builds
Post by: Ondra on 2016-03-10, 11:28:50
the new adaptivity should be immensely better in all practical scenarios
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-10, 12:10:04
whether there is the opportunity to save the Dump exr file
without applying DeNoiser filter for /resume render from file/ and /resume last render/ options???
Now it's possible only in time of render process///
Or to make switcher /Denoising Mode/ also interactive, same is Denoise Amount///
Title: Re: Daily Builds
Post by: Ondra on 2016-03-10, 19:55:27
you can interactively change blend amount from 0 to 1. New daily will have beauty pass with separate controls for denoising, so you can save both at the same time
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-10, 21:28:32
Thanks!
not pay attention///
Title: Re: Daily Builds
Post by: mferster on 2016-03-10, 23:17:39
I'm having some trouble installing the daily builds.

 I follow all the instructions as directed but keep getting this error message.

I'm using 3ds Max Design 2015 and I can confirm all the files are in the correct folders.

Thanks a bunch.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-10, 23:54:14
I'm curious how the Denoise working with previously stored Dump files.
For example:
if I render the scene with 200 passes with DeNoise filter and save Dump file, after that I load the file using the option /resume from file/ and render additionally 50 passes, DeNoise filter
takes information from channels of last 50 passes, or from summary 250 passes with additional information???
i think based on my tests, that DeNoise using only last 50 additional passes from render,due to this final result is worse
and do not have any meaning in the options /resume from file/ or /resume last render/ ///
maybe I'm wrong or not???
Title: Re: Daily Builds
Post by: Dom74 on 2016-03-11, 00:11:43
I'm curious how the Denoise working with previously stored Dump files.
For example:
if I render the scene with 200 passes with DeNoise filter and save Dump file, after that I load the file using the option /resume from file/ and render additionally 50 passes, DeNoise filter
takes information from channels of last 50 passes, or from summary 250 passes with additional information???
i think based on my tests, that DeNoise using only last 50 additional passes from render,due to this final result is worse
and do not have any meaning in the options /resume from file/ or /resume last render/ ///
maybe I'm wrong or not???

+1
Title: Re: Daily Builds
Post by: Ondra on 2016-03-11, 08:11:43
it should be summary
Title: Re: Daily Builds
Post by: ilia.ms on 2016-03-11, 08:46:56
ZDept channel is not working on the last build (2016-03-08)
Attached .max file
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-11, 09:06:54
it should be summary

Tested it. It is not. at first it gives a message that you should render atleast 2 pases to use denoise. Then if you have waited for these 2 pases then it denoises like if it actualy were 2 paseses. (atleast resume last render does so)

I will try to find this images where i had this problem. (or replicate them)
Title: Re: Daily Builds
Post by: romullus on 2016-03-11, 12:48:48
I'm having some trouble installing the daily builds.

 I follow all the instructions as directed but keep getting this error message.

I'm using 3ds Max Design 2015 and I can confirm all the files are in the correct folders.

Thanks a bunch.

Try this: https://forum.corona-renderer.com/index.php/topic,7239.msg71615.html#msg71615
Title: Re: Daily Builds
Post by: mferster on 2016-03-11, 17:13:32
Boom! worked. Thanks a bunch.
Title: Re: Daily Builds
Post by: romullus on 2016-03-11, 22:01:06
Is it just me or anybody else don't like how ColorMap was renamed to Postproc in VFB?
Title: Re: Daily Builds
Post by: Frood on 2016-03-11, 22:40:30
Yes, me. Maybe only "Post"?

But what the hey, it feels like a somewhat "golden daily" for me. Denoising does a perfect job for a conceptual animation I´ve been preparing for the weekend, and the farm spits out test frames like never before.

Additionally I wonder if there have been any cpu load/thread improvements because I can (again) render with all cores in one Max instance and acceptably model/work in another one (both on idle priority) without twiddling with the task manager or using Coronas thread limit feature - just great. Could be the switch from Max2014 to 2016 though.

Good Luck!

Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-11, 23:12:10
PostPro maybe... :) Postproc sound indeed quite weird.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-11, 23:16:38
1. I don't want to render 2x. It's not very "cool" solution

2. Highlight compression doesn't' help

3. I'm waiting for the new solution  ( "VFB MSI" or bloom filter)

There was a bit of problem in one of the newer builds with rewritten filtering. Rewritten filtering was less strong than original one, but it remained at the default value of 1.5. Such value will produce jagged edges aliasing in pretty much any scene. I would recommend to use Tent filter with filter width value of 2.0 (or higher) for the best results. Definitely do not use 1.5. Hopefully the default will change before final release.
Title: Re: Daily Builds
Post by: VASLAVO on 2016-03-12, 19:26:19
is there a way to have the denoise filter on the channels?
Title: Re: Daily Builds
Post by: romullus on 2016-03-12, 20:33:50
Love the new build!
Does RGB values in sampling focus RE, actually tied to samples amount, i.e. does pixel with [5, 5 ,5] gets ten times more samples than pixel with [0.5, 0.5, 0.5]?
Title: Re: Daily Builds
Post by: sevecek on 2016-03-12, 21:44:37
Love the new build!
Does RGB values in sampling focus RE, actually tied to samples amount, i.e. does pixel with [5, 5 ,5] gets ten times more samples than pixel with [0.5, 0.5, 0.5]?
Yes, on average.
Title: Re: Daily Builds
Post by: ihabkal on 2016-03-13, 07:14:16
is there a way to have the denoise filter on the channels?
I second that :)
Title: Re: Daily Builds
Post by: sevecek on 2016-03-13, 23:02:05
is there a way to have the denoise filter on the channels?
I second that :)
Unfortunately no, the denoiser currently works only on beauty and alpha.
Title: Re: Daily Builds
Post by: PROH on 2016-03-14, 13:35:32
Hi. Really like these new great features. The "VFB-MSI" solves problems that couldn't be solved before, and adaptive + denoiser speeds things up a lot. But in my testings I've encountered a few problems/bugs/issues:

1 - There is a problem with the denoiser when objects are behind glass. I've attached an example, where it was necessary to hide the glass to avoid the denoiser "destroying" the render. 60 passes, denoise rad.: 0,5, render size (whole pic.): 1280x960.

2 - When using region render after a full render, the denoise "layer" is not cleared even when "Clear VFB" is checked (both). The result is that the blend function blends between Black and "old denoise layer" outside the region. I've attached an example where blend is set to 0,1 to illustrate.

Keep it comming :)
Title: Re: Daily Builds
Post by: antanas on 2016-03-14, 14:29:49
Yeah I'm getting the same issues with glass and water or any semitransparent or transparent materials with denoiser but I highly doubt it is fixable or changeable until or more precisely if some sort of per pass\element noise filtering will or can be done for that process or maybe even some sort denoiser masking driven by some sort of ignore by denoiser material flag should be made to better avoid such things in such cases, yet I'm even less sure if that is possible too.
Here's some examples of that behavior with various noise blending amounts - notice the ugly blur on top of underwater parts with full denoising, yet 0.5 blending looks quite acceptable in this case I think.
Title: Re: Daily Builds
Post by: sevecek on 2016-03-14, 14:30:20
1 - There is a problem with the denoiser when objects are behind glass. I've attached an example, where it was necessary to hide the glass to avoid the denoiser "destroying" the render. 60 passes, denoise rad.: 0,5, render size (whole pic.): 1280x960.
Hi PROH,
could you please provide some testing scene that would demonstrate problem #1? I've already encountered this kind of problem, but the blur wasn't nearly as strong as in your case, I'll see what I can do to fix it.
Title: Re: Daily Builds
Post by: antanas on 2016-03-14, 14:43:39
1 - There is a problem with the denoiser when objects are behind glass. I've attached an example, where it was necessary to hide the glass to avoid the denoiser "destroying" the render. 60 passes, denoise rad.: 0,5, render size (whole pic.): 1280x960.
Hi PROH,
could you please provide some testing scene that would demonstrate problem #1? I've already encountered this kind of problem, but the blur wasn't nearly as strong as in your case, I'll see what I can do to fix it.

I can )) here's the scene itself done in max 2016 and the needed maps are those https://www.artstation.com/artwork/ePe66 glorious freebies from RDTextures + any forest hdr map which you can find - in this case I used Aversis's monthly freebie 022-bos-schaduw.hdr - hopefully no nonredistributable content this time ))
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-14, 15:07:44
https://forum.corona-renderer.com/index.php/topic,11251.0.html

Noise behind glass. Animation makes that problem more noticeable.
Title: Re: Daily Builds
Post by: sevecek on 2016-03-14, 16:12:51
I can )) here's the scene itself done in max 2016 and the needed maps are those https://www.artstation.com/artwork/ePe66 glorious freebies from RDTextures + any forest hdr map which you can find - in this case I used Aversis's monthly freebie 022-bos-schaduw.hdr - hopefully no nonredistributable content this time ))
Thank you for the scene! The problem is that the denoiser can't "see" under surfaces with glossiness < 1. Setting glossiness to 1 yields much better results, see attached images. I think this can be fixed, though :)
Title: Re: Daily Builds
Post by: antanas on 2016-03-14, 18:19:14
Well that' good to know for sure, and of course it will be even better if it can be fixed which would be invaluable for scenarios where some more sophisticated transparent materials are involved - like some glass\water with variable mapped glossiness or some dirt etc.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-14, 18:37:38
Guys what VFB clamping stands for? Is it about this antialasing problem?
Title: Re: Daily Builds
Post by: Ondra on 2016-03-14, 18:50:29
yes. It can also speed up rendering. It creates bias (which can be anywhere from invisible to huge). It is Vray's "subpixel mapping" with more fine-grained control.
Title: Re: Daily Builds
Post by: PROH on 2016-03-14, 19:39:16
Quote
The problem is that the denoiser can't "see" under surfaces with glossiness < 1.

I can confirm this. BUT this is not the only thing causing ultra-blur, since my glass did have refraction (and reflection) glossiness set to 1. So after more testing I found out that "Thin" is the second cause.

So set refraction glossiness to 1, uncheck "Thin" and set refraction to 1 - and pray that you wont run into troubles with your lights.....

Hope this be fixed/worked out :)

BTW - Did anybody else experience the region-problem (described in my earlier post)with denoiser?
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-14, 19:46:22
yes. It can also speed up rendering. It creates bias (which can be anywhere from invisible to huge). It is Vray's "subpixel mapping" with more fine-grained control.

Hm that is interesting. I remember subpixel maping was cutting somwhere around 20-50% of rendertime in vray. Got to test it out as soon as i will get home
Title: Re: Daily Builds
Post by: Ondra on 2016-03-14, 19:46:45
we know about the region problem, it will be fixed soon
Title: Re: Daily Builds
Post by: selant on 2016-03-14, 22:22:01
yes. It can also speed up rendering. It creates bias (which can be anywhere from invisible to huge). It is Vray's "subpixel mapping" with more fine-grained control.

there was a checkbox for "subpixel map." in vray if i'm not wrong, but here we must provide a value ? What is the criteria to define the value. 1,0 means %100 ?
Title: Re: Daily Builds
Post by: Ondra on 2016-03-14, 23:19:34
AFAIK Vray's checkbox on = 1 in corona. 0 in corona = checkbox off. Try experimenting with it in interactive rendering
Title: Re: Daily Builds
Post by: PROH on 2016-03-15, 00:44:15
Well, from my tests, I would say that it acts somehow like a threshold variable. 0 = off, and all other values = on, where lower values means more clamping (0,01 = extreme destruction), and higher values means less/softer clamping. For my test scene I found that values between 5 and 6 worked best.

Edit: Just did one more test, and actually I find that value 1 is working really well when "highlight compression" is off (1). The reason why 5-6 seemed better in earlier tests, was that HC was in action too.
Title: Re: Daily Builds
Post by: antanas on 2016-03-15, 02:48:29
hmm it seems that interactive and regular modes has some differences in vfb msi clamping behavior http://clip2net.com/s/3vz7MeJ or is it just the difference of interactive vs regular renderer which I didn't observe before ?
Title: Re: Daily Builds
Post by: PROH on 2016-03-15, 09:19:50
Are you sure it isn't the denoising that makes this difference? (Render with denoiser vs. IR without).
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-15, 09:24:37
I found that VFB clamping alo kills all "heat" information in Open EXR. Is it somehow pausible for lights and light mtls to be excluded from this proces?

I have attached EXR files for more noticible difference.
Title: Re: Daily Builds
Post by: Ondra on 2016-03-15, 09:38:21
I found that VFB clamping alo kills all "heat" information in Open EXR. Is it somehow pausible for lights and light mtls to be excluded from this proces?

I have attached EXR files for more noticible difference.
unfortunately it is exactly because it clamps lights that it also solves the AA problems
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-15, 09:42:00
I found that VFB clamping alo kills all "heat" information in Open EXR. Is it somehow pausible for lights and light mtls to be excluded from this proces?

I have attached EXR files for more noticible difference.
unfortunately it is exactly because it clamps lights that it also solves the AA problems

So it is more like a debug for AA problem scenarios?
Title: Re: Daily Builds
Post by: Juraj on 2016-03-15, 10:05:17
Vray works identically. To retain full dynamic range, they both (sub-p, and clamp) have to be off, and only MSI can be used.
Title: Re: Daily Builds
Post by: racoonart on 2016-03-15, 10:15:34
Hmm, looks like the "Adaptivity recalc passes interval" spinner doesn't do anything, it's still using 10, no matter what is set.
Title: Re: Daily Builds
Post by: romullus on 2016-03-15, 10:17:52
Hmm, it works for me.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-15, 10:19:37
Hmm, looks like the "Adaptivity recalc passes interval" spinner doesn't do anything, it's still using 10, no matter what is set.

There's a problem that the pass value for very first interval is hardcoded, only following ones respect the value. :/
Title: Re: Daily Builds
Post by: pokoy on 2016-03-15, 10:55:26
After a long production phase I've installed the latest daily and try to catch up on latest features.
One question - I remember reading that more than 255 lights are now sampled efficiently but the log still warns about the slower fallback algorithm. What's the current state (build from Mar 12 2016)?
Title: Re: Daily Builds
Post by: mitviz on 2016-03-15, 11:45:07
no sure if its the correct thread to post in but i though the denoising happens while the render is going on, i see now that when i end the render it takes a few seconds to denois, also the save all render channel but stil doesnt work sometimes, so weired
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-15, 11:57:21
no sure if its the correct thread to post in but i though the denoising happens while the render is going on, i see now that when i end the render it takes a few seconds to denois, also the save all render channel but stil doesnt work sometimes, so weired

Denoising only affects beauty and alpha, so far i gues.
Title: Re: Daily Builds
Post by: maru on 2016-03-15, 12:25:51
Hmm, looks like the "Adaptivity recalc passes interval" spinner doesn't do anything, it's still using 10, no matter what is set.
Seems to work fine.
But I still didn't find a way to get rid of "black holes" in some cases. So basically if there is an empty area, the sampler will treat it as noise-free and won't refine it at all (at least that's what I think happens). My guess would be that disabling the adaptivity completely every X passes could get rid of this problem, so we would basically intentionally introduce some little noise at some point to retain some details. Does it make sense?

(a1 = re-calculate every 1 pass, a50 = re-calculate every 50 passes, etc)
Title: Re: Daily Builds
Post by: Ondra on 2016-03-15, 16:14:16
Hmm, looks like the "Adaptivity recalc passes interval" spinner doesn't do anything, it's still using 10, no matter what is set.

yep, doesnt work, will be fixed

After a long production phase I've installed the latest daily and try to catch up on latest features.
One question - I remember reading that more than 255 lights are now sampled efficiently but the log still warns about the slower fallback algorithm. What's the current state (build from Mar 12 2016)?

it is more or less done, but it is not merged in the daily builds yet
Title: Re: Daily Builds
Post by: pokoy on 2016-03-15, 16:20:50
Thanks!
Title: Re: Daily Builds
Post by: jigu on 2016-03-16, 06:20:59
thanks for denoising. Now my renders are much faster and I can get away with low passes and using denoising to clean the image.
Here is the still from video render I did for "GrayWhale" project.
Though for me 8.0 blur amount works best , lower value still shows some animated noise.

Title: Re: Daily Builds
Post by: juang3d on 2016-03-16, 11:18:16
Can you sahre the animation when you have it? I'm curious about how denoising will work with an animation, if it may cause splotches.

Cheers.
Title: Re: Daily Builds
Post by: Ocularcentric on 2016-03-16, 12:23:42
I've got to say - de-noising is pretty bloody incredible.
Title: Re: Daily Builds
Post by: racoonart on 2016-03-16, 12:44:47
Looks like chaosgroup is also working on denoising, I just stumbled upon a thread on the chaosgroup forum where vlado shows some early tests.
Title: Re: Daily Builds
Post by: antanas on 2016-03-16, 14:05:25
Looks like chaosgroup is also working on denoising, I just stumbled upon a thread on the chaosgroup forum where vlado shows some early tests.
Well that was only a matter of time - no sane renderer developer will pass an opportunity like that ))
Title: Re: Daily Builds
Post by: racoonart on 2016-03-16, 15:44:56
Well, sane developers have been ignoring this for many years ;) I think it's just happening now because machines are now fast enough for pathtracing and even the big players have switched to pathtracers (disney, weta, ILM, etc). I'm not sure if this is a "if one company does it, the other ones must do it too to be competitive" case or just coincidence because pretty much everyone is facing the same problem now and thus everyone is starting to look into denoising solutions.
Title: Re: Daily Builds
Post by: antanas on 2016-03-16, 19:05:24
That' more or less what I meant )) Something similar existed for quite some time but somehow no one bothered to implement it - I'm not sure if that's the same tech - http://blenderartists.org/forum/showthread.php?231494-Denoising-images-using-motion-vector-controlled-temporal-filtering - but it look quite similar, so even in that distant 2011 it was +- there but probably was unnoticed or more specifically underappreciated by bigger developers but then this came up http://www.innobright.com/ and had finally "got the genie out of the bottle" ))
Title: Re: Daily Builds
Post by: racoonart on 2016-03-16, 20:53:33
yes, noise reduction using temporal / motion information is not really a new thing, many video denoising plugins use these techniques - but I'm not particularly surprised that no one really implemented it in a renderer. First of all, you can simply use a plugin in your postprocessing app, it does the same thing. And second, you have way more information at hand when you render an image than with just a series of single pictures from a camera - so there are better and way more useful methods to do it: you can preserve image detail by taking diffuse, reflection, lighting, etc passes into account. That's presumably also the way altus does it. Afaik you need a range of different passes, from normals to diffuse information to be able to preserve those features and using the 2 different qmc seeds you are able to identify the "real" noise and eliminate it without blurring texture or bump detail.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-17, 09:25:04
First time i saw built in denoiser was here. https://renderman.pixar.com/view/renderman20
Title: Re: Daily Builds
Post by: snakebox on 2016-03-17, 18:17:00
thanks for denoising. Now my renders are much faster and I can get away with low passes and using denoising to clean the image.
Here is the still from video render I did for "GrayWhale" project.
Though for me 8.0 blur amount works best , lower value still shows some animated noise.

I didn't realise denoiser went above 1.0 ? but looks good in that shot.
Title: Re: Daily Builds
Post by: pokoy on 2016-03-17, 19:27:48
I have a small problem on my of my nodes. Installing the Daily Build exe (in order to be able to use the latest db) hangs on 'installing additional magic'. Is there something I need to do first? Installing Windows updates or anything else?

Sorry, turns out I had to close the cmd.exe and it reported installation complete after that.

EDIT
Actually, the server reported 'CoronaUtils failed to initialize' even after running the installer numerous times. I had to unpack the install files and install MS vc_redist manually, now it works. Might be useful if to know if someone else runs into this.
Title: Re: Daily Builds
Post by: pokoy on 2016-03-17, 20:02:45
Is it me or is interactive rendering noticeably slower than with earlier versions? I jumped from 1.2.1 right to the latest daily (12-3-2016) and moving heavier objects or scenes seems definitely slower.
I'm not sure how it behaves for others (can't test too much due to time constraints) but interactive 'experience' isn't as fun as it used to be. Or am I trying with too heavy scenes?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-17, 20:43:26
Is it me or is interactive rendering noticeably slower than with earlier versions? I jumped from 1.2.1 right to the latest daily (12-3-2016) and moving heavier objects or scenes seems definitely slower.
I'm not sure how it behaves for others (can't test too much due to time constraints) but interactive 'experience' isn't as fun as it used to be. Or am I trying with too heavy scenes?

It definitely should not be slower than any previous version. If it is, then scene plz :)
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-17, 22:48:00
Stupid question///
How works option /Adaptivity recalculation pass interval///
For what this?
It's works or no?
This for synchronization adaptivity passes on slaves in DR mode?
And if exist problem with dump file /render from file/ and /resume last render/ with DeNoise filter in last Daily Build, what I have previously described in this topic???
I ask because I get stripes on rendering
when I am using Denoise filter and DR mode///
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-18, 00:05:09
Stupid question///
How works option /Adaptivity recalculation pass interval///
For what this?
It's works or no?
This for synchronization adaptivity passes on slaves in DR mode?
And if exist problem with dump file /render from file/ and /resume last render/ with DeNoise filter in last Daily Build, what I have previously described in this topic???
I ask because I get stripes on rendering
when I am using Denoise filter and DR mode///

It's there for experienced people to test and help us find a good default. It will be most probably hidden in final release. If you do not know what it is for, then just don't touch it :)
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-18, 00:20:04
Hmm, looks like the "Adaptivity recalc passes interval" spinner doesn't do anything, it's still using 10, no matter what is set.

yep, doesnt work, will be fixed
-------------------------------------------------------------------------------------------------------------------------------------------------



it does not work at all, even in others "experienced people" :)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-18, 11:41:32
Then I would just report it on mantis. Pavel is really good and fast at fixing his stuff :)
Title: Re: Daily Builds
Post by: maru on 2016-03-18, 11:42:53
Well, here is a test of 12.03 build where you can see that adaptivity recalc interval does work (in a way). There is no point in discussing this further as this is just a test option, and all the issues related to it are already known.
Title: Re: Daily Builds
Post by: PROH on 2016-03-18, 12:24:33
Hi Maru. On my screen it seems that 500 works best in this case. But small pictures + web compression makes my unsure. So what setting would you say would works best in this particular case?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-18, 12:43:21
What maru shows is pretty much extreme case where adaptivity should be disabled. Recalc value of 500 means adaptivity is disabled for initial 500 passes, which is why it looks so good.
Title: Re: Daily Builds
Post by: sevecek on 2016-03-18, 13:15:02
it does not work at all, even in others "experienced people" :)
If the spinner doesn't work, you can still use the string option "int adaptivity.adaptivityInterval", that one should work for sure.
Title: Re: Daily Builds
Post by: maru on 2016-03-18, 13:45:45
Hi Maru. On my screen it seems that 500 works best in this case. But small pictures + web compression makes my unsure. So what setting would you say would works best in this particular case?
What maru shows is pretty much extreme case where adaptivity should be disabled. Recalc value of 500 means adaptivity is disabled for initial 500 passes, which is why it looks so good.
This test does not have any practical sense. I just wanted to show you that recalc adaptivity does work. It looks like I may be wrong though...
Title: Re: Daily Builds
Post by: Ondra on 2016-03-18, 21:19:17
it does not work at all, even in others "experienced people" :)
If the spinner doesn't work, you can still use the string option "int adaptivity.adaptivityInterval", that one should work for sure.

I already fixed it, but it is not released publicly yet, we need to fix some scheduler issues before a next public build
Title: Re: Daily Builds
Post by: snakebox on 2016-03-20, 18:03:39
I'm having an interesting issue, where Corona will only use 1-2 cores out of 4 to render.

I can't figure out if it's a bug in the lastest daily or if it's the demo version of GrowFX that fucks everything uP anyone had experience ?

thanks

EDIT: it looks A LOT like it is growFX demo that is causing this limitation.

EDIT2: how ever it also does seem that if I start / stop the render over and over, every so often Corona will use very few resources and take 20x longer to do scene parsing and the secondary calc is all bugged and very lacking.  Takes a long time to force stop it but once you do, if you rerender everything is back to normal and fast.  I have seen this in a daily build before, many months ago.. maybe even a year ago.
Title: Re: Daily Builds
Post by: antanas on 2016-03-20, 18:59:36
Well if GrowFx really is the culprit and this behavior is repeatable across different scenes where it's objects\models are present, then it's indeed some sort of it's demo version limitation because it's full version (which I tested just minutes ago) does not do anything like that.

I have noticed that randomly happening extremely slow scene parsing too, but right now I'm not working in max day to day so I cannot confirm how often that happens or what triggers it. I'm not sure about secondary calc cause I just haven't encountered that or maybe I just haven't noticed something is wrong.
Title: Re: Daily Builds
Post by: maru on 2016-03-21, 12:02:53
Can you try manually changing process priority of 3dsmax.exe to low in task manager and see if it helps?
Title: Re: Daily Builds
Post by: snakebox on 2016-03-21, 15:43:52
Can you try manually changing process priority of 3dsmax.exe to low in task manager and see if it helps?

I generally always run it with below normal or low, but I will keep an eye out to be sure the next few days.
Title: CPU temps go nuts during denoising
Post by: snakebox on 2016-03-22, 06:08:24
Disclaimer! This is not meant to turn in a discussion about which temps people think is okay, what they are comfortable with etc etc, all that is pointless!  so don't start it plz.

I'm usually running Open Hardware Monitor as default and due to my large screen space, it's usually also open.  Basically I actually keep an eye out, specially right now since I just got a new cpu cooler.

But today I noticed something very interesting, when I render using all cores in Corona (hit the render button), my temps end up at XX and sits there fairly stable even when rendering for an extended amount of time, but here is where things get odd.  I noticed in OHM that my max temps (so the highest temp a core gets to even if its for a split second) often seems a lot higher than what they are when I monitor it.

It turns out that my cpu jumps about 10-15 degrees in temp only during the denoise stage!   CPU load is 100% both during rendering and denoise, no changes there, but it's like the cpu suddenly gets a lot more voltage when rendering stops and denoise starts?  Could there be something in the way denoiser is written that could cause this?

Since I am overclocking and pushing my computer power, while still being at temperatures that are fine and okay, having temps suddenly jump 15 degrees even for 4-10 seconds feels very scary!  Temps aside, it feels like it could also lead to instability if there really is something going on? 

I just wanted to highlight this find, if anyone else wants to do some testing.   I will try another temp monitoring app as well (though this usually works like a dream).

edit:  p.s. I am using the latest daily 12th of march.

Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-22, 09:34:45
AFAIK denoise uses GPU, so if CPU temp jumps up, maybe GPU starts crunching, creating heat, and perhaps GPU fans somehow blow hot air onto CPU heatsink or somewhere around CPU temp sensor :)
Title: Re: Daily Builds
Post by: juang3d on 2016-03-22, 09:45:46
Maybe is what rawalanche says, a not optimal air flow may be provoking this, all depending on how do you have your refrigeration configured.

Do you see the same temperatures if you render with iRay for example? In that case you would be in the same situation using CPU+GPU, so if the GPU is the problem you should see the same temps you see now in the denoising phase I think.

Cheers
Title: Re: Daily Builds
Post by: Ondra on 2016-03-22, 10:01:58
Corona denoising is 100% CPU. It looks more like you did not test your overclocking solution well enough in burn tests - denoising does a lot of math operations on coherent data, those are usually the most efficient dataloads for modern CPU. A lot of instructions executed = a lot of heat produced.
Title: Re: Daily Builds
Post by: antanas on 2016-03-22, 13:19:12
@snakebox 
It seems like the turbo boost kicks in on top of your regular overclocking, that happened to me too when I was oc'ing my 3930k (which is still doing pretty well on 4.5ghz) but that was some years ago and, sadly, I don't remember how I've dealt with that but still I did that somehow )) - the question is why that happens only during denoising stage and not during the regular render itself, later I'll try to test that too.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-22, 13:26:41
@snakebox 
It seems like the turbo boost kicks in on top of your regular overclocking, that happened to me too when I was oc'ing my 3930k (which is still doing pretty well on 4.5ghz) but that was some years ago and, sadly, I don't remember how I've dealt with that but still I did that somehow )) - the question is why that happens only during denoising stage and not during the regular render itself, later I'll try to test that too.

My cpu is locked and running a constanty speed. The turboboost is basically active 100% of time. So there is no "more boost" happening.  It's running 4.5 or 4.6 or 4.7 or what ever constantly. 

@Ondra   very possible that there are cpu computations that are heavier than others, but I don't understand is simply just how 100% is different from another 100% load, that's all.   Also are you telling me that rendering corona isn't utilizing the full cpu power then ;)
Title: Re: Daily Builds
Post by: Ryuu on 2016-03-22, 14:10:16
but I don't understand is simply just how 100% is different from another 100% load, that's all

It's not that unheard of, really. All the reports of 100% utilization really mean that there is some thread scheduled on the CPU 100% of the time. And that thread may be doing some heavy computation on the data available, or it can be mostly just waiting for the memory controller to fetch the data. In both cases, you'll still see 100% utilization in the task manager (or anything else measuring the utilization), but the effects on temperature will be vastly different. There are also other funny factors like CPU switching off power for unused parts of the pipeline and so on.
Title: Re: Daily Builds
Post by: DelightingPictures on 2016-03-22, 14:30:34
First Test with Denoise 1.4 Corona Render. 2 minutes for time render in Intel 5960x. 1500x1300 resolution.
Title: Re: Daily Builds
Post by: antanas on 2016-03-22, 14:50:56
@Ondra @snakebox @Ryuu - you are right - did some testing and yeah, during regular rendering for at least 15 minutes highest cpu core temperature was somewhere around 74 degrees C yet for some short time during denoising process it jumped up to 79 degrees, so that's definitely not a turbo boost related - it's more like the behavior of rendering (using any renderer) vs prime or OCCT testing - so most probably denoising really does produce some higher cpu and memory controller loads indeed + it also shows what my cpu's thermal grease maintenance is a long time overdue - 4 years without changing it is a little too much it seems ))
Title: Re: Daily Builds
Post by: romullus on 2016-03-22, 16:01:25
I would like to rise the question about splotchiness after denoising. Rawalanche did open ticket about it in mantis, but it was closed with explanation that it's really hard to fix it. You can see this effect  quite clearly in renders uploaded by jesuscaballero (on the blanket and in less degree, on curtains). Flat textureless areas are especially prone to this splotchiness and from my experience it shows itself even at as low noise treshold as ~3%.

I'm not complaining much, i just want to know if it's something that possibly will be looked at in the future, or it's completely unfixable?

In any case, to my great surprise, i find denoising very useful and i use it and like it very much!
Title: Re: Daily Builds
Post by: pokoy on 2016-03-22, 16:04:33
Similar to the experience from last week with a render node, I am facing a problem with a completely new render node where I can't install the new dailies because installation of the ms vis c++ redist fails... Is there any fallback solution or workaround to such a problem? Also, I can't run the benchmark since it seems to install similar files behind the curtains.
I wonder if I'm the only seeing this and how I managed to see the same problem on 2 different machines.

EDIT
Installing the redist worked after ~10th attempts, after I posted the above question here - just like the last time on the other node where I've struggled with the problem and it magically resolved itself after I've posted it here. Strange coincidence, looks like black magic to me :D
Title: Re: Daily Builds
Post by: maru on 2016-03-22, 17:37:05
looks like black magic to me
rendering is black magic
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-22, 19:36:48
I would like to rise the question about splotchiness after denoising. Rawalanche did open ticket about it in mantis, but it was closed with explanation that it's really hard to fix it. You can see this effect  quite clearly in renders uploaded by jesuscaballero (on the blanket and in less degree, on curtains). Flat textureless areas are especially prone to this splotchiness and from my experience it shows itself even at as low noise treshold as ~3%.

I'm not complaining much, i just want to know if it's something that possibly will be looked at in the future, or it's completely unfixable?

In any case, to my great surprise, i find denoising very useful and i use it and like it very much!

Actually they seem to occur mainly on the curved surfaces. Flat surfaces seem mostly fine. There may be some internal angular threshold value that may need some tweaking. I am not very happy about current state myself, as denoiser produces quite obvious splotches even on scenes that are converged quite far.
Title: Re: Daily Builds
Post by: romullus on 2016-03-22, 20:03:35
Sorry, by saing flat, i ment a plain, featurless surface. My english is very meh.

Interestingly, i didn't noticed that there's correlation with geometry curvature at first, but now that you mentioned, i took a second look at my worst examples of splotchiness and i think i agree with you on that.
Title: Re: Daily Builds
Post by: Noah45 on 2016-03-23, 15:24:35
Love and use Denoise everyday, but those blotches do not animate well.
Title: Re: Daily Builds
Post by: alexyork on 2016-03-23, 17:05:55
Denoising is amazing. We're using it now a lot on stills and animation. It's saving us a huge amount of time.

But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.

One thing that would be even better would be to have denoising with include/exclude list, so you could include only big white walls for example, and avoid denoising fine wood textures where you'd lose detail, or glass/mirrors, where denoising doesn't work properly.
Title: Re: Daily Builds
Post by: pokoy on 2016-03-23, 17:09:04
But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.
There's now a 'beauty' element  in the latest daily where you can specify the denoising amount.
Title: Re: Daily Builds
Post by: alexyork on 2016-03-23, 17:13:58
But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.
There's now a 'beauty' element  in the latest daily where you can specify the denoising amount.

*Punches the air*

Awesome. Job done. Works a treat, just tested it.

Now if we could have the denoising exclude/include in that element.... that would top it off ;)
Title: Re: Daily Builds
Post by: johan belmans on 2016-03-23, 17:41:35
But what we do need is for Corona to optionally output 2 files for every output - one with no denoising and one with the specified amount. This way we can blend between them in post as needed.
There's now a 'beauty' element  in the latest daily where you can specify the denoising amount.

*Punches the air*

Awesome. Job done. Works a treat, just tested it.

Now if we could have the denoising exclude/include in that element.... that would top it off ;)

Hi there, would you mind sharing some of your denoising settings?
I am a bit struggling at the moment, for an interior I combine the pass limit (300) and the Noise limit (0.25)
Set the Denoising mode to full denoising without changing the default values.
What are your experiences?

regards
Title: Re: Daily Builds
Post by: antanas on 2016-03-23, 17:45:46
Well about strange denoiser's behavior on glass and other transparent materials read here https://forum.corona-renderer.com/index.php/topic,7239.960.html Reply starting with #962 and some posts down - quote from the sevecek's reply " The problem is that the denoiser can't "see" under surfaces with glossiness < 1. Setting glossiness to 1 yields much better results, see attached images. I think this can be fixed, though :) " I do hope it is fixable indeed. 
Title: Re: Daily Builds
Post by: sevecek on 2016-03-23, 17:47:25
Well about strange denoiser's behavior on glass and other transparent materials read here https://forum.corona-renderer.com/index.php/topic,7239.960.html Reply starting with #962 and some posts down - quote from the sevecek's reply " The problem is that the denoiser can't "see" under surfaces with glossiness < 1. Setting glossiness to 1 yields much better results, see attached images. I think this can be fixed, though :) " I do hope it is fixable indeed.
Already fixed, it should be in the next daily build :)
Title: Re: Daily Builds
Post by: alexyork on 2016-03-23, 18:00:35
Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.
Title: Re: Daily Builds
Post by: johan belmans on 2016-03-23, 18:10:39
Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.

Ok many thanks, I presume you mean with 0.6 the Noise limit.

cheers
Title: Re: Daily Builds
Post by: PROH on 2016-03-23, 18:13:07
I think he meant 0,6 noise blend.
Title: Re: Daily Builds
Post by: alexyork on 2016-03-23, 18:14:23
I think he meant 0,6 noise blend.

Yes that's right :) We've not even looked into what that noise limit does, yet. We're talking about the denoise amount. Default is 1 (and 100 in the beauty element for some reason? That should be unified...) and we're using 0.6 on most stuff.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-23, 18:17:28
Noise limit is Vray's Color threshold. It will stop the render when it's clear past certain percentage. There is not relationship to denoising here.
Title: Re: Daily Builds
Post by: alexyork on 2016-03-23, 18:18:56
Noise limit is Vray's Color threshold. It will stop the render when it's clear past certain percentage. There is not relationship to denoising here.

Figured it would be something like that. Could come in handy I guess. Will have to do some tests.
Title: Re: Daily Builds
Post by: antanas on 2016-03-23, 18:23:59
Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.

Brilliant it is - no doubt about it )) Somewhere before I've made a suggestion about adding some sort of material flags for per material exclusion from denoising (auto masks if you will)) but it probably sunk under other posts and went unnoticed or was discarded cause it is too hard to implement, yet still it would be quite good to have that too, cause for now only material id pass used in post for selections will help with that but that is imho a cumbersome solution.
Title: Re: Daily Builds
Post by: alexyork on 2016-03-23, 18:28:59
Brilliant ;)

Well, for us we are having the best results with denoising at around 0.6 or so. Any more than that and you lose a lot of detail in fine textures. But frankly that's not really an issue if we can now spit out a fully-denoised element and blend it back in where needed in post. An include/exclude would make this all much easier though.

Brilliant it is - no doubt about it )) Somewhere before I've made a suggestion about adding some sort of material flags for per material exclusion from denoising (auto masks if you will)) but it probably sunk under other posts and went unnoticed or was discarded cause it is too hard to implement, yet still it would be quite good to have that too, cause for now only material id pass used in post for selections will help with that but that is imho a cumbersome solution.

Yep, this would be perfect. An include by matID/geomID/selection option. We'd denoise white walls etc. and probably leave everything else as-is. Job done.
Title: Re: Daily Builds
Post by: romullus on 2016-03-23, 19:25:56
Sorry for repeating myself, but i'd like to know if it's possible to have denoising on demand, i.e. denoising process independent from rendering. That way we could have Denoise button somwhere in UI and ability to change denoising radius (blurring) without rerendering image. Wouldn't it be cool?
Title: Re: Daily Builds
Post by: Juraj on 2016-03-23, 19:29:01
Sorry for repeating myself, but i'd like to know if it's possible to have denoising on demand, i.e. denoising process independent from rendering. That way we could have Denoise button somwhere in UI and ability to change denoising radius (blurring) without rerendering image. Wouldn't it be cool?

+1

I thought that would be the original implementation as well.
Title: Re: Daily Builds
Post by: johan belmans on 2016-03-23, 20:12:49
I think he meant 0,6 noise blend.

Yes that's right :) We've not even looked into what that noise limit does, yet. We're talking about the denoise amount. Default is 1 (and 100 in the beauty element for some reason? That should be unified...) and we're using 0.6 on most stuff.

Aha, thanks guys
Title: Re: Daily Builds
Post by: blank... on 2016-03-23, 21:52:34
Hello everyone
Due to unforeseen circumstances I was unable to work for a couple of months so I'm out of the loop. Last daily I had was somewhere in December 2015. Now there is a new installer on Dropbox. Do I need to first install that daily, or can I just download from latest folder and override the usual files? For now that is what I did and it looks like everything is working OK.
Thanks in advance!
Title: Re: Daily Builds
Post by: maciek.c on 2016-03-23, 21:53:03
One thing that would be even better would be to have denoising with include/exclude list, so you could include only big white walls for example, and avoid denoising fine wood textures where you'd lose detail, or glass/mirrors, where denoising doesn't work properly.

Exactly :) Or some kind of switch in material settings, so you could make certain materials "denoisable" and others not.
Title: Re: Daily Builds
Post by: romullus on 2016-03-23, 22:27:00
Hello everyone
Due to unforeseen circumstances I was unable to work for a couple of months so I'm out of the loop. Last daily I had was somewhere in December 2015. Now there is a new installer on Dropbox. Do I need to first install that daily, or can I just download from latest folder and override the usual files? For now that is what I did and it looks like everything is working OK.
Thanks in advance!
If max doesn't show any errors on start than it's likely that everything is OK. Otherwise, just run latest installer you'll find in dropbox and then copy files from latest build.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-23, 22:50:39
Proliferating post-process settings (denoiser) into regular scene attributes is bit absurd. What would you do after some time of using this to get full scene denoise ? Only by script. Most users would get utterly lost in this, let's not even imagine what this would do to asset swapping,etc..

Seems that denoiser could be more successful than is healthy and could bring the whole "Irradiance Cache settings" mess that doesn't suit Corona.
Title: Re: Daily Builds
Post by: blank... on 2016-03-23, 23:23:03
If max doesn't show any errors on start than it's likely that everything is OK.

No objections so far, thanks!
Title: Re: Daily Builds
Post by: snakebox on 2016-03-24, 01:39:22
Proliferating post-process settings (denoiser) into regular scene attributes is bit absurd. What would you do after some time of using this to get full scene denoise ? Only by script. Most users would get utterly lost in this, let's not even imagine what this would do to asset swapping,etc..

Seems that denoiser could be more successful than is healthy and could bring the whole "Irradiance Cache settings" mess that doesn't suit Corona.

This is exactly what it is... it's so much faster, at the cost of quality and if pushed too far we are back at the IRR/LC vray days.. its fast but looks terrible.  How ever I also do think it's up to the individual user to understand the limitation and use, so having the option to push things "too far" is nice, specially for draft renders and quick previews where you can crank out 15-20 passes with a high denoise and everyone knows whats up.
Title: Corona daily and max2017
Post by: snakebox on 2016-03-24, 01:54:13
Just wondering, max 2017 is due to have official release soon, and seeing that 2016 shared plugins with 2015 I don't expect 17 to work with anything....

So will we be lucky enough to have a max2017 Corona daily soon? at release? :D

Edit: well though Autodesk haven't officially announced anything, many of the products are actually already available from their own servers, which means people can download them straight from autodesk and run them with a normal 30 day trial. 

So like I said, 3ds max is nothing without Corona ;)  so a daily with 2017 support would be amazing. 
Title: Re: Daily Builds
Post by: Ondra on 2016-03-24, 09:29:21
there is already 2017 daily build posted at the AD beta forums
Title: Re: Daily Builds
Post by: snakebox on 2016-03-24, 10:20:03
there is already 2017 daily build posted at the AD beta forums

So.. are you implying that if we don't have access to the AD beta forums, we can't get it?  Or would it also be possible to have that build available on the normal daily build dropbox or similar?

thanks!
Title: Re: Daily Builds
Post by: Juraj on 2016-03-24, 10:39:32
It's already that time of year :-D ?

Went to quickly check AD forums and there is just giant flame-war over whether they should integrate Vray or not. Not a single information.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-24, 10:39:54
there is already 2017 daily build posted at the AD beta forums

So.. are you implying that if we don't have access to the AD beta forums, we can't get it?  Or would it also be possible to have that build available on the normal daily build dropbox or similar?

thanks!

Well, if you don't have access to beta forums, then you don't have access to 2017. So what would you do with bunch of dlls sitting on your hard drive? :)
Title: Re: Daily Builds
Post by: alexyork on 2016-03-24, 10:44:13
I can't wait for the 4 page PDF of new features in 2017, with 2 things on each page... Being a bit sarcastic, but that's more or less what we had with 2016. It was a fairly pathetic release in terms of new features, and 2016 managed to break a lot of stuff from 2014/15 and took three SPs to be fixed...

For me, proper UHD support is my no.1 thing. But 2016 is pretty solid for us here now. It will take quite a lot to get us to upgrade this year. We'll probably sit on 2016 and upgrade to 2017 once it's at SP2/3.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-24, 10:50:23
there is already 2017 daily build posted at the AD beta forums

So.. are you implying that if we don't have access to the AD beta forums, we can't get it?  Or would it also be possible to have that build available on the normal daily build dropbox or similar?

thanks!


Well, if you don't have access to beta forums, then you don't have access to 2017. So what would you do with bunch of dlls sitting on your hard drive? :)

Like I wrote earlier... Autodesk always put up their software on their servers well before they officially announce anything, this gets datamined EVERY year. 

Same old http://trial2.autodesk.com/NET17SWDLD/2017/PDSU/DLM/xxxxxxxxxxxxxx    (just an example, not the actual link) 

So basically anyone with a browser can download the trial version directly from autodesk, and no it's not illegal, it just doesn't have an announcement yet.  (it's full software version, including the 30 day trial all AD products have).

Also it's not beta anymore, these are the finished products that will get an announcement at the end of march, and be released in april. So I would very much like access to the 2017 build, as it would help test the new version of max without having to wait for another month.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-24, 13:07:22
I can't wait for the 4 page PDF of new features in 2017, with 2 things on each page... Being a bit sarcastic, but that's more or less what we had with 2016. It was a fairly pathetic release in terms of new features, and 2016 managed to break a lot of stuff from 2014/15 and took three SPs to be fixed...

For me, proper UHD support is my no.1 thing. But 2016 is pretty solid for us here now. It will take quite a lot to get us to upgrade this year. We'll probably sit on 2016 and upgrade to 2017 once it's at SP2/3.

Still haunted by the 2016 release are we? :P  that was pretty terrible.   

It's very typical that people wait to upgrade, which most should do.  But someone like me who is a sole trader, I have very little risk involved, and love new toys, so the earlier the better :D 

Edit: due to concern the attachment has been removed.   

There really should be no concern and people always panic for no reason, but I'm not trying to create drama, so ill delete it.

Title: Re: Daily Builds
Post by: pokoy on 2016-03-24, 13:14:14
I'm not sure if posting this here is a good idea. Keep in mind that you could get someone else (the company running this forum) in trouble for displaying something that's not released publicly.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-24, 13:18:26
I'm not sure if posting this here is a good idea. Keep in mind that you could get someone else (the company running this forum) in trouble for displaying something that's not released publicly.

Sure, but they won't because it has been released publicly.   there are no hacks or tricks involved, it's a direct link straight to autodesks servers just like when you download the 2015 or 2016 trial versions now.. no different, other than the path points to 2017. 
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-24, 14:10:30
Yes, but those links have not been officially published anywhere.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-24, 14:46:05
Yes, but those links have not been officially published anywhere.

It's the internet.. if you upload it, it's public. You know that too.

All I wanted to know was if there was a chance to test a daily build of Corona that works with 2017, I use corona as my daily renderer, so naturally I'd love to have access to it in the latest "greatest" (oh please oh please autodesk, be great).

Anyway, Autodesk does have official links to 2017 stuff.

http://www.autodesk.com.au/products/autocad/free-trial   Autocad 2017 trial for instance. 
Title: Re: Daily Builds
Post by: pokoy on 2016-03-24, 14:58:26
No one panics here. It's just that you expose someone else to potential trouble. The reasoning would be that you've 'manipulated' an URL to get software that's not announced publicly yet. It's all fine if you do this for yourself, but I think it's not a good idea to use someone else's webspace to do this. If you have a personal website, go ahead and post it there.
Title: Re: Daily Builds
Post by: Ondra on 2016-03-24, 15:23:13
So.. are you implying that if we don't have access to the AD beta forums, we can't get it?  Or would it also be possible to have that build available on the normal daily build dropbox or similar?

thanks!

I am not sure if posting the build outside of the beta forum would violate the NDA. But that is not an issue, since nobody outside of the betatest has access to the beta build of max anyway, right? ;)
Title: Re: Daily Builds
Post by: snakebox on 2016-03-25, 01:21:04
So.. are you implying that if we don't have access to the AD beta forums, we can't get it?  Or would it also be possible to have that build available on the normal daily build dropbox or similar?

thanks!

I am not sure if posting the build outside of the beta forum would violate the NDA. But that is not an issue, since nobody outside of the betatest has access to the beta build of max anyway, right? ;)

I give up.. Read up, everyone has access to the full max2017 if they want to, not beta. Beta forums are used still because AD hasn't opened up for the official 17 forum yet as its part of their late March / April announcement..  They doesn't mean they people don't have access to it, legit! Stop assuming they everyone that understands how to download a file from an AD server is doing serious illegal pirating. But it doesn't seem like you want to share it outside of the beta forum so what ever.
Title: Re: Daily Builds
Post by: ihabkal on 2016-03-25, 01:35:11
I can't wait for the 4 page PDF of new features in 2017, with 2 things on each page... Being a bit sarcastic, but that's more or less what we had with 2016. It was a fairly pathetic release in terms of new features, and 2016 managed to break a lot of stuff from 2014/15 and took three SPs to be fixed...

For me, proper UHD support is my no.1 thing. But 2016 is pretty solid for us here now. It will take quite a lot to get us to upgrade this year. We'll probably sit on 2016 and upgrade to 2017 once it's at SP2/3.

also all plugins need to be redone for 2017, so not in a hurry to upgrade, also the new features are less than you think. not even 1 on each page. I had a go with the trial and I couldn't find any new features other than new icons which look nice. I am waiting for Autodesk to post new features video. I am expecting it to be apologetic and/or claiming tons of changes under the hood.
Title: Re: Daily Builds
Post by: Juraj on 2016-03-25, 10:08:55
Those new icons and UI is 4k-ready ? I can't find anything on this release.
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-03-25, 13:35:42
Those new icons and UI is 4k-ready ? I can't find anything on this release.
At least they know it and actively did something based on a user request in April 2015
"Supporters, We are looking for volunteers and contributors for this research. Please email me directly if interested."

http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests/suggestions/7502503-rebuilt-3dsmax-interface-to-scale-it-properly-to-u

Also googled for a feature list...
...it did not end well.
Title: Re: Daily Builds
Post by: fire3d on 2016-03-25, 14:16:49
I am not sure if posting the build outside of the beta forum would violate the NDA. But that is not an issue, since nobody outside of the betatest has access to the beta build of max anyway, right? ;)

Hm i don't know this for sure, from your perspective of view (you as a plugin developer) you should be able to develope and test with beta testerns your plugin on new builds
from the Main Software, but to be sure it's better to ask in the AD Forum :)

Happy Eastern to all

Title: Re: Daily Builds
Post by: Ondra on 2016-03-25, 15:36:04
from the Main Software, but to be sure it's better to ask in the AD Forum :)

I did exactly that. Multiple times. They never bothered to answer.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-25, 23:10:44
In last Daily Build from 25/03/2016 slaves failed the render passes after each 3 passes in DR render mode///
This problem only for me or someone else discovered this problem???
except in this in Rendering window of 3dmax and Corona VFB obtained a completely different values of passes,
in VFB whole summary Passes and in rendering  3dmax dialog window counting at all passes stops in some positions///
All this happens while using DR mode//
Of course on all slaves same Daily Build installed correctly///
Title: Re: Daily Builds
Post by: Nekrobul on 2016-03-26, 16:56:32
May be it is bacause you have sample error limit on? i have noticed that on both images it is 1%
Title: Re: Daily Builds
Post by: antanas on 2016-03-26, 17:07:39
Is it me or does the denoiser in latest daily really does a better job on objects which are behind glossy transparent ones ?
Title: Re: Daily Builds
Post by: denisgo22 on 2016-03-26, 17:12:41
it's problem with ALL my projects, that  i  rendered with previous Daily
Builds without any error's///
Besides, I rendered the same scene with
previous Daily Build from 2016/03/12 with Sample Error 20.9%
and everything was works fine and DR was works correctly///
And now i roll back to 2016/03/12 Daily build///
Title: Re: Daily Builds
Post by: ihabkal on 2016-03-27, 04:45:24
it's problem with ALL my projects, that  i  rendered with previous Daily
Builds without any error's///
Besides, I rendered the same scene with
previous Daily Build from 2016/03/12 with Sample Error 20.9%
and everything was works fine and DR was works correctly///
And now i roll back to 2016/03/12 Daily build///


I did some testing and I confirm the same happening here the DR is no longer working, and is giving the same noise problems when the denoising was introduced. By the way denoising is great, does it work on animations as well or will there be flickering?
Corona is getting better and better and 3dworld just had an article about it used by a major 3d studio.
Title: Re: Daily Builds
Post by: snakebox on 2016-03-27, 11:07:50
Demonising works great in animation too, just make sure your UHD cache is set to animation, default is stills.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-27, 13:08:00
Making noise patter static could also help a great deal when denoising animation.
Title: Re: Daily Builds
Post by: ihabkal on 2016-03-28, 07:21:27
thanks, this will save many hours or even days of rendering animations :)
Title: Re: Daily Builds
Post by: snakebox on 2016-03-28, 09:54:55
Making noise patter static could also help a great deal when denoising animation.

I have never actually fully undestood.. does corona do best with static noise? you make it sound like it, but I know some 3rd party denoiser tools needs the noise to not be static. Just curious?
Title: Re: Daily Builds
Post by: Ondra on 2016-03-28, 11:46:57
Corona denoiser is not temporal, so it works best with static noise. If we happen to change it in the future, we would add a warning telling you to disable static noise if you use it.
Title: Re: Daily Builds
Post by: juang3d on 2016-03-28, 11:55:54
Interesting, why did you decided to make it not temporal? So it could work better with single frame renders?
Could it be better for animation if it was temporal?

Cheers!
Title: Re: Daily Builds
Post by: Ondra on 2016-03-28, 12:06:57
making it temporal is much more complicated, plus there are the problems such as re-rendering only single frame in an animation, etc. We are hoping it will work as it is. If not, we will look into temporal version
Title: Re: Daily Builds
Post by: snakebox on 2016-03-28, 14:00:34
making it temporal is much more complicated, plus there are the problems such as re-rendering only single frame in an animation, etc. We are hoping it will work as it is. If not, we will look into temporal version

With animation UHD it works like a dream right now.. dont change! if anything just make it faster :D
Title: Re: Daily Builds
Post by: alexyork on 2016-03-28, 15:54:12
Ondra, is there any reason we should *not* enable static noise when rendering animation with denoising also enabled? We're currently rendering a full animation like this but using standard temporal noise. Results look great and the render-time saving is simply massive... in some cases it seems to be cutting our render times by about 60%..... well, this is combined with adaptive, which has also helped hugely. But if we swap over to static noise might we expect better results?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-03-28, 16:22:18
Ondra, is there any reason we should *not* enable static noise when rendering animation with denoising also enabled? We're currently rendering a full animation like this but using standard temporal noise. Results look great and the render-time saving is simply massive... in some cases it seems to be cutting our render times by about 60%..... well, this is combined with adaptive, which has also helped hugely. But if we swap over to static noise might we expect better results?

If you denoise quite noisy output, let's say more than 10% noise threshold, then you may see some sort of flickering or shimmering on your surface, because after all, denoiser just blurs the noise. If you make the noise pattern static, then you will likely be able to denoise even quite undercooked renders without any flickering, where as if you denoise undercooked renders with moving noise pattern, then you may get that flicker.

Basically, there are two reasons to use temporal noise:

1, Postprocessing denoisers can then identify what is noise and separate it from detail that's supposed to be in the scene. If the noise is static, they can not, they will think it's some lens or surface feature.

2, If you intend to render output that's not too clean and do not intend to denoise, then having static pattern enabled could result in dirty lens syndrome, seeing noise pattern sliding across the image. That is often undesired.

There are also quite a few reasons to use static noise pattern:

1, If you use Corona's denoiser, you it is less likely you will see flickering

2, If you intend to render very clean animation. Under certain noise level value, static noise is indistinguishable by naked eye, where as temporal noise is still visible. So if you know your output will be quite clean, making noise static will make it appear even cleaner.

3, If you are rendering animation from static camera, where there are some features that are hard to sample for antialiasing. For example thin, highly reflective features with strong highlights. In case of moving noise patterns, these will flicker and shimmer even when camera doesn't move. When you lock the noise pattern, they will look exactly same each frame, so you will require a LOT less passes to reach noise and flicker free result. This in some cases can save up to 75% of rendertime.
Title: Re: Daily Builds
Post by: alexyork on 2016-03-28, 19:21:44
Ondra, is there any reason we should *not* enable static noise when rendering animation with denoising also enabled? We're currently rendering a full animation like this but using standard temporal noise. Results look great and the render-time saving is simply massive... in some cases it seems to be cutting our render times by about 60%..... well, this is combined with adaptive, which has also helped hugely. But if we swap over to static noise might we expect better results?

If you denoise quite noisy output, let's say more than 10% noise threshold, then you may see some sort of flickering or shimmering on your surface, because after all, denoiser just blurs the noise. If you make the noise pattern static, then you will likely be able to denoise even quite undercooked renders without any flickering, where as if you denoise undercooked renders with moving noise pattern, then you may get that flicker.

Basically, there are two reasons to use temporal noise:

1, Postprocessing denoisers can then identify what is noise and separate it from detail that's supposed to be in the scene. If the noise is static, they can not, they will think it's some lens or surface feature.

2, If you intend to render output that's not too clean and do not intend to denoise, then having static pattern enabled could result in dirty lens syndrome, seeing noise pattern sliding across the image. That is often undesired.

There are also quite a few reasons to use static noise pattern:

1, If you use Corona's denoiser, you it is less likely you will see flickering

2, If you intend to render very clean animation. Under certain noise level value, static noise is indistinguishable by naked eye, where as temporal noise is still visible. So if you know your output will be quite clean, making noise static will make it appear even cleaner.

3, If you are rendering animation from static camera, where there are some features that are hard to sample for antialiasing. For example thin, highly reflective features with strong highlights. In case of moving noise patterns, these will flicker and shimmer even when camera doesn't move. When you lock the noise pattern, they will look exactly same each frame, so you will require a LOT less passes to reach noise and flicker free result. This in some cases can save up to 75% of rendertime.

Thanks for this post, Rawa! This is exactly what I had in my head and we've been working to this work-flow so far, so good to know.

I think going forward it might be a good idea to have Corona warn the user if you have denoising enabled but static noise disabled. Sounds like it would be beneficial almost all the time to have static enabled when using denoising, and disabled when you're not. We've avoided static noise for anything not being denoised, since it looks god-awful in animations unless you have a crazy clean render, as you say, which is not practical when it comes to cost management. Denoising & adaptivity seem to be saving us a massive, massive amount of time and money so far, which is superb....
Title: Re: Daily Builds
Post by: Bormax on 2016-03-28, 20:27:08
Hello!

I tried build from 25-03-2016, there some problems I've noticed with region render and denoising:
When region has been rendered denoised picture has rendered region as it should be, but the rest of it is actually from the last picture which has been denoised. So if I rendered something with no denoising or canceled it I'll get last denoised part of the image even if I changed camera. Not denoised picture looks like it should.
After several times of switching to region rendering and back to full picture rendering denoising stops work. Denoising reports very short process but it doesn't do anything. After reset Max it starts to work again

3DS Max 2014
Title: Re: Daily Builds
Post by: snakebox on 2016-03-29, 00:59:03
Ondra,  I'm a little confused by the latest daily build 28th notes?  Has nothing changed from the 25th build except the addition of "velocity render element prototype" or is there changes to DR and some of the other  big errors people have reported in 25th build?

I don't want to install it if nothing else is new :)   thanks
Title: Re: Daily Builds
Post by: Christa Noel on 2016-03-29, 05:00:11
hi guys, I got the bugs render region + denoiser too. bormax has explained it well.
and then, DR still doesn't work at all after 1.3 or in all pre1.4 builds. I got "got no response from 3ds max, aborting","DR is finished","Closed loopback connection".. does the DR pre-1.4 builds work in your machines guys? or I'm the only one who experience this... I just switched to 1.3 and it works nicely.
thanx
Title: Re: Daily Builds
Post by: snakebox on 2016-03-29, 07:52:34
hi guys, I got the bugs render region + denoiser too. bormax has explained it well.
and then, DR still doesn't work at all after 1.3 or in all pre1.4 builds. I got "got no response from 3ds max, aborting","DR is finished","Closed loopback connection".. does the DR pre-1.4 builds work in your machines guys? or I'm the only one who experience this... I just switched to 1.3 and it works nicely.
thanx

you have  to be more specific, if anyone is going to have a chance of finding errors.  Which exact build did you use to test the render region + denoiser bug? 
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-03-29, 14:38:09
Hi all! I am having a lot of issues lately with DR and the latest daily versions. I also opened a ticket some days ago.

Anyway, this morning I installed the 28/03/2016 and something weird is happening ONLY when I use DR.

I start the rendering process with a pass limit of 100 using my main workstation + 2 servers.
Once the engine arrives to 10 passes, stops! Like if I pressed the cancel rendering button and of course I didn't! :)

Denoise is off.
Adaptive is on as by default.
Time limit is everywhere set to 0 but even if I change any number the behavior is the same.

Can you guys check if you have the same problem?

Thanks in advance,

Dionysios -
Title: Re: Daily Builds
Post by: maru on 2016-03-29, 14:57:24
Can you see if disabling adaptivity helps? The reason why I'm asking is that AFAIK adaptivity recalculation interval was set to 10 by default.
Do you have the same version of Corona installed on all PCs?
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-03-29, 16:20:26
Let me check!
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-03-29, 16:32:41
Ok, I turned off adaptivity and I had no issues!
I confirm that all the PCs have the same version.

So this is what is happening:

 - Adaptivity ON

Single PC works fine
DR stops working after 10 passes.

- Adaptivity OFF

Single PC works fine
DR works fine.

Dionysios -
Title: Re: Daily Builds
Post by: maru on 2016-03-29, 17:00:11
Looks like velocity pass works. Kind of... Or I don't know how to use it properly. :)
Title: Re: Daily Builds
Post by: juang3d on 2016-03-29, 17:05:31
What comp software did you use?

It seems you have to multiply the velocity pass, try with a value of 10 and see the result, I found that situation in the past when I extracted velocity passes from mental ray, with Corona I just use motion blur and that's it hehe

Cheers.
Title: Re: Daily Builds
Post by: maru on 2016-03-29, 17:08:21
Sorry, I rendered the Corona MB picture with some random values. Here is an adjusted image for comparison. I used Fusion. Here are the settings which worked... kind of. :)
Anyway, just testing how it works.
Title: Re: Daily Builds
Post by: Frood on 2016-03-29, 19:23:40
does the DR pre-1.4 builds work in your machines guys?

nope:

DB1603**: DR + Denoising: Not possible (denoising starts before all data from slaves is collected)
DB160328: DR + Adaptivitiy: Stops after reaching end of synchronization interval which is 1 min. by default just like Dionysios.TS already described, DR + Denoising still not possible.

At least slaves seem to have given up the fight between each other for being the first writing render elements to the target directory :)

So currently DR in DBs works only here if used without denoising and adaptivity - two main features for 1.4 that is. But current dailies are more 'daily' than usual at the moment I presume, let´s wait for the next.

Good Luck


Title: Re: Daily Builds
Post by: Ondra on 2016-03-29, 19:32:34
we will take a look now that holidays are over
Title: Re: Daily Builds
Post by: racoonart on 2016-03-29, 22:13:28
Looks like velocity pass works. Kind of... Or I don't know how to use it properly. :)

It's saved with wrong gamma. Add a BrightnessContrast node with gamma 2.2 and it works ;)

I would propose to use red and green for x and y (I guess green currently is the motion in camera direction?). That would match other renderers. Also, an optional checkbox for a shifted version at mid grey might be appropriate
Title: Re: Daily Builds
Post by: cecofuli on 2016-03-29, 23:39:14
(*) Is it possible to add the "Noise limit" in the frame stamp? =)
(*) Noise limit = Sample error. But the names are different.
     Also, we need to add the the "unit" on the noise limit (%?). Because, now it isn't easy to understand what it means.

Title: Re: Daily Builds
Post by: Alexandre SCELLIER on 2016-04-04, 20:54:10
Hi,
I would like to repport a problem. I recently installed new updates (Windows 10) and the last Daily Build doesn't work anymore. I can't render nor use the drServer as it gets stuck.
I tried installing a previous version and it works well within 3DS but doesn't render on drServer ...
Regards.
Title: Re: Daily Builds
Post by: fobus on 2016-04-05, 05:18:17
* - Fixed DR vs. adaptivity issues - adaptivity had to be disabled on render slaves

So no progress in rendering huge pictures with DoF etc. in DR mode?

Is it disabled as well in 1.4 DailyBuild Mar 12 2016?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-05, 08:45:57
no, we disabled it just now
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-05, 10:34:51
hi guys,
it could be a bug but i don't know.. with max '16 and newest dailybuild 16-4-4. render selection is unusable now, but i tried to the older dailybuild and it still render other object that isn't even selected. will try again with another scene.

edit: tested, my another scenes is good when using render-selected. here it is my scene, https://www.dropbox.com/s/cxc32ntq0h325zg/pre1.4%2C%20build%204-4-16%2C%20bug%20-%20renderselected.zip?dl=0 (https://www.dropbox.com/s/cxc32ntq0h325zg/pre1.4%2C%20build%204-4-16%2C%20bug%20-%20renderselected.zip?dl=0)
Title: Re: Daily Builds
Post by: maru on 2016-04-05, 11:56:48
hi guys,
it could be a bug but i don't know.. with max '16 and newest dailybuild 16-4-4. render selection is unusable now, but i tried to the older dailybuild and it still render other object that isn't even selected. will try again with another scene.

edit: tested, my another scenes is good when using render-selected. here it is my scene, https://www.dropbox.com/s/cxc32ntq0h325zg/pre1.4%2C%20build%204-4-16%2C%20bug%20-%20renderselected.zip?dl=0 (https://www.dropbox.com/s/cxc32ntq0h325zg/pre1.4%2C%20build%204-4-16%2C%20bug%20-%20renderselected.zip?dl=0)
Not sure if by design, but this is caused by having "visible in masks" deselected in material properties.
Title: Re: Daily Builds
Post by: Renovacio on 2016-04-05, 12:06:13
I have some problems with last daily build. Before everything was good (daily build 12.03.2016). On the main computer when calculated 9 or 10 pass nothing happens, When i use DR. Rays/actual - 0. But on slaves everything is OK. When i stop render passes total rises, and after denoising the image has dark stripes. The noise does not go away after denoising.
If I run render without using DR - all good.

And i see this massage. I checked. All settings start off as administrator.
Title: Re: Daily Builds
Post by: fobus on 2016-04-05, 13:25:32
no, we disabled it just now

Hm... So we have to use old daily to render big pictures in DR with the coolest feature of 1.4 - Adaptivity (as it works in that build). Oh no...
Title: Re: Daily Builds
Post by: Ondra on 2016-04-05, 13:28:30
but older builds would randomly crash or stop rendering in DR when adaptivity was on. We had to disable it.
Title: Re: Daily Builds
Post by: bluebox on 2016-04-05, 14:05:22
So, will adaptivity finally make it to the official 1.4 or not ? Cmon, throw us a bone to chew on :D If not, how far away 1.5 is ?
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-05, 14:15:46
but older builds would randomly crash or stop rendering in DR when adaptivity was on. We had to disable it.


Disabling adaptivity only for slaves???
Because on main machine it's working, even is DR mode is ON///
Title: Re: Daily Builds
Post by: Ondra on 2016-04-05, 15:11:57
master PC will have adaptivity always enabled, only slaves have it disabled
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-05, 15:32:25
When we will render with the 1.4 in DR, the main PC will have the adaptivity, but the node no.  Do I understand correctly?
So, if I will render a frame with, for example, 100 passes with only my master PC and I render the same frame with master+ node, I will obtain a different noise quality...
Mmm... not very good...
Title: Re: Daily Builds
Post by: Ondra on 2016-04-05, 15:34:35
yes, that is the case
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-05, 15:35:50
It will be fixed in the 1.5? =)
Title: Re: Daily Builds
Post by: Frood on 2016-04-05, 15:52:29
I cannot yet believe that 1.4 will be released with that flaw. It reads a bit like pulling the plug from something difficult to fix and focusing somewhere else because DR is redone anyway. Fully understandable if next release would be 1.5 and not 1.4 :)

Good Luck



Title: Re: Daily Builds
Post by: fobus on 2016-04-05, 16:00:59
So in that case we have no need in adaptivity on master PC at all. I think for me 1.4 will be 12 march build. Will be waiting 1.5 then.
Title: Re: Daily Builds
Post by: antanas on 2016-04-05, 18:31:36
Hi,
I would like to repport a problem. I recently installed new updates (Windows 10) and the last Daily Build doesn't work anymore. I can't render nor use the drServer as it gets stuck.
I tried installing a previous version and it works well within 3DS but doesn't render on drServer ...
Regards.

Hello, maybe that's just a coincidence but I ran into similar problem some 3-4 days ago, goddamned Microsoft messed something regarding C++ runtime libraries in the latest windows updates and I too couldn't use dailies. Some sort of unknown render error (or some crap like that) poped up on rendering and hanged 3ds max, up to the need to manually shut it down using task manager as it continued rendering and eating 100% cpu resources even when 3ds max was closed + which was way nastier, even 1.3 wasn't able to work crashing max on startup - I thought I'll go mad until I allmost accidentally figured it out )) - http://clip2net.com/s/3wibX2h (just don't mind russian transliteration on that)) that one was the culprit or at least so in my case, reinstall\repair done on that one helped me to get rid of that problem and while doing so I noticed what it reinstalled\repaired all installed C++ runtime libraries too so maybe the problem wasn't with it in particular but rather with some of the other ones, and I am allmost 90% sure it wasn't 2015 C++ runtimes which come with dailies and supposedly are the only ones Corona needs, as it was the first thing I've reinstalled the first time I saw that error, yet the error didn't go away. Most probably microsoft didn't stop at messing just C++ because right now Project manager plugin (which uses .net libraries) crashes max on some operations too but that's another story. Oh microsoft, sometimes I forget about you - sometimes I hate you with a passion )) 
Title: Re: Daily Builds
Post by: ihabkal on 2016-04-06, 00:09:44
I think making de-noising work on high resolution DR renders should be a priority. it is a feature you use every time you render. I have 10 machines and I render 8000 pixels wide, now for night shots I sometimes need 600 passes to get a clean image and can take 5 or 6 hours to render across 10 machines. With de-noising I can cut that to 100 passes and only wait 1 or 1.5 hours. this is major savings in time, electricity, client waiting...etc. it is too good. I am rendering previews right now with 10 passes in 2 minutes and de-noising makes them clean enough to send. I used to render those with 50 passes and wait 10 minutes and they would look noisy.
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-06, 07:53:34
I think making de-noising work on high resolution DR renders should be a priority. it is a feature you use every time you render. I have 10 machines and I render 8000 pixels wide, now for night shots I sometimes need 600 passes to get a clean image and can take 5 or 6 hours to render across 10 machines. With de-noising I can cut that to 100 passes and only wait 1 or 1.5 hours. this is major savings in time, electricity, client waiting...etc. it is too good. I am rendering previews right now with 10 passes in 2 minutes and de-noising makes them clean enough to send. I used to render those with 50 passes and wait 10 minutes and they would look noisy.
We're all here have the same strong feeling about denoise+dr like you do. :)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-06, 09:01:22
denoising + DR works fine. DO you have any problems with it?
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-06, 09:53:55
denoising + DR works fine. DO you have any problems with it?
oh hi ondra, with 16-4-5 dailybuild, I still cannot use DR+adaptive or +denoiser.
here check out the screenshot
(http://oi66.tinypic.com/rwmm15.jpg)
Title: Re: Daily Builds
Post by: alexyork on 2016-04-06, 12:53:23
My understanding is that DR + denoising = fine. DR + adaptivity = a little bugged right now, with adaptivity being disabled on DR nodes but not on the master.

The reality is that, why would you ever render the same full-res image twice, once with DR and once without? This isn't something I can imagine anyone doing. So the scenario where differences in noise levels are present is just not a likely one in production. You either render with DR all the time across a set of images or you don't, when working at full-res. So imagine the more likely scenario where you render the full-res scene with DR and adaptivity on, and it looks the way it looks. You then want to re-render a region of the image with DR off, but with adaptivity still on. The result will be different in terms of noise, but how different? The noise difference between the two would be so negligible as to be virtually invisible anyway. I would love to see some actual real-world examples of where this would be a problem. One of the main joys of progressive/noise-based rendering is that you can very easily merge between renders even with noise levels changing a bit.

In plain English, while this is a mild inconvenience *on paper* that will no doubt be fixed by 1.5, it really isn't an issue in real-world terms. You can always use strip rendering anyway if you need 100% consistency.

I think we should just let the guys crack on with a fix for this and carry on without getting our knickers in a twist. We are using a mix of DR, adaptivity and denoising on stills and animation on a daily basis and having zero issues at all. Production is the test, not speculation and guess-work.

Just my 50c, as they say :)
Title: Re: Daily Builds
Post by: fobus on 2016-04-06, 13:36:38
So there's a very little or no profit from Adaptivity in DR mode with many PCs. We're using DR with 15+ comps and if only master will use Adaptivity we'll lose all it's power.
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-06, 14:57:21
Yes, it's a shame =(  I think it will be better to wait for the 1.4, but with adaptivity fully integrated in the DR, in my opinion.
Title: Re: Daily Builds
Post by: alexyork on 2016-04-06, 15:09:09
So there's a very little or no profit from Adaptivity in DR mode with many PCs. We're using DR with 15+ comps and if only master will use Adaptivity we'll lose all it's power.

Well, you gain it's power 1/15th in this case. But don't see it as a "loss". It's a work-in-progress feature that works perfectly outside DR use. Think of it as a huge bonus in that common scenario. The benefit for standard non DR stills and animation is massive.
Title: Re: Daily Builds
Post by: fobus on 2016-04-06, 17:19:35
Yes, it's a shame =(  I think it will be better to wait for the 1.4, but with adaptivity fully integrated in the DR, in my opinion.

Totally agreed.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-06, 17:55:43
1.4 will have so many features, there are bound to be some other problems that will show only in the long run. So we are planning to do 1.5 in quick succession to fix the problems and improve any weak points (stability, speed, workflow blocks, interactions when combining features, ...)
Title: Re: Daily Builds
Post by: Frood on 2016-04-06, 20:39:50
The reality is that, why would you ever render the same full-res image twice, once with DR and once without? This isn't something I can imagine anyone doing.

To answer your question, reality here is either:

"Cool, half of farm is idle, let´s do a quick DR so the client get´s the current state of the project today while I can check if everything´s ok when working on another one"
That is DR.

or

"Damn that dude on my right side is doing his bl**** animation sequence once again, farm will be busy for the next 10h. So let´s throw it in BB and get the result tomorrow noon."
That is single box rendering.

We do quite a lot projects iteratively with (expected) regular geometry/design changes. And a shot is almost always rendered fully even when only parts are changing. Then the result is just exchanged in the (non destructive) post - nothing unusual.

I´m now thinking of setting aside adaptivity until this is solved (even when I have to wait for v1.5) if I judge the situation correctly, because it will complicate things for us (different settings single vs. DR and/or noticeable different results).

Shifting from #passes to noise limit / sample error or whatever it will be finally called as stop condition may be a solution which I´m testing right now, assuming that the computed error level is the same with or without slave contribution. But there would be still region rendering where things may be completely different, let´s see.


(...)without getting our knickers in a twist.

Natives always force me to lookup something :)

Good Luck!


Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-06, 22:29:15
I very sorry about don't working Adaptivity with DR mode, but perhaps it will be corrected later...
But in last Daily build also Denoising+DR constantly not working correctly, and make image darker after applying////
in previous versions of this happening sometimes but not every time///
Perhaps this problem with transfering Exr/Data from slaves???
What to do? Don't use Adaptivity and Denoise with DR at ALL???
Here is screen shorts
Adaptivity is OFF  in both cases///

p.s
as can be seen will have to roll back to the version 03/12/2016 which was more or less stable...
Title: Re: Daily Builds
Post by: Renovacio on 2016-04-06, 22:43:21
I very sorry about don't working Adaptivity with DR mode, but perhaps it will be corrected later...
But in last Daily build also Denoising+DR constantly not working correctly, and make image darker after applying////
in previous versions of this happening sometimes but not every time///
Perhaps this problem with transfering Exr/Data from slaves???
What to do? Don't use Adaptivity and Denoise with DR at ALL???
Here is screen shorts


I asked about it. But my question was ignored. on page 75
Title: Re: Daily Builds
Post by: Frood on 2016-04-07, 00:00:26
But in last Daily build also Denoising+DR constantly not working correctly(..)

I can only confirm. I begin to suspect that it may be a kind of installation issue because I can´t imagine that this was not tested internally even if it´s a daily. Summary: No DR+denoise or DR+adaptivity possible with this DB.

Good Luck


Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-07, 04:18:37
hi guys, and ondra,
I don't know what are incorrect things in my scene or my PC or my max. DR isn't completely usable. all scenes doesn't work in DR, even without adaptivity and without denoiser.
but when I did rollback to 1.3, DR works nicely.
win 7 sp3, 3ds max 2016 SP2,

EDIT: tested using latest daily build 4-5-16
Title: Re: Daily Builds
Post by: romullus on 2016-04-07, 15:05:06
I just found that in some conditions VFB clamping may have significant impact on denoising. Is that normal?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-07, 17:25:43
can you be more specific?
Title: Re: Daily Builds
Post by: romullus on 2016-04-07, 17:31:10
I have scene where setting VFB clamping to 0, 1 and 2 produce very different results in denoising. Specifically  at 0 and 2+ denoising works as expected and between those two values it almost don't work at all. Will provide some example images later.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-07, 18:00:21
ok, provide the images, but using clamping 1 is from the "biased as fuck; anything can happen" domain :D
Title: Re: Daily Builds
Post by: romullus on 2016-04-07, 18:56:53
Heh, i use clamping at 1 for some time now - didn't notice anything starting with F letter... until today. I use this scene (https://forum.corona-renderer.com/index.php/topic,11345.msg72942.html#msg72942) a lot recently and today noticed that just by changing white background to black (shadowcather) makes big difference in adaptivity and denoiser behaviour. Not sure if it's related to new daily (apr 05) or that i just didn't noticed it before. I'll probably try to record video to make things clearer, but it'll have to wait for tomorrow.
Title: Re: Daily Builds
Post by: racoonart on 2016-04-08, 13:46:51
Hmm... are there any known issues with displacement atm? I can't get screen based size to work at all (even with 1px) - it's all blurry like hell. World space however seems to work.
Title: Re: Daily Builds
Post by: antanas on 2016-04-08, 15:04:30
Well, it seems to work alright or at least it does so in my case - this one  http://c2n.me/3wFH2xa - using corona bitmap with 0.1 bicubic filtering and this one http://c2n.me/3wFL7x8 just a regular 3ds max's bitmap with 0.02 summed area bluring\filtering with default 2pix displacement - both tested using 2016-04-05 daily build.
Title: Re: Daily Builds
Post by: romullus on 2016-04-08, 16:21:58
ok, provide the images, but using clamping 1 is from the "biased as fuck; anything can happen" domain :D

Here's two images, one rendered with VFB clamping at 0 and other with clamping at 1. Both adaptivity and denoising are enabled and at default settings. Yesterday i was able to achieve much more severe difference - it's all very dependant from exposure and camera angle. I guess, pixels that gets clamped are left without denoising?

Anyway, i turned VFB clamping off for now and everything seems fine.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-08, 18:18:23
I can imagine the clamping screwing some statistics that are used for denoising... can you share a scene where the effect is severe and reproducible (on mantis)?
Title: Re: Daily Builds
Post by: romullus on 2016-04-08, 21:06:26
I've managed to create scene with pretty severe case of denoising failure. Created mantis report and uploaded scene. Hope this helps.
Title: Re: Daily Builds
Post by: antanas on 2016-04-09, 00:41:12
Added interactive and multiple render region drawing into Corona VFB. Shift draws a new rectangle

F*** YEAH !!!!
Title: Re: Daily Builds
Post by: guest_guest on 2016-04-09, 03:27:40
is any string option or tricks in config file to enable the bucket mode?
Title: Re: Daily Builds
Post by: Dom74 on 2016-04-09, 05:28:28
with the latest release (2016.04.08) I have noticed a strange behavior of the VFB when switching from render/interactive render, the resize seems to be broken and the picture is offsetting to the bottom/right
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-09, 06:19:48
is any string option or tricks in config file to enable the bucket mode?
afaik bucket mode looks like has completely removed.
in maxscript, it was
Code: [Select]
renderers.current.shading_renderEngine=0now 0 value in renderers.current.shading_renderEngine (bucket mode) is replaced with "simple path tracing" engine.

edit:
with the latest release (2016.04.08) I have noticed a strange behavior of the VFB when switching from render/interactive render, the resize seems to be broken and the picture is offsetting to the bottom/right
resizing VFB in IR mode works good in my scenes.
Title: Re: Daily Builds
Post by: romullus on 2016-04-09, 09:41:22
with the latest release (2016.04.08) I have noticed a strange behavior of the VFB when switching from render/interactive render, the resize seems to be broken and the picture is offsetting to the bottom/right

I can confirm this. And once this occurs it can't be cured by any means but complete max session restart.
Title: Re: Daily Builds
Post by: romullus on 2016-04-09, 11:17:12
Shouldn't render elements only disregard noise limit in general settings? I tried to render wire override material via CTexmap element and after 5 passes render stopped with 0.0% sample error. Needless to say that that is not sufficient for decent AA. Of course if other shading independent render elements uses adaptivity, that may be complicated.
Title: Re: Daily Builds
Post by: romullus on 2016-04-09, 17:20:06
Don't have time to do more in-depth tests, but it looks like denoising textures blur affects only textures in diffuse channel. Is that by design? (build apr 05)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-09, 17:29:00
Don't have time to do more in-depth tests, but it looks like denoising textures blur affects only textures in diffuse channel. Is that by design? (build apr 05)
yes, afaik other textures are not tracked separately (it would require 4 extra render elements for each additional texture tracked)
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-04-09, 17:54:03
Before I go on mantis'ing stuff: all the sliders in VFB cannot be typed in anymore, only slided. Is this intentional? The exposure control becomes unusable while rendering because of the VFB lag. Didn't see such a thing in the changelog.

Also while I'm here: VFB centers the image in the mid of the screen, as if it displays maximized VFB, while the VFB is windowed and cuts of part of the image, if the VFB has been resized while IR was running before.
It only does this for a resolution lower than the one was used before resizing. I hope the text makes sense.
Title: Re: Daily Builds
Post by: romullus on 2016-04-09, 19:21:59
Don't have time to do more in-depth tests, but it looks like denoising textures blur affects only textures in diffuse channel. Is that by design? (build apr 05)
yes, afaik other textures are not tracked separately (it would require 4 extra render elements for each additional texture tracked)

Oh well, there is no such thing as a free lunch.

Found another strange thing with texture bluring - it afects even materials that hasn't single texture. Is that a bug?
Title: Re: Daily Builds
Post by: Chakib on 2016-04-09, 20:55:02
I'm in love right now with the new "add region" feature for IR, exactly what I wanted, brilliant job guys thanks !
Title: Re: Daily Builds
Post by: kahein on 2016-04-09, 22:18:05
It's the best render region. Everything is smooth. Perfect combo with the IR.
Title: Re: Daily Builds
Post by: kahein on 2016-04-09, 22:22:48
The denoise works also pretty well. The render speed with it is just amazing. In just  10 passes we have decent render for quick presentation.
Title: Re: Daily Builds
Post by: Renovacio on 2016-04-10, 11:03:45
On 10 pass something happenes. Visualization continues but on a host computer further tenth pass does not go. On slaves everthing OK. What's wrong??? Help please!
Title: Re: Daily Builds
Post by: Ondra on 2016-04-10, 11:07:18
Before I go on mantis'ing stuff: all the sliders in VFB cannot be typed in anymore, only slided. Is this intentional? The exposure control becomes unusable while rendering because of the VFB lag. Didn't see such a thing in the changelog.

Also while I'm here: VFB centers the image in the mid of the screen, as if it displays maximized VFB, while the VFB is windowed and cuts of part of the image, if the VFB has been resized while IR was running before.
It only does this for a resolution lower than the one was used before resizing. I hope the text makes sense.
fixed both. First fix will be available in the next future daily
Title: Re: Daily Builds
Post by: sevecek on 2016-04-10, 11:33:38
On 10 pass something happenes. Visualization continues but on a host computer further tenth pass does not go. On slaves everthing OK. What's wrong??? Help please!
That seems like an adaptivity issue. Could you try to disable adaptivity? Also, does it happen only in DR?
Title: Re: Daily Builds
Post by: Renovacio on 2016-04-10, 11:48:04
On 10 pass something happenes. Visualization continues but on a host computer further tenth pass does not go. On slaves everthing OK. What's wrong??? Help please!
That seems like an adaptivity issue. Could you try to disable adaptivity? Also, does it happen only in DR?

Before daily build 09.04.2016, everything was good (daily build 12.03.2016). Yes, it happen when i use DR. If disable adaptivity everthing OK. But when i stop render picture with dark stripes and incorrect denoising
Title: Re: Daily Builds
Post by: Ondra on 2016-04-10, 12:36:51
new daily with bugfixes
Title: Re: Daily Builds
Post by: Chakib on 2016-04-10, 16:04:34
Is it only me or we can't type values manually in VFB postproc ?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-10, 16:11:50
fixed in the new daily
Title: Re: Daily Builds
Post by: Chakib on 2016-04-10, 19:49:26
fixed in the new daily
Nice thanks !
Title: Re: Daily Builds
Post by: Bormax on 2016-04-11, 00:31:13
Hi

Multiple regions for render is really great thing! Thanks!
But trying the build from 2016-04-10 noticed that Corona renders region chosen from Corona's VFB slower than if the same region chosen from native VFB (actually it was the same with earlier builds with region render in Corona's VFB). Bad thing that now after using region render chosen from native VFB or VFB+ Corona doesn't update native VFB/VFB+ at all. It doesn't matter was the region render in Corona's VFB active at the same time or not.

3DS Max 2014
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-11, 02:05:21
In last Daily Build DeNoising with DR mode still not work correctly///
Adaptivity is OFF//
Title: Re: Daily Builds
Post by: lacilaci on 2016-04-11, 11:51:15
I have two problems with latest build which are probably not bugs but really can't figure how to avoid them.

1. Denoising isn't performed when i hit cancel on rendering, only when i hit stop in vfb. Would be cool but vfb+ doesn't have a stop button so i get no denoising when i stop rendering and use vfb+...

2. Regions are great in interactive mode but incredibly slow in regular rendering.

Are those things desired behavior or problems that get solved eventually..?
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-04-11, 12:40:51
1. Denoising isn't performed when i hit cancel on rendering, only when i hit stop in vfb. Would be cool but vfb+ doesn't have a stop button so i get no denoising when i stop rendering and use vfb+...
2. Regions are great in interactive mode but incredibly slow in regular rendering.
1. I thought this was a feature, not to have to wait for denoise after you stop. Cancel being a killswitch with 0 latency. Maybe introduce both options in a drop down like Save all.

2. Yes, I was getting ready to Mantis this.
The Regions Do Not Actually Region. They render the whole frame, that's why it seems slow! You can region render through 3dsmax VFB, and it works, but corona VfB just renders everything, but only shows your region.

Problem already existed in 09.04 daily with 3dsMax 2016
Title: Re: Daily Builds
Post by: Frood on 2016-04-11, 14:07:51
I thought this was a feature, not to have to wait for denoise after you stop.

See
https://corona-renderer.com/bugs/view.php?id=1662

and
https://corona-renderer.com/bugs/view.php?id=1694

VFB+ add´s another aspect to the topic.

Good Luck!


Title: Re: Daily Builds
Post by: arqrenderz on 2016-04-11, 14:34:24
just wanted to thanks all the Corona team, the next version is full of new things, and user requests!!!
Title: Re: Daily Builds
Post by: Alexandre SCELLIER on 2016-04-11, 18:44:50
Hi,
I would like to repport few minor problems with the new daily build. In the new render region mode (from the VFB) the primary solver calculates the whole image regardless of the region selected. Moreover, the number of passes doesn't seem to be correct ; it's very slow whereas the image appears noiseless ... This problem doesn't occur when using the render region form 3ds max.
Regards.
Title: Re: Daily Builds
Post by: sevecek on 2016-04-11, 19:09:37
Hi,
I would like to repport few minor problems with the new daily build. In the new render region mode (from the VFB) the primary solver calculates the whole image regardless of the region selected. Moreover, the number of passes doesn't seem to be correct ; it's very slow whereas the image appears noiseless ... This problem doesn't occur when using the render region form 3ds max.
Regards.
Hi,
the number of passes corresponds to the whole image, so if you render 1 pass with a VFB region, each pixel actually receives more than 1 sample. I believe this is a correct behavior, as you would have to redefine what "1 pass" means every time a region is resized.
Title: Re: Daily Builds
Post by: Alexandre SCELLIER on 2016-04-11, 19:16:31
Understood,
But in my workflow - and i think, the worflow of many others users - it's more important to know how many passes they are in relation with the whole image. If not, the render region is almost useless as i mainly use it to patch my renders ... What if i want the exact number of passes i my region i had in the whole image ?
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-11, 23:33:57
In last Daily Build from 2016/04/11 still same problem with DR+Adaptivity and DeNoise/
and also in DR mode Corona rendering strange amount of passes,instead of a predetermined amount and render stop's:
for example /
given render 200 passes, after render 18 passes in DR mode render stop's:
here is screen shorts:
Title: Re: Daily Builds
Post by: ihabkal on 2016-04-11, 23:48:13
latest build from the 11th, DR never stops, reports far more passes than was set, only way to stop it is to stop max process, this happens regardless of noise and adaptivity settings.
Update : please disregard that. seems I am havingproblems with this particular scene probably because of using older version of forest or something. Will post if I find any serious bugs
thanks
Title: Re: Daily Builds
Post by: ihabkal on 2016-04-12, 04:25:42
In last Daily Build from 2016/04/11 still same problem with DR+Adaptivity and DeNoise/
and also in DR mode Corona rendering strange amount of passes,instead of a predetermined amount and render stop's:
for example /
given render 200 passes, after render 18 passes in DR mode render stop's:
here is screen shorts:

I confirm same here it cuts off at 10 passes using 4 computers instead of the preset 100,
if you disable adaptivity it will render beyond 10. so not enough to disable denoising, both need to be disabled for DR.
thanks!
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-12, 06:33:36
hi guys, why do I still cannot use DR with latest dailybuild like everyone does? even without adaptivity or denoiser too.
rollback to 1.3 then it just works smoothly. or maybe the problem is caused by my unusuall network setup (I have 2 network connection in master PC)? dev.team please help..
and just curious, I never check the the corona roadmap and I did it yesterday, there are new features VFB history, A/B comparison and glare/bloom effect. are those features really really planned to implement in 1.4?? :D if the answer is yes, than corona 1.4 will be a real bombing work! hoorayy!!
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-04-12, 09:30:11
Hi guys! These DR Denoise and Adaptivity issues are still here unfortunately. Are the same problems I had weeks ago. Let's hope the team will find a good solution soon.

Cheers!

Dionysios -
Title: Re: Daily Builds
Post by: Ondra on 2016-04-12, 13:21:24
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-04-12, 13:56:48
Finally someone invented manual bucket rendendering
Title: Re: Daily Builds
Post by: maru on 2016-04-12, 14:25:42
Basically a feature to improve most noisy areas added after a feature to make noise level uniform was added. ;)
Title: Re: Daily Builds
Post by: shadowman on 2016-04-12, 15:06:00
Build timestamp: Apr 11 2016, under max2015, Win 10 x64
DOF type: Bladed crashes max
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-12, 15:21:39
hi, have noticed two things on latest builds, first the velocity channel hangs or crashes complex scenes, it took like 36 hours to parsing a scene or simply max crashes and windows says it out of memory, all the machines with 64 gigs of ram but with no velocity only took 27 minutes to render at full hd, the second thing is that forest (itoosoft) added a edge map slot for corona opacity but it increased my render times by 40%, tested on 5 different scenes, always the same result, animated and non animated trees.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-12, 15:43:21
I would like to get a scene for the first problem. In the second case, some slowdown is expected, but this seems too much
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-12, 16:32:13
No problem, it has to be the hole scene? has too many xref animated meshes, for the forest i can make some quick test and ulpoad them.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-12, 16:49:26
it is always best if you can simplify the scene as much as possible
Title: Re: Daily Builds
Post by: Ondra on 2016-04-12, 18:01:16
Build timestamp: Apr 11 2016, under max2015, Win 10 x64
DOF type: Bladed crashes max
cannot reproduce that, can you create proper bug report with a scene?
Title: Re: Daily Builds
Post by: romullus on 2016-04-12, 18:55:14
Build timestamp: Apr 11 2016, under max2015, Win 10 x64
DOF type: Bladed crashes max
cannot reproduce that, can you create proper bug report with a scene?

I was able to reproduce it in basic scene with few teapots. Got crash on trying to render with aperture shape set to bladed. Will make mantis report soon.
Title: Re: Daily Builds
Post by: shadowman on 2016-04-12, 19:03:44
I was able to reproduce it in basic scene with few teapots. Got crash on trying to render with aperture shape set to bladed. Will make mantis report soon.

already sent my report with an empty scene
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-12, 23:50:43
Here are the 2 expamples about the forest and edge texture, no edge 6 min, with edge 8 min

Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-13, 00:10:07
test with velocity, it hangs at 30s parsing no velocity its ok, didt wait the scene to finish. ram usage freezes with veolocity and it doesnt represent an increment but after a while all system crash with a windows memory error, couldnt take a screen of it, will try to simplify the scene to upload it.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-04-13, 08:58:16
In last Daily Build from 2016/04/11 still same problem with DR+Adaptivity and DeNoise/
and also in DR mode Corona rendering strange amount of passes,instead of a predetermined amount and render stop's:
for example /
given render 200 passes, after render 18 passes in DR mode render stop's:
here is screen shorts:

I confirm same here it cuts off at 10 passes using 4 computers instead of the preset 100,
if you disable adaptivity it will render beyond 10. so not enough to disable denoising, both need to be disabled for DR.
thanks!

Or use time limit instead of pases limit.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-13, 09:05:41
In last Daily Build from 2016/04/11 still same problem with DR+Adaptivity and DeNoise/
and also in DR mode Corona rendering strange amount of passes,instead of a predetermined amount and render stop's:
for example /
given render 200 passes, after render 18 passes in DR mode render stop's:
here is screen shorts:

I confirm same here it cuts off at 10 passes using 4 computers instead of the preset 100,
if you disable adaptivity it will render beyond 10. so not enough to disable denoising, both need to be disabled for DR.
thanks!

Or use time limit instead of pases limit.

or buy another computer :)

Passes turning must work or no????
Title: Re: Daily Builds
Post by: juang3d on 2016-04-13, 09:45:00

WOW New custom bucket mode!!!!

Cool solution indeed :)

Cheers.
Title: Re: Daily Builds
Post by: romullus on 2016-04-13, 09:49:19
Build apr 11

Building acc structure takes up to 12 s even on a basic scene with one box.
Title: Re: Daily Builds
Post by: Tanakov on 2016-04-13, 13:55:32
This is the best FVB update so far, Im impressed with it.

"Add Region" Is my new favorite toy, Im amazed and I love it. Is it possible to add "Custom shape" as region? Im using 4-5 intersecting regions to create some shapes but I waned to know if that is going to give me a crash.

Also is there a way to make the render region "Soften" the around the box edge.

----

Sometimes because of my recklessnes I leave the IR for too long, and I kinda like the effect. Is there a way, to pickup the render from IR to Normal?

Title: Re: Daily Builds
Post by: Ondra on 2016-04-13, 14:14:45
we are thinking about adding the lasso/softness option... or raybrush. You are currently free to add as many regions as you want, there is no speed penalty for using tens of regions
Title: Re: Daily Builds
Post by: blank... on 2016-04-13, 15:41:36

This looks like it could be ported to that mouse tracking mode that vray guys have been asking.
Title: Re: Daily Builds
Post by: romullus on 2016-04-13, 16:20:49
we are thinking about adding the lasso/softness option... or raybrush.

Don't forget to add vector paths with bezier handles - i want my regions to be as intricate shape as possible :]
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-13, 16:56:53
Honestly, SOFT raybrush is a cool idea! ;-)
Title: Re: Daily Builds
Post by: Juraj on 2016-04-13, 17:04:57
Also, Wacom pen sensitivity (more rays the harder you press) support please.

(sorry,couldn't help...)
Title: Re: Daily Builds
Post by: karnak on 2016-04-13, 17:11:13
Don't forget boolean operations between different render regions.
Title: Re: Daily Builds
Post by: maru on 2016-04-13, 17:32:17
and ability to import vector shapes
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-13, 17:39:59
Jokes aside, soft raybrush is actually quite important, and it covers case where even live dragging of render region won't help. Because if you use soft raybrush to get rid of some last area on the rendering that just won't converge no matter what, like for example those good old highlights in strong DoF defocus, everything will be fine.

If you use the feature on that video - live render region, then you will probably be screwed, because it will leave very sharp transition between super clean contents of rendered region, and still slightly noisy surroundings. So assuming you did not use denoiser, then you will either have to retouch that area somehow in photoshop, to cover that sharp transition, or you will have to keep wiggling the region constantly slightly around the edges to create that transition manually, but i am not sure that would even work.

It may seem funny at first, but it's not that funny if you are 6 hours in rendering some print sized image, and you realize you just ruined it by using render region. Of course you can still close the region and wait for the rest of the image to converge to same noise level as the contents of that region... if you have another 6 hours to spare ;)
Title: Re: Daily Builds
Post by: Chakib on 2016-04-13, 20:45:07
I agree the soft brush will be sometimes a life saver instead of retouching areas in photoshop or sometimes rerindering, can't wait to test it :D
Title: Re: Daily Builds
Post by: Ondra on 2016-04-13, 23:17:15
honestly I am very proud of this community for pulling off this sarcasm combo :D but seriously, the thing is that there are a LOT of ways this "sampling control" could be done (region, multiregion, brush, lasso, load mask, soft edges region, mouse tracking, ...), and we of course do not want to add 7 different options - it would be too hard for us to develop and maintain, and the UI will be also unnecessarily complex. So we started with this one, and we will see whether it is necessary to add any more
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-04-13, 23:24:32
we of course do not want to add 7 different options
Any form of Feathering would basicly cover 90% of what people actually request. It really doesn't matter how you select, if you can create a fallof, you made almost everybody happy.
Title: Re: Daily Builds
Post by: romullus on 2016-04-13, 23:33:49
Just don't make fallof as the only option, please - hard edged region should exist too.
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-04-13, 23:39:55
Just don't make fallof as the only option, please - hard edged region should exist too.
No reason for a checkbox, a simple slider covers it all. 0% would be the default and would do hard edges only, like always.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-14, 00:01:06
yeah, currently it seems that the current option combined with falloff slider could cover all the bases...
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-14, 02:14:03
Region with falloff would be ridiculous overcomplication of something so simple. A falloff value for region? Really people? Can you imagine newbies or people who migrate from other renders cope with it? What if it would be used on frame where there's nothing rendered yet? It would fade to black? You would constantly have to mess with falloff value. V-Ray's solution of VFB region + brush option is a lot more logical. If you want to render region to preview a small area, you use region. If you want to selectively converge part of the image without sharp transition, you use brush.
Title: Re: Daily Builds
Post by: antanas on 2016-04-14, 02:51:06
I would vote for a brush with a falloff but just a simple brush will do as well ))
Title: Re: Daily Builds
Post by: Rotem on 2016-04-14, 15:31:16
Region with falloff would be ridiculous overcomplication of something so simple. A falloff value for region? Really people?

Why stop there? Let's do editable brush shapes and tablet pressure sensitivity! Actually, just implement Photoshop's brush editor and be done with it. :)
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-14, 15:33:06
Region with falloff would be ridiculous overcomplication of something so simple. A falloff value for region? Really people?

Why stop there? Let's do editable brush shapes and tablet pressure sensitivity! Actually, just implement Photoshop's brush editor and be done with it. :)

No, I meant basically same thing as V-Ray's follow mouse cursor in progressive mode. It has absolutely no settings, and no one requested any as far as I can remember.
Title: Re: Daily Builds
Post by: romullus on 2016-04-14, 15:43:48
I'm not familiar with vray, but i always thought that follow cursor is just a gimmick feature, a toy for bored ones. Seriously, who will have time and patience to guide mouse pointer over areas that needs to be refined? When you talked about raybrush, i imagined something like live mask painting directly in VFB - you paint crude mask where more samples are needed and go for other things, Corona does the rest. That implementation i'd love to see. But if it'll be just dumb follow cursor option, then i'll stick with regular region, me think.
Title: Re: Daily Builds
Post by: Juraj on 2016-04-14, 15:52:55
I'm not familiar with vray, but i always thought that follow cursor is just a gimmick feature, a toy for bored ones. Seriously, who will have time and patience to guide mouse pointer over areas that needs to be refined? When you talked about raybrush, i imagined something like live mask painting directly in VFB - you paint crude mask where more samples are needed and go for other things, Corona does the rest. That implementation i'd love to see. But if it'll be just dumb follow cursor option, then i'll stick with regular region, me think.

Manual adaptivity using Photoshop "quick mask" :- ) ?
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-14, 16:16:11
Seriously, who will have time and patience to guide mouse pointer over areas that needs to be refined?

How is that different to dragging small region over areas you need to be refined, like in video above? It's the same thing.

The only difference is that region will leave sharp transition between it's contents and surroundings while brush won't. And if we have to add one more UI element to VFB, it makes a lot more sense for it to be brush button, than spinner with region falloff radius.

Title: Re: Daily Builds
Post by: Ondra on 2016-04-14, 16:33:38
why is UI always such huge flamebait...?
Title: Re: Daily Builds
Post by: Rotem on 2016-04-14, 16:35:04
No, I meant basically same thing as V-Ray's follow mouse cursor in progressive mode. It has absolutely no settings, and no one requested any as far as I can remember.
That was sarcasm if it was unclear. I agree that this should be as simple as possible, and that VRay's implementation is a good example.
Title: Re: Daily Builds
Post by: romullus on 2016-04-14, 17:15:56
why is UI always such huge flamebait...?

Probably that's because it's a part of software, that user see and uses most often.

Seriously, who will have time and patience to guide mouse pointer over areas that needs to be refined?

How is that different to dragging small region over areas you need to be refined, like in video above? It's the same thing.

The only difference is that region will leave sharp transition between it's contents and surroundings while brush won't. And if we have to add one more UI element to VFB, it makes a lot more sense for it to be brush button, than spinner with region falloff radius.

It's not big deal if your region takes only 5 seconds to be fully refined. Would it work the same in complex interior scene, or even worse with heavy DOF and / or MB and those nasty bokeh firflights? I don't think i'd want to guide that region for 20 minutes over VFB.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-14, 17:46:10
It's not big deal if your region takes only 5 seconds to be fully refined. Would it work the same in complex interior scene, or even worse with heavy DOF and / or MB and those nasty bokeh firflights? I don't think i'd want to guide that region for 20 minutes over VFB.

Yes, why shouldn't it? And you don't have to guide anything, you can just leave the cursor there. And you can also always use the region. I just don't get your point.

Here's quite exaggerated scenario (strong Dof, 50% glossy metal, sun disc):
Title: Re: Daily Builds
Post by: Juraj on 2016-04-14, 17:54:02
Well with that video you basically proved him to be correct, that's nonsense workflow. What he is gonna do, leave it at each spot for few minutes, go for coffee, return, move cursor to other spot and repeat ?

i imagined something like live mask painting directly in VFB

Painting an actual mask solves that. You would paint your cursor at each of those spots and then leave and let it render. It would sample all those positions, not just actual one where the cursor is. He can't use region for it since that would require multiple lasso regions with falloff.
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-14, 18:05:10
Well with that video you basically proved him to be correct, that's nonsense workflow. What he is gonna do, leave it at each spot for few minutes, go for coffee, return, move cursor to other spot and repeat ?

i imagined something like live mask painting directly in VFB

Painting an actual mask solves that. You would paint your cursor at each of those spots and then leave and let it render. It would sample all those positions, not just actual one where the cursor is. He can't use region for it since that would require multiple lasso regions with falloff.

I made a promise to myself to never react to anything you post, and I've successfully lasted for about a year now, but now I will have to break it. Hopefully, I will be able to keep it up for another year afterwards.

A, the entire image is not nearly converged, it has not even one pass finished. What would be point of using region or brush to selectively converge the image if you would end up covering the entire frame? Practical scenario would be that most of the image is perfectly clean, and some of the highlights are 80% converged, but still a bit noisy around edges, that would not take nearly as much time to clean up as raw render that just started.

B, Okay, let's say we would have ability to paint those areas. Just the sole idea of painting something, and adjusting it during renders require at the bare minimum this amount of new UI elements:
1, Enable brush button
2, Brush size
3, Eraser to remove accidentally painted area
4, Something to toggle view of painted mask
5, Something to erase all the painted stuff with one click

So yeah, let's throw another 5 buttons inside of VFB, entire painting set.

C, While I mentioned use for selective convergence, that's not the primary use of this. Primary use of this is a boost of feedback, You need to see how, say, a lamp looks in your interior, so you quickly hover over it to clean noise there first. It's faster and less clumsy than dragging region around.

Adaptivity should be responsible for noise being even across entire image, so if there are noise hotspots, you should want adaptivity improvements, not complex toolset to "work around" the problem. If Corona did not have any MSI, and most of the renders would contain at the very least few random super bright fireflies on your image, would you be requesting something like MSI, or a complete retouching brush toolself for CoronaVFB? Think about animation. Will you be sitting there waiting for each frame to pop up so you can paint a mask?
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-14, 18:20:37
I like the very much CLEAN paintbrush V-Ray solution. No visible rectangle, soft falloff, fast interactivity,  no complex UI. Useful for testing, but also for final retouches.
Maybe they can add an option to adjust the brush size. But, this is a "plus".
I like also the Corona rectangle idea.
Title: Re: Daily Builds
Post by: romullus on 2016-04-14, 18:58:18
Rawalanche, sorry, but i still don't get it how follow cursor is any better than having multiple regions with soft edge.
As for mask painting, i agree that probably nobody wants complex UI for that, space of 1 square cm on VFB is more pricey than 1 square meter of land in Tokyo :] Maybe like an option could be such behaviour: if you simply drag mouse, it would act as in Vray, but if you press LMB and drag, it will paint a mark on samples mask (RMB would erase it). Mask itself could be visible through render elements dropdown. Although that probably too complicated too.

Anyway, i'm perfectly happy with current region implementation and got carried into this conversation only out of sporting interest :]
Title: Re: Daily Builds
Post by: Juraj on 2016-04-14, 19:12:59
Well with that video you basically proved him to be correct, that's nonsense workflow. What he is gonna do, leave it at each spot for few minutes, go for coffee, return, move cursor to other spot and repeat ?

i imagined something like live mask painting directly in VFB

Painting an actual mask solves that. You would paint your cursor at each of those spots and then leave and let it render. It would sample all those positions, not just actual one where the cursor is. He can't use region for it since that would require multiple lasso regions with falloff.

I made a promise to myself to never react to anything you post, and I've successfully lasted for about a year now, but now I will have to break it. Hopefully, I will be able to keep it up for another year afterwards.

A, the entire image is not nearly converged, it has not even one pass finished. What would be point of using region or brush to selectively converge the image if you would end up covering the entire frame? Practical scenario would be that most of the image is perfectly clean, and some of the highlights are 80% converged, but still a bit noisy around edges, that would not take nearly as much time to clean up as raw render that just started.

B, Okay, let's say we would have ability to paint those areas. Just the sole idea of painting something, and adjusting it during renders require at the bare minimum this amount of new UI elements:
1, Enable brush button
2, Brush size
3, Eraser to remove accidentally painted area
4, Something to toggle view of painted mask
5, Something to erase all the painted stuff with one click

So yeah, let's throw another 5 buttons inside of VFB, entire painting set.

C, While I mentioned use for selective convergence, that's not the primary use of this. Primary use of this is a boost of feedback, You need to see how, say, a lamp looks in your interior, so you quickly hover over it to clean noise there first. It's faster and less clumsy than dragging region around.

Adaptivity should be responsible for noise being even across entire image, so if there are noise hotspots, you should want adaptivity improvements, not complex toolset to "work around" the problem. If Corona did not have any MSI, and most of the renders would contain at the very least few random super bright fireflies on your image, would you be requesting something like MSI, or a complete retouching brush toolself for CoronaVFB? Think about animation. Will you be sitting there waiting for each frame to pop up so you can paint a mask?

Did you forget to take your Lexaurin/Bromazepam today ?

Otherwise, thanks for this over-analyzation. There were quite plethora of suggestions in past few pages, not a single of them mine. I advocated against your reasoning, that ray-brush following cursor is any useful in clearing noise in production, since you will have multiple of them, and the clearing will take a lot of time if it's heavy, high-res scene.

Your argumentation of animation is invalid, because cursor following doesn't work in such case either, so why is this case-point against brush stroke ?

I didn't advocated it as ultimate solution, if falloff-region would be better solution so be it. I won't be using any of these features since I hope that's what adaptivity will someday succesfuly do it.

Talk to you in 2017 then :- )
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-14, 19:30:52
Did you forget to take your Lexaurin/Bromazepam today ?

This is kind of behavior is exactly why.

Rawalanche, sorry, but i still don't get it how follow cursor is any better than having multiple regions with soft edge.
As for mask painting, i agree that probably nobody wants complex UI for that, space of 1 square cm on VFB is more pricey than 1 square meter of land in Tokyo :] Maybe like an option could be such behaviour: if you simply drag mouse, it would act as in Vray, but if you press LMB and drag, it will paint a mark on samples mask (RMB would erase it). Mask itself could be visible through render elements dropdown. Although that probably too complicated too.

Anyway, i'm perfectly happy with current region implementation and got carried into this conversation only out of sporting interest :]

I understand what you mean. The reason why I go so much against any complex solutions is that they concern mostly present problems, and future is not taken into consideration. We currently focus too much on creating a toolset to inhibit a certain problem, instead of looking into future to remove that problem completely.

What would be even better than being able to perfectly paint areas that should converge more? The answer is not having to care about convergence at all. Take look at ChaosGroup for example, they are one step ahead as they are experimenting with adaptive MSR, which translated to corona Terminology is adaptive GI/AA balance. This has two consequcences:

A, GI/AA balance can be removed from UI completely, and burden of having to set it up with it

B, It's the other piece of puzzle that when completed, will likely result in a solution that will converge entire image evenly.

So now imagine a programmer sitting in Corona office and decision if he should spend 3-4 days implementing some sort of painting into VFB, so you have option to do sort of manual adaptivity, or spend time on improving actual adaptivity, and for example trying to make GI/AA adaptive as well, so you do not need to care about it all, and region rendering tools will remain just an aid for faster feedback?

And once we have that establish, then we can even innovate, since region rendering is quite old concept. Take a modo for example, where you can click directly on rendered image in VFB to select mesh, and force that mesh to have rendering priority.

That's my entire point. If we now create an awesome but complex toolset to manually deal with uneven convergence, once improvement that will make convergence even is made, then all this complex toolset with multiple UI buttons will become quite obsolete, but it will be hard to remove it because there will be some 5 guys somewhere in important studios still using it to resolve some "spacebar overheating" kind of issue ;)
Title: Re: Daily Builds
Post by: blank... on 2016-04-14, 21:25:12
Why complicate things, just a check box, feathered region on/off. That's it. Program Corona to take, I don't know, 5 or 10% of current resolution in account for feathering outside of region and that's it.
Doesn't work ideally in every imaginable scenario? Tough luck, there are always other solutions.
Title: Re: Daily Builds
Post by: antanas on 2016-04-14, 21:44:55
I totally agree with Rawalanche - raybrush is the best solution - even iray got one (a few years back, if memory serves me right) and now vray too, and that's just because it is one of the best and easiest to use region render alternatives out there, nothing is as simple and logical as that for previews, material tests, etc. especially on some hi res heavy scenes where interactive render is just not an option, hell, even final renders can greatly benefit from that on some occasions - think of blur or sharpness by brush in photoshop or noise reduction filter brush in some of it's plugins as an ease of use example ))
To make it even better it could use some sort of importance\activeness timer or something like that to loose that performance focus\boost after some preset amount of time, samples per pixel or pass count (not sure exactly which would be better for that task), well to make those painted zones to render with the same importance as the rest of the image after that time\threshold is reached - that, I think, would greatly help to blend those zones with the rest of the final rendered image. 
Title: Re: Daily Builds
Post by: alexyork on 2016-04-14, 22:14:38
Me after I was about to contribute to the discussion on region tracking then I read the last couple of pages:

(http://media0.giphy.com/media/4pMX5rJ4PYAEM/giphy.gif)

Ondra, as always, we trust you guys to find the right balance between functionality and UI simplicity. Hard task, but you've nailed it so far.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-14, 22:33:55
Ondra, as always, we trust you guys to find the right balance between functionality and UI simplicity. Hard task, but you've nailed it so far.
Do you remember what I told you about the UI design in our office? Now you know what we have to deal with ;)

anyways, there is a new daily build, with RENDER HISTORY AND COMPARISON!
Title: Re: Daily Builds
Post by: alexyork on 2016-04-14, 22:40:28
Ondra, as always, we trust you guys to find the right balance between functionality and UI simplicity. Hard task, but you've nailed it so far.
Do you remember what I told you about the UI design in our office? Now you know what we have to deal with ;)

anyways, there is a new daily build, with RENDER HISTORY AND COMPARISON!

Haha yes I do....

To Dropbox I go!
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-14, 22:53:16
I am very sorry, but I do not understand why such a heated discussion broke out in about region render at all///
I am 7 years user of Vray, and last 2 year user of Corona, and very rarely used this option as in Vray, and also now in Corona Render,
because in low test resolution it is still completely useless,due to the fact that it is impossible to discern small details in the materials or model...
It would be more useful to do BlowUp option for interactive region render for zooming needed image region's for checking details and materials///
and to add or correct already finished image is enough standard 3dmax region's///
In addition I want to note that in the last
versions have much more important issues and bugs that need
in solution for fastest rendering /DR/Adaptivity/DeNoise and etc///
Title: Re: Daily Builds
Post by: 3dwannab on 2016-04-14, 23:05:26
Folder empty.. I actually downloaded an empty folder hoping it was there ;)

With the 'masking discussion'. Can it not be like the basic PS brushes set (Square and circle should do).
Title: Re: Daily Builds
Post by: Chakib on 2016-04-14, 23:22:21
Ondra, as always, we trust you guys to find the right balance between functionality and UI simplicity. Hard task, but you've nailed it so far.
Do you remember what I told you about the UI design in our office? Now you know what we have to deal with ;)

anyways, there is a new daily build, with RENDER HISTORY AND COMPARISON!

Mmmm render comparison hmmm nomnom

(http://www.geocities.ws/per100s/homer/drooling.gif)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-14, 23:22:52
it is still uploading - it is an installer, and those things are getting huge
Title: Re: Daily Builds
Post by: Ondra on 2016-04-14, 23:32:59
now it is up
Title: Re: Daily Builds
Post by: 3dwannab on 2016-04-14, 23:41:20
Love it already. Will enabling of Denoise and History be a checkbox in the VFB in the final version.
Title: Re: Daily Builds
Post by: Chakib on 2016-04-14, 23:59:51
Max  crashes if your clear render history during rendering.
Title: Re: Daily Builds
Post by: antanas on 2016-04-15, 02:40:47
Hmm, I need some clarification on what Vfb history size means, well to be more specific - is it stored in ram or on the hard drive and if on a latter when there exactly it is stored ?
 If it is indeed stored on a hard drive when the user most surely needs to have the ability to set up custom directory for that because a constant shuffling of 500-1000mb vfb history steps\dumps for some uhd renders (+ denoising + some render channels) could cause a major mess on ssds and that would be not only of a questionable value for ssds health and longevity but would also eat up so much of precious and in some cases even unavailable space on it if one needs to have lets say 5-10 of those history steps\dumps of renders in such resolution. Even if those history steps\dumps are not containing all the data vfb dump contains and there's just a main\beauty channel in 32 bit color space it is still viable as those are sized more that 100mb's and ssds wouldn't like that either )) + think of cross session vfb history too, for example vfb+ has it and it is quite handy sometimes. 
Title: Re: Daily Builds
Post by: snakebox on 2016-04-15, 06:04:49
I don't know if im just retarded, but I find it freaking frustrating and hard to select Corona lights with targets (IES profile too)?  it keeps selecting the entire light and I have to click frantically to try and only select the light and not also the target.. It happens every so often but I have no feel for where to click or where to  aim to do it consistently. 
Title: Re: Daily Builds
Post by: sevecek on 2016-04-15, 10:36:02
Max  crashes if your clear render history during rendering.
Hi Chakib,
could you please provide more information? I can't reproduce the issue.
Title: Re: Daily Builds
Post by: romullus on 2016-04-15, 10:44:29
Max  crashes if your clear render history during rendering.
Hi Chakib,
could you please provide more information? I can't reproduce the issue.

I can confirm this. Rendered a few times, played with AB comparison, then hit the clear button in VFB history and max just hung up. May record video if needed.
Title: Re: Daily Builds
Post by: sevecek on 2016-04-15, 11:13:00
I can confirm this. Rendered a few times, played with AB comparison, then hit the clear button in VFB history and max just hung up. May record video if needed.
Could you please create a bug report in mantis? I still can't make it crash ...
Title: Re: Daily Builds
Post by: romullus on 2016-04-15, 11:19:14
Done. It's on mantis now.
Title: Re: Daily Builds
Post by: romullus on 2016-04-15, 13:57:39
Others may disagree with me, but i don't like how history is implemented. I'd want ability to manually add and remove individual frames to / from history without need to additionally enabled it in render settings. Auto adding every single frame is unnecessary and unwanted, IMO.
Title: Re: Daily Builds
Post by: guest_guest on 2016-04-15, 14:15:44
i hope to see memory management's revolution ...
Title: Re: Daily Builds
Post by: Ludvik Koutny on 2016-04-15, 15:07:57
Others may disagree with me, but i don't like how history is implemented. I'd want ability to manually add and remove individual frames to / from history without need to additionally enabled it in render settings. Auto adding every single frame is unnecessary and unwanted, IMO.

Couldn't agree more :)
Title: Re: Daily Builds
Post by: Nekrobul on 2016-04-15, 15:59:06
We need CVFB button as a toolbar outside the render options menu since it became more usefull than the native framebuffer.


Aaaaaand while i am here. There is one slight bug when klicking Clear button in VFB with aplyed A\B frames 3ds max crashes. Max 2014
Title: Re: Daily Builds
Post by: PROH on 2016-04-15, 16:38:52
Can confirm that. Even when the renderer is stopped Max crashes.
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-15, 16:48:30
 +1. When klicking Clear button in VFB with A\B frames (but also with only one render) 3ds max crashes. 3ds max 2016 win7

+1. Ability to "right click" delete unused renders", or add old renders. We can copy some options from the classic 3ds Max RAM player (or V-Ray or VFB+)
But, this is the very first implementation of History. I'm sure that  in the next weeks we will see more features ;-)

Also, when I move the red line between A/B, the movement isn't very smooth... like 10-15 FPS.. (resolution 800x800)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-15, 17:37:31
need more minidumps!
Title: Re: Daily Builds
Post by: Nekrobul on 2016-04-15, 18:05:19
One more thing, is it pausible to make line between A\B ftames a little more sensetive? it is hard to aim on it because the sensetive spot is too narow.
Title: Re: Daily Builds
Post by: romullus on 2016-04-15, 18:57:06
Ondra, does minidumps from 3ds max design version still not useful to you? I'm planning to reinstall OS soon - may go with non design version of max this time if it'll be better for bug hunting.
Title: Re: Daily Builds
Post by: romullus on 2016-04-15, 19:40:44
Render history feedback:

And bug reporting: i got crash when trying right click on history snapshot with "size dismatch" text.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-15, 20:05:25
Sorry, I'll back to the theme DR+Adaptive+DeNoise problem's///
Why in DailyBuild Mar 2016.03.12 Adaptivity and Denoise perfectly working with
DR, and  in the following Daily Build's// not working???
What's wrong after daily 2016.03.12??
Title: Re: Daily Builds
Post by: Bormax on 2016-04-15, 21:46:08
Sorry, I'll back to the theme DR+Adaptive+DeNoise problem's///
Why in DailyBuild Mar 2016.03.12 Adaptivity and Denoise perfectly working with
DR, and  in the following Daily Build's// not working???
What's wrong after daily 2016.03.12??

I have the same question. Still using build from 2016.03.12 because all latest builds have the same problems with denoising + region render + native VFB update which were reported some time ago here.

28-03-2016
"I tried build from 25-03-2016, there some problems I've noticed with region render and denoising:
When region has been rendered denoised picture has rendered region as it should be, but the rest of it is actually from the last picture which has been denoised. So if I rendered something with no denoising or canceled it I'll get last denoised part of the image even if I changed camera. Not denoised picture looks like it should.
After several times of switching to region rendering and back to full picture rendering denoising stops work. Denoising reports very short process but it doesn't do anything. After reset Max it starts to work again"

11-04-2016
"Multiple regions for render is really great thing! Thanks!
But trying the build from 2016-04-10 noticed that Corona renders region chosen from Corona's VFB slower than if the same region chosen from native VFB (actually it was the same with earlier builds with region render in Corona's VFB). Bad thing that now after using region render chosen from native VFB or VFB+ Corona doesn't update native VFB/VFB+ at all. It doesn't matter was the region render in Corona's VFB active at the same time or not."

I use VFB+ quite alot, so it's important to have there updated picture

Latest build from 2016.04.15 updates native VFB normally only untill denoising is switched on. After denoising used once Corona updates native VBF only if denoising is done, if it's switched off or canceled Corona doesn't update native VBF.

Max 2014, Win 7
Title: Re: Daily Builds
Post by: romullus on 2016-04-15, 23:06:15
Another VFB history bug. When recent snapshots size reaches set history size limit and first file that's still is displayed in history list is deleted from disk, max crashes. Hopefully i described it clear enough.

Hmm, I need some clarification on what Vfb history size means, well to be more specific - is it stored in ram or on the hard drive and if on a latter when there exactly it is stored ?
 

It is stored on disk, in: C:\Users\username\AppData\Local\Autodesk\3dsMaxDesign\201x - 64bit\ENU\en-US\plugcfg\corona\history
Title: Re: Daily Builds
Post by: antanas on 2016-04-15, 23:25:37
Another VFB history bug. When recent snapshots size reaches set history size limit and first file that's still is displayed in history list is deleted from disk, max crashes. Hopefully i described it clear enough.

Hmm, I need some clarification on what Vfb history size means, well to be more specific - is it stored in ram or on the hard drive and if on a latter when there exactly it is stored ?
 

It is stored on disk, in: C:\Users\username\AppData\Local\Autodesk\3dsMaxDesign\201x - 64bit\ENU\en-US\plugcfg\corona\history

Thanks - it seems that symlinking that folder to some folder on a regular hdd will solve my worries and symlink I will do now )) But I still think this location needs to be set up by the user or more precisely the user should be able to set it up wherever he wants.
Title: Re: Daily Builds
Post by: PROH on 2016-04-16, 01:20:29
I agree with that. My SSD is nearly full, and I would realy like to be able to use history until I get a bigger SSD :)
Title: Re: Daily Builds
Post by: Javadevil on 2016-04-16, 01:57:13

I do like the interactive render region, being able to move it around while its rendering is pretty handy.

Can confirm crashes when deleting history images.

Title: Re: Daily Builds
Post by: antanas on 2016-04-16, 02:18:02
I agree with that. My SSD is nearly full, and I would realy like to be able to use history until I get a bigger SSD :)
Well as I wrote above symlink for that history folder works and works pretty well, but not everybody knows what symlink is or how to make those, so imo the ability to set up that folder is a must.
 If that helps anyone, for symlink creation I personally use this https://github.com/amd989/Symlinker little tool and there's a couple of others, all of which are very helpful in keeping ssd space health in check - no more bloating chrome crap, no more NVidia\amd driver install files, no more giant 3ds max's autosaves lost somewhere deep in Users folder's depths in case one accidentally forgot to set up a project folder, even blasted c:\Windows\Installer\ folder which ate almost 30 gigs of precious ssd space was successfully moved to other hdd and resides there for at least half a year without any problems - well, you get the idea - no more ANY of unnecessary and bloating\space eating crap on my ssd's and all of this with the help of Symlinks !!!  yeah, I love them so much )))
Title: Re: Daily Builds
Post by: romullus on 2016-04-16, 09:40:07
Anyone noticed that denoiser can have quite significant impact on performance? It gives less passes and worse picture compared to image rendered without denoiser in the same amount of time. I was under impression that denoiser impacts only memory consumption and adds extra time on render end, but it seems that's not entirely true.
Title: Re: Daily Builds
Post by: alexyork on 2016-04-17, 13:45:35
Anyone noticed that denoiser can have quite significant impact on performance? It gives less passes and worse picture compared to image rendered without denoiser in the same amount of time. I was under impression that denoiser impacts only memory consumption and adds extra time on render end, but it seems that's not entirely true.

Can you post some examples of this? For us that's not been the case at all.
Title: Re: Daily Builds
Post by: romullus on 2016-04-17, 15:34:11
I have nothing to show now. Did only few quick tests on basic scenes, maybe with more complex ones, difference is negligible. I'll try to do some more tests, when i'll have more time.
Title: Re: Daily Builds
Post by: Javadevil on 2016-04-17, 23:36:34
Anyone noticed that denoiser can have quite significant impact on performance? It gives less passes and worse picture compared to image rendered without denoiser in the same amount of time. I was under impression that denoiser impacts only memory consumption and adds extra time on render end, but it seems that's not entirely true.

If definitely takes time to process at the end on 4k render, but not sure on the gives worse render with less passes.
I've been turning it on and playing with it at the end, most of the time I'll only have it set to 0.3 or so, otherwise it can make a mess.

Title: Re: Daily Builds
Post by: Alexandre SCELLIER on 2016-04-18, 13:33:15
Hi,
About the new option in the corona multimap (hue randomization), why don't you insert all options multitexture offers : saturation and gamma + blur ?. It would be AWESOME !
Title: Re: Daily Builds
Post by: romullus on 2016-04-18, 13:42:23
Can you post some examples of this? For us that's not been the case at all.
If definitely takes time to process at the end on 4k render, but not sure on the gives worse render with less passes.
I've been turning it on and playing with it at the end, most of the time I'll only have it set to 0.3 or so, otherwise it can make a mess.

I've tested it on more complex scene and indeed although difference in noise pattern is clearly visible, it's hard to tell if it worse or not and the amount of passes stays the same despite denoiser being turned on or off. It's very simple scenes which renders very quickly that shows distinguishable difference. 90% of my recent renderings are quickie, so no wonder that i noticed that difference :]
Title: Re: Daily Builds
Post by: snakebox on 2016-04-18, 18:03:11
Release Article for 2017
http://cgpress.org/archives/3ds-max-2017-released.html

Official trial download
http://www.autodesk.com/products/3ds-max/free-trial#     

Am I allowed to beg and say please now? for a 2017 daily to drop soon? :-)

Ironically there seem to be very little actually new in 2017, but that's besides the point.. it's still "new".... right?

btw the maya 2016 ext2 release looks amazing :O

Title: Re: Daily Builds
Post by: Ondra on 2016-04-18, 18:34:53
*downloading*
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-19, 08:50:27
with latest dailybuild 04-19, is it necessary to show VFB history in IR mode? and it hang my max too when clear history on IR mode. but don't have enough time yet to test it with another scenes.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-19, 21:47:44
In last Daily build 18/2016 DR working perfectly, without problem's, ///with adaptivity Turn Off ;( as is clear ///
With Adaptivity Turn On calculate 12 passes and render stop's///

Is possible to make for Interactive Region render option for Blow Up zooming needed regions???
It will be very useful instead to use 3d Max Blow Up option///
Title: Re: Daily Builds
Post by: fobus on 2016-04-20, 06:09:18
Is possible to make for Interactive Region render option for Blow Up zooming needed regions???
It will be very useful instead to use 3d Max Blow Up option///

+1

Very often it needs to setup materials on tiny pieces of huge picture and it is really painful to do this with little region on hi res image.
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-20, 06:45:17
Is possible to make for Interactive Region render option for Blow Up zooming needed regions???
It will be very useful instead to use 3d Max Blow Up option///
+1
Very often it needs to setup materials on tiny pieces of huge picture and it is really painful to do this with little region on hi res image.
yes agree it would be great for me too, but i think if IR able to unbounded with safeframe will make us work better doesn't it?
IR will show what viewport show, with safeframe or without safeframe.
Title: Re: Daily Builds
Post by: fobus on 2016-04-20, 10:32:14
yes agree it would be great for me too, but i think if IR able to unbounded with safeframe will make us work better doesn't it?
IR will show what viewport show, with safeframe or without safeframe.

If it will support 2D Pan Zoom Mode of camera view it will be great too, but we want to see region in final resolution and tune it. Just a region, not a whole viewport.
Title: Re: Daily Builds
Post by: Nejc Kilar on 2016-04-20, 10:44:46
Release Article for 2017
http://cgpress.org/archives/3ds-max-2017-released.html

Official trial download
http://www.autodesk.com/products/3ds-max/free-trial#     

Am I allowed to beg and say please now? for a 2017 daily to drop soon? :-)

Ironically there seem to be very little actually new in 2017, but that's besides the point.. it's still "new".... right?

btw the maya 2016 ext2 release looks amazing :O

I jumped on the '17 real quick here due to the improved navigation (finally!) and I am wondering if there is even the slightest ETA on this? Thanks! :)
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-20, 11:04:00
yes agree it would be great for me too, but i think if IR able to unbounded with safeframe will make us work better doesn't it?
IR will show what viewport show, with safeframe or without safeframe.

If it will support 2D Pan Zoom Mode of camera view it will be great too, but we want to see region in final resolution and tune it. Just a region, not a whole viewport.

yes totally nice, then +1 vote for blowup in IRmode! and for unbounded IR with safeframe too :D
have you post it to feature request board?
Title: Re: Daily Builds
Post by: fobus on 2016-04-20, 12:23:53
have you post it to feature request board?

Nearly all of my wishes are missed so NO, I've not posted it.
Title: Re: Daily Builds
Post by: artmaknev on 2016-04-20, 18:00:21
also wondering on Corona ETA for 2017, my problem I installed 2017 and lost 2016 install, so i am stuck with 2017 without corona.... oh god!
Title: Re: Daily Builds
Post by: pokoy on 2016-04-20, 18:02:54
also wondering on Corona ETA for 2017, my problem I installed 2017 and lost 2016 install, so i am stuck with 2017 without corona.... oh god!
I curious, how did you loose 2016?
Title: Re: Daily Builds
Post by: artmaknev on 2016-04-20, 18:14:43
new pc... got the 2017 trial at the moment, will be doing subscription next month.
Title: Re: Daily Builds
Post by: alexyork on 2016-04-20, 18:17:21
new pc... got the 2017 trial at the moment, will be doing subscription next month.

You can install a max license on 2 machines. You could just uninstall 2017 and install 2016 fresh. Should be fine.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-20, 18:22:58
time to upgrade my daily build script ;)
Title: Re: Daily Builds
Post by: artmaknev on 2016-04-20, 18:25:54
new pc... got the 2017 trial at the moment, will be doing subscription next month.

You can install a max license on 2 machines. You could just uninstall 2017 and install 2016 fresh. Should be fine.

But I can't find 2016 installer on autodesk site anymore...
Title: Re: Daily Builds
Post by: pokoy on 2016-04-20, 18:30:09
new pc... got the 2017 trial at the moment, will be doing subscription next month.

You can install a max license on 2 machines. You could just uninstall 2017 and install 2016 fresh. Should be fine.
Yep, it's still good to always remove the license from a PC with the 'license transfer utility' if you don't plan to use it anymore. I once had a HD crash and couldn't re-install it because the license was not removed from that PC prior to the OS reinstall. Without my reseller's help it would have taken weeks to get any response from AD. And the support chat link was hidden really deep on their support site.
Title: Re: Daily Builds
Post by: mitan88 on 2016-04-20, 20:27:13
hi to all..im new to this forum and i have read alot about this new daily build and denoising parameter.I would be very thankful if you tell me how to download it to test it.Btw i used corona 1.3 by now and im very satisfied with it.Great rendering engine adn great team.thanks alot.
:D :D
Title: Re: Daily Builds
Post by: sevecek on 2016-04-20, 20:46:21
hi to all..im new to this forum and i have read alot about this new daily build and denoising parameter.I would be very thankful if you tell me how to download it to test it.Btw i used corona 1.3 by now and im very satisfied with it.Great rendering engine adn great team.thanks alot.
:D :D

Hi mitan,
you can find how to install daily builds here:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-daily-builds
(or at the beginning of this thread :) )
I hope you'll like the new features.
Title: Re: Daily Builds
Post by: mitan88 on 2016-04-20, 20:58:25
sevecek thank you for quick and helpful answer...yes i like the new features..they are awesome..thanks once again..:D :D
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-21, 15:40:22
Did anyone experience error with DR and latest build? it seems that all my renders in DR stop before it complete all the pases, like set to 100 and only render 10, various tests, same results.( latest daily build 04-19-16)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-21, 15:41:37
should be fixed in next daily
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-21, 16:12:37
Did anyone experience error with DR and latest build? it seems that all my renders in DR stop before it complete all the pases, like set to 100 and only render 10, various tests, same results.( latest daily build 04-19-16)
I have same problem//
You have to turn off Adaptivity for render with DR///
In this daily Adaptivity not working with DR///
If in next Daily is possible to correct this,it will be great!!!
Title: Re: Daily Builds
Post by: Ondra on 2016-04-21, 16:19:34
the build is out, try it
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-21, 16:20:29
Wow!!!
Thanks very match!!!!
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-21, 16:28:15
thanks, it works ok now.
Title: Re: Daily Builds
Post by: denisgo22 on 2016-04-21, 17:08:04
Excellent!!!!
Working!!!
Many thanks for all team///
Title: Re: Daily Builds
Post by: snakebox on 2016-04-21, 17:40:25
the build is out, try it

Super cool!  thanks for the 2017 support!  time to play!
Title: Re: Daily Builds
Post by: Ondra on 2016-04-21, 18:38:28
Does anyone change denoising blurring and texture blur? Or are the default values allright? I would like to hide the controls in devel/debug tab.
Title: Re: Daily Builds
Post by: peterguthrie on 2016-04-21, 19:05:58
nope, hide them I say
Title: Re: Daily Builds
Post by: romullus on 2016-04-21, 19:07:04
I tried texture bluring once, got somewhat strange results, didn't touched those settings since. Might be worth to look at it one more time while it's still available :]
Title: Re: Daily Builds
Post by: johan belmans on 2016-04-21, 19:09:04
nope to, you may hide them
Title: Re: Daily Builds
Post by: johan belmans on 2016-04-21, 19:12:18
Would you mind changing the default value of the beauty render element into 0%?
The default value  (100%) now gives the same output as the "beauty" render.
Title: Re: Daily Builds
Post by: antanas on 2016-04-21, 19:58:31
Same here with blurring settings, yet I might add one thing, indeed, default settings do work almost perfectly for 4k renderings (which I mostly do) but, imo, are not too good or perhaps better to say they aren't as universal for fullhd ones due to imo quite excessive blurring for some cases\textures\materials in that resolution. So yeah, move them to devel/debug, just don't remove\hide them completely for one can never know when or if those will be needed for some particular scene.
Title: Re: Daily Builds
Post by: PROH on 2016-04-21, 20:10:00
Hi. For smaller renders (2K or lower) I set blur to 0,5 pixel, which IMHO is giving a better result than 1. But as long we can still access this parameter, it's OK to move it to "Debug".
Title: Re: Daily Builds
Post by: Frood on 2016-04-22, 09:34:19
Would you mind changing the default value of the beauty render element into 0%?

I totally agree here. Additionally default denoise amount should get around 0.6

Good Luck


Title: Re: Daily Builds
Post by: AM_visualization on 2016-04-22, 10:21:53
Did anyone experience error with DOF enabled? when i switch on the dof max crash....
Title: Re: Daily Builds
Post by: romullus on 2016-04-22, 10:42:00
Did anyone experience error with DOF enabled? when i switch on the dof max crash....

What build you're using? There was issue with DOF in one of the older builds, but it should be fixed now.
Title: Re: Daily Builds
Post by: AM_visualization on 2016-04-22, 10:51:01
Did anyone experience error with DOF enabled? when i switch on the dof max crash....

What build you're using? There was issue with DOF in one of the older builds, but it should be fixed now.

 1.4 DailyBuild Apr 11 2016  i'll downloading the last one, thanks
Title: Re: Daily Builds
Post by: johan belmans on 2016-04-22, 11:13:22
Hi there,

with build 18/04 backburner hangs on 8K renders during denoising -> bad allocation.
Reported it on Mantis as 0001767
Title: Re: Daily Builds
Post by: Ondra on 2016-04-22, 11:29:34
Hi there,

with build 18/04 backburner hangs on 8K renders during denoising -> bad allocation.
Reported it on Mantis as 0001767

it is possible this is just RAM exhaustion? Denoising requires quite lot of it....
Title: Re: Daily Builds
Post by: johan belmans on 2016-04-22, 12:23:16
Hi there,

with build 18/04 backburner hangs on 8K renders during denoising -> bad allocation.
Reported it on Mantis as 0001767

it is possible this is just RAM exhaustion? Denoising requires quite lot of it....
could be the case, but I didn't had the problem with the previous Daily build.
Title: Re: Daily Builds
Post by: pokoy on 2016-04-22, 14:18:24
I am testing the latest daily (21-4) after a longer time and have to say that the region in VFB is a fantastic addition. I can even write this simultaneously in Chrome which is awesome as well :)
You've seriously improved Corona once again. Now add support for non-homogenous volumetric media and I couldn't get happier :D 1000 thumbs up!
Title: Re: Daily Builds
Post by: Nekrobul on 2016-04-22, 15:06:39
Slightly bothering thing about DR.

Is it pausible to preform the licens chek when the DR client is being started not when render starts?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-22, 16:23:45
I put that on our DR TODO
Title: Re: Daily Builds
Post by: Bormax on 2016-04-22, 20:50:29
Hi

Corona doesn't update native VFB if region render has been chosen rom Corona's VFB. I'm VFB+ user and it's important for me have there updated picture.

Am I the only who have this problem? I've reported here about that three times already and didn't get any feedback or anyhting alse from you. So, tell me at least is it only my problem?

Daily from 21-04-2016, Max 2014

Cheers
Title: Re: Daily Builds
Post by: PROH on 2016-04-23, 21:05:02
Hi. In the previous build the "Render/Start IR" button (and others) kept the last used option. This was great as it saved us from constantly waiting for the "Start IR" to fly out - since starting and stopping the IR has become an constantly used workflow function.

BUT unfortunately in today's build this behavior has returned to the old tedious way, and the button is again always set to "Render", no matter what was used last.

So, could wee please have the behavior from previous build back, OR have two buttons - one "Render" and one "Start IR"?

Regards
Title: Re: Daily Builds
Post by: mahmoudkeshta on 2016-04-24, 03:44:18
Hi,
There is a crash bug in dailybuild 23 april 2016 to figure it :
1- set corona as current render and keep render setting window opened
2- press render and wait it to finish or just cancel it
3- close the render setting window then max will crash.

I tried it on 2 different computers and every time it crashes

Also there is another issue or feature request :

I have a problem with scene assets while using DR because the slave pc can't find the maps and files. I know that I should put all textures and assets in one place in the network but for now I don't have a server I only have 2 computers I use one as a WS and the other one as render node it is very annoying to copy all assets each time between 2 pcs especially the assets are not in one place so I should create archive and extract all assets from it then move it to the other pc. In Vray there is an option called (transfer missing assets) in DR setting. I hope we can get similar one in corona.

Title: Re: Daily Builds
Post by: Bormax on 2016-04-24, 07:00:14
Hi

Build 2016-04-23 2, if region render has been used, VFB history shows on preview full picture, but actually stores only this region. Doesn't matter which region has been used Corona's or native. In attachment there are screenshot, picture saved from history and picture saved saved from current VFB - it saves whol picture, as it should be done

3DS Max 2014

P.S. the same thing with native VFB update as 2 posts above
Title: Re: Daily Builds
Post by: Ondra on 2016-04-24, 11:15:02
Hi,
There is a crash bug in dailybuild 23 april 2016 to figure it :
1- set corona as current render and keep render setting window opened
2- press render and wait it to finish or just cancel it
3- close the render setting window then max will crash.

I tried it on 2 different computers and every time it crashes

Also there is another issue or feature request :

I have a problem with scene assets while using DR because the slave pc can't find the maps and files. I know that I should put all textures and assets in one place in the network but for now I don't have a server I only have 2 computers I use one as a WS and the other one as render node it is very annoying to copy all assets each time between 2 pcs especially the assets are not in one place so I should create archive and extract all assets from it then move it to the other pc. In Vray there is an option called (transfer missing assets) in DR setting. I hope we can get similar one in corona.

fixed, I will make bugfix immediately
Title: Re: Daily Builds
Post by: Ondra on 2016-04-24, 11:29:10
bugfix is out
Title: Re: Daily Builds
Post by: Christa Noel on 2016-04-24, 12:09:52
bugfix is out
Wow.. But, Is today not a holiday in corona team?  :)
Watching development progress It feels like that you never take some rest except sleeping. :P
Cheers!
Title: Re: Daily Builds
Post by: romullus on 2016-04-24, 14:43:16
fixed, I will make bugfix immediately

One small Render Setup window related bug still present in DB 04-24:

Title: Re: Daily Builds
Post by: Ondra on 2016-04-24, 15:19:53
ok, I give up, panorama exporter will just have to continue crashing in some situations. It is impossible to work with that ~ˇ^°˘˘° API :(. Fixed the bug, reverted previous "fix" of panorama exporter
Title: Re: Daily Builds
Post by: romullus on 2016-04-24, 15:29:23
Why someone would want to use that piec of crap from Autodesk when Corona can render panoramas directly, is beyond my understanding. Even if that someone needs cubic projection, converting from Corona's equirectangular output likely would give better results.
Title: Re: Daily Builds
Post by: maru on 2016-04-24, 19:11:44
Why someone would want to use that piec of crap from Autodesk when Corona can render panoramas directly, is beyond my understanding. Even if that someone needs cubic projection, converting from Corona's equirectangular output likely would give better results.
I reported this problem only because I believe than any crashes are highly unwanted. Even if one is never to use the panorama exporter, Corona should not crash after clicking that button.
Title: Re: Daily Builds
Post by: mahmoudkeshta on 2016-04-24, 19:12:30
bugfix is out

Thanks for your quick response :) . what about DR assets ?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-24, 20:32:00
1.5
Title: Re: Daily Builds
Post by: PROH on 2016-04-25, 00:37:03
Hi. Hoped that "Misc UI tweaks" among others meant reintroducing the "keep latest option" for the Render/Start IR button in VFB. But unfortunately not....

Could we please have that behavior back? I really hate to use that flyout button over and over again, when the other solutions makes things go so much smoother.

Regards
Title: Re: Daily Builds
Post by: antanas on 2016-04-25, 02:30:09
Hi

Corona doesn't update native VFB if region render has been chosen rom Corona's VFB. I'm VFB+ user and it's important for me have there updated picture.

Am I the only who have this problem? I've reported here about that three times already and didn't get any feedback or anyhting alse from you. So, tell me at least is it only my problem?

Daily from 21-04-2016, Max 2014

Cheers

Well I'm not sure if I understood you correctly but here's what happens in my case http://clip2net.com/s/3xkqUav - it does work as expected with either pre render or rendertime region selection, dragging and static alike or at least it does so with yesterday's and today's dailies, maybe there was some bug in 21-04-2016's one which was fixed or was fixed by some other fixes or I just didn't notice it )) Well of course native\vfb+ doesn't update interactively while rendering but it never did if it wasn't enabled as the default one in corona's vfb settings and that's the whole point of getting that new and enhanced\vfb+featurelike\hopefully even better)), Coronas own vfb with blackjack and ... well, you probably know the rest ))
Title: Re: Daily Builds
Post by: guest_guest on 2016-04-25, 06:34:19
memory management appears be better a bit on latest build [24 - 25 Apr.] ....
i hope to see memory compression revolution in 1.4 final ...
Title: Re: Daily Builds
Post by: Bormax on 2016-04-25, 09:49:06
Hi

Corona doesn't update native VFB if region render has been chosen rom Corona's VFB. I'm VFB+ user and it's important for me have there updated picture.

Am I the only who have this problem? I've reported here about that three times already and didn't get any feedback or anyhting alse from you. So, tell me at least is it only my problem?

Daily from 21-04-2016, Max 2014

Cheers

Well I'm not sure if I understood you correctly but here's what happens in my case http://clip2net.com/s/3xkqUav - it does work as expected with either pre render or rendertime region selection, dragging and static alike or at least it does so with yesterday's and today's dailies, maybe there was some bug in 21-04-2016's one which was fixed or was fixed by some other fixes or I just didn't notice it )) Well of course native\vfb+ doesn't update interactively while rendering but it never did if it wasn't enabled as the default one in corona's vfb settings and that's the whole point of getting that new and enhanced\vfb+featurelike\hopefully even better)), Coronas own vfb with blackjack and ... well, you probably know the rest ))

Hi

Thanks for your respond!

Sorry my explanation was not clear, I'll try again

I know, that Corona doesn't update native VFB interactively. Normally I use Corona's VFB as primary type in order to access to exposure controls even after render has been stoped. At the same time I normally have the same picture (as it was at the moment when render has been stoped of course) in VFB+ with it's post effects. Starting from daily build 2016-25-03 I have problem with update of native VFB/VFB+. In attached pictures you can see both VFBs, all screenshots has been taken after render has been stoped.

Today I used latest build 2016-04-24, and making this explanation I found, that Corona now doesn't update native VFB if render has been stoped by pressing Cancel button on common Max's rendering window with statistic which appares when render starts, or using ESC button from keyboard. If render stoped with Corona's STOP button, it updates native VFB normally. And it doesn't matter what was rendered - region or full picture. I'm not sure was it the same in previous dailys, I switched back to the older one as soon as I noticed some problem with VFB update.

vfb_full picture_stop - stoped with Corona's STOP button
vfb_full picture_cancel - stoped with Max's CANCEL button
vfb_region_stop - stoped with Corona's STOP button
vfb_region_cancel - stoped with Max's CANCEL button

Cheers
Title: Re: Daily Builds
Post by: PROH on 2016-04-25, 10:31:19
I would think that this makes perfectly sense, since "Cancel" now means "Abort without denoising or what so ever.. " and "Stop" means "Stop and finish".

But maybe you don't use the denoiser?
Title: Re: Daily Builds
Post by: Bormax on 2016-04-25, 11:12:46
I would think that this makes perfectly sense, since "Cancel" now means "Abort without denoising or what so ever.. " and "Stop" means "Stop and finish".

But maybe you don't use the denoiser?

In these examples I didn't use denoiser
Title: Re: Daily Builds
Post by: PROH on 2016-04-25, 11:20:54
Hi Bormax. I see that my question could have been more accurate. What I meant by that question was, maybe you haven't noticed this change? (If you don't use the denoiser you probably wouldn't).

Regards
Title: Re: Daily Builds
Post by: Bormax on 2016-04-25, 11:32:30
Hi Bormax. I see that my question could have been more accurate. What I meant by that question was, maybe you haven't noticed this change? (If you don't use the denoiser you probably wouldn't).

Regards

I noticed this change, but I don't understand why it should be connected somehow with VFB update?
Title: Re: Daily Builds
Post by: PROH on 2016-04-25, 11:36:35
The connection I see is this: If something is aborted/trashed then why save a copy in native VFB?

But I might be wrong :)
Title: Re: Daily Builds
Post by: Bormax on 2016-04-25, 11:51:40
The connection I see is this: If something is aborted/trashed then why save a copy in native VFB?

But I might be wrong :)

To have not denoised region for example. If we are talking about big size picture denoising takes quite much time. Or if I want to render whole picture, not wait denoising and have this picture in VBF+, it's no reason to waite if I change somthing and make quick test to understand how it looks.
I'm use to use ESC button to stop render - it's another reason why I'm wondering about it :)
Title: Re: Daily Builds
Post by: kumodot on 2016-04-25, 23:07:29
Is it possible to copy the Passes from Corona VFB to Max VFB ? So VFB+ can use at least the Zbuffer from Corona ?
     
     I am a VFB+ user too. Usually i use COPY / PASTE buttons to send the image to VFB+ and work on then...
Title: Re: Daily Builds
Post by: Juraj on 2016-04-26, 00:51:49
Is it possible to copy the Passes from Corona VFB to Max VFB ? So VFB+ can use at least the Zbuffer from Corona ?
     
     I am a VFB+ user too. Usually i use COPY / PASTE buttons to send the image to VFB+ and work on then...

Is this something recent ? (because of Daily's ?)

This is something that works fine for me unless I understand this wrong.
Title: Re: Daily Builds
Post by: PROH on 2016-04-26, 14:57:03
Hi. Just experienced some strange IR (floating) behavior in daily build 24-04-2016. If I set IR max passes to 30, and makes a region render with Max's Region, then it only render 29 passes in 3 of 4 Viewports. If I select region render in the upper right viewport then it render only 27 passes. If I makes the max passes number higher, then 3 of 4 views will still be rendered 1 pass less, and the last 3 passes less.

I've tried restarting Max (2014 last SP) and I tried resetting Corona. Nothing changes.

Can anybody else confirm this behavior?
Title: Re: Daily Builds
Post by: romullus on 2016-04-26, 15:28:52
Hi. Just experienced some strange IR (floating) behavior in daily build 24-04-2016. If I set IR max passes to 30, and makes a region render with Max's Region, then it only render 29 passes in 3 of 4 Viewports. If I select region render in the upper right viewport then it render only 27 passes. If I makes the max passes number higher, then 3 of 4 views will still be rendered 1 pass less, and the last 3 passes less.

I've tried restarting Max (2014 last SP) and I tried resetting Corona. Nothing changes.

Can anybody else confirm this behavior?

I can confirm this, but pass count is not random, it depends on region size. The smaller the region - the less passes IR will render.
Title: Re: Daily Builds
Post by: PROH on 2016-04-26, 15:40:17
Ahh... That one I didn't catch :) But I don't think this is intended behavior, or?
Title: Adaptivity and region renders, woohoo!
Post by: TomG on 2016-04-26, 20:25:51
I noticed that the Apr 24th release has fixed something I found odd with render regions and adaptivity, and now it works as expected, brilliant!

Previously, two odd things happened - first, when rendering a region I got MUCH better results for that region than the same region looked when rendering the whole image, as if the adaptivity was "focused in" on the small region. This made it impossible to use render region to check anything with adaptivity enabled,as the look was different from rendering the whole scene. This is no longer the case, and results seem identical whether region or scene is done.

The other thing was the recalculation passes value - render region would run fast up until it hit the number set there, and then every pass after that was slow. It made render region significantly slower with adaptivity on (for about 15 passes, without adaptivity was 3 seconds, with it on at the default interval of 5, it was 23 seconds). That also no longer happens!

Just wanted to post to say thanks for the improvements there, and whatever changed, wanted to say it did not go unnoticed!

Max 2017, Apr 24th daily
Title: Re: Daily Builds
Post by: Ondra on 2016-04-28, 10:51:08
Many light sampling: old and new. Now there are no light limits
Title: Re: Daily Builds
Post by: Nekrobul on 2016-04-28, 11:13:57
This only affects situations with many lights or overal lightsampling is improved? X_X
Title: Re: Daily Builds
Post by: Ondra on 2016-04-28, 11:30:37
only many lights currently
Title: Re: Daily Builds
Post by: Frood on 2016-04-28, 15:35:27
Seems like noise level is calculated wrong when using cVFB region(s) now?

If I cVFB region render 1/10 of some image (which is self-similar in one direction), the reported noise level for that region is ~1/10 of the noise level of the full frame with same number of passes. Like if for the rest of the image a noiselevel of 0% is assumed and the value get´s divided up.

When using crop it´s ok. When using (native) region it´s ok. When using cVFB region... like described.

Good Luck

Edit: No one disagrees, so I will mantis it
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-28, 17:59:21
the tiff files are loading as grayscale images on corona bitmap latest daily build, also its taking a little bit longer to renders heavy scenes.
Title: Re: Daily Builds
Post by: Bormax on 2016-04-28, 21:51:44
Hi

I have a question about amount of passes which is necessary for Corona to give anough information to denoiser to get best result out of it. I know that in latest build it's enough 2 passes to make denoiser to work. But does the quality of denoising depends of amount of passes (if I get it right yes), and how many passes denoiser needs to make its job well, or maybe even best?

I have an idea to clean up my pictures which have been rendered and where I saved VFB before you implemented your great denoiser. I'm going to activate denoiser, resume render from file and give it to render some time to get enough passes for good denoiser's job. How many passes - this is the question.

What do you think about this idea?
Title: Re: Daily Builds
Post by: romullus on 2016-04-28, 22:08:05
It's not the passes that matters, it's noise to signal ratio, a.k.a. noise level. The lower the noise level is, the less job denoiser will have to do.
Title: Re: Daily Builds
Post by: PROH on 2016-04-28, 23:02:25
Hi Ondra. Just saw your post about the new build :), but I can't find it?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-28, 23:04:36
compiling. Compiling all the versions is starting to get lengthly...
Title: Re: Daily Builds
Post by: PROH on 2016-04-28, 23:11:29
Ah.. Looking forward impatiently :)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-28, 23:41:05
uploading
Title: Re: Daily Builds
Post by: Dom74 on 2016-04-29, 00:03:28
Hi Ondra,
I have some troubles with the very last installer, something is missing.
Tested with MAX2016 and MAX 2017.
Tried with manually installation, I got same errors.

Title: Re: Daily Builds
Post by: PROH on 2016-04-29, 00:19:41
yes.. It's the same with MaxDesign2014 :(

Also tried to make a full uninstall first, but no change.
Title: Re: Daily Builds
Post by: Ondra on 2016-04-29, 00:29:57
will sort out tomorrow
Title: Re: Daily Builds
Post by: Bormax on 2016-04-29, 00:38:13
It's not the passes that matters, it's noise to signal ratio, a.k.a. noise level. The lower the noise level is, the less job denoiser will have to do.

Thanks Romullus!

So, does Corona store information about noise level in saved VFBs, or it analize the picture during rendering? If we are talking about my idea where saved VFBs are quite clean already, will Corona get this noise level information from them or it should make some calculation from scratch and it will take more time?
Title: Re: Daily Builds
Post by: ihabkal on 2016-04-29, 00:47:57
just to let you know that the DR+Denoising is a life saver, I am rendering an animation with 25 samples (I am forced to by tight deadline) and stills with 150 instead of 300, it basically cut my render times in half, thank you for this great feature. Great job!
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-29, 03:55:43
I hade Error Code 126 (not 127) and I  uninstalled - installed manually Visual C++ Redistributatle 2015 14.0.23506
Now it's works
Title: Re: Daily Builds
Post by: Ondra on 2016-04-29, 10:09:50
I uploaded a fixed version, try it now...
Title: Re: Daily Builds
Post by: romullus on 2016-04-29, 11:19:42
Installed 04-29 build (time stamp 04-29 10:53:53) - Corona fails to load.
Title: Re: Daily Builds
Post by: sprayer on 2016-04-29, 11:25:12
(http://imagizer.imageshack.com/img921/6953/k5b68T.jpg)
about denoising, firefly's keep breeding, but dark area gone
Title: Re: Daily Builds
Post by: Frood on 2016-04-29, 11:34:40
Installed 04-29 build (time stamp 04-29 10:53:53) - Corona fails to load.

Confirmed. At least 2016 version fails here (Error 127).

Good Luck

Title: Re: Daily Builds
Post by: sprayer on 2016-04-29, 11:52:01
Installed 04-29 build (time stamp 04-29 10:53:53) - Corona fails to load.

Confirmed. At least 2016 version fails here (Error 127).

Good Luck
fine for me in 2016, clean install
(http://imagizer.imageshack.com/img923/5976/0X0A0Q.jpg)
Title: Re: Daily Builds
Post by: pokoy on 2016-04-29, 11:55:25
Either 29-4 displays as 28-4 in the renderer tab or you didn't actually install the build from 29-4.
Title: Re: Daily Builds
Post by: sprayer on 2016-04-29, 12:03:09
Either 29-4 displays as 28-4 in the renderer tab or you didn't actually install the build from 29-4.
i was install Corona_Dailybuild_2016-04-29.exe what was uploaded hour ago
Title: Re: Daily Builds
Post by: giza on 2016-04-29, 12:10:57
wow many thanks for removing light limit!
i just tried scene with 500 scattered lights

Title: Re: Daily Builds
Post by: PROH on 2016-04-29, 12:48:29
Tried the new installer, but gets an error code 127 on both 3dsMaxDesign2014 and 3dsMax2016 :(

Using Windows 7 Professional.

I can see that some people did get it installed. Any tips on how to make it work?
Title: Re: Daily Builds
Post by: Ondra on 2016-04-29, 12:54:28
currently it is working on windows 8+... we are working on a fix ;)
Title: Re: Daily Builds
Post by: Ondra on 2016-04-29, 13:40:52
new installer is out, try it out
Title: Re: Daily Builds
Post by: Frood on 2016-04-29, 13:53:50
Was still hot when I installed it and it works now, thanks!

Good Luck

Title: Re: Daily Builds
Post by: PROH on 2016-04-29, 14:02:31
Installed and working! Thanks :)
Title: Re: Daily Builds
Post by: cecofuli on 2016-04-29, 18:05:10
What do you think?

(http://www.francescolegrenzi.com/Temp/Corona/0064_UHD_Cache.jpg)
Title: Re: Daily Builds
Post by: Bormax on 2016-04-29, 20:34:12
Hi

Tried today's build Corona_Dailybuild_2016-04-29-2.exe, it works OK with new scenes, but it doesn't render older scenes. It seems to me that problem is Forest Pack. New Corona works OK with new created Forest Pack's objects, but it can't pass parsing the scene process if Forest Pack's objects already exist in the scene. It shows that parsing started and nothing happens after that, not any progress in that. Tried to render the same scene with build from 2016-04-24 and it works well with it.

Forest Pro 5.0.5, Max 2014

EDIT

Tried more scenes to render and some of them finaly has been rendered, but parsing time with new build about 6-7 times longer (for example 37 sac. originaly, 3min 50sec with latest build)
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-30, 03:12:21
daily build corrupts the scene after an interactive of a heavy scene or an scene with lots of forest objects, gives an error when saving.
Title: Re: Daily Builds
Post by: giza on 2016-04-30, 18:52:32
daily build corrupts the scene after an interactive of a heavy scene or an scene with lots of forest objects, gives an error when saving.

same here i don't know what happened the scene is corrupt with some weird error i have never seen, see attachment

, is it possible its from corona?
Title: Re: Daily Builds
Post by: VASLAVO on 2016-04-30, 22:43:53
this happens after you do an interactive render, also this build s taking alot more ram to process any scene, Also corona lights crashes max on manipulation or creation, tis random, not an specific task.
Title: Re: Daily Builds
Post by: hubrobin on 2016-05-01, 10:55:50
daily build corrupts the scene after an interactive of a heavy scene or an scene with lots of forest objects, gives an error when saving.

same here i don't know what happened the scene is corrupt with some weird error i have never seen, see attachment

, is it possible its from corona?

Hey,
yes, the message seems to be Corona related. Could you give us the scene and try to more or less exactly describe the steps that led to it? That would be most helpful.

Thanks!
Title: Re: Daily Builds
Post by: Ondra on 2016-05-01, 19:35:40
Hi

Tried today's build Corona_Dailybuild_2016-04-29-2.exe, it works OK with new scenes, but it doesn't render older scenes. It seems to me that problem is Forest Pack. New Corona works OK with new created Forest Pack's objects, but it can't pass parsing the scene process if Forest Pack's objects already exist in the scene. It shows that parsing started and nothing happens after that, not any progress in that. Tried to render the same scene with build from 2016-04-24 and it works well with it.

Forest Pro 5.0.5, Max 2014

EDIT

Tried more scenes to render and some of them finaly has been rendered, but parsing time with new build about 6-7 times longer (for example 37 sac. originaly, 3min 50sec with latest build)

can you send me any problematic scene, where forestpack object takes considerably longer to parse?
Title: Re: Daily Builds
Post by: Bormax on 2016-05-02, 10:27:45
Hi

Tried today's build Corona_Dailybuild_2016-04-29-2.exe, it works OK with new scenes, but it doesn't render older scenes. It seems to me that problem is Forest Pack. New Corona works OK with new created Forest Pack's objects, but it can't pass parsing the scene process if Forest Pack's objects already exist in the scene. It shows that parsing started and nothing happens after that, not any progress in that. Tried to render the same scene with build from 2016-04-24 and it works well with it.

Forest Pro 5.0.5, Max 2014

EDIT

Tried more scenes to render and some of them finaly has been rendered, but parsing time with new build about 6-7 times longer (for example 37 sac. originaly, 3min 50sec with latest build)

can you send me any problematic scene, where forestpack object takes considerably longer to parse?


Here is simplified version of problematic file. If I try to render the scene with existing grass parsing takes muuuch longer time than it should (3min 45 sec instead of 10 seconds with build from 2016-04-24). If existing grass is not renderable (check/uncheck it in Layer Manager) - render goes normally. If new forest pack object created for the same area with grass from default Forest pack's library with about the same density, parsing takes 1 sec (if old grass is not renderable of course). If I change scattered objects my own grass patch (doesn't matter is it geometry or proxy) parsing takes 4 min. If I change scattered objects to box, sphere and cylinder instead of those grass patches, parsing takes 36 sec (strange). If I take old Forest grass and try to change scattered object to the preset from library - I have nothing in viewport (Max doesn't show this object at all) and it doesn't appear on rendered picture

Now I used latest build from 2016-05-01
Title: Re: Daily Builds
Post by: Ondra on 2016-05-02, 14:00:05
1.4 RC1 is out. Right now it is just rebranded daily build, but it means we are done with features and we are going for bugfixes only now. Go ahead and test it!
Title: Re: Daily Builds
Post by: mitviz on 2016-05-02, 14:14:04
i had been having FTH errors and then installed this build and after all files got corrupt while using this build in max 2015 after following instructions to disable FTH, so idk what was the cause but seems like disabling it when using corona and this build is an issue?
Title: Re: Daily Builds
Post by: Renovacio on 2016-05-02, 17:23:01
What to do if i don't want that Adaptivity is recomputed at render end???
Title: Re: Daily Builds
Post by: Ondra on 2016-05-02, 17:32:00
it wont happen if you cancel the render, only when you stop it. Either way it does not take that long to compute...
Title: Re: Daily Builds
Post by: mediopolis on 2016-05-02, 18:53:34
is the RC1 working on max 2017?
Title: Re: Daily Builds
Post by: antanas on 2016-05-02, 19:04:56
@ Bormax - tried your scene and I can confirm this strange behavior, did some quick\erratic\chaotic testing on it using corona's 1.4 rc1 and it seems that the problem is material related - tried replacing those with a default corona grayscale material and bam - scene parsing takes no more that 10-20 seconds.
 One thing comes to my mind - could it be that you created that scene using some previous version of forestpack and then upgraded to the latest one ? Why that could be important, well I presume Itoo could change those preset's (and any others too) models as well as change\tweak some of the maps used by those presets but the map and preset naming remained the same thus your grass materials is using old materials and expect to use old maps for them as well but those just aren't the same anymore and as a result are producing those long parsing times etc., well it's just a guess but materials were changed for sure and even the way maps are loaded in recent versions was changed as those are imported as corona bitmap now.
 Still, even if that can explain why it parses the scene as it should when new presets are used, it does not explain why it did not occur with older corona's daily builds and not in the least explain why new library preset cannot be used in that same forest pack object in your scene - perhaps you should ask that in itoo's forum for I don't think that's corona related at all... Nor does that explain why such things do not happen to my scenes whether forestpack built-in or custom presets were used - I even tried rendering some of my older forest pack heavy scenes http://c2n.me/3xCunUK and there the scene parsing time there is completely alright, well, given the quantity of heavy objects and the whole scene scale as that fragment is just a tiny part (thought most detailed one, with cars, photogrammetry made and railclone distributed stone walls etc) of this huge scene https://www.flickr.com/photos/119850875@N05/18340080264/   
As a side note, I noticed your scene is using generic display units which are probably not the best choice when using such very much scale dependent plugins as forestpack, still the system units are in cm in that file so perhaps that's is not effecting anything. And as another side note - I'm not using the latest release version of FP but using the 5.0.2b beta build as my subscription has expired and that was the latest version available for it back when - I'm not extending the subscription mainly because everything works alright as it is +I'm waiting for them to add 3ds max 2017 (as it is awesome and FP is one of the things stopping me from using it fulltime) and complete corona 1.4 support as well ))   
Title: Re: Daily Builds
Post by: Ondra on 2016-05-02, 19:56:34
I reproduced the problem, we will fix it tomorrow
Title: Re: Daily Builds
Post by: Bormax on 2016-05-02, 20:02:20
Thank you guys!
Title: Re: Daily Builds
Post by: romullus on 2016-05-02, 22:49:17
I still think that there's something fishy going on with adaptivity and render selected combo. I reported it on mantis with earlier build, but i was told that it's expected and report was closed. I'll try one more time to report it here.

Build RC2

When adaptivity is on and render selected is active, rendering time and amount of passes highly depends on "background" in VFB i.e. on what's not being selected and should not render. I'm attaching three renders. In all of them only column object is being rendered as render selected. The only difference is "background" - empty, low quality and high quality. As you can see from render stamp, render times and amount of passes differs wildly, as well as visible noise level on column object. Rendering was stopped by noise level limit - 5. No denoising involved.

I also did quick test with render selected but without adaptivity and in that case, "background" didn't do any difference.
Title: Re: Daily Builds
Post by: maru on 2016-05-03, 09:32:30
I don't fully get it. What's the technical difference between "low" and "high" quality background images? What did you change to get the different looks?
Title: Re: Daily Builds
Post by: romullus on 2016-05-03, 10:06:41
I'll try to explain it better (as my limited english would allow).


Hope it's more clearer now.
Title: Re: Daily Builds
Post by: Ondra on 2016-05-03, 12:49:01
the long parsing issue is now fixed
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-05-03, 14:09:11
Sorry for asking you guys but what's the situation now with RC2 about DR + Denoise + Adaptivity? Does the DR Server work perfectly with all these?

Thanks,

Dionysios -
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-03, 15:41:56
Just tested out DR+Denoise+Adaptivity

Works just about fine.

1.4 RC2 no bugs sofar.
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-05-03, 15:51:07
Thanks for testing as now I can't.

So you used DR + Adaptivity + Denoiser as well?

Dionysio -
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-03, 15:56:46
Thanks for testing as now I can't.

So you used DR + Adaptivity + Denoiser as well?

Dionysio -

Yes.

One strange thing i just noticed. While using Btach render 1 image rendered, denoised and saved. 2nd image rendered, denoised and hangs up like if it is still beeing rendered but it can not be canceled it even trys to start new render if the button is pressed. MAX 2014 1.4RC2 (had this bug one time as well in previous version from last week)
Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-05-03, 16:01:22
Thanks for getting back and I didn't noticed before you already mentioned the DR + Adaptivity +Denoise combination. Excuse me... :)

Dionisio -
Title: Re: Daily Builds
Post by: sevecek on 2016-05-03, 16:42:11
One strange thing i just noticed. While using Btach render 1 image rendered, denoised and saved. 2nd image rendered, denoised and hangs up like if it is still beeing rendered but it can not be canceled it even trys to start new render if the button is pressed. MAX 2014 1.4RC2 (had this bug one time as well in previous version from last week)

Hi,
I can't reproduce this issue, could you provide a scene where this is happening?
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-03, 17:18:26
One strange thing i just noticed. While using Btach render 1 image rendered, denoised and saved. 2nd image rendered, denoised and hangs up like if it is still beeing rendered but it can not be canceled it even trys to start new render if the button is pressed. MAX 2014 1.4RC2 (had this bug one time as well in previous version from last week)

Hi,
I can't reproduce this issue, could you provide a scene where this is happening?

Shure, where can i drop 1,55 gigs?
Title: Re: Daily Builds
Post by: Frood on 2016-05-03, 17:37:36
Just tested out DR+Denoise+Adaptivity

Works just about fine.

But I think adaptivity is still disabled on slaves. Only the master benefits from it.

Good Luck


Title: Re: Daily Builds
Post by: Dionysios.TS on 2016-05-03, 17:39:21
That's the point and what I would like to know...

Thanks,

Dionysio -
Title: Re: Daily Builds
Post by: Ondra on 2016-05-03, 18:12:47
One strange thing i just noticed. While using Btach render 1 image rendered, denoised and saved. 2nd image rendered, denoised and hangs up like if it is still beeing rendered but it can not be canceled it even trys to start new render if the button is pressed. MAX 2014 1.4RC2 (had this bug one time as well in previous version from last week)

Hi,
I can't reproduce this issue, could you provide a scene where this is happening?

Shure, where can i drop 1,55 gigs?

dropbox can handle up to 10G
http://corona-renderer.com/upload
Title: Re: Daily Builds
Post by: antanas on 2016-05-03, 22:10:53
Tested Bormax's scene - the one which contains somehow strangely behaving forest pack object, using 1.4 RC3 - long parsing time is gone there , tested some of my scenes, well the ones which weren't affected by that bug in the first place, and there's no change in parsing speed which is good too I guess ))
Title: Re: Daily Builds
Post by: arqrenderz on 2016-05-03, 23:01:12
How is the number of passes being computed?
if i render an image, and use the region to sample some area, the number of pases increases faster(for obvious reasons) And the Noise level gets soo much lower, but i suspect is not the overall noise level.
I hope it make some sense with this words ;)
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-04, 10:02:10
One strange thing i just noticed. While using Btach render 1 image rendered, denoised and saved. 2nd image rendered, denoised and hangs up like if it is still beeing rendered but it can not be canceled it even trys to start new render if the button is pressed. MAX 2014 1.4RC2 (had this bug one time as well in previous version from last week)

Hi,
I can't reproduce this issue, could you provide a scene where this is happening?

Shure, where can i drop 1,55 gigs?

dropbox can handle up to 10G
http://corona-renderer.com/upload

Uploaded filename AUSEKLJA_22_RENDER
Title: Re: Daily Builds
Post by: romullus on 2016-05-04, 11:28:29
Pruned posts. Talks about Delta Tracing was moved here: https://forum.corona-renderer.com/index.php/topic,11792.0.html
Stay on topic please.
Title: Re: Daily Builds
Post by: mferster on 2016-05-04, 17:30:54
Oh man, it's going to take me awhile to get used to hitting the stop render button instead of the cancel button if I want to apply denoising.

Is it possible to apply the denoising filter to an image in the frame buffer after it's been rendered? or does it require calculations from the render itself to apply the filter?
Title: Re: Daily Builds
Post by: Alexandre SCELLIER on 2016-05-04, 17:37:11
Hi,
When using DrServer (RC3) with default refreshing value (60s), i get washed out stripes on my image ... Got to lower it to avoid the problem.
Regards.
Title: Re: Daily Builds
Post by: Ondra on 2016-05-04, 17:52:03
Oh man, it's going to take me awhile to get used to hitting the stop render button instead of the cancel button if I want to apply denoising.

Is it possible to apply the denoising filter to an image in the frame buffer after it's been rendered? or does it require calculations from the render itself to apply the filter?
we may add it in 1.5 which should follow shortly
Title: Re: Daily Builds
Post by: Frood on 2016-05-04, 18:02:05
Didn´t noticed that before: Slaves are ignoring cVFB regions and do a full render? At least in RC3 and 160501. Is this known/by design or a bug?

Good Luck

Title: Re: Daily Builds
Post by: blank... on 2016-05-04, 20:25:44
Is it normal behavior for "calculating displacement" phase to utilize only 20-30% of processor power?
Title: Re: Daily Builds
Post by: Ondra on 2016-05-04, 20:27:59
Is it normal behavior for "calculating displacement" phase to utilize only 20-30% of processor power?

yes, it is really hard to parallelize. We will try to improve it in 1.5 though

Didn´t noticed that before: Slaves are ignoring cVFB regions and do a full render? At least in RC3 and 160501. Is this known/by design or a bug?

Good Luck



This is currently by design, I am not sure how we will proceed in the future. We might try to do online syncing of the regions
Title: Re: Daily Builds
Post by: Bormax on 2016-05-04, 20:44:56
Hi

Tried my problematic scene with Forest Pack object again with RC3 - parsing time now is much shorter, but it's still not totaly OK, I think. I rendered this scene again and again just pressing render - stop button and I got parsing time in range between 17 to 23 second, few times I've got 13 sec. In most of the cases parsing there was longer than 20 sec. Tried to do the same using build from 2016-04-24 - got stable 10 sec of parsing time

Tried also to render more complex scene (like the one on attached picture) with trees, bushes and grass scattered with Forest Pck. Parsing time is longer for about 20-25% than parsing time with build from 2016-04-24

BTW, what parsing time depends on? I thought that it depends on geometry, but now, making these tests I noticed that it depends also on light direction. For example parsing time for the scene which you can see on attached picture was more than 2 times! shorter  in a case where sun light direction was perpendicular to the long walls of the building (forest_build_RC3_perpendicular.jpg)
Title: Re: Daily Builds
Post by: blank... on 2016-05-04, 21:31:49
Hey Ondra, figured out that rounded edges bug! :D
Video and description are on Mantis - "0001852: Rounded corners problem revisited".
But long story short, exclusion in rounded corners map doesn't work!
Title: Re: Daily Builds
Post by: zuliban on 2016-05-05, 07:54:21
Hi, was  '' low thread priority '' removed ? im trying the latest rc and wanted to test it on a heavy scene.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-05, 10:21:53
Hi, was  '' low thread priority '' removed ? im trying the latest rc and wanted to test it on a heavy scene.

Please don't remove ltp it is sometimes live saving feature wich alows to parse trough REALY HEAVY scenes.
Title: Re: Daily Builds
Post by: Ondra on 2016-05-05, 13:13:43
low thread priority is now always active. You can still influence the priority of 3dsmax by changing its process priority
Title: Re: Daily Builds
Post by: zuliban on 2016-05-05, 15:51:18
thanks for the answer Ondra, is there any difference from windows priority to max? i feel windows is more unstable for some reason, still i think that button is good to stay there  parsing time out of ram took like 900% more time now.
Title: Re: Daily Builds
Post by: Ondra on 2016-05-05, 17:19:37
windows handles priorities pretty badly unfortunately, so we are very limited in what we can do (apart from changing the whole process priority, which is a big nono according to considerable fraction of users)
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-05, 17:43:26
low thread priority is now always active. You can still influence the priority of 3dsmax by changing its process priority

Thi is little inconvinient while using DR. 3ds is starting every time new frame starts and if render is placed for the night there is 90% chance that most of the nodes wont start render or parsing will take forever because of low tread priority is enabled.

Could it be just hiden in debug/devel section?

Le example situation.

I have an exterior scene with 60M alive polys and somwhere around 4200 M polys as instances wich takes for example 28 of 32 gigs of ram on my workstation.

And i have 8 nodes 2xProcesor xeons plates in coldcase with 24 GB of ram each.

Scene goes a little of the top of ram on them but it is ok when i swich of LTP pagefile handles it ok.

Now i have to place 6 images for final render 2hrs each. And i does not have LTP swich what means that i have to wake up every 2hrs to catch and swich 3ds max proces on rendernodes to HTP every time because it wont do it itself.
Title: Re: Daily Builds
Post by: triouocl on 2016-05-05, 18:03:11
low thread priority is now always active. You can still influence the priority of 3dsmax by changing its process priority

is a way to changing "Corona's low thread priority" like as string options or maxscript or Corona config file?
Title: Re: Daily Builds
Post by: Ondra on 2016-05-05, 18:40:30
do you run some other processes at the nodes? Or why it wont start?
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-05, 18:42:46
do you run some other processes at the nodes? Or why it wont start?

Actualy i don't know Ondra, it is some kind of black magic wich have saved my ass a lots of times. I can make some "demonstration via skype tomorrow if you are interested how exactly it works.

I belive it is somehow related to how is aditional data is beeing writen to the pagefile.
Title: Re: Daily Builds
Post by: Ondra on 2016-05-05, 18:48:53
yep, dedicated thread and more info would be welcome!
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-05, 18:57:02
yep, dedicated thread and more info would be welcome!

Ok, first thing in the morning tomorrow.
Title: Re: Daily Builds
Post by: mitviz on 2016-05-06, 07:36:40
stil having this issue after trying all the things suggested with the registry, now using 1.4 rc3 and before a few daily builds down i had a whole scene currupted after turned FTH off completely, anyone have any suggestions? went back to 1.3 and stil the same thing so am wondering what's really causing this
Title: Re: Daily Builds
Post by: Ondra on 2016-05-06, 08:47:18
I think the corruption after disabling FTH was just a coincidence. Max corrupts scenes from time to time, it was probably just random
Title: Re: Daily Builds
Post by: mitviz on 2016-05-06, 08:49:10
probably but very strange for me, after many many years of using it i have never has a single corrupt file before, maybe am lucky, but any help with this issue? i supported a ticket but idk how far that will go, kind of scary but working when i have errors. also why only with corona?
Title: Re: Daily Builds
Post by: Cheesemsmsm on 2016-05-06, 09:51:42
Special sequences within autosave filename don't work properly.
(1.4 RC3)
Title: Re: Daily Builds
Post by: pokoy on 2016-05-06, 13:32:36
I have some trouble understanding remaining render time estimation. It seems that with adaptivity enabled you can't trust the information displayed, I have renders where it will show 2 hrs remaining rendertime for the first 5 passes, and then starts growing until it displays something around 20+ hours. If I disable adaptivity, the remaining estimation will behave like expected, it just counts down as time passes. The final result is that adaptivity adds a lot to the rendertime and the final rendertime increases by a factor of 10 on a big image here vs. a render without adaptivity. The final image may look slightly better but a factor of 10 for slightly less noise is in no way right. Plus, you can't rely on the estimated remaining time since it is misleading.
Given that adaptivity affects render times that much it should probably be moved from devel/debug section and not be enabled by default.
Title: Re: Daily Builds
Post by: maru on 2016-05-06, 13:39:44
probably but very strange for me, after many many years of using it i have never has a single corrupt file before, maybe am lucky, but any help with this issue? i supported a ticket but idk how far that will go, kind of scary but working when i have errors. also why only with corona?

1. It could be a coincidence.
2. I am constantly working on the daily builds, and never had any problem with them.
3. That's exactly why it says "Daily builds may contain unfinished features and not be stable, may damage your scene, freeze your 3ds Max, make you miss your deadline." here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015

Title: Re: Daily Builds
Post by: mitviz on 2016-05-06, 13:50:30
yeah i know, i wish i had a solution for it though, its happening when i use any version of corona now, such a shame i wanted to use it today but didn't want to risk it yet, guess i will try disabling fth again some other day and work that way but idk based on what i read if that's a good idea and it only occurs with windows 7 correct?
Title: Re: Daily Builds
Post by: antanas on 2016-05-06, 16:20:38
yeah i know, i wish i had a solution for it though, its happening when i use any version of corona now, such a shame i wanted to use it today but didn't want to risk it yet, guess i will try disabling fth again some other day and work that way but idk based on what i read if that's a good idea and it only occurs with windows 7 correct?

Hmm first, I would recommend checking your ram for errors, I hadn't got such serious errors and max file corruptions or fth build up or any other crap like that since 2012 when I bought my good old 3930k with 64 gigs (8x8gb) of ram with one of those 8 modules being faulty, which, being such, produced all kinds of weird stuff when ram consumption went past some threshold - 48 gigs or somewhere round that - maybe even less but I don't remember that amount precisely anymore. I didn't know what it was that ram module's fault as the thought what branded\radiatored\kitted and overall quite press praised and expensive ram can be faulty does not come thirst at least not to me and not back then. So until the day it's miserable existence finally ended and it disappeared from both bios and windows shown memory completely, I was getting file corruptions, render crashes (I used vray at that time) and some general system instabilities and was trying all kinds of stuff to fix that - even considered disabling overclocking for a moment (what a stupid thing to do)) which, of course, didn't help and generally battled with various imaginary windows problems, imaginary malware and viruses software conflicts etc. yet in the end it turned out it was that goddamned ram module's fault all along. Second thing to try would be disabling antiviruses, realtime tweakers\hdd defragmenters\ram optimizers\drive backup softwares\etc (if you use any) as those could possibly cause such things too. And third would be checking hdd for errors bad sectors etc. - hell I even got some faulty sata cable some long time ago which caused some similar crap )) Well as you can see there's a plenty of causes for such behavior and quite a plenty of things to check but, imho, ram being the main culprit, so good luck finding your specific one.
Title: Re: Daily Builds
Post by: mitviz on 2016-05-06, 16:28:27
yeah i know, i wish i had a solution for it though, its happening when i use any version of corona now, such a shame i wanted to use it today but didn't want to risk it yet, guess i will try disabling fth again some other day and work that way but idk based on what i read if that's a good idea and it only occurs with windows 7 correct?

Hmm first, I would recommend checking your ram for errors, I hadn't got such serious errors and max file corruptions or fth build up or any other crap like that since 2012 when I bought my good old 3930k with 64 gigs (8x8gb) of ram with one of those 8 modules being faulty, which, being such, produced all kinds of weird stuff when ram consumption went past some threshold - 48 gigs or somewhere round that - maybe even less but I don't remember that amount precisely anymore. I didn't know what it was that ram module's fault as the thought what branded\radiatored\kitted and overall quite press praised and expensive ram can be faulty does not come thirst at least not to me and not back then. So until the day it's miserable existence finally ended and it disappeared from both bios and windows shown memory completely, I was getting file corruptions, render crashes (I used vray at that time) and some general system instabilities and was trying all kinds of stuff to fix that - even considered disabling overclocking for a moment (what a stupid thing to do)) which, of course, didn't help and generally battled with various imaginary windows problems, imaginary malware and viruses software conflicts etc. yet in the end it turned out it was that goddamned ram module's fault all along. Second thing to try would be disabling antiviruses, realtime tweakers\hdd defragmenters\ram optimizers\drive backup softwares\etc (if you use any) as those could possibly cause such things too. And third would be checking hdd for errors bad sectors etc. - hell I even got some faulty sata cable some long time ago which caused some similar crap )) Well as you can see there's a plenty of causes for such behavior and quite a plenty of things to check but, imho, ram being the main culprit, so good luck finding your specific one.

corona guys actually replied to my ticket and i got some of these are advice, will be a hunt to find the culprit but i really hope it doesnt happen again over the next few days or i will go crazy, too much going on to check all these things but i will!!! and thanks for all the replies!
Title: Re: Daily Builds
Post by: Noah45 on 2016-05-06, 16:36:19
Simple, but effective way not to lose data. Preferences>increment on save. Hell, I turn off auto backup, and get to the habit of; "I'd hate to lose that thing i just did", CRTL/ SAVE+
Title: Re: Daily Builds
Post by: Juraj on 2016-05-06, 17:54:45
I have some trouble understanding remaining render time estimation. It seems that with adaptivity enabled you can't trust the information displayed, I have renders where it will show 2 hrs remaining rendertime for the first 5 passes, and then starts growing until it displays something around 20+ hours. If I disable adaptivity, the remaining estimation will behave like expected, it just counts down as time passes. The final result is that adaptivity adds a lot to the rendertime and the final rendertime increases by a factor of 10 on a big image here vs. a render without adaptivity. The final image may look slightly better but a factor of 10 for slightly less noise is in no way right. Plus, you can't rely on the estimated remaining time since it is misleading.
Given that adaptivity affects render times that much it should probably be moved from devel/debug section and not be enabled by default.

Seems odd.. the adaptivity really took 10times longer for same noise ratio (or passes) ? Or is that only based on estimate ?

Title: Re: Daily Builds
Post by: pokoy on 2016-05-06, 18:04:14
I have some trouble understanding remaining render time estimation. It seems that with adaptivity enabled you can't trust the information displayed, I have renders where it will show 2 hrs remaining rendertime for the first 5 passes, and then starts growing until it displays something around 20+ hours. If I disable adaptivity, the remaining estimation will behave like expected, it just counts down as time passes. The final result is that adaptivity adds a lot to the rendertime and the final rendertime increases by a factor of 10 on a big image here vs. a render without adaptivity. The final image may look slightly better but a factor of 10 for slightly less noise is in no way right. Plus, you can't rely on the estimated remaining time since it is misleading.
Given that adaptivity affects render times that much it should probably be moved from devel/debug section and not be enabled by default.

Seems odd.. the adaptivity really took 10times longer for same noise ratio (or passes) ? Or is that only based on estimate ?
No, this is what actually happens. The bad thing is that you may trust the rendertime estimate number, but beginning with pass 5 (probably due to adaptivity being rebalanced every 5 passes) it'll begin to climb up, and will keep rendering for 20 hrs.
My description of the issue is a bit convoluted but in simple words: render without adaptivity takes 2 hrs, render with adaptivity takes 20 hrs. Happens with daily 24-Apr-2016 and 1.4 RC4.

I can't share the scene, I know this is very unfortunate for you the devs. But I bet this can be observed on other scenes.
Title: Re: Daily Builds
Post by: sevecek on 2016-05-06, 18:25:11
But I bet this can be observed on other scenes.

To some extent. Adaptivity makes renderer to focus on problematic parts of the image that take longer to render than, say, directly visible HDRI map. But unless your image is 90% HDRI map, this probably isn't the cause of the problem.

Could you try to render CInfo_SamplingFocus render element? That may be a clue to what's going on.
Title: Re: Daily Builds
Post by: pokoy on 2016-05-06, 18:33:16
But I bet this can be observed on other scenes.

To some extent. Adaptivity makes renderer to focus on problematic parts of the image that take longer to render than, say, directly visible HDRI map. But unless your image is 90% HDRI map, this probably isn't the cause of the problem.

Could you try to render CInfo_SamplingFocus render element? That may be a clue to what's going on.
Thanks for the advice - will do on monday!
Title: Re: Daily Builds
Post by: romullus on 2016-05-06, 18:33:42
No, this is what actually happens. The bad thing is that you may trust the rendertime estimate number, but beginning with pass 5 (probably due to adaptivity being rebalanced every 5 passes) it'll begin to climb up, and will keep rendering for 20 hrs.
My description of the issue is a bit convoluted but in simple words: render without adaptivity takes 2 hrs, render with adaptivity takes 20 hrs. Happens with daily 24-Apr-2016 and 1.4 RC4.

Rendering can take 999+ hours with adaptivity or without. You can't directly compare passes to passes when adaptivity is involved anymore. If you used to trigger end of rendering process with pass limit, why not o try to use time limit instead?

Maybe pass limit could be removed from render settings or hidden, to not bring confusion and complaints amongst users?
Title: Re: Daily Builds
Post by: pokoy on 2016-05-06, 18:38:50
Sure, it's just that no one would expect the rendertime to rise by a factor of 10 by simply enabling adaptivity for the same image. The thing is that the image is rather dull, it really doesn't have that much contrast except for a small area where metals reflect the sun (which could be why this happens).
Title: Re: Daily Builds
Post by: romullus on 2016-05-06, 18:57:28
You can't say that rendertime has grown up by the factor of 10, unless both images in the end has same SNR (https://en.wikipedia.org/wiki/Signal-to-noise_ratio). But then it should be really something very wrong and it should be reported as a bug immediately.
Title: Re: Daily Builds
Post by: pokoy on 2016-05-06, 19:05:18
You can't say that rendertime has grown up by the factor of 10, unless both images in the end has same SNR (https://en.wikipedia.org/wiki/Signal-to-noise_ratio). But then it should be really something very wrong and it should be reported as a bug immediately.
Can't compare SNR since the one without adaptivity doesn't display the noise percentage (good that you requested this).
As for the bug report - I would do more thorough testing if I had the time, unfortunately I can only spend half an hour max each day on issues like this. By posting here I also hoped that others may feel encouraged to do some tests. I know I'm not very helpful with this but time is the limiting factor for me.
Title: Re: Daily Builds
Post by: emanfrin on 2016-05-06, 19:22:20
Denoise does not affect   "Shadow Catcher " alpha channel   ?   

beauty render is DENOISE ok
alpha matte render   (Shadow Catcher )  composite mode no denoise, and very noise alpha shadowns .

or it is made in a different way?


and congratulations corona 1.4 this amazing  \o/ \o/ \o/
Title: Re: Daily Builds
Post by: Ondra on 2016-05-06, 21:42:45
I have some trouble understanding remaining render time estimation. It seems that with adaptivity enabled you can't trust the information displayed, I have renders where it will show 2 hrs remaining rendertime for the first 5 passes, and then starts growing until it displays something around 20+ hours. If I disable adaptivity, the remaining estimation will behave like expected, it just counts down as time passes. The final result is that adaptivity adds a lot to the rendertime and the final rendertime increases by a factor of 10 on a big image here vs. a render without adaptivity. The final image may look slightly better but a factor of 10 for slightly less noise is in no way right. Plus, you can't rely on the estimated remaining time since it is misleading.
Given that adaptivity affects render times that much it should probably be moved from devel/debug section and not be enabled by default.
do NOT disable adaptivity because it makes your passes-limited render slower. Do noise limited render instead. Of couse because the adaptivity forces the renderer to focus on harder areas the render time to render X passes get longer, but the noise clears faster overall
Title: Re: Daily Builds
Post by: vansan on 2016-05-07, 10:44:10
Ondra, hello.
I'm getting a little different results with wood material bump mapping set on 0,001 value.
I attach images below.
Title: Re: Daily Builds
Post by: maru on 2016-05-07, 11:05:27
For me the difference is so subtle that it could be just noise pattern. It would be great if you could re-render at higher resolution (could be a crop).
Title: Re: Daily Builds
Post by: vansan on 2016-05-07, 12:07:17
I guess that you are right.
Texture is looking a bit sharper and has better contrast in 1.3 comparing to 1.4 (both textures have 1.0 blurring)

updated: Found the way out - I set blur = 0,01 for all diffuse and reflection textures to get the same sharp look.
Title: Re: Daily Builds
Post by: romullus on 2016-05-07, 17:29:04
I guess that you are right.
Texture is looking a bit sharper and has better contrast in 1.3 comparing to 1.4 (both textures have 1.0 blurring)

Image filtering (not to be confused with texmap filtering) has been redone in V1.4, that alone may be enough to see some difference between v1.3 and v1.4
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-05-07, 19:13:27
Image filtering (not to be confused with texmap filtering) has been redone in V1.4, that alone may be enough to see some difference between v1.3 and v1.4
It was changed back to Tent in a daily a week ago, only default value was upped from 1.5px to 2px. Did I miss some magic?
Title: Re: Daily Builds
Post by: Cheesemsmsm on 2016-05-09, 07:02:08
Is it possible to load EXR to VFB or let denoising work without resume rendering?
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-05-09, 08:21:47
Is it possible to load EXR to VFB or let denoising work without resume rendering?
Currently not, but Ondra posted somewhere, that this will be one of the next features they work on.
Title: Re: Daily Builds
Post by: romullus on 2016-05-09, 10:10:02
1.4 RC5

  • Fixed default path handling for texture baking

That is fixed in a rather strange fashion, i would say. Could default path be the same as user defined images path (Customize>Configure User Paths>File I/O>Images)?

And by the way, now Corona doesn't save RTT output at all in RC5, even when path is specified explicitly. Will report that on mantis. It works after restart.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-09, 11:33:14
Low thread priority testings comparing 1.3 public and 1.4 RC2. Unexpectedly dramatic results.

https://forum.corona-renderer.com/index.php/topic,11884.0.html
Title: Re: Daily Builds
Post by: Ryuu on 2016-05-09, 11:43:49
Low thread priority testings comparing 1.3 public and 1.4 RC2. Unexpectedly dramatic results.

My guess is that this is not related to thread priority. There were some issues with scene parsing times in RC2. This was partially fixed in RC3 and should be completely fixed in latest build.
Title: Re: Daily Builds
Post by: Nekrobul on 2016-05-09, 11:44:54
Low thread priority testings comparing 1.3 public and 1.4 RC2. Unexpectedly dramatic results.

My guess is that this is not related to thread priority. There were some issues with scene parsing times in RC2. This was partially fixed in RC3 and should be completely fixed in latest build.

I am instaling now 1.4 RC5 tests will be avalible in 30-40 mins

UPD - Added test for 1.4 RC5 There is totaly something wrong.
Title: Re: Daily Builds
Post by: Ondra on 2016-05-09, 14:11:54
That is fixed in a rather strange fashion, i would say. Could default path be the same as user defined images path (Customize>Configure User Paths>File I/O>Images)?

It cannot be, because 3dsmax is retarded. It has a default path in the dialog that it uses when no other path is present. And it uses that path when creating the materials after rendering.
Title: Re: Daily Builds
Post by: antanas on 2016-05-09, 14:35:35
 Hmm it seems that when denoiser is used with render selected, or at least when it is used in viewport selection mode (didn't try other modes) with the previous rendered image still in vfb (the most useful scenario), it applies that specific denoising (noise pattern\noise normals passes - not sure how they are called) which is calculated specifically for those selected objects, to that whole previously rendered image, thus, probably, because of different noise pattern\pass count, messing that image quite considerably.

 + Something fishy happened to post RC's .exr dump\render history .exrs - I cannot open those of them which contains denoiser passes anymore - photoshop and picturenaut (which I use for quick previews of all 32 bit images) are both showing me this http://c2n.me/3xPVHMo - which has never happened before and I use exr dumps for almost every rendering I do so I should have noticed that - it only happens to vfb dumps containing denoiser passes and there's no difference which 3ds max (2016 or 2017) was used or which scene was rendered. Tried to open those on all of my pc's with the same result.
Not sure exactly which release begun to behave in such a manner but the last .exr containing those passes and the one which can be opened is saved on 25 04 2016 (after that I was preoccupied with some archicad involving work and didn't render much until yesterday) so it seems that was some of the latest pre RC builds as I tend to install them on the day they are released. 
edit: did some reinstalling going backwards from RC5 and it seems that RC2 is the last version which saved .exr dumps with denoising pass which could be opened by Ps or anything else.
Title: Re: Daily Builds
Post by: zuliban on 2016-05-09, 16:05:06
this happen to me too or similar without low thread priority i just cant render a high ram intensive scene (40min parsing) in 1.3 i can render it just fine i hope low thread priority gets hidden somewhere and not removed.
Title: Re: Daily Builds
Post by: antanas on 2016-05-12, 20:00:30
RC6 - .exr dumps containing denoised passes still unopenable by PS + ArionFx or ProEXR (whichever one uses for opening multilayered .exrs in photoshop) nor by any 32 bit image viewing application - maybe there's something wrong on my end, cause I just can't believe what not a single user reported nor confirmed that ...
Title: Re: Daily Builds
Post by: maru on 2016-05-12, 20:16:25
RC6 - .exr dumps containing denoised passes still unopenable by PS + ArionFx or ProEXR (whichever one uses for opening multilayered .exrs in photoshop) nor by any 32 bit image viewing application - maybe there's something wrong on my end, cause I just can't believe what not a single user reported nor confirmed that ...
Do you mean exrs with the extra beauty passes baked in?
Title: Re: Daily Builds
Post by: antanas on 2016-05-12, 21:35:52
Well I mean the common vfb exr dumps saved from corona's vfb or automatically saved to corona's render history folder, and yeah there is every pass which was enabled in Render Elements + some usually unseen (denoising related ones) and all of them are non post processed by corona's exposure and highlight compress + there's totally unclamped beauty pass and separate denoised pass even if those were not enabled as a separate ones in Render Elements.
Pre RC3, well the ones which could be opened, looked like this http://c2n.me/3xYBwGU when opened in photoshop using one of the abovementioned plugins and are of tremendous value due to their non processed nature and are most extremely useful for ArionFx's bloom and glare filters and less usable with photoshop's own tonemapping solutions which are sadly pretty basic + there's manual adjusting of denoising by either simply using eraser on some areas where denoiser crunched too much detail or using material or object id passes to separate that denoising pass for different objects and use different blend amounts on those layers\parts to control it but that's possible with regularly saved passes too just more cumbersome

For me, the main point of using those vfb dumps is their unclamped non adjusted nature so one can get quite interesting and different results, well different from those regularly saved and corona adjusted vfb contents + just a simple ease of use cause, well, every pass is saved automatically without any additional fuss. I was especially overjoyed with the introduction of render history because even if I forgot to save that dump it still was available in render history cache folder which I set up to 9999mb which is max and which I would love to be able to set up even higher due to well 4k renders with denoising passes takes around 800mb for single render http://c2n.me/3xYF2Yt and 10gb limit tends to quickly overflow and the older ones are automatically deleted - not a big problem but still.     
Title: Re: Daily Builds
Post by: romullus on 2016-05-12, 23:38:32
Why denoise struggles to retain bump map detail so much? It does very good job at distinguishing diffuse texture from noise even at very poor SNR, but it fails to preserve much of bump details even in very clean images. Can we ecpect that this could be improved in future versions?
Title: Re: Daily Builds
Post by: Frood on 2016-05-13, 09:52:55
(...) to 9999mb which is max and which I would love to be able to set up even higher (...)

You may request this as a feature (https://forum.corona-renderer.com/index.php/board,5.0.html). If there is no real technical reason for this limit and just someone thought "hey, 640k 9999mb ought to be enough for anyone", it should be up to the user how much is used.

Good Luck

Title: Re: Daily Builds
Post by: Dippndots on 2016-05-13, 09:59:38
Quick question about the new light limit improvement, corona seems to report individual faces of an object with a coronaLight material as individual lights, are these included in the 255+ lights speed up? Or is that a ruse and corona just treats the whole object as 1 light?
Title: Re: Daily Builds
Post by: sevecek on 2016-05-13, 10:15:20
RC6 - .exr dumps containing denoised passes still unopenable by PS + ArionFx or ProEXR (whichever one uses for opening multilayered .exrs in photoshop) nor by any 32 bit image viewing application - maybe there's something wrong on my end, cause I just can't believe what not a single user reported nor confirmed that ...

Hi,
I just tried both mentioned plugins and the exr opens without problems.
Do you have problems with history dumps only? Can you open the exr if you save it manually with "Dump EXR"?
Title: Re: Daily Builds
Post by: Ondra on 2016-05-13, 10:23:15
Quick question about the new light limit improvement, corona seems to report individual faces of an object with a coronaLight material as individual lights, are these included in the 255+ lights speed up? Or is that a ruse and corona just treats the whole object as 1 light?
the whole scene object counts as single light, even if it has multiple faces
Title: Re: Daily Builds
Post by: johan belmans on 2016-05-13, 10:32:15
RC6 - .exr dumps containing denoised passes still unopenable by PS + ArionFx or ProEXR (whichever one uses for opening multilayered .exrs in photoshop) nor by any 32 bit image viewing application - maybe there's something wrong on my end, cause I just can't believe what not a single user reported nor confirmed that ...

Hi Antanas,

Maybe the following is no exactly a solution for your specific problem.
But yesterday I experienced  that I could not open a 13K exr (RC5) in Photoshop with Arion FX enabled.
But after disabling Arion FX, I could open the exr. I posted the problem on the Arion Fx forum.

edit: they (Arion Fx) confirmed it is a bug
Title: Re: Daily Builds
Post by: antanas on 2016-05-13, 16:17:47
RC6 - .exr dumps containing denoised passes still unopenable by PS + ArionFx or ProEXR (whichever one uses for opening multilayered .exrs in photoshop) nor by any 32 bit image viewing application - maybe there's something wrong on my end, cause I just can't believe what not a single user reported nor confirmed that ...

Hi,
I just tried both mentioned plugins and the exr opens without problems.
Do you have problems with history dumps only? Can you open the exr if you save it manually with "Dump EXR"?

 I just don't know what to say, tried saving those using RC6 yesterday - no go, and as before, only the ones which didn't contain denoising passes (denoising off) were openable - have read your post, tried saving again today - and, bam, today's saved ones open like they should, and yeah problem was with both history ones and manually saved Dump EXRs alike. Don't understand why that happened as both yesterday's and today's saves were done using the same RC6 and were saved from the same scenes.
 The only things which come to my mind are those:
1st - yesterday I didn't restart my pc after installing RC6 and windows, for some reason, continued using some of those older dll's cached in memory cause I did some renders using RC5 earlier that day (not too likely but still)
2nd - I use symlink for corona's render history folder (due to their quite large size and not too much space left on my ssd C drive) which is physically located on E drive and points to the default location (c:\Users\Antanas\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\en-US\plugcfg\corona\history) - well it's the same trick I use for many other applications which do not allow user to manually set those program's cache\histories\temps\libraries\etc to some other than default locations which are usually located somewhere deep within c drive and after some time make one wonder where the space on c drive has gone )) Maybe there's some sort of incompatibility or rather instability when using this method with corona's history folder for as far as I understand (maybe I'm completely wrong here) corona first saves vfb contents there and then saves\copies it to some user chosen folder if manual Dump EXR is used. If that incompatibility it is the case indeed, then I would surely want to have the ability to set that history folder manually from 3ds max itself as otherwise the render history function is almost completely useless to me, especially when 4k or larger renders are involved due to those files considerable size which pretty fast fills up precious C drive's space.
3rd - some goddamned windows 10's "black magic" which could be actually related or causing the 2 potential reasons above or something else no less sinister ))

@belly - well yeah it could be that too but the thing is those files were\are unopenable not only by photoshop + ArionFx but by other applications as well - for instance, the one which I use for quick previewing of all 32 bit images http://hdrlabs.com/picturenaut/ couldn't open them too - could you try opening your unopenable by arionFx 13k file using it ? its free and pretty useful for both hdris and exrs alike especially due to it's autoexposure feature which I didn't encounter anywhere else )

@Frood - gotta do that a little later - for now the work beckons again and f***ing phone calls from builders and their ilk don't even let me finish this post and testing the way I would like )
         
Title: Re: Daily Builds
Post by: zuliban on 2016-05-14, 20:20:28
i was wondering if the  removal of the low thread priority was related to the embree 5% speed increase in  one of the last builds .i have tested more the 1.4 the image quality is better but in all my scenes it takes a lot more to start rendering in my latest scene i have showed in the forum it does not even finish after 30min in 1.3 it takes just 5min i just don't want to use 1.3 to finish this becasue adativity helps me alot in the dof noise.
Title: Re: Daily Builds
Post by: kumodot on 2016-05-16, 08:13:22
   I am testing Rc3 here. I will update now. But on RC3, Corona is not respecting Turbosmooth Settings for  "render Iters"...It´s only respecting Viewport Interations :( I saw this "bug" before, but , i didn´t reported it yet (my fault)...
    Is this an error or what ?
Title: Re: Daily Builds
Post by: romullus on 2016-05-16, 09:08:32
If it's happening with interactive rendering, then it's reported already: https://corona-renderer.com/bugs/view.php?id=813
If it's happening with regular rendering too, then you should report it ASAP.
Title: Re: Daily Builds
Post by: kumodot on 2016-05-16, 17:12:24
   Hmmm. INstalled RC7. It seems it´s working on Both interactive and regular. Thanks ! :)

If it's happening with interactive rendering, then it's reported already: https://corona-renderer.com/bugs/view.php?id=813
If it's happening with regular rendering too, then you should report it ASAP.
Title: Re: Daily Builds
Post by: maru on 2016-05-16, 17:48:53
   Hmmm. INstalled RC7. It seems it´s working on Both interactive and regular. Thanks ! :)
Why not the final 1.4 release? ;)
https://corona-renderer.com/download/
Title: Re: Daily Builds
Post by: blank... on 2016-05-16, 18:34:56
Did anyone get a bug with interactive, when started it doesn't render anything, just corona sky. Interactive is active and "working", as you pan and orbit corona sky is changing, it just doesn't render any geometry. Fix is to stop interactive, start normal rendering, let it just get to start of first pass, stop it, and after that interactive also works normally.
I haven't reported it on Mantis because it's so damn random, I have no idea how to recreate it. Started somewhere around RC3 or 4, i think. I'm absolutely not sure, but it seems to start bugging like this when Xref objects are introduced into the scene.
Anyone?
Title: Re: Daily Builds
Post by: FrostKiwi on 2016-05-16, 22:37:09
Why not the final 1.4 release? ;)
https://corona-renderer.com/download/
Were there changes made between RC7 and the Final 1.4 release?
Title: Re: Daily Builds
Post by: Ondra on 2016-05-17, 10:31:22
Why not the final 1.4 release? ;)
https://corona-renderer.com/download/
Were there changes made between RC7 and the Final 1.4 release?
no
Title: Re: Daily Builds 1.0 - 1.4
Post by: kumodot on 2016-05-23, 02:43:39
hmm. I was working on a project on 1.3... Switched to 1.4, found it very good and seems faster (Parsing, etc). The scene is about 1.3Gb... Some big planes with turbosmooth and Displacament (modifier)... Now i am experiencing Crash after some time doing interactive renders, or just low res renders.I am using HighRES HDR sequences as Enviroment... Like 9K HDR Sky (sequence)... The displacement Maps (used on modifier are mixed with other maps, and they are a bit huge too...

 I put a render in very low res, limited to 5min/frame and 600px width, just 15 frames. It rendered ok. So i changed a texture or something else, try to render, and get Low Memory (But windows is showing 70% used and soon after the message, while rendering the same scene again, i got a Crash.
    So, i am working like that...Put a render test, close Max...Open again...Put another test... etc... Any clue about it ???

     That scene came from someone user Vray at some stage, so i am always receiving that Vray message when opening the scene, but i just hit ok and go on...
      I am afraid to not be able to finish the job if it starts to crash a lot when i put the final render. My machine is 32Gb ram...

      Maybe i will roll back to 1.3 to test if the crashes happens too...
Title: Re: Daily Builds 1.0 - 1.4
Post by: blank... on 2016-05-23, 07:56:39
Now i am experiencing Crash after some time doing interactive renders, or just low res renders.I am using HighRES HDR sequences as Enviroment... My machine is 32Gb ram...

This sounds exactly like the problem I had. Same thing, using HDRI for environment and it started crashing or hanging Max. 32GB of RAM, only 70% used. Reported it, sent mini dump, but it showed that I ran out of memory and devs couldn't reproduce the bug, so there was nothing to do.
Title: Re: Daily Builds 1.0 - 1.4
Post by: maru on 2016-05-23, 16:04:27
hmm. I was working on a project on 1.3... Switched to 1.4, found it very good and seems faster (Parsing, etc). The scene is about 1.3Gb... Some big planes with turbosmooth and Displacament (modifier)... Now i am experiencing Crash after some time doing interactive renders, or just low res renders.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=7239.0;attach=47171;image)

See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006
Title: Re: Daily Builds 1.0 - 1.4
Post by: kumodot on 2016-05-23, 19:22:25
I am still getting memory problems. It´s really weird... Windows 10 (I forgot to mention).

    I can render the scene one time. I can have my browser opened, with a bunch of tabs, i can have mail opened it always render the first time. So, i change something, and try to render again, even shutting down everything but max, and max not using all RAM, (Max render windows shows like 11Gb used and windows showing 60-70% and i got a windos message about LOW MEMORY and "Max Application / Close Program"
    The "fun fact" is... Corona Keeps rendering sometimes it even finishes the frame i need. But if i click on that Window message to cancel, i got a desktop crash...
     Maybe is the scene, maybe is Max 2016 bug... It´s weird. Never had this kind of error. Even on projects with much more geo... I Never used such high res HDRI (9k width)... I know that this post means nothing without the dumps... ;( But it´s just to see if anyone is getting something similar using 1.4...

     
Title: Re: Daily Builds 1.0 - 1.4
Post by: antanas on 2016-05-23, 20:54:54
Are you using vrayhdri map or coronabitmap for loading those hdris ? if I remember correctly there's some instability when using vrayhdri + corona interactive rendering, if you are using one of those maybe try switching to the other one ?
Title: Re: Daily Builds 1.0 - 1.4
Post by: kumodot on 2016-05-26, 00:15:18
   No. I am not using Vrayhdri (good to know)... But i am not using coronaBitmap too... Should i do it?

   One thing that i´ve notices i am having aparently Less Crashes if i use LESS the interactive mode ? Maybe something is leaving trash on Ram ? 

Are you using vrayhdri map or coronabitmap for loading those hdris ? if I remember correctly there's some instability when using vrayhdri + corona interactive rendering, if you are using one of those maybe try switching to the other one ?
Title: Re: Daily Builds 1.0 - 1.4
Post by: PROH on 2016-05-26, 01:27:15
Do you have SP3 for max2016 installed? If not, then try installing it.
Title: Re: Daily Builds 1.0 - 1.4
Post by: serch on 2016-05-26, 01:54:19
I am still getting memory problems. It´s really weird... Windows 10 (I forgot to mention).

    I can render the scene one time. I can have my browser opened, with a bunch of tabs, i can have mail opened it always render the first time. So, i change something, and try to render again, even shutting down everything but max, and max not using all RAM, (Max render windows shows like 11Gb used and windows showing 60-70% and i got a windos message about LOW MEMORY and "Max Application / Close Program"
    The "fun fact" is... Corona Keeps rendering sometimes it even finishes the frame i need. But if i click on that Window message to cancel, i got a desktop crash...
     Maybe is the scene, maybe is Max 2016 bug... It´s weird. Never had this kind of error. Even on projects with much more geo... I Never used such high res HDRI (9k width)... I know that this post means nothing without the dumps... ;( But it´s just to see if anyone is getting something similar using 1.4...

     


I'm having a similar problem, I actually open a thread about it.
https://forum.corona-renderer.com/index.php/topic,12086.0.html (https://forum.corona-renderer.com/index.php/topic,12086.0.html)

Title: Re: Daily Builds 1.0 - 1.4
Post by: blank... on 2016-05-31, 00:46:47
So it's three of us with Corona crashing when it hits 70% RAM?
I'll do a mem test tomorrow and report the results.
Title: Re: Daily Builds 1.0 - 1.4
Post by: blank... on 2016-05-31, 19:15:27
Memtest86 says everything is OK, and Mental ray is happy to go over 30GB without errors.
So, for now, until others submit their problematic scenes and minidumps I'll just have to wait and be careful not to go over 70% of RAM.
But it looks like this is something scene related. I have this problem with scatter and with displacement in one scene, where it crashes when it gets to cca 70%, but in another scene it looks like it would continue to do displacement calculations if I had more memory, crashes somewhere around 25 - 26 gigs and it looks like that next spike in memory consumption would go over my 32GB. So, not really sure how to report this.
Title: Re: Daily Builds 1.0 - 1.4
Post by: Ondra on 2016-05-31, 19:43:05
we will launch reorganized displacement this week, it will be interesting to see if something changes...
Title: Re: Daily Builds 1.0 - 1.4
Post by: kumodot on 2016-06-03, 03:47:18

   I´ve made 3 buttons on my tool bar to do :

  gc()
  FreebitmapMen
   FreeUndos

    I keed pressing them all the time to keeps my Max up while shading that scene. The job is over and the problema seems to be minimized with those commands...And i am not leaving Nothing in RAM, removing everything but Max... That´s not cool way to work, but it sort of worked. The crashes seems to happen less often... But i never experience problems like that with corona before. I hope it´s my a problem with my scene or a real memory bug...
   


Memtest86 says everything is OK, and Mental ray is happy to go over 30GB without errors.
So, for now, until others submit their problematic scenes and minidumps I'll just have to wait and be careful not to go over 70% of RAM.
But it looks like this is something scene related. I have this problem with scatter and with displacement in one scene, where it crashes when it gets to cca 70%, but in another scene it looks like it would continue to do displacement calculations if I had more memory, crashes somewhere around 25 - 26 gigs and it looks like that next spike in memory consumption would go over my 32GB. So, not really sure how to report this.
Title: Re: Daily Builds 1.0 - 1.4
Post by: kumodot on 2016-06-14, 15:43:57
Just to feedback about that "Memory problem". Using 1.4 here (I saw a Ondra ChangeLog saying that Memory Problems on Scenes with lots of objets are adressed on 1.5...But i can´t use it yet, because this scene will be rendered on RebusFarm...)

    I had this memory problem on a projetct last month, and thought it could be a Scene problem... But now i am working on another project, and experiencing the same "memory low" problems... I can only use max alone running, if i open any other program i had a message and a crash (Many times windows just show the low mem message and freeze forever while rendering).
     I am using Corona for more than 4 years on the same machine, and never had memory issues...

     I really hope this is issue adressed by Ondra on 1.5 Daily builds. I will test it asap. :)

     
Title: Re: Daily Builds
Post by: alexyork on 2016-09-07, 09:32:51
Hi there,

with build 18/04 backburner hangs on 8K renders during denoising -> bad allocation.
Reported it on Mantis as 0001767

it is possible this is just RAM exhaustion? Denoising requires quite lot of it....

Ondra we're having this too, on 1.4. Plenty of RAM available during rendering - during denoising phase max is usually only using up around 30-40GB or so of available 64 or 128 for the scene, so I don't think it's lack of RAM. The WTF window pops up and the system just sits there doing nothing until we spot it in the morning... losing huge productivity here :/

And this is at 6144x6144 by the way, not even 8k.
Title: Re: Daily Builds
Post by: maru on 2016-09-07, 15:57:44
Hi there,

with build 18/04 backburner hangs on 8K renders during denoising -> bad allocation.
Reported it on Mantis as 0001767

it is possible this is just RAM exhaustion? Denoising requires quite lot of it....

Ondra we're having this too, on 1.4. Plenty of RAM available during rendering - during denoising phase max is usually only using up around 30-40GB or so of available 64 or 128 for the scene, so I don't think it's lack of RAM. The WTF window pops up and the system just sits there doing nothing until we spot it in the morning... losing huge productivity here :/

And this is at 6144x6144 by the way, not even 8k.

Hi Alex, have you reported this? A minidump would probably be useful.
Title: Re: Daily Builds
Post by: alexyork on 2016-09-07, 16:03:34
Hi there,

with build 18/04 backburner hangs on 8K renders during denoising -> bad allocation.
Reported it on Mantis as 0001767

it is possible this is just RAM exhaustion? Denoising requires quite lot of it....

Ondra we're having this too, on 1.4. Plenty of RAM available during rendering - during denoising phase max is usually only using up around 30-40GB or so of available 64 or 128 for the scene, so I don't think it's lack of RAM. The WTF window pops up and the system just sits there doing nothing until we spot it in the morning... losing huge productivity here :/

And this is at 6144x6144 by the way, not even 8k.

Hi Alex, have you reported this? A minidump would probably be useful.

I've not, no, not really got much time to debug. I think it's a ram thing. Massive scene with many, many coronaproxies exploding ram usage. Quicker for us to try to further crunch it all down and get ram usage down.

I don't think there's anything to "fix" here exactly, but it would be really good if Corona could automatically do an EXR dump (tonemapped too!) whenever this error/window appears, so it can at least generate a usable file and then quit out. Currently the node justs sits there doing nothing at all until user intervention. Backburner has no idea there's a problem.
Title: Re: Daily Builds 1.0 - 1.4
Post by: maru on 2016-09-07, 16:09:58
Is that a PC with more than one CPU or more than 64 threads?
Title: Re: Daily Builds 1.0 - 1.4
Post by: alexyork on 2016-09-07, 16:12:37
Is that a PC with more than one CPU or more than 64 threads?

Happening on a machine with 2 x CPUs, 48 threads in total (2 x 12-core + HT), 64GB RAM and basically the same again but the other machine is 2 x 10-core + HT. It's interesting.. .watching a render start the physical ram usage is around 30GB or so, but then the available RAM amount drops to nearly 0, which tells me it's using the page file I guess...
Title: Re: Daily Builds 1.0 - 1.4
Post by: maru on 2016-09-07, 16:53:46
Maybe it has something to do with 2 CPUs?

I thought about paging too. Have you tried disabling paging completely? Just for a test?
Title: Re: Daily Builds 1.0 - 1.4
Post by: alexyork on 2016-09-07, 17:00:24
Maybe it has something to do with 2 CPUs?

I thought about paging too. Have you tried disabling paging completely? Just for a test?

Could do but all my instincts are telling me that's a bad idea. AFAIK paging is still needed for certain operations in windows (legacy stuff) even when plenty of ram is available. We don't really have time to test any of this at the moment unfortunately. Deadlines to meet.