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Messages - RickToxik

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16
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-10-12, 23:30:06 »
yeepeeeeee!!!!!

17
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-29, 16:12:45 »
Nope.  I will try it later today or tomorrow to see if it changes the performance, especially in terms of ray/s during the calculation phase.

18
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-29, 13:52:25 »
Hmm...  I tried a render yesterday, after 45 mins I was not seeing the form of the building...  The thing is that in the calculation phase, the performance can go as low as 0 to 5 rays/s.  After 45 mins, the rendering phase had not started yet.  I know the textures are big, but I consider this to be a fairly light scene.  As for the textures they are mainly Arroway textures and are part of my everyday work - and specifically targeted at archviz.

Personnally I have no problem converting to tx as it is a standard procedure in vfx, but usually in archviz we work more with texture libraries...  Also, not being able at all to work with jps and pngs at 8k can be a big thing, I always considered tx files to be part of an optimisation process, not a necessary step.

Btw, for the future, I'm never criticizing, just trying to help make a better world : )

19
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-29, 01:46:50 »
Hi Haggi!  I am trying to render with Corona this scene that I rendered with another render.  The scene is pretty light, but has hi-res (4K-8K) png and jpg textures.  I have maybe 20 maya area lights, 9 materials, 1 sun and 1 exr environment.

When I apply a white material on everything, the render starts right away, but with my textures it takes more than 20 mins to start the render - it stays in the g.i. phase (or idk how you call it) almost forever and produces only 50-100 rays/s.

If I apply one material at the time on all objects the scene works (the calculation phase takes between 30s-1mn), but with all applied it looks just too much for the system (a recent laptop, should be fine!!).

Is the texture memory handled differently than the other software / plugins, or is it mandatory to use mipmaps with 8k textures with Corona?...


20
Funny!  I have done quite the same thing a long time ago, but for Arnold, Octane, V-Ray, etc..  I don't even remember if mine works, I am not sure it was auto-applying the new material.  The changelog says it does but I'm not sure lol.  I looked at your script and found some similarities with mine.  Mine is in python.  You can look at it just for fun if you want!  I did not include the UI images.

21
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-27, 20:55:34 »
Nice!!

I must admit though that not many people know about it yet I think....  I only found about it by digging in the docs on new features on Autodesk's website.  But I am sure people will use it all the time, just like they do in 3Ds Max with the same node.  It's the most useful node for sure.

22
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-27, 02:25:01 »
Hi Haggi!

  There is a new utility node extremely useful in Maya 2016: color correct.  It does what all the other nodes (remap value, remap hsv, gamma correct, contrast, etc) do in one super node, and it was a very long-awaited feature in maya.  Right now I think it's not supported by any renderer except mental ray, but surely this will become the most used utility node after place2d, maybe you can add it on your list for one of the next releases!  : )

23
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-24, 22:24:17 »
I guess this is already known, but the mirror U and mirror V features of the place2DTexture are not supported yet?

24
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-21, 17:58:40 »
Normally this gives you a performance benefit but I'm not sure if its working properly cause after a quick

Me neither, I haven't seen any gain in terms of noise and speed with portal lights - both for meshes and lights.  I thought it was specific to my scene but if you experience the same issue it might not be then : )

25
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-20, 21:04:02 »
Yes but I don't necessarly want those lights to cast the environment lighting...  I would like to use them as regular (white) lights.

I thought about using mesh lights and disable cast shadow, maybe that would be a possible workaround.

26
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-20, 19:00:58 »
Also the area lights block other lights behind.  I cannot have a corona sun with area lights in the windows, the area lights block the light from the sun.  Maybe an option to let light pass through would be cool.

Another useful feature would be to expose the Corona tab / properties of lights in the channel box.

27
Chaos Corona for Maya - Bugs / Re: Corona 0.41 (Maya 2016)
« on: 2015-09-20, 16:57:24 »
Hi Haggi,

  I've noticed a weird bug too.  It seems I can't place a utility node between a file map and the reflectionGlossiness attribute of the Corona Surface - except a contrast utility node.

  I have tried to color correct my glossiness map by all means with any utility node, without success.  Normally I would use a remapValue but since they are not supported I tried RGBtoHSV, Clamp, and a few other but none is working.  Only the contrast uility is working as expected.

  The file map works fine if I plug it directly in the shader, but not when there is a utility node between.

 

28
General CG Discussion / Re: Arnold Renderer for C4D !???!
« on: 2015-08-30, 18:52:29 »
After a year working with Arnold (Maya) in a vfx studio, I can tell you that it really is a good render, surely one of the best that I've tried.  In fact I have tried a lot of renderers, most of them except RenderMan, Maxwell, and some others.  Arnold's strongest point, imho, is that it is a very robust renderer that will not fail you at render time.  It delivers the render you expect almost every time, no technical issue arise at the last minute like all other that I know.  So, pros and cons of Arnold that I can think of:

PROS:
- Targeted at rendering HUGE amounts of data (lights, polys, textures, etc) with minimal RAM usage.  Scenes like the spaceship of Elysium were rendered on macs with 16gb of RAM.  The more complex your scene gets, the more Arnold arises as the right renderer.

- Very intuitive and simple usage.  Artists coming from vray or mental ray get quickly familiar with Arnold, and the Ai Shader is very similar to vray Mtl (or corona's surface shader)

- Fast interactive rendering.  In maya, the IPR progressive render is pretty robust, you always have a render of your scene going on while you move, edit and transform your scene.

- It's also easy to integrate in custom scripts and support most of maya's native features.

- Does everything you need for vfx and integration with footage.  Intergates so well with MARI!

CONS:
- NOT targeted at Archviz.  For a reason that mystifies me, Arnold can get very noisy (like the comparison above) in interior lighting scenarios.  Solid Angle has a complete "workarounds" section in its docs for lighting a simple interior...  This is the most problematic feature to me of Arnold, that can discourage you to use it as a multi-purpose renderer.

- Can produce fireflies / hotspots.  Some rays in Arnold can get very hot - especially with IES - and therefore produce fireflies.  Arnold has a clamp in its render settings, but it can become very hard sometimes to track down which light / material produces fireflies and you may need to use non-physical workarounds to overcome this issue.

- No distributed rendering yet, I love when a renderer has this feature!

29
[Archive] Chaos Corona for Maya / Re: Corona Scatter
« on: 2015-08-24, 14:05:52 »
Cool!  Can't wait to try Maya Creative Cloud soon!  ; )

30
[Archive] Chaos Corona for Maya / Re: Corona Scatter
« on: 2015-08-20, 14:27:34 »
Nope, haven't tried Maya 2016 yet.  For this particular scene I was talking about, it would have filled any current normal GPU configuration.  I really like VP2, and I agree that they improve it a lot with every new edition.  I guess it would be wise to always keep a non-GPU fallback solution for viewport display though.  Even the Corona team is a little bit reticent to rely on gpu hehe.  But seriously, I use VP2 all the time, it's just that it became clear in our scene that is was a huge bottleneck.

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