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Messages - v.p.vlasenko

Pages: [1] 2 3 ... 6
1
Sure, here it is:
first image - chaos scatter. Scattered objects - box, sphere and teapot included in r,g,b
second image - forest pack. Same setup, but FP objects aren't visible in the mask(previously it worked the same way as chaos scatter)
third image - FP object included in R channel of another mask. Not 100% sure, but it look like previously it wasn't possible to include the entire FP object in the mask

I just noticed - I messed up with the render setting on the screenshots (didn't show the mask settings), but I think you get the point. 


2
Just in case someone missed it - same story with FP and masking. You can't add objects into the mask include/exclude as before, only the entire FP object. I think those problems have the same roots.

3
Hi, I'm not sure but it seems like this was fixed a while ago or not? But now in 12 update 1 I have the same problem.

4
Windows 10Pro 22H2

5
Seems like the problem exists not only with IR, but also with production render. I started rendering and even the text I'm typing right now appears with significant delay. Everything is so slow - I had 2 max opened and after I started rendering in one of them, I tried to close another. Saving the scene before closing took almost a minute instead of a few seconds. The scenes are quite simple, 30mb in size (with compression). Without rendering it takes just a few seconds to save.

6
Update from my side, 12 update 1 - still a huge slowdown in max. Even settings tooltips appear/disappear very slowly.  Other software like chrome is slow as well.

intel 7980xe, 36 threads. By default # of threads override is set to -1. Reducing this number makes things more responsible (while slowing down render), BUT even with -18 (half) 3dsmax still utilizes 90-95% CPU. At -30 it uses 80-90% at first passes dropping to 37-40 in a few seconds. At -35 (so only one thread) max uses 60-70% at the start and drops down to 17-20%.

The best setting for me so far is -6. All higher is too slow, and reducing it below 6 has no noticeable effect.

7
Hi,

I noticed it in a specific sim, but when I tried to figure out what's going on I found that it happens in such a way in the simplest scenes, like in the video below


I don't think I need to send such scene to you.

I forgot to add my specs in the original post:
2025.3
latest corona daily
tyflow 1.118

8
Hi,
setup - "glass" object (green on screenshot), "liquid" object intersecting "glass" with round edge map in bump slot (blue) to add capillarity effect, copy of "glass" with push modifier with a small negative value and a cutter material applied to match glass walls, included "liquid" only (red).


Render time to 1% noise
1. glass+liquid - 21s
2. glass+liquid+round - 36s, 1.7 times slower
3. glass+liquid+cutter - 49s, 2,33 times slower. This is a question by itself - using cutter material gives a significant slowdown.
4. glass+liquid+round+cutter - 249s, 11,8 times slower???

3 - is it expected behavior with cutter and such slowdown? I encountered a noticeable slowdown many times in absolutely different scenes + a bug when a cut object was visible through all scene geometry despite obstacles between it and the camera (but that's another story and I'll report it next time when/if I catch it).

4 looks like a bug. 




9
Hi,
problem - clean scene, simple tyFlow object is hidden (as simple as birth operator only, so it won't render anyway), changing frame to let's say 50 doesn't perform simulation, starting render (interactive or production) as well doesn't perform simulation, but when I stop or cancel render, tyFlow start simulation up to current frame (50).

Tyson said
Quote
tyFlow objects simulate their result when Max queries their base object for a result
...
Quote
hiding a tyFlow object does not guarantee Max will never query it.

I tried Arnold and Scanline - no sim on render end, so probably some problem with Corona?



10
Same here. Chrome and other soft are much slower with interactive active.

7980XE
4090
2025
latest daily

11
Quote
Adding tessellation to the meshes improves the situation
- is it a temporary workaround? Or there is no solution and that should be used as a fix?

The original mesh is quite high resolution, as I remember it is around 1M polys. Making it 5,10 or 20M isn't an good option.

And as I said before
Quote
The effect is quite exaggerated now, I did that intentionally.

But it exists almost always. Attached image - same scene with 3x higher landscape and enabled displacement for water. The black edge is less visible but still there.

Even with displacement it is still there. Adding displacement for water is actually ok, but adding displacement for beach sand for aerial shots just to overcome problems looks strange.

12
Quote
So far my best guess is it is related to how these planes are ALMOST but NOT QUITE coplanar, due to the low angle of incidence between them
The effect is quite exaggerated now, I did that intentionally.

But it exists almost always. Attached image - same scene with 3x higher landscape and enabled displacement for water. The black edge is less visible but still there.

13
Sorry guys, my answer was misleading, but no - I didn't confirmed it.There was no opportunity to check at that moment, so it's more like - ok, I'll check later. My fault.

It's not fixed yet.

14
It's an old problem, I reported it years ago, but it is still not fixed - black contact line between "water" and "ground"

render and scene attached




15
[Max] Bug Reporting / Re: Corona 13 Color management problem
« on: 2024-08-26, 16:23:31 »
Hi,
Quote
• PNG (low dynamic range) output from Corona VFB and Max VFB differ, if there is display/view transformation set (default) for output. Confirmed in a simple scene, for Max 2024 and 2025.
that's what I'm talking about

EXR - my bad, I just found that in What's New in 3ds Max 2025.

Quote
But when saving EXR with explicitly set output conversion, from Corona VFB, will take the conversion settings into consideration and result in a different output.
Just checked - yep, working. Same image in vfb and exr.

So only the low dynamic range problem is left.
To confirm that we talking about the same thing I'm attaching images - settings and outputs. The left side is 3dsmax output/copy from VFB and the right side is saved from the VFB save button.


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