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Messages - dj_buckley

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1
What is your setup like? (Corona version, 3ds Max version, render manager, OS, etc.) - 1 Workstation, 2 Nodes, Corona 12 Update 1, Max 2024, Windows 10, No render managers just standard DR, all machines connected to same network switch.
Are you using Corona DR or some other software's? - Standard Corona DR - send from master workstation, both nodes have DR Server running
Does the DR job stop suddenly or get cancelled before finishing? - nope DR jobs complete as expected, except for maybe those that have the wxWidget error that I've discussed in another older thread
Do you see any error messages when this happens? When what happens?  The only error message I've seen is that my C Drive is running out of space when I logged into the node
Does this issue happen every time you render, even with a simple test scene? No idea, I don't regularly monitor the nodes
If you manually delete everything from the DrData folder, does the issue still come back? Not sure, I've cleared it but not sent any renders since
Is this issue only happening with one specific scene or with all your projects?  Based on the fact it's 170GB  let's assume it's been going on for some time which would cover multiple scenes/projects

Sorry I can't be of more help

2
Sorry to dig up a 6 year old thread but I currently have this issue.  My DrData folder is currently 170GB

3
[Max] I need help! / Re: Long rendering time
« on: 2025-03-06, 11:40:54 »
Hm hm, the include exclude doesn't stop the calculations from actually happening. It just removes them from the image so that you don't need to worry about caustics looking noisy in a part of a scene you're not really concerned with - hence you can stop rendering sooner. The calculations do still happen though.
I suggest you render the caustic-y part separately (region, selected mask etc.) and all the rest in another render. That should bring reasonable render times.

But from your Caustics article here - https://support.chaos.com/hc/en-us/articles/4954589213457-How-to-render-caustics-with-the-caustics-solver-in-Corona-for-3ds-Max

"There are also some limitations:

Caustics may render slower/differently when using render regions. The smaller the region the harder it is for the caustics solver to optimally guide photons. "

4
Off-Topic / Re: Pricing VR Tours
« on: 2025-03-05, 19:34:59 »
Makes sense, and what software are people using these days to compile the tours with hotspots and floorplan overlays etc

5
Off-Topic / Pricing VR Tours
« on: 2025-03-05, 14:22:25 »
Pretty much as the title suggests.

How are people going about pricing VR Tours.

I'm not asking for actual costs - but just your process/thinking when pricing.

Let's assume the project is simply a VR Tour to be displayed on a website only, there are no previous still images/animations for the project.  The client wants a VR Tour and nothing else.

6
For once in recent times, i'm not complaining.  Really looking forward to 13 now that toon is being implemented.  However I will repeat, I don't think anyone wants a fully comprehensive 'toon' shader - just a better implementation of CoronaWires.  Personally for me better Wires is a higher priority than faster UI.  I can currently use the UI, even if it's slow, it's not stopping me doing anything, it's just making me do it slower.  Not having properly behaving wires is stopping an integral part of my workflow that up until now, I've had to find shoddy workarounds for.

Whilst one of Corona's aims is photorealism, the first sentence on it's product page is this "Chaos® Corona is the only renderer created specifically for high-end architectural visualization." - so whilst Toon/Wires aren't a tool aimed at photorealism, they are an integral part of many architectural visualisation workflows.  Arch Viz goes beyond realism, so in my opinion if a piece of software is dedicated to 'arch viz' then it should have all the necessary tools inside of it to cover the full arch viz pipeline.

Someone also mentioned that it isn't 'innovation' and it's merely bringing Corona up to speed.  Again, personally, I'd rather be up to speed than behind.

7
[Max] General Discussion / Re: Displacement is still rubbish
« on: 2025-02-05, 12:45:59 »
One thing of note, you don't need to have perfect quad meshes to avoid displacement artefacts. It would be preferable, but the thing you need to avoid are elongated non uniform polygons.

Isn't this a bit of a contradiction?

How do you avoid elongated non uniform polygons created by a chamfer modifier for example?

8
[Max] I need help! / Re: HDRI horizon reflections
« on: 2025-01-29, 12:42:46 »
Here

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[Max] General Discussion / Re: Displacement is still rubbish
« on: 2025-01-27, 18:08:51 »
Turns out this could be purely down to the wire shader that's being used, which is always my first step when working on a new project, so I instantly see these artifacts and assume displacement is still broken when it could just be the shader.  Waiting to hear back from support.  Will update. 

11
[Max] General Discussion / Re: Displacement is still rubbish
« on: 2025-01-27, 17:37:08 »
(asked for some more info through support ticket #338590)

Just for clarity I'm currently uploading this scene into the support ticket.  It took about 1 minutes to model this and successfully reproduce the artifacts.

The reality is, to get rid of the artifacts on the box, I'd need to make every quad as small as the 10mm shadow gap I've modelled in.  The box is to represent a building, the shadow gap is to represent smaller details that are often used in building design.  Especially the all white rendered/stucco villas I spend a lot of time working on these days.  The box in the example isn't even that detailed in comparison to a whole building and the artifacts are already visible.  Now imagine a full modelled building

To fix the ground plane, I'd need to use quadremesher (or similar) to get a dense mesh before those artifacts go away but again that's not really how the vast majority will be modelling simple flat roads for commercial arch viz, they'll be tracing (or directly using) splines from CAD drawings.

It's just a huge time sap trying to use displacement in Corona.  You need to make sure your meshes are absolutely perfect, with perfectly distributed uniform quads and absolutely nobody models buildings like that.  I often model my buildings, especially these fully rendered villas as one complete piece (screenshot below) because, whilst the underlying structure isn't all connected as one complete piece, the trowelled render over the top of it all usually is and this method enables me to get those lovely chamfers in all corners and crevices.  The same applies to internal plastered walls, all usually modelled as one piece to get those nice chamfers between walls and ceilings as you would in reality etc.  So keeping everything as uniform quads is not practical in the slightest.

Maru - the example you've sent in the email where you've tried to replicate it is too basic when compared to the reality of a production quality full building model.  Also I'd be confident enough to say you have got some artifacts.  Try applying my override shader to it from the scene I'm uploading.

12
[Max] I need help! / Re: IR Best Practice
« on: 2025-01-27, 11:20:39 »
i9 13900KS

13
Does that mean you are working on it? That would be finally a good reason to upgrade for me.

Haha it certainly sounds like it, that's what I read into Arams response anyway

14
[Max] I need help! / Re: IR Best Practice
« on: 2025-01-23, 17:45:00 »
Latest hotfix addresses my initial issues here, thanks Corona team

15
[Max] General Discussion / Re: VFB in C12 Update 1
« on: 2025-01-23, 17:44:10 »
This is now fixed with the latest hotfix

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