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Messages - dfcorona

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1
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-18, 18:02:35 »
It is actually not so hard.

On the frame where the issue appears, check camera position, check the objects above it from top view.
Almost always the problematic objects are above the camera. Select them, then "Get from selected" in material editor. This way you filter out just a few material and objects to check.
Hi Aram, Yes you are correct, I just opened the scene which is large, over 2.7GB compressed. It has multiple floors in one shot and the camera is under the object looking at top down. Thanks for that, I'll keep it in mind. It just sucks that you will not find this issue till you render out an animation. out of 240 Frames of one shot, maybe 15 frames have this issue, and not all in a row. It wasn't util frame 105 that this started. But since fixing the issue changed the lighting slightly I had to rerender the entire shot again.

2
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-18, 16:38:20 »
Thank you guys for all your help. I fixed the issue and look forward to hopefully having an easier solution for finding the problematic material in the future, it's tough with thousands of materials.

3
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-12, 06:15:22 »
TomG, thank you for such a long informative post. I understand what your saying, weird how it only affects certain frames. Never ran into this before. I work on very huge scenes so finding the culprit can be very time consuming. Maybe there can be a error message during rendering to detect what objects. Or maybe something in the Corona tools that can detect and find what materials are the culprit?

4
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-11, 18:26:29 »
Hi Maru, I sent the model. The scene never has the camera going inside the model. This is an interior animation, the model just happens to be in the scene.

5
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-11, 16:42:05 »
Hi Maru,

After hours I found the problem. This definitely looks like a BUG. It came down to a lamp that had a shade that used translucency and refraction on the same material. The minute I turned off the refraction on the material the animation renders out perfect now with no changing materials. I can send you the lamp model if you wish to investigate?

6
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-10, 21:40:16 »
Just tried "Corona 12 Update 2 RC1". Still the same problem.

Update: Tried merging into a new scene and everything, no change.  Frame 104 renders perfect, frame 105 renders with materials all messed up every time.  Makes no sense.

7
[Max] Bug Reporting / Problems Rendering Animation!
« on: 2025-04-10, 21:17:13 »
I finally finished this project and it's ready to be rendered out as an animation. I rendered the first camera scene that was 253 frames. But certain frames all of a sudden the materials change there reflections and refractions, some objects losing reflections all together.  I even tried rendering just those frames and it still happened. I don't know why this is happening. I am rendering locally on one machine, so it's not a network issue. 


Windows 11 Latest
3ds Max 2025.3
Corona Update 1 Hotfix 1
TR 7980x
192GB Ram

8
General CG Discussion / Re: Vehicle rig
« on: 2025-01-21, 19:44:35 »
The last time I did something like this was 8 years ago, I remember something along the lines of having a normalised spline, reset xform, then controlling the speed through the curves of the road with the plugin so that everything else is 'linear'. Less variables meant the plugin could do its job properly. The job didnt require detail down to the caliper level but I remember doing quite a few tests to get to that point.
Yeah I've done all of that and cannot tell you why sometimes it works and other times it doesn't.

9
General CG Discussion / Re: Vehicle rig
« on: 2025-01-21, 19:20:10 »
I've had to rebuild splines a few times till I get a smooth animation, no sensible reason why either. It just decided to work or it doesn't.

Out of curiosity, did you normalise the spline?
Yes I normalized it even down to 1" Verts. Even converted to Nurbs and tried that. After few recent attempts remaking and normalizing the spline I now have a smooth car path animation. Have no clue why...

10
General CG Discussion / Re: Vehicle rig
« on: 2025-01-21, 16:55:09 »
Thank you all for the help. Drive Master definitely need updating. I tried contacting the dev on it and issues but didn't receive any answer. The bake key is not working in it either.  Vehicles are such a big part of archviz I'm surprised a company hasn't made a better easy to use solution. I actually contacted Anima  back in the day to ask if they had any plans for vehicles, that would have been great because it could work dynamically with there characters. Drive master has been my go too, but I've had a good amount of issues. It is really finicky with splines.  I've had to rebuild splines a few times till I get a smooth animation, no sensible reason why either. It just decided to work or it doesn't.

11
General CG Discussion / Re: Vehicle rig
« on: 2025-01-20, 16:25:22 »
This one is quite old but does the trick: http://www.scriptspot.com/3ds-max/scripts/vehicle-rigger

You have to detach car wheels from body and then select those through the script. Have tested it on some animations in the past and it works.
Thanks Mase, I saw that one before but it looked like it doesn't work with brake calipers. So for close up animation it would look to fake. Or did you find a way for the brake calipers to work?

12
General CG Discussion / Vehicle rig
« on: 2025-01-18, 06:59:55 »
What do you guys use or recommend for Max for a vehicle rig and simulation? Currently I use drivemaster 1.4 to follow spline paths. But it's always a headache. Always end up with issues especially with curves, car isn't smooth but rachety on a curve no matter how heavy I make the spline. I tried mad car, but that was a real headache just to set up. Hoping to find something use friendly and good.

13
Hardware / Re: Threadripper & Ryzen builds
« on: 2025-01-15, 17:19:24 »
I'm going to have to see, It was boosting all the way till it hit the higher temps with the other cooler. This XE360-TR5 is pretty damn nice. I was reading about the IceGiant ProSiphon Titan-TR 360 a couple of days ago, have to see real benchmarks with it. My system board sit horizontal and this won't work with it, but I hear they are developing on for horizontal motherboards.

14
[Max] I need help! / Re: GI Flickering in animation
« on: 2025-01-14, 17:39:23 »
Okay, I'll get the scene together. It's quite large!

15
Hardware / Re: Threadripper & Ryzen builds
« on: 2025-01-14, 16:18:01 »
I wanted to get you guys feedback on this.  One of my 7980x systems had it's AIO Fail. It was running a Silverstone IceGem 360, I set it to overclocked and a temperature limit of 80c. It ran super fast and like clockwork. one day during rendering an animation the entire system shut down. I found the system off and looked into it. I think it shut itself down for safety issues to temp. Running Corona bench I could see temps would quickly climb to 95c telling me the AIO is now dead. So I replaced it with a Silverstone XE360-TR5. The XE360-TR5 cooling is incredible, but almost feels like too good like there is an issue with the system or something. I also notice the system will not boost higher even though the temps are only reaching 66.8c. SO it's hard to believe the temps are only 66.8c and that the system will not boost and higher. what do you guys think? I'm just hoping I didn't damage the motherboard or cpu. I attached a screen shot below of temps and Corona bench.

I did already clear cmos and even upgraded the Bios.

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