Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ink Visual

Pages: 1 2 3 [4] 5 6 ... 12
46
[Scatter] Feature Requests / Re: Chaos Scatter Trello Board
« on: 2023-01-23, 11:50:58 »
Nice, thanks a lot for the update!
Would be great to see the Painter feature actually making it to v10.
Improving parsing times and clustering would me my top features to look at from the the pool of ideas though...
Anyways, thanks a lot for keeping us up to date on this one.

47
General CG Discussion / Re: Vantage and Corona
« on: 2023-01-18, 19:22:02 »
Just tested Vantage after converting one of our Corona scenes to Vray and I must say I'm pretty impressed.
It was pretty heavy scene with plenty of complicated scatters, high poly furniture, etc. and all this was imported to Vantage pretty much flawless.
I'd say the biggest struggle was the actual conversion from Corona to Vray, with many materials converting with wrong glossiness/refractions values etc.

Nevertheless huge vote for me for making Corona working with Vantage, it could be real gamechanger for animations for us.

48
[Scatter] Feature Requests / Chaos Scatter Trello Board
« on: 2023-01-17, 11:16:31 »
Hi,
Is there any chance the Chaos Scatter Trello board with indicative development plans can get some more love? It seems to be forgotten.
https://trello.com/b/G1m8efQ0/scatter-tentative-road-map-3ds-max

Just like Corona board gets updated every version, would be great if this was the case with Chaos Scatter so that users have a rough idea in which direction the development is going?
Many thanks!

49
Bump,
This had never been resolved to my knowledge.
Any chance of looking at it in Corona 10?
Would be great to be able to use intersecting objects that would produce intended results in "inside color"
Thanks

50
[Max] Resolved Bugs / Re: Crash with OSL wParallax
« on: 2023-01-06, 17:58:44 »
We still have crashes on Max 2022.3, so I think the issue is still there, either on the plugin side (wParallax) or Corona

51
[Max] I need help! / Re: Flickering on interior animation
« on: 2022-12-07, 19:38:24 »
For this kind of noise we also use Davinci Resolve (Studio Version). It's denoising tools for videos are brilliant and solve issues like this in seconds.


52
[Max] Feature Requests / Re: Region improvements
« on: 2022-11-17, 14:58:41 »
Hey,
Agree with RecentSpacesSam on this,
We also noticed that rendering an object with "render selected" option actually takes longer than running whole image again and limiting area to a region of interest.
Not sure if this is a bug or technical limitation.
(we're using Corona 8.2 atm but the behaviour described above is there for quite a couple versions back for sure)

53
+1 to this,
indeed would be great to see the name of object that was deleted
(just like we see what bitmaps/proxies etc. are missing in max file through asset tracking)

54
Hi Rowan, thanks.

I just uploaded the file:
Submission ID# 5MGX-FP4B

Btw, we use Corona 8.2, Max 2022.
Cheers

55
Hi all,
I don't think I've seen any post related to this issue.

We recently produce more animations, so previewing cameras movement in the viewport became very important element of production.
Our scene is split into many Xrefs, that made us realize that whenever Landscape Xref is loaded, problems arise.

We managed to narrow down the issue to Chaos Scatters. When scatters are enabled, (doesn't matter in what display mode) viewport playback performance drops significantly. From 50-60fps to around 5fps.
(please note viewport navigation is fine, it's about timeline scrubbing and playing viewport animation with "/" button)

When scatters are removed from the scene, all is back to normal.

Now here are some additional findings:
-annoyingly hiding scatters layer doesn't help, changing visibility to dot, point cloud or even "none" doesn't help.
-in order to bring back high fps, scatters need to be either removed from the scene completely, or disabled in the scatter lister.
-we are certain this is not just one of the scatters causing issues. Gradually deleting some of them helps (as per screenshot, we have more than 20 in file), so the more scatters we have the worse the issue is, 2 scatters will be ok, 10 will already affect fps heavily. etc
-fun fact, having Chaos Scatter Lister window open, again kills fps from 50fps to 5fps (even with scatters disabled).
-some screenshots for reference of fps values while scatters are disabled/enabled etc.

Can this be looked at?
We can send sample scene for tests if needed.

Thanks!



56
Work in Progress/Tests / Re: romullus wips
« on: 2022-10-26, 12:20:08 »
That is really cool romullus. Need to get my hands on data channel too. Seems like a super useful tool that is not being used often enough!

57
[Max] I need help! / Re: Corona Light slows down Viewport
« on: 2022-09-15, 08:46:25 »
Hi George,
Thank you very much for bringing up the previous topic regarding this issue.
Intrigued by the other posts I just tried to reproduce exactly same lag in my fresh 3ds max scene, and indeed:
instancing multiple (I tried to instance the row of 10 lights, 15 times) it pretty much has frozen my Max.

This won't happen if same exercise is done with box or sphere geometry (subdivided to the level of sphere light helper).

It's a serious issue I believe, no wonder why some of our past night-time scenes became very hard to work with.
I always blamed Max Instancing performance but seems like it was actually just Corona issue.

Hope this will get fixed for Corona 9. Fingers crossed.

58
[Max] I need help! / Re: Corona Light slows down Viewport
« on: 2022-09-12, 15:51:05 »
From my experience 3dsMax performance drops significantly whenever the viewport contains hundreds of instances of any object type, not necessarily lights. Everything is fine if these were all attached to one object, (or scattered i.e with ChaosScatter instead of being manually instanced) so it's not about a polycount, but rather number of objects instanced in the viewport.

Can you test if in your scene, same scenario with instanced boxes instead of lights, would give you the same fps drop?

59
Yeah, Max handles the individual instances/copies of objects terribly if there are thousands of them in the viewport.
If only you attach them all together, all of a sudden all works fine.
But it makes it almost impossible to work with models imported from Sketchup, Blender etc that usually contain hundreds of thousands individual elements for larger scenes.

60
Are you using Pulze Scene manager by any chance?
It overrides the paths and unless you reset them with the script, the elements won't be saved to your manually set up directory anymore.
Of course if you run the batch rendering through Pulze all will be fine, but if for some reason you do it without Pulze, it's going to behave exactly as you described it.

Here's the script we're using to clear render elements paths:

Code: [Select]
macroScript DelRE
category:"# Scripts"
toolTip:"Delete Render Elements"
(
re = maxOps.GetCurRenderElementMgr()
for i = 0 to re.NumRenderElements()  do re.SetRenderElementFilename i ""
)


Set them up again afterwards and all should be back to normal.

Pages: 1 2 3 [4] 5 6 ... 12