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Messages - Frood

Pages: 1 ... 120 121 [122] 123 124 ... 129
1816
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 15:05:07 »
would be great if "manual selection" would be implemented for forrestpack, so i can render out a full FP-mask instead of the scattered objects, and still keep that scattered IDs working for those who work that way.

Yipp, but the Question is: how to implement / how to make that consistent.

well it would be nice to at least the selection would work with FP object.

Exactly. That´s what I tried to point out.

Good Luck!


1817

1. You can use Backburner, that´s what it was designed for
2. You can limit your local box to e.g. 2 threads (Performance - Performance Settings) and use Corona DR

Good Luck!


1818
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 14:33:18 »
Have a look at your "forest_templates" layer: Preset objects are copied there (and can then be found with their name as custom object again in the Geometry rollout).

At the moment I don´t have any idea of a consistent approach to have both options (ID from Forest object vs. ID from scattered objects). But at least we need ANY method to mask a Forest object with it´s scattered objects at once (making it work to include a forest object in any masking list).

Good Luck!



1819
[Max] Resolved Bugs / Re: ObjectID and Forrestpack
« on: 2015-10-14, 10:53:51 »
Corona does not respect the ID of the (container) forest object but the IDs of the scattered objects atm.

I like this personally because you are able to target distinct scattered objects inside the forest object. There are pros and cons of course, maybe more cons.

For example I know of no way to mask the entire forest object at once while groups automatically include their children when put in any masking element list. But maybe I missed something here.

Good Luck!





1821
[...] if there was an option to clear the cache file it is saving to and start over. Instead, I have to hunt down and delete UHD files [...]

Ah ok. Having the scene UHD settings in front on the screen it´s 3 clicks to delete the file. But I assume it´s about situations where you need to restart a job another way (BB/DL). Out of curiosity: what are the rendertimes per frame you have with precalculated cache?

Good Luck!

1822
UHD in animation mode doesn´t work for you? You can´t save as much time doing a prepass compared e.g. to a finalgather pass (mr) so personally I would not hassle with prepasses and just calculate every frame. Usually it needs only a fraction of the total render time. I don´t think cache calculations will ever be able to evaluate scene changes and store difs.

Good Luck!


1823
[Max] I need help! / Re: Problem with Corona proxies
« on: 2015-10-06, 18:01:50 »
The material is simply not stored together with the mesh. You have to "host" your material somewhere else.

Also see this small thread https://forum.corona-renderer.com/index.php/topic,7911.msg52649.html#msg52649

Good Luck!


1824
About this Forum / Re: Web moved to new hosting
« on: 2015-10-05, 11:53:21 »
Sure but all time related ;)

Good Luck!

1825
About this Forum / Re: Web moved to new hosting
« on: 2015-10-05, 11:20:11 »
Everything should be fine now,

Well - almost :)

1826
Looks like double faces to me. Can you check this?

Good Luck

1827
[Max] I need help! / Re: Noise - problem
« on: 2015-10-01, 15:31:08 »
Sure it helps but this is not "correctly" in my understanding :)

Good Luck!

1828
[Max] I need help! / Re: Noise - problem
« on: 2015-10-01, 15:23:09 »
What do you think?

Yes, nice!. Except those high contrast jagged edges (table in the front). I never know how to handle such areas correctly.

Good Luck!


1829
[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-10-01, 15:18:46 »
[...] with so much polygons, and it takes about 1 hour per frame!!!! He was killing them....I've stopped him just in time! ;)

Hmm usually shaders are much much more responsible for a slow scene, not the poly (triangle) count (If you consider 1h/frame to be very long). Glad to see you could calm him down btw.

but sorry, IMHO it remains a bug.


User:      BOO BUG!
Developer: System immanent behaviour which prevents me doing the nice stuff for ages.


Let´s call it flaw? ;) I had that problem once in the last dozen projects and it could be easily fixed. But of course all your points are eligible. It´s just not worth the effort at the moment I fear.

Good Luck!


1830
[Max] Resolved Bugs / Re: Wrong smooth on round surface
« on: 2015-09-30, 20:58:21 »
Yes. But I can't consider this as a low poly object.

Well - lets say it´s not highpoly ;)

This is a problem.

I don´t say it isn´t. In my opinion it really is.

Good Luck!



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