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Messages - maru

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[Max] Feature Requests / Re: New Unified UV Tile Control map
« on: Yesterday at 15:34:57 »
Hi, we have discussed this idea internally and I don't think we fully understand it. Sorry about that.

Here are some facts:
- If you have multiple textures making up a single material (e.g. diffuse, normal, roughness), you can pass those multiple textures through a single node using the "multi inputs/outputs" feature (Triplanar, Mapping Randomizer, Multimap). This way, all textures will be controlled in one go. This is already supported and we do not need any new map type for this.
- If you do not want to affect all textures, but for example change scale in texture A to 1 and in texture B to 2, then you can simply use two separate triplanar/randomizer/multimap/other nodes.

So the two solutions cover both cases: when you want to control everything at once and when you want to control each texture separately.

Most likely, I do not fully understand the request here, so what would definitely help is sharing a specific use case where this would be helpful. Could you set up a simple scene and explain to us:
- I would like to do x
- I am unable to do x because currently there is no such option
- to resolve that, I would like to have a new feature y implemented

Thanks in advance!

has this issue been solved ? it's just impossible to work with scenes with cgeo objects, takes ages to load, consumes all memory...

Can you please contact us at and attach any scene with the problem? (including all assets)

[Max] I need help! / Re: CPU usage drops to ~10%
« on: 2024-05-20, 10:51:22 »
Hi, sorry to hear that. Can you please contact us by submitting a support ticket here and attach any scene (archived with assets) where this is happening?
Thank you.

[Max] I need help! / Re: CPU usage drops to ~10%
« on: 2024-05-17, 11:11:56 »
I think it rarely happens and it would trigger an error message.

[Max] I need help! / Re: CPU usage drops to ~10%
« on: 2024-05-17, 10:16:09 »
Hi, it should work, please try again and make sure you are pasting the string as shown in the attached screenshot.

Ok, I guess that would require some testing. :)

Can you share your full laptop specs? (e.g. RAM)
Are you sure that you are not running out of RAM while rendering?

If you are rendering in hi-res (let's say 4k or larger), you can actually bump up GIvsAA to 32 or more. This way you will get less noise from GI and when rendering in such resolutions you don't "care" about AA that much so you can render a lower number of passes.

Quick thought experiment:
- imagine rendering a tiny image like 50 px - it will probably become "noise free" very quickly (i.e. there will be no large difference between pixel colors between each next pass)
- imagine rendering a huge image like 50k px - it will require a lot of time to reach acceptable quality at 1:1 zoom, but if you zoom out, it will probably look as good as the 50px image :)

Is your crop box placed in a way that results in perfectly tileable pattern? Also, are you sure that the UVW mapping is correct on the base geometry?

Technically yes, but you would not see the difference. "Animation" increases some internal quality settings of the UHD Cache and basically you end up with more precise GI.

[Max] I need help! / Re: Strange background pattern
« on: 2024-05-13, 15:44:51 »
@TJF in my message above I asked if you were using a denoiser. I was able to reproduce this with interactive rendering, but only when a denoiser is enabled (Render Setup > Performance > Interactive Rendering > Denoising during rendering: NVIDIA or Intel).

The solution is simply to disable the denoiser. I am not an "AI" expert, but my explanation would be that the denoiser adds some tiny artifacts even to plain areas of the image (hallucinations) and increasing saturation makes it more apparent. Unfortunately, both the NVIDIA and the Intel denoiser are developed by companies unrelated to Chaos, so there is nothing we could do to "fix" this.

Gallery / Re: Santal
« on: 2024-05-11, 11:43:52 »
This is super nice in terms of image quality per frame! I was only able to spot some tiny flickering bits, for example on the knitted pillow, that was probably caused by displacement in "screen" rather than "world" mode.
Were the caustics rendered with Corona's caustics solver or was some kind of trick involved? They look very clear and I couldn't see any flickering.

[Max] I need help! / Re: Strange background pattern
« on: 2024-05-11, 11:37:04 »
Hi, is this visible in the VFB while rendering or only after saving the file to some format like jpg?
Are you using some denoiser here?

[Max] I need help! / Re: Caustics flickering in animation
« on: 2024-05-06, 09:41:17 »
@anyone with the flickering caustics problem - could you please try this kind of setup? (see screenshot)

What it does: the water material is just a regular water material with caustics enabled. No need to change anything in its settings. Then a Corona Rayswitch map is connected to its opacity slot (Rayswitch map, not material). The Rayswitch map has pure white color in all its slots, but a slightly darker color in the Global Illumination slot. This means that the water material is fully opaque for reflections, refractions, and when seen directly, but it is semi-transparent to GI. This way the caustics generated by the water material will be slightly weaker (less contrasty) but it can also help with flickering. The color used in the GI slot should be determined by trial and error. Set it to bright gray and render a few frames. If there is still flickering, make it slightly darker and try again.

Unfortunately, Corona caustics do not have "temporal consistency" so they will have a different pattern on each frame and this may cause flickering:
"The new caustics use a Markov Chain Monte Carlo algorithm, which means each frame in an animation (or even rendering the same frame twice) will have a different pattern in the noise. To avoid flickering in animations, you will have to render a significant number of passes to ensure the solution has converged. "

Yes, we would like to move the material library into Cosmos as soon as possible.

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