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Messages - romullus

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1
3- The interactive renderer is very slow and does not respond quickly when the cloud system is activated, and if it is not it responds well.
6- Cirrus amount effect is not working as expected even with high numbers.
7- Rays total and actual and sample amounts with clouds on reduced by 200 to 250 %, so the render speed reduced by twice or more. as well as the noise level is get higher by twice.

I didn't notice any significant difference in 3ds Max responsiveness when IR is running with clouds ON vs OFF. Rays/s and samples/s are about 20-25% lower and rendering takes about the same amount slower with clouds, which i find to be perfectly acceptable price for the clouds.

Cirrus amount control has dramatic effect on clouds appearance in my tests.

2
[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-17, 20:05:39 »
Nice test. Maybe there's a hard limit on overall displacement primitives count?

3
Gallery / Re: Una casa a Bergamo. Italia.
« on: 2022-08-17, 11:15:34 »
Google translator is perfectly fine. Thank you!

4
I've read that with Zen 3 processors, Ryzen high performance plan is obsolete and therefore it is hidden from view. If you have Ryzen 5xxxX CPU, then it is recommended to use balanced power plan. I tried it in Corona benchmark and it looks that high performance plan does not give any benefit and in fact it was even slightly slower than balanced.

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[Max] I need help! / Re: How to do this finished?
« on: 2022-08-17, 11:07:17 »
When you're using curvature as a mask, make sure that base, concave and convex colours are fully black or white. Usually you want to keep base full as black and either convex or concave (sometimes both) as white, that depends on your setup and what you want to achieve. Next you may need to check max distance - depending on your scene units setup and your object size, you may need to increase or decrease its value to get meaningful result. Then it's a matter of playing with ray directionality and colour spread. Launch interactive rendering with isolated object of interest to have best responsiveness, adjust one control at the time and watch how it responds in render. It's a good practice to temporarily replace base and secondary materials with some simple and bold colours to get better visual feedback while adjusting curvature mask.

If you feel that you still have hard time to control curvature, you may want to give a chance to Corona AO map, it's very similar to curvature, but since it was there for much longer, you may be more familiar with it and get good results more intuitively.

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Gallery / Re: Una casa a Bergamo. Italia.
« on: 2022-08-16, 22:16:10 »
English please!

7
[Max] Bug Reporting / Multi-map batch naming issue
« on: 2022-08-16, 15:34:35 »
Technically speaking it's not a bug, but it looks very odd and confusing when you batch load multiple maps in Corona multi-map and it automatically generates their names that numerically does not correspond their assigned slot name, so "Color 1" gets "Subtex 0" map, "Color 2" - "Subtex 1" and so on. Could this be fixed please?

8
Did you consider saving your set-up materials in the custom library and loading them from there instead of vanilla physical material?

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[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-15, 10:20:00 »
About Corona Scatter - yes, but it can help to add some details like stones, branches etc, but not the structure of the mountains. I hope You understand me. Look at the images please (Aaron's Westwood works). How to get same detalization of the mountains and not use the displacement?

I thought you are using two displacements, one large scale with little or no tiling for mountains and another small scale highly tilling for rocks and other details and the latter is the one that gives you the most trouble. Isn't that the case?

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Does not crash for me in Max 2023.1


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[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-14, 10:32:47 »
Another idea - maybe you could use Chaos scatter to add some rocks and boulders in the background, so it could look more detailed. You could use Corona distance map in its density slot, so that the scattered rocks would gradually disappear closer to the camera as they would be replaced by the displacement.

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[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-14, 10:28:03 »
Ok, so now when we've establish that the issue is most likely because of displacement limitations and not of something else, we can try to see if it's possible somehow to overcome some of those limitations without waiting when the devs will improve the code significantly. For example, you could try to split your terrain in multiple separate meshes, based on their distance from the camera and add to each of them a Corona displacement modifier with increasingly higher subdivision quality settings. The idea is to try to force farthest away displacement not to degrade so much, so we can see more details and at the same time not to subdivide foreground displacement to the point where it becomes a performance issue.

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[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-13, 23:28:46 »
So what do you think? Is displacement looks any better in the distance compared to your previous tests, or it's basically the same?

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[Max] Bug Reporting / Re: Displacement issue (problem)
« on: 2022-08-13, 20:40:47 »
Hmm, that's not exactly what i meant. You scaled down the terrain from gargantuan to huge, but it's still too big for Corona displacement to handle in world size mode. Try to make something like in my attachment, where you'd have only few patches of terrain with displace, small enough to safely decrease displacement world size to centimeter, or even lower. You then judge from the closer patch if displacement is fine enough and then look at the farther patch to see if displacement is visible at all at that distance. The idea is to have terrain small enough, so to be sure that Corona does not run out of RAM and not produce artifacts because of it.

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Do yourself a favor, download and install this wonderful script Batch Material Editor by Nik from here: https://forum.corona-renderer.com/index.php?topic=12857.0 With its help you can edit almost every single parameter of thousands Corona materials with just one or two mouse clicks. Incredible time saver!

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