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Messages - DPS

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106
I have an object and I want to disable its shadows (right click, object properties, disable shadows).
The object is still visible and is using an Ambient Occlusion map (set to internal) to drive some detail on the edges of my object.

Issue is that by disabling shadows, it also disables the AO.

107
[Max] I need help! / Re: Disable shadows causes artefacts
« on: 2018-03-27, 23:25:39 »
Also if I disable reflections on some plants behind my camera, it also disables shadows...

Guess I can only use the Rayswitch material and not the max options? This is doable but I have to create two materials when some need these options and some don't. As oppose to a simple tick box.

108
Does anyone else intermittently experience this?

I'm using a 1080ti. It seems that particular scenes experience it the most and the problem is intermittent.

I have tried an alternative Max driver which yielded the same outcome (Nitrous Direct 3D 9 instead of 11), and I also contacted Nvidia and they sent me a driver and the issue went away for a few days. Several times a day this is happening on my current scene. I have a friend who has similar issues. Wondering if I can tie this down to a version on Max, or a non-Quadro GPU. Or something in the scene that may cause this?

Guess I could call Autodesk too.

109
[Max] I need help! / Re: Disable shadows causes artefacts
« on: 2018-03-27, 23:14:54 »
Why do I have to disable shadows AND reflections if I just want to disable shadows? If I just disable shadows then I get the artefacts shown on the above attachment.

Sorry I should have kept my first post.

111
[Max] I need help! / Disable shadows causes artefacts
« on: 2018-03-27, 00:47:14 »
EDIT - Turns out that my issue was caused by me not disabling visible to reflections on the hidden geomtry.

112
Not sure if this is a bug or the design but if I put a corona sky in the environment slot, and then copy it to the direct visibility - when I adjust the exposure control, this affects the direct override version of the corona sky. It would be good to have an option to 'not affect background'.

This would be so that I can reduce the intensity of the corona sky that is visible and so that the light mix doesn't affect the direct visibility override.

Workaround is to adjust the intensity in the sky that is in the background environment slot.

I hope that makes sense.

113
- The light mix doesn't work when loading in the CIE. (I'm assuming that's what you meant by loading into VFB? I ask because I was trying to load my last render into the VFB inside max the other day and as far as I can tell you can only load it and resume rendering).
- The EV doesn't affect masks when loading an EXR in CIE so that's one plus.

I wanted to adjust the bloom and glare on my last render but couldn't. In Vray I always render to vrimg format so I can load back into the frame buffer and make tweaks when I need to.

114
Hi

in my experience EXRs work correctly so long as you enable the tick box in settings. It has worked fine for years on my end. It’s only cxrs that don’t respect this tick box.

115
Took me a while to figure this one out - I thought I had some gamma issues with the masks having incorrect gamma. Turns out that the behaviour use CIE is different to the frame buffer.

This makes it really difficult to submit jobs to backburner. I was hoping I could save to CXR and then tweak the lightmix, and then save out 16bit tiffs.


116
When using the common tab to save my render output, if I choose exr as my file type and then click the "settings", and then tick the "automatically add/remove render elements from render dialog" box - then it respects this on save - i.e. the output is a multichannel exr which includes all of the enabled render elements.

Regardless of whether this tick box is enabled or not and when outputing .cxr, and regardless of whether I save from the common tab or the Scene tab - it saves a multichannel cxr, AND individual cxrs for each element.

117
So I can load my high res CXR into the VRB and then use IR to render test regions.

118
[Max] Feature Requests / Re: DR improvements
« on: 2018-03-11, 08:51:06 »
I don't think that introducing some kind of auto-restart "feature" is the right approach here. It would be infinitely better just to try and fix the underlying issue. Unfortunately we were never able to reproduce this. You can definitely help us by generating minidump from both DR server and 3ds Max on slave (+ DR logs) when this issue happens.

Please see following help page on how to generate minidump without 3ds Max crashing:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max

Gathering DR logs:
https://coronarenderer.freshdesk.com/support/solutions/articles/12000002065

Should I send a minidump if my issue is that the DR machine is still running CPUs at 100% even once the render had completed? When I log into the node I see the CPU drops back down to normal. Sorry if this is hijacking but the OP suggestion would remedy my problem too.

119
I have a few suggestions

1) Would be great if the bump map had the ability to specify bump amount in scene units. I think vray must normalize the input map to be able to do this.
2) 2D displacement
3) Auto normal mapping during displacement
4) Toon shader - the workarounds don't look decent enough IMO.
5) I wish the Warp texture would work - this was one of the reasons I switched from mental ray to Vray. Third party shaders seemed to just work. It seems to work as expected sometimes but no others. An incredibly useful map IMO.
6) GPU lens effects and denoising.
7) As far as I can tell, within Corona, materials don't display in viewport at high res regardless of viewport properties?

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