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Messages - bertv

Pages: [1]
1
Hi Frood,

Adding the output in the render settings solved the issue.
Renders also work in the batch render now.

Thanks for the fix.

Regards,
Bert

2
Hey,

Thanks for testing.
I'll have a deeper look into this after the holiday's and will check at work the possibility for sending you the whole scene.
(Due to NDA)

Regards,
Bertv

3
Hi Frood,

Sorry if I wasn't clear. I'll take another try ;)

The following link contains all the needed data for testing in 3Ds max (Download button at top left side)
If you submit the batch (2 *.png renders) of that scene to BB you'll have the same conditions as mine to try finding the issue.

=> https://ymmanagement-my.sharepoint.com/:u:/g/personal/bertv_kcc_be/EVqj1VUHaK1EnG3DMC0JvD4BQX_WaIB3TWKBcJw8xmg2rQ?e=QLuaGN


Quote
Does it really crash? Or do you get a "no response" error in BB?
After submitting from the batch render dialog to BB (BackBurner), the render node starts green, then the node turns red and keeps trying to render (I guess Max is crashing here)


This is what I see in the manager


This is what I see in the server node


Quote
What happens if you submit a/that scene to BB without using the batch render manager?
Not sure how you accomplish this in Max. Always used the batch Render to send camera's to BB.

Quote
Does it also happen when using the UI to create the batch job without using a script and submitting it to BB?
No, then it's fine. Because I set the output path manual (See below images)
This is where BB parentally has a problem creating / saving the image format for *.png, *.jpg, ... (Except for *.bmp)
Strange thing is, when I create the outputs with script, then go to the batch, open the "output path" dialog and close it again with save, all works fine when rendering with BB!

The same occurs with Vray, but they had a fix for this using the split buffer.



Quote
What Max and Corona version are you using?
I'm using
  • 3D studio Max 2023 (Same problem in 2021 and 2022, not tested with older versions)
  • with Corona render engine 9 (Same problem with Corona 7 and 8, not tested with older versions)

Quote
Then have a look at the max.log
This is a link to the log (characters exceed allowed post size) (Also in the link above)
=> https://ymmanagement-my.sharepoint.com/:u:/g/personal/bertv_kcc_be/EQKGxIwVAh1EvGLSjZm0ddwBMOoNFSnnd5AZq5zmYAWxTw?e=jYD4Ik

Regards,
Bertv

4
Hi Frood,

Correct,
The code works, the jobs in the batch gets created by the script.
The problem is the save to png, jpg, etc... causing a crash when rendering in Backburner.
When rendering the batch locally, no problem.

Parentally this is common and the link below was an approach to solve this in Vray using the split buffer:
https://forums.autodesk.com/t5/3ds-max-forum/maxscript-batchrendermgr-outputfilename-causing-backburner/td-p/4265968

I have no clue how to start solving this in Corona render engine?

Regards,
Bert

5
Hey @Rowmanns,

I send you a part of the scene.
Thanks for looking into this.

6
Hi,

the example in your code section #1 works here. Do you really get a crash or just a frame error? If crash: check Max.log on the render node and/or see if there is a minidump created.

Backburner submission via UI works for you?


God Luck

Hi Frood,
This code is indeed working but only when running the render batch local. It crashes in the backburner render farm using batch rendering.
Code: [Select]
batchRenderMgr.netRender = true
nameFile = getFilenameFile(maxfilename)

perspCamObj = getnodebyname "PERSP_CAM"
perspCamBatch = batchRenderMgr.CreateView perspCamObj
perspNameCam = nameFile + "_" + perspCamObj.name
perspCamBatch.name = perspNameCam
perspCamBatch.outputFilename = maxFilePath + perspNameCam + ".png"

There seems to be a fix/workaround for the Vray render engine with splitbuffering (See the 2nd part code),
And was wondering if something simular could be done for the Corona render engine?

Regards
Bertv

7
Are you using Nvidia Ai denoiser? If so, try to switch to another denoiser, either Corona HQ, or Intel AI and see if that helps.

Hi romullus,
The switch to Intel AI denoise did the trick.
The one I was using was the Corona HQ

Thank everybody for the info.

Below examples for an other camera:
Corona HQ denoise with corona 9 (Nvidia Quadro RTX 4000)


Intel AI denoise with corona 9



8
Hi,

At work we recently upgraded from Corona 7.0 to 9.0
Suddenly we experience lot's of noise in our renders and the overall look seems less bright.

The exact same scene rendered in Corona 7 is noise free after 8 passes with full denoise.
But rendered with Corona 9 some areas experience noise.

Corona 07:


Corona 09:

9
[Max] I need help! / Access image buffer data with maxscript
« on: 2022-09-21, 14:19:27 »
In Vray the following works for bitmap saving.
In Corona I don't know how to do this.

Code: [Select]
corona = renderers.current    --This works getting the current renderer
corona.output_on = true        --No idea how to do this with Corona
corona.output_splitgbuffer = true        --No idea how to do this with Corona

corona.output_splitfilename = fooFileNamePath       --No idea how to do this with Corona

This is the solution to resolve the problem I described at the following location:
https://forum.corona-renderer.com/index.php?topic=37530.0

Regards,
Bert

10
Hi,

I had a problem with setting an output batch via code in Maxscript 3D studio max.
When creating the batch and output to a png file, the render crashes using the backburner system via netrendering.
Code: [Select]
batchRenderMgr.netRender = true
nameFile = getFilenameFile(maxfilename)

perspCamObj = getnodebyname "PERSP_CAM"
perspCamBatch = batchRenderMgr.CreateView perspCamObj
perspNameCam = nameFile + "_" + perspCamObj.name
perspCamBatch.name = perspNameCam
perspCamBatch.outputFilename = maxFilePath + perspNameCam + ".png"

When setting the output manual (via the max batch dialog), the system renders fine via netrendering.

I found someone with a simular problem, but he uses Vray.
https://forums.autodesk.com/t5/3ds-max-forum/maxscript-batchrendermgr-outputfilename-causing-backburner/td-p/4265968

I can't find a way to bypass the problem using the Corona Render Engine the same way described in the link above.
Here they suggest the following for Vray render engine =>

Found a solution via another scripted file name attribute problem.
You have to create a bitmap and then parse the filename property of the bitmap instance to the intended attribute.
Here is an example with a similar problem when scripting the filename output property of vray render elements:
Code: [Select]
vr = renderers.current
vr.output_on = true
vr.output_splitgbuffer = true
/*here is where the joy starts, setting the name of the path and filename*/
fileName = outputFilename + "." + extension
/*now we create a temporary bitmap in that location*/
screwedBitmapCreation = Bitmap 10 10 fileName:fileName
/*save it and close it*/
save screwedBitmapCreation
close screwedBitmapCreation
/*now using the bitmap instance we parse the filename of
the bitmap to the render attribute .......LAME!!*/
vr.output_splitfilename = screwedBitmapCreation.filename


Any help would be appreciated to do this in Corona:
corona = renderers.current    --This works
corona.output_on = true        --No idea how to do this
corona.output_splitgbuffer = true        --No idea how to do this
corona.output_splitfilename = filenameForBitmap       --No idea how to do this

Regards,
Bert

11
Hi,

Indeed adding a custom toolbar with the share view script on to the UI and restart max makes share view work again.
https://forums.autodesk.com/t5/3ds-max-forum/share-view-missing-from-menu/m-p/10537732

I convert the materials back to standard max materials and put the active renderer to scanline.
That works for me. However, I noticed Vray materials are exporting. So maybe Corona materials will work also shortly :)

12
Hey,

I have a rare issue with 3Dsmax (2021, 2022) when installing Corona Render engine 7.
3Dsmax has a share view feature to upload 3D to a cloud service for online view.

When installing the Corona render engine this feature disappears.

Any ideas?
Worked before with older Corona Render engine versions.


13
Hardware / Re: Nvidia Cuda Cores
« on: 2021-05-28, 09:28:49 »
Ok, thanks for the information.

Regards
Bert

14
Hardware / Nvidia Cuda Cores
« on: 2021-05-11, 09:47:27 »
Hi,

My system has a Nvidia Quadro RTX 4000 card https://www.nvidia.com/en-us/design-visualization/quadro/rtx-4000/
Containing 2304 Cuda cores. In my understanding those cores can be adressed as CPU cores.

When I monitor the GPU in my task manager when rendering a Corona Render engine scene in my 3Ds max, I see no activity for the cuda cores.
I red that Corona Render engine is CPU based. But why isn't it usign the GPU cuda cores acting as CPU cores?

Regards,
Bert





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