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Messages - bertv

Pages: [1] 2
1
Maya has a task size option to set how many animation frames backburner has to render before unloading the scene and start the next task size batch.
Not sure 3dsMax has a similar option.

Already asked on Autodesk forums without success :(

2
Below a Maxscript for people in need of adjusting the intensity and directionality of all Corona light materials in the scene:

Code: [Select]
--Find all corona light materials in the scene and do action

--for obj in selection do
--for m in sceneMaterials do
for obj in objects do
(
m = obj.material
if m != undefined do
(
if (classof m == Multimaterial) then
for i in m.materialIdList do
process_mat m[i]
else
process_mat m
)
)

fn process_mat m =
(
if (classof m == CoronaLightMtl) then
(
print m.name

--DO ACTIONS TO SET INTENSITY AND DIRECTIONALITY  --show m
if (m.directionality > 0.48) do
m.directionality = 0.48

if (m.intensity > 10) do
m.intensity = 10
)
else if (classof m == CoronaMtl) then
(
--DO SOMETHING Check material options with =>    show m
)
else if (classof m == CoronaPhysicalMtl) then
(
--DO SOMETHING Check material options with =>    show m
)
)

3
Hi,

With all materials active the frame looks pretty noise ok. (Used the denoise for first image in annex and no denoise for second image!)

What I'm going to do:
  • Make a script that finds all the light materials and set the intensity and directionality to a desired value.
  • Add some general corona spot lights to light the scene
  • Set the min passes to 50 and noise level limit to 12%



4
Hi,

I did some tests. It seems to be a problem with the light material that was set to strong with high intensity of 150 en directionality of 0.7.

01: All overridden with override material:
In annex

02: Override with light materials excluded:
In annex

03: Override with light materials excluded tweaked light materials (Squared at top) intensity:40 and directionallity:0.48 :
In annex

04: Override with light materials excluded tweaked light materials (Squared at top) intensity:5 and directionallity:0.48 and added corona lights to fill the scene:
In annex

05: same as 04 but with denoise CPU AI en tent image filter:
In annex


When I render multiple frames I see some splotches, because of still to much noise and the denoise.
Later I'll do some more test with the materials.


5
Thanks all for the info.

I'll do some tests next week and will keep you posted.

6
Hi,

I did a settings reset and enabled the animation settings and put the secondary solver on 4K.
I made 3 render tests with those settings. One 20 passes, 50 passes and 80 passes.

But the image is still noisy (Not sure if I can use denoise for animations)
Is there anything else I can do to reduce the noise besides adjusting the materials (since this would take a lot of work to tweak)

Thanks for the help,

7
Hi,

I am tweaking a scene for animation rendering. But keep getting lots of light dots in my renders.
Any idea how I can remove those? Tried to play with the multiplier to increase rays, but has little effect.
The render is (1920 x 1080 px) and should not render more than 10min.

Below some screen grabs for my settings:

8
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

9
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

10
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

11
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

12
Hey @Rowmanns,

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

13
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

14
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



15
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:

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