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Messages - TomG

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1
Memory doesn't help things go faster, unless you run out :) And if you run out, things then go very much slower.

There may be other differences between those two machines (BIOS, motherboard, timings, various performance overrides and tweaks) that are the cause of the difference. You will find plenty of results on the benchmark where the CPU and memory are the same, but the time to complete the benchmark is different, sometimes by quite a lot, and this is due to those other aspects of the hardware set up.

2
Corona Renderer 7 for Cinema 4D (Release Candidate 5) is out now!

Everyone with an active FairSaaS or Box with Subscription license has access, and you can download it from:
(https://drive.google.com/drive/folders/1fAJusAWXdB2-ePLo4sWUR0Lq0RGh4nYs

We're getting ever-closer to the final release, so this is an important chance to give us your feedback and to catch any remaining bugs or other issues from real world testing.

Here are some of the bigger features in Corona Renderer 7:
  - New Physical Material - greater realism without extra work from you, and greater compatibility with other software and workflows (mapped Metalness, choice of Roughness or Glossiness mode, choice of IOR or Specular mode, and more)
  - Corona Sky with the PRG Clear Sky model (renamed from Improved) now has Volume Effect (aerial perspective), Altitude, Turbidity, and Horizon Blur
  - The Corona Material Library - hundreds of ready made materials for use in your scenes
  - Corona Volume Grid - load and render OpenVDBs using Corona
  - Improvements to hybrid and thin glass (thin glass can now have rough refraction, better shadows, and more)
  - Several rendering speed ups that add up:
  - Bucket Rendering, a 5% overall speed up on average, up to 15% in some cases (note: not like V-Ray bucket rendering, you will still see the whole image build progressively!)
  - Faster Denoising in our own High Quality denoiser, a 20% speed up on average, up to 60% in some extreme cases
  - Faster Transparency / Absorption, will depend how heavily these are used in the scene - can be up to 50% in extreme cases (note, does not affect Translucency)


There have been a great many changes since the first RC. Here are the JUST changes since Release Candidate 4 (for those who have been testing as releases come out):

 - Fixed crash when closing Cinema 4D
 - Fixed problem with caustics from environment not rendering in IR
 - Improved imports of ColorMix shader in material library for several materials
 - Removed unsupported "Hair textured" material from matetrial library
 - UHD cache stored in older versions is no longer supported - such legacy UHD cache files will be
   calculated/updated from scratch; this fixes several problems including crashes when loading such
   legacy cache files
 - Crop / Placement values inside Corona Bitmap now increment correctly for UV Unit space

Please test as much as possible and report your findings to us, so that we can make Corona Renderer 7 ready for release as quickly as we can!
Please post all bug reports, questions, etc. on the main Corona 7 Daily Builds sub-forum at https://forum.corona-renderer.com/index.php?board=40.0

3
[C4D] General Discussion / Re: Cinema 4D Team Renderer R20
« on: Yesterday at 12:06:50 »
On my three different machines, have not run into flicker with how each calculates the cache (the two Intels are different Xeons from each other too, so it is three different CPU configurations). I never save the cache but I am not sure how I would make sure it gets sent / is usable on all three machines :)

4
[Max] I need help! / Re: New Physical Material
« on: Yesterday at 12:03:24 »
You can't achieve this now - because in the real world, the IOR for reflection and refraction is always the same and can't be different. This is one of the cases where the Legacy material let you create unrealistic materials.

The closest thing you have is adding a Clearcoat which has an independent IOR (this would be like adding a layer of lacquer or varnish in the real world, thus giving two different materials that can indeed have separate IORs)

5
[C4D] General Discussion / Re: Cinema 4D Team Renderer R20
« on: 2021-07-27, 17:31:32 »
Should work just fine. My main machine is an AMD, my two nodes are Intels, and I use TR all the time (right now, even as we speak, in fact :) )

6
Noise is expected as the calculations for volumetric lighting are more involved, so will take more passes (or heavier denoising) to clean up.

Shouldn't affect the realism here at all, that's more about light bouncing from HDRI env maps etc. so more like your conventional interiors. The adaptivity has a look to see "how intensely does this block of the image need to be rendered?" and then allocates processing power accordingly. The drawback can be, though, that if "not enough volumetrics" appear in a particular block, adaptivity decides it doesn't have that much hard work to do there so doesn't allocate as much processing power - this is why you see the squares in your image, those are the blocks that adaptivity divided the image into (as a future pointer for when disabling it may help :) ).

Hope that helps!

7
Have you tried disabling Adaptivity?

8
[C4D] Daily Builds / Re: Distance shader problem
« on: 2021-07-25, 18:44:34 »
Can you let us know which version of C4D, which version of Corona, and send in the scene? Thanks!

9
Could you say what the Intel chip actually is, please? What kind of Xeon? Also, when you say "send" a scene, what do you mean? Are you simply opening the scene in Max on either machine and rendering it? Are you using Backburner, or some other networking application? Are you using DR? Thanks!

10
[Max] Daily Builds / Re: Aerial Perspective Playground !
« on: 2021-07-25, 18:40:23 »
Yes, known issue afaik - the new Vol Effect replaces any other sort of volumes for now, and adding volumes into the scene (eg OpenVDB, or perhaps even Vol Mat) won't render correctly.

11
Can you send in the bugreport.txt from the crash, at least a screengrab showing the material and scene set up but preferably the scene itself via private uploader - see https://help.c4d.corona-renderer.com/support/solutions/articles/12000033461-how-to-report-issues-c4d for how to do both of those, thanks!

12
License can be expired, but the version can't be ;) At least, not beyond a certain point.

13
[Max] General Discussion / Re: Corona Renderer t Crashes
« on: 2021-07-22, 16:57:03 »
Nothing that we know of - for crashes, please collect the minidump and send it in, along with a description of what you were doing at the time, which version of Max, and the scene if possible. See how to report issues in my signature :)

14
[Max] I need help! / Re: Roughness vs Glossiness in Corona 7
« on: 2021-07-22, 16:56:04 »
Both seem to show the Phys Mat. If you have one in Glossiness mode and one in Roughness, remember that they are the inverse of each other, so you would need to invert the map.

15
News / Corona Renderer 7 for 3ds Max released!
« on: 2021-07-21, 17:07:28 »
Corona Renderer 7 for 3ds Max released!

Greater realism in your materials with less work from you thanks to the new Physical Material; get a physically realistic result for your sky including at different altitudes, and with a fast and easy aerial perspective; render from 5 to 50% faster; all this and more in Corona Renderer 7!

Full details and download: https://blog.corona-renderer.com/corona-renderer-7-for-3ds-Max-released/


Some of the highlights:

- New Physical Material
Three words that bring a world of benefits to you, including:
  • Clearcoat for realistic varnish and laquer with no need for layered materials
  • Sheen for realistic fabrics, again with no need for layered materials or shaders
  • 35 builtin presets of the most common materials you will need
  • Industry-standards like Roughness and IOR (with option to use Glossines and/or Specular at the material or scene level if you want)
  • Mapped Metalness workflow
  • Improvements to glass (get frosted glass even in Thin mode!)
  • Less chance to accidentally create unrealistic, non-physical materials (no more plastimetal ;) )
  • And more!

- Updated Corona Sky
The "Improved" sky has been renamed to the PRG Clear Sky, and brings with even more realism and control:
  • Altitude lets you specify if your scene is at sea level, seen from the top of a skyscraper, or on top of a mountain.
  • Volume Effect lets you quickly create an aerial perspective effect, which renders super quickly too - now those mountains, trees or skyscrapers in the distance will fade pleasingly into the atmosphere
  • Turbidity lets you control how clear or overcast the sky is
  • Horizon Blur has now been enabled for this sky model, and adjusted to work well with the two new parameters

- Numerous rendering speedups which will give you a 5 to 50% boost in rendering speed (see the blog for the breakdown of each individual speedup we've worked on). We also now load proxies and textures in the background, which significantly speeds up how quickly you can start working on a scene after opening it
- Updated Material Library with a new category, Masonry, and updates to the Metals and Woods categories to include materials based on the new Physical Material. Carpets, Flooring, Concrete, and Ceramic Tiles categories have also had updates to use the new Physical Maeterial, e.g. to add things like Sheen to fabrics
- Updated Corona Converter to take advantage of the new Physical Material
- Improvements to 2.5D Displacement
- And more!

For those of you who have tried Corona before and your 45-day trial expired, we've automatically refreshed the demo period to give everyone an extra 14 days so you can try out all the new features! Simply download and install Corona Renderer 7, and you can activate the refreshed demo period right from within 3ds Max. Enjoy!

Remember, you can read about this release in detail over at https://blog.corona-renderer.com/corona-renderer-7-for-3ds-Max-released/


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