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Messages - TomG

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3961
[Max] Resolved Bugs / Re: Can't stop render
« on: 2019-04-04, 16:49:20 »
Thanks for uploading! Over to the devs on this one, for them to have a peek at what the minidump reveals :)

3962
[Max] Resolved Bugs / Re: Can't stop render
« on: 2019-04-04, 15:21:08 »
Hi! I can't offer any insight as I can't read minidumps, so that would be one for the developers.

PS - I don't actually see the minidump here, I presume it was uploaded through our private uploader, with the link to this bug report included when it was uploaded (there's a field for ticket number or forum thread when uploading)?

3963
Well making the interactive viewing is all done outside of the 3D application, so it shouldn't matter which application the image comes from (Max, C4D, etc.)

Setting the camera in Corona for create the image is the same in Max and C4D, so any Corona information or tutorials you've seen for Max will apply - just choose Override under the Camera Projection in the Corona Camera tag, and then Spherical or Cubemap (or possibly Cylindrical, though never seen that used personally) depending on what your chosen viewing application needs (the appropriate image dimensions should be in any tutorials for Max, or indeed in the info for the viewing application you have chosen).

(In this case, if you want to view on YouTube, see what YouTube says about what is needed for image dimension and whether they require Cubic or Spherical projection)

3964
[Max] General Discussion / Re: Troubles with RebusFarm
« on: 2019-04-03, 22:31:33 »
The best bet would be to contact Rebus support.

3965
Gallery / Re: Porsche in fog
« on: 2019-04-03, 17:10:30 »
Inside mode will likely take longer, as it does more :)

Raising the noise level and using denoising should give significant savings though, something like 5 or 6% noise might work well and take a lot less time.

3966
[Max] I need help! / Re: New hotfix 2 2020 Noize
« on: 2019-04-03, 16:44:42 »
Yes, the Rest (unassigned) layer could never be denoised previously. The ability to denoise it was only added in Corona 4, so is in the daily builds. Same with denoising being enabled by default for LightSelects, that's new in the daily builds too.

3967
Gallery / Re: Porsche in fog
« on: 2019-04-03, 16:19:30 »
Volumetrics always add some time, and usually quite significant, since the renderer is doing a lot more calculations. Are you using Inside Mode?

For speed, the first thing to check is "Single Bounce Only". If you can enable this and still get the result you want, then it will dramatically reduce the amount of extra calculations the engine has to do.

The second biggest control for rendering speed there is the Step Size, which determines how large a step through the volume is taken before calculating again. Smaller steps mean more accuracy, but of course also mean you are asking the render engine to do many more calculations. There's no good guide to what Step size to use, since it will depend on too many scene specific factors, like the scale of the scene and the amount of detail in the volume (when using 3D noise).

Since it looks like there is no 3D noise here and the fog is uniform, you could try a larger step size. You might also be able to use "On Surface" mode (where "Single Bounce Only" still applies, but Step size doesn't as the engine does not step through the volume recalculating things).

3968
[Max] I need help! / Re: New hotfix 2 2020 Noize
« on: 2019-04-03, 16:15:54 »
Thing is, there was no change in hotfix 2, other than support for Max 2020. As noted, example renders and scene would be needed in this case.

3969
Well, new caustics are being developed in the Corona core as part of Corona 4, so something to look forward to :)

3970
[Max] Resolved Bugs / Re: NaN
« on: 2019-04-03, 15:36:05 »
Yes, Corona 3 (Hotfix 1) should resolve this issue, as well as daily builds (be as well installing Corona 3 (hotfix 2) if you are updating - even though only change in hotfix 2 is support for 3ds Max 2020 :) )

3971
[Max] Resolved Bugs / Re: NaN
« on: 2019-04-03, 14:45:28 »
NaN's (Not a Number) come up when, for example, a calculation results in a divide by zero.

In the version of Corona you are using, turning off the New Light Solver should remove the NaNs (the possibility that this might happen is why the New Light Solver is not on by default in Corona 3). Alternatively, the latest daily builds of Corona 4 should allow the New Light Solver to work without NaNs.

3972
It's overlapping objects / surfaces I believe - e.g. OpenVDB overlapping did not render correctly before, but does now (see the New Features video). For refraction this applies too, the updated version is more accurate, although this just results in refraction "looking different", most likely your eye won't say that one is right and one is wrong (though the new version is more correct). It can be seen with, say, a teapot where surfaces meet and overlap such as where spout joins the body, or handle joins the body. While you won't say the old version "looks wrong", the new version is in fact more accurate.

3973
Plan for what? For the Gallery on the forum, we have no plan, that is purely user submissions and up to the users what materials they are using.

For the Material Library updates, we are still in the hiring process. Any actual plan can only come about once we have hired someone and we can begin moving forward.

3974
[C4D] I need help! / Re: Camera Animation interiors
« on: 2019-04-02, 15:11:18 »
Hi! There isn't really anything to do or change from the Corona side, other than check Animation (flicker-free) for the UHD Cache, if you are using it. Everything else would be C4D animation techniques.

You can check info on caching the UHD Cache in this tutorial (it's 3ds Max, but that's just a slight UI change, the information remains the same) - https://coronarenderer.freshdesk.com/support/solutions/articles/5000515648-how-to-use-uhd-cache-for-animations-and-stills-

Cheers!

3975
Probably not possible due to Corona's physically realistic implementation (it isn't possible in Max either, it's part of the Corona core that things work this way).

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