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1
[Max] General Discussion / Re: DR Speed Question
« on: 2022-03-23, 11:01:29 »
Finally had some time to test it a bit more and the speed gain with larger scene and way longer render times is very little, it shouldnt be the network, i guess the old workstation is simply too slow to benefit from DR. The new workstation did 50 passes while the old one only 10 using DR.
I will use the old one for animations or stick to our prefered render farm. thanks for you help.

2
[Max] General Discussion / DR Speed Question
« on: 2022-03-18, 11:11:56 »
I was using Corona DR for the first time and have a quick question about the speed gain when using DR.

Here is the setup & test:
Workstation-Aurora rendered the scene in 10:33 min
Workstation-Zeus rendered the same scene in 20:25 min

Using DR, Aurora as the master and Zeus as the slave, the scene rendered in 10:02 min while Zeus was only contributing 7 passes in those 10 minutes.
There is quite a difference when it comes to rendering power between those two machines but i was expecting a bit more gain out of it. Saving 31 seconds wont justify powering up another workstation.
So i did another rendering on Zeus and checked how many passes the single rendering was able to do within 10 minutes -> it got to 14 passes which is double from what i got in the same timeframe when using DR.
Since setting up DR is pretty much fail save i dont think i did something wrong on this end, so my question is, is that expected behavior? (Maybe because of the power difference?)  I know that the 2nd workstation will start a bit later with the rendering but getting only half of the passes in the same amount of time when using DR seems off to me....




3
General CG Discussion / Re: Designer Furniture Downloads
« on: 2021-11-04, 12:20:11 »
Try https://www.designconnected.com/ - the site lets you browse by brand or designer so you can quickly see if they have what you are looking for.

4
Have you tried the UHD Cache as the secondary solver using the animation preset? Not sure if this will up your rendertimes but i had almost no noise problems using it in the past.

5
[Max] I need help! / Re: Cloud letters - Any pointers?
« on: 2021-08-19, 12:16:59 »
This example doesn't even looks like true volumetrics. I think it's a bunch of cards with opacity texture. Maybe you should try to do the same?

Yup, that was my plan too if i couldnt get it too work with the volumetic material. Just wanted to know if i am missing something or doing it wrong.

@burnin, might work, i will have a look at it, thx guys! 

6
[Max] I need help! / Cloud letters - Any pointers?
« on: 2021-08-18, 18:02:12 »
For a client i need to do several words where each letter is supposed to be looking like its made out of clouds - see attached example i stole of the internet.
Any pointers how to tackle this? I did some tests using the Volumetric Material inside a simple box and the results were pretty underwhelming and was rendering for ages. Tried some noisse or smoke maps as a Absorption map but it was far away from getting those nice rough uneven edges and depth of the example. Any ideas or examples?

7
We just bought a new pc for the same reasons, here is what we got:

AMD Ryzen 9 5900X
ASUS TUF B550-Plus Mainboard
BoostBox Liquid B240 Watercooling
Geforce RTX 3070
128GB DDR4 RAM
850W Power Supply

~2600€



8
[Max] I need help! / Re: miniature Tilt shift
« on: 2021-05-27, 13:36:54 »
Do it in post, there are lots of tutorials out there on how to do this in photoshop or any other software.
Is there any specific look or technique you are looking for? 

9
Gallery / Re: CGI-Swimming Pool
« on: 2020-11-13, 12:51:07 »
Some critics, i hope you dont mind.
Just some minor stuff, the woman in the first image needs more work, the mask is not very good, outlines, bad hair etc.
Trees and Plants are looking off colorwise, i would have used real life images for this kind of shot. 3d trees will work too but the one you picked need more work on the shader side.

10
You could select the spheres or any other object you want to exclude, right click -> object properties -> uncheck visible in reflections - but then they wont show up in any other reflection...
RayswitchMtl wont help you here. Or maybe render two passes? Or someone more clever then me will come up with something else... :)

11
[C4D] Resolved Bugs / Re: Weird font change in VFB
« on: 2020-04-01, 15:59:12 »
well, i fell for it too.... :)

12
[Max] Resolved Bugs / Re: Visibility Track
« on: 2019-12-13, 10:55:46 »
Doesnt happen with vray so i would guess it has something to do with corona.

corona: http://prntscr.com/qa9nfn
vray: http://prntscr.com/qa9ntt

13
[Max] Resolved Bugs / Re: Visibility Track
« on: 2019-12-09, 16:16:08 »
Found the problem...tried a simple object with the same material and it was working so it must have been something with the animated object. It was animated using a path deform using the stretch value and while it was set to 0 the object was still visible, setting it to 0.001 fixed it and the visibility track is now working as expected.

So dont use a value of 0 if you want to animate the visibility...

Sorry for the inital post, you can delete this whole thread if you want.

14
[Max] Resolved Bugs / Visibility Track
« on: 2019-12-09, 15:54:44 »
Hello,
is it a known problem that somehow corona doenst take the visibility track into account? I have an object which visibilty is animated, basically its set to 0 most of the time and then jumps to 1 in one frame. The problem is that the object is still visibile the whole time its set to 0...
Found a similar problem which was solved unfortunatly it had something to do with SSS and transculency which i dont use (index.php?topic=21309), its a rather simple material.

material of the object: http://prntscr.com/q8cw3a

screengrab of the curve editor and IR: http://prntscr.com/q8cthf

any pointers whats wrong?

15
[Max] I need help! / Re: frosted glass and alpha
« on: 2019-08-27, 11:17:56 »
Thanks for the fast and helpful replys, makes sense. I will go the photoshop way and prepare it in there.

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