Author Topic: Daily Builds 1.5  (Read 112826 times)

2016-07-28, 17:45:52
Reply #225

maru

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Some tests with the new (not yet available) 1.5 daily build with improved displacement. Take a look at the stats. :)

1.4 vs 1.5, full hd resolution

2px - 01:17 vs 00:11
1px - 05:37 vs 00:47 (!!!)

Also it looks like the new displacement, apart from being much faster, is also more detailed in the distance.
You can grab the scene with stones here: https://www.dropbox.com/s/x734e1m754ct9es/caves03.zip?dl=0

PS. There is no single bump map used in that scene, it's all displacement.
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2016-07-28, 17:53:43
Reply #226

Ondra

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Some tests with the new (not yet available) 1.5 daily build with improved displacement. Take a look at the stats. :)

1.4 vs 1.5, full hd resolution

2px - 01:17 vs 00:11
1px - 05:37 vs 00:47 (!!!)

Also it looks like the new displacement, apart from being much faster, is also more detailed in the distance.
You can grab the scene with stones here: https://www.dropbox.com/s/x734e1m754ct9es/caves03.zip?dl=0

PS. There is no single bump map used in that scene, it's all displacement.
available now :D
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-07-28, 19:39:04
Reply #227

peterguthrie

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wow, those times are impressive!

also, the lens effects get a huge thumbs up from us. agree about changing the terminology to blades, but otherwise its already brilliant.

2016-07-28, 20:28:35
Reply #228

Ludvik Koutny

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I am still not getting very good results out of glare and bloom. I mean on the one hand they create nice effect, but they still do not have that exponential falloff from the highlight, that would make them usable to cover up jagged edges, like on real photographs. Right now, you either have too strong glare, or glare with good intensity, but you still perfectly see the sharp pixelated edges around highlights. So when it comes to resolving jagged edges around highlights problem, it still doesn't work.

2016-07-28, 20:41:12
Reply #229

romullus

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I am still not getting very good results out of glare and bloom. I mean on the one hand they create nice effect, but they still do not have that exponential falloff from the highlight, that would make them usable to cover up jagged edges, like on real photographs. Right now, you either have too strong glare, or glare with good intensity, but you still perfectly see the sharp pixelated edges around highlights. So when it comes to resolving jagged edges around highlights problem, it still doesn't work.
+1
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2016-07-28, 20:44:22
Reply #230

PROH

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Rawalanche just did a perfect description of my experience :)

So +1 for that.

2016-07-28, 22:46:58
Reply #231

Ludvik Koutny

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Well, actually :D

I take that back :)

I had an older build, and reading through changelog, there was change to a glare. In latest build, glare works the way it should. It will eat into the edges of the highlight and smooth it out.

Now if only same happened with bloom, it would be awesome :)

2016-07-29, 06:20:28
Reply #232

Christa Noel

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congrats for superb displacement!! I love it
but just so curious and can't wait anymore... When will the DB with DR improvements released? ;)
edit:
what about multilight.. does it do like what maxwells multilight do or just render elements like the other do?
« Last Edit: 2016-07-29, 06:25:29 by noel20 »

2016-07-29, 11:31:17
Reply #233

romullus

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Probably not a bug, but it's worth noting that while general materials transfers well to dailies with fixed glossiness, shadow catcher renders significantly differently when reflection is enabled . Most likely due to absent legacy mode.
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2016-07-29, 12:21:17
Reply #234

romullus

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Or maybe it's a bug afterall, because on transfer to newer builds shadow catcher's glossiness spinner gets changed, but glossiness value in rendered picture still doesn't match. And that conversion is rather strange.

Gloss value:
OLD -> NEW
0,9 -> 0,9542
0,8 -> 0,913
0,7 -> 0,8337
0,6 -> 0,7014
0,5 -> 0,6613
0,4 -> 0,6613
0,3 -> 0,6613
0,2 -> 0,6613
0,1 -> 0,6613
0,0 -> 0,6613

Edit: tried to convert values manually by table available in converter and it works almost perfectly, so this definitely is a bug. Can do proper report on mantis if needed.
« Last Edit: 2016-07-29, 12:35:24 by romullus »
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2016-07-29, 13:26:33
Reply #235

fobus

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It seems that bloom and glare effects are not being saved with network rendering. I can't get it saved with backburner job on nodes.

Update: Looks like this node having trouble with saving image with effects. Investigating it.

Update 2: Looks like it is not saved at all. If I render sequence there are no effects saved in file. 3ds max 2014
« Last Edit: 2016-07-29, 14:07:03 by fobus »

2016-07-29, 14:05:53
Reply #236

aylama

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Some tests with the new (not yet available) 1.5 daily build with improved displacement. Take a look at the stats. :)

1.4 vs 1.5, full hd resolution

2px - 01:17 vs 00:11
1px - 05:37 vs 00:47 (!!!)

Also it looks like the new displacement, apart from being much faster, is also more detailed in the distance.
You can grab the scene with stones here: https://www.dropbox.com/s/x734e1m754ct9es/caves03.zip?dl=0

PS. There is no single bump map used in that scene, it's all displacement.

It is great news!!!!!

and RAM at high resolutions with displacement? It is our biggest problem... We need a  hight detailed displacement on images of 5000px, RAM  in these cases is excessive...

2016-07-29, 16:00:50
Reply #237

maru

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It seems that bloom and glare effects are not being saved with network rendering. I can't get it saved with backburner job on nodes.
Update: Looks like this node having trouble with saving image with effects. Investigating it.
Update 2: Looks like it is not saved at all. If I render sequence there are no effects saved in file. 3ds max 2014
It might be this: https://corona-renderer.com/bugs/view.php?id=2033
So we need to wait for the fix.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-07-29, 20:42:52
Reply #238

VASLAVO

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proxys with displacement crash 3dsmax, tested on 2017 with daily build 07-28-16

2016-07-29, 21:31:21
Reply #239

pokoy

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Just came across a potential bug:
In IR, mode when I render through a camera every scene change takes a few seconds to update the render view, for example HDR environment rotation. If I switch to perspective view, IR updates immediately. Happens on quite a big scene, so some lag is expected, but this definitely smells like a bug.
The camera is a Physical camera, not sure if it happens with a standard camera, too.

Daily build from Jul 12 2016, Max 2016.