Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: maru on 2018-06-26, 10:54:36
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Version 3 daily builds discussion.
You can always get the newest daily build in the usual location: [link] (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015)
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Sweet.
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Anti gravity?
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Anti gravity?
Huh?
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So, it's not that
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Ok, let's lock this thread until there are some actual V3 daily builds. :)
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I'm curious about this update in the new changelog:
* Improved texture sharpness on grazing angles
Apart from the obvious description of the fix, can anyone go into a little more detail on what caused the issue and how it was fixed?
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textures look better at grazing angles/edges now, they are less blurred and have greater detail. I am curious to see some user tests for this
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Hi all, the 3.0 latest daily build has problems with DR.
DR slaves loose connection very often.
Thanks,
Dionysios -
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Here is a quick test. The textures definitely look sharper. And also adding the image of the test object, in case you are not sure what you are looking at. ;)
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Maru
I see positive changes only at textures with girl, but as we all using sharpness filter (even at games via reshade) this can be achieve in post production. So a questions about rendering speed of this. And can you fix bugs first like coronaWire map with subdivs and other bugs at already implemented features?
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it seems materials are not updated in mateditor after interactive rendering. changing coronaColor map not affecting on result material in preview
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it seems materials are not updated in mateditor after interactive rendering. changing coronaColor map not affecting on result material in preview
Is it different for you in v2 or 1.7?
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V2 is ok... now back to v2
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V2 is ok... now back to v2
I can't see any difference: https://www.dropbox.com/s/gi5iwnq2tczqdy1/v2-vs-v3-meditor.zip?dl=0
Can you please explain here what issue exactly you are experiencing, or contact us using https://coronarenderer.freshdesk.com/support/tickets/new
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V2 is ok... now back to v2
I can't see any difference: https://www.dropbox.com/s/gi5iwnq2tczqdy1/v2-vs-v3-meditor.zip?dl=0
Can you please explain here what issue exactly you are experiencing, or contact us using https://coronarenderer.freshdesk.com/support/tickets/new
Its too long to explain... I recorded video, please look it (5 minutes)
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The first part (at 1m 40s) is just Max's ME not updating while IR is running. I think that's a Max limitation thing (as the renderer is already rendering, in IR, so can't re-render in the ME, is my thoughts on it - developers would need to say more)
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The first part (at 1m 40s) is just Max's ME not updating while IR is running. I think that's a Max limitation thing (as the renderer is already rendering, in IR, so can't re-render in the ME, is my thoughts on it - developers would need to say more)
Yeah... but to work I need at least like in v2, not v3 daily.
anyway, why do you so rare post daily builds and so slossswly devepoing now... 1.1-1.7 was much more interesting features and much often posted dailys
thanks...
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anyway, why do you so rare post daily builds and so slossswly devepoing now... 1.1-1.7 was much more interesting features and much often posted dailys
thanks...
Maybe because it's summer... you know, vacation season and such ;]
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anyway, why do you so rare post daily builds and so slossswly devepoing now... 1.1-1.7 was much more interesting features and much often posted dailys
thanks...
Maybe because it's summer... you know, vacation season and such ;]
Whole office on vacation! Cool 😂👍🏻
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Also we usually focus on big topics at the beginning of the release cycles, so there take some time to complete (speaking of which, expect big things soon ;))
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I think because from 1.7 till 2.0 they did a lot of job "hunder the hood" that we are not able to see (for example, volumetric media).
For us, as users, is "simple"
(*) Support of PhoenixFX and add "Inside Volume mode" for CoronaVolumMtl
(*) Add support for VRayMtl and VRayLight
But, behind, there is tons of job.
Also, more features Corona has, more complicated is to add new tools.
I want to explain. If you add a new parameter in Corona, you must to check that this new parameter works with all Corona "universe".
Bigger Corona is (v1.3 was very small, with less maps, less material etc..) more test you have to do.
And yes, it's summer. But I'm sure that they are working like horses even in August ;-)
EDIT: Big things? O god... do I must to be worried Ondra ;-)
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Also we usually focus on big topics at the beginning of the release cycles, so there take some time to complete (speaking of which, expect big things soon ;))
The timing of your post tells me that hopefully there might be some news at Siggraph? Wishful thinking...
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No, we are not timing anything for siggraph. But we will be releasing our killer features probably with this and next daily build... it is improved interactive
BTW: the vacation things is also true, both I and Pavel are taking a month vacation in USA after siggraph
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What is America ?
We already know, but let's pretend
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Great news on the improved interactive "upgrade" Ondra! ;)
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improved interactive
whoaa cant wait for that =D
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Strange thing happening when new Denoiser is used. After the first pass, which looks normal, VFB gets offseted like so (screenshot):
(https://i.imgur.com/EX4BkXr.jpg)
But when saved the usal way - all seems to be fine:
(https://i.imgur.com/XB3SzUj.jpg)
3ds max 2015
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Finally the realtime denoiser!
Thanks a lot, working well here, implementing right away in the office workflow, previews faster than ever.
A little bit tricky to install with my nvidia Quadro k620, must reinstall the driver, nvidia optix program, corona with nvidia optix option and then restart, in that way it worked.
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New denoiser looks impressive! Unfortunately it can be directly compared with Corona's one, as it doesn't work in history, but loading images in photoshop, clearly shows that Corona denoiser is much more accurate and AI denoiser is... well, much more faster :] And it feels very nice with IR, it's a shame that stopping IR removes denoising. Could that be fixed please?
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yeah... cool improvements list.
BUT can I ask you mark corona version in window bar (installed daily build, but shown Corona 2 (final)... small thing but annoyed
and one more important feature request (Again) Multimap - randomization by mesh elements... Please Please Please!
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I just did the standard install ('Update' not 'Custom') and when I try to run the denoiser with IR I get an error that Optix DLL's are not installed. I click 'Learn More' but it sends me to the wrong helpdesk page (something about autosaves.)
I have a GTX 1080 Ti so I would have assumed the installer would have autodetected that and installed Optix? Can I download it directly from nVidia's site or should I try a new install?
Thanks, excited about the new feature!
Daniel
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Hi Danio, the install is an option in the Corona installer, you'll need to use Custom and enable it :) It's off by default. It should then install all NVIDIA Optix stuff that you need. Be sure drivers are up to date as well.
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Hi Danio, the install is an option in the Corona installer, you'll need to use Custom and enable it :) It's off by default. It should then install all NVIDIA Optix stuff that you need. Be sure drivers are up to date as well.
Ok, got it! Thanks Tom.
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Optix works sweet! I do notice I can't save out an optix de-noised IR image. Is that normal? Same result with the 'Ctrl-C' button...you get the noisy image, not the de-noised one. Just happening with the interactive mode.
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Note: this is just an early implementation of the Optix denoiser. We are aware that it's not perfect. We'll appreciate your feedback though, so please report anything you find suspicious. :)
Here are some random things from an i7-6700 and a GTX 1050:
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What graphics card would you guys recommend to take advantage of Optix? I was thinking of joining a GTX 1080 to my small K1200. Will Optix use all GPU's on the system or can I select a specific one to be used when performing those operations?
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X2 , to take it a bit further. With the new Threadripper 32 core, what is the ideal hardware scenario?
To obtain instant Optix denoiseing results?
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For best results with still reasonable price, I would go for 32 core new threadripper with single 1080ti
Also: we are not done yet, another huge IR boost is coming soon in dailies
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Corona, from Day1 has never disappointed. (And it made me lot's of money)
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Niiice Ondra!! So, in my case having a dual 2696 v3 system would you recommend the GTX 1080TI or should I wait for the yet to be known Nvidia 11 or 20 series?
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Also: we are not done yet, another huge IR boost is coming soon in dailies
You're a rockstar...
Also, been using Optix all day and it really is speeding up my workflow. Massive kudos! Would just like to be able to save out the denoised image. w00t w00t...
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Something is very wrong when saving from VFB to jpg. In 2017 max w7 1050Ti
Also as there is mentioned above there is tilt shift in VFB when zooming in or out to the image.
Tho the autoback image file had a LOT less isues
And one more thing, it is impossible to open CXR with standalone corona image editor if AI denoiser was enabled it just gives some optiX dll error
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Niiice Ondra!! So, in my case having a dual 2696 v3 system would you recommend the GTX 1080TI or should I wait for the yet to be known Nvidia 11 or 20 series?
Pavel will correct me if I am wrong, but I think that the denoising takes about 20ms on 1080ti on typical IR resolution... there is not much time to save there
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Is it possible to expose some controls for new denoising? I feel that is too aggressive for my taste. At least when authoring materials in IR, it almost doesn't matter if you use denoising or not, you still can't judge material's look untill rendering progresses far enough. Maybe it could be better if we had some controls over denoising and could try to reach balance between noise and painterly mush?
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Is it possible to expose some controls for new denoising? I feel that is too aggressive for my taste. At least when authoring materials in IR, it almost doesn't matter if you use denoising or not, you still can't judge material's look untill rendering progresses far enough. Maybe it could be better if we had some controls over denoising and could try to reach balance between noise and painterly mush?
From all test i made, it looks undone from nvidia side. May be if wwe could contact nvidia and provide some more data for neural network to explore (images) we could help them improve it.
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Some more info on that denoiser
I don't know what the voodo this is but it is now not saving denoised result at all i only managed to save lowres (800x600) denoised images It just saves non denoised image from VFB. UPD - I managed to save from VFB And it was quet disapointing. The resulting image differs very much from the image seen in vfb, it is very blurred and contains a lot of artifacts areas that apear to be smooth in vfb have bright/dark large scale noise pattern on them.
That missing dll actualy affects not only CXR saved with new denoiser but also it affects standalone image editor and preventing it from startup. And the funniest thing that the dll with the right name (optix.51.dll) is actualy present in Corona/optix folder.
UPD - Somewhat it turns out that the only way to get a proper result is to use autoback tonemaped EXR It looks even better than the image from VFB.
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That missing dll actualy affects not only CXR saved with new denoiser but also it affects standalone image editor and preventing it from startup. And the funniest thing that the dll with the right name (optix.51.dll) is actualy present in Corona/optix folder.
the image editor starts up, if you place a copy of the optix.51.dll next to the image-editor exe
well, the denoised cxr looks a bit weird :)
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is it possible in future that ai denoiser take second graphics card without sli
and selection options like how many graphics cards it will take
it gives memory error some times
i have 1070 gpu
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So Now, with this Optix Denoiser, I've got an 8 min, or so, long min IR rendering, that "for my selfless retail purposes" can match a 45 min .
I'm good w/ that
edit: except, I can't save my CRX
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Optix is doing great. use default denoising amount 0.65 for IR. for final render it works for any value depending on the noise level.
the only issue is when rendering high res images something like 5000 pixels the graphics memory gets stuffed and the fact that the denoiser acts on each VFB refresh is painfully slow, it's slow not because the denoising is slow but because there is a loading and unloading thing going on that freezes the VFB and unfreezes it again.
if there was a denoising button within the VFB that can be clicked whenever the user wants to denoise the image that can save A LOT of power on the GPU side.
because when I'm rendering final I don't want my graphics card to keep denoising and denoising and denoising. it's inefficient, a final denoise or on request denoise is well enough
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Exactly my thoughts. Denoising for regular rendering should be either on demand or applied only at final stage. OTOH, real time denoising for IR is just great!
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unfortunately for me, then I do not see any point in real-time denoising filter, which greatly slows the process of fine-tuning shaders and materials in IR.
Because of this, it is almost impossible to quickly see the changes in material and bump mapping during turning in IR, that can see faster without using any denoise.
Especially in dielectric materials-- metals,glasses and etc.
and if it can be used only in IR mode and not for faster final result, then why is that thing necessary at all:)) Only as option "as in Vray" ?:)
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Nvidia AI Denoiser - it is not taking over the top intensity values in light material
i some times go for lot of values to get perfect glow
also over exposed glossy areas. it gives rainbow kind of results around the edges.
it is also as it says that its AI denoiser and not AI AA Filter. it needs passes
but it gives really fast results for me atleast
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It gives me error sign for missing optix dll.
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It gives me error sign for missing optix dll.
Hi Danio, the install is an option in the Corona installer, you'll need to use Custom and enable it :) It's off by default. It should then install all NVIDIA Optix stuff that you need. Be sure drivers are up to date as well.
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This denoiser kicks ass this is ridiculous we are getting closer and closer to actual real time final renders!!! good job team,
for animation work it seems I need to install graphics cards on my nodes to take advantage, figure GTX 1060 will suffice for HD animations?
Cheers and keep it up!
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ERROR 1 - It links me to Autosave feature error page by clicking hyperlink in the dilogue box
OptiX denoiser reported an error.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Assertion failed: "!m_launching : Memory manager launch is already active", file: C:\u\workspace\rel5.1-win64-cuda90-VS2015-build-Release\sw\wsapps\raytracing\rtsdk\rel5.1\src\Memory\MemoryManager.cpp, line: 962) Learn more »
ERROR - 2 - It links me to Autosave feature error page by clicking hyperlink in the dilogue box
OptiX denoiser reported an error.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -4711.) Learn more »
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unfortunately for me, then I do not see any point in real-time denoising filter, which greatly slows the process of fine-tuning shaders and materials in IR.
Because of this, it is almost impossible to quickly see the changes in material and bump mapping during turning in IR, that can see faster without using any denoise.
Especially in dielectric materials-- metals,glasses and etc.
and if it can be used only in IR mode and not for faster final result, then why is that thing necessary at all:)) Only as option "as in Vray" ?:)
I personally find it very useful for look and feel development. If I want to fine tune a shader I zoom in during IR and Optix quickly updates.
Also I believe you can turn it off for IR easily in the Performance tab under Render Settings. And it can be enabled for final denoising as well.
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Exactly my thoughts. Denoising for regular rendering should be either on demand or applied only at final stage. OTOH, real time denoising for IR is just great!
I will agree on that. It is waaaaaay too resource consuming. I would recomend bake lightmixer if you are rendering something above 4k. Also It DEFINETLY needs non interactive mode when it is being calculaded only on the render end.
Tho trough all the bug struggle the result is amazing i got proper looking 1920x1440 image in 10 mins of render with 10% of noise on it.
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Tho trough all the bug struggle the result is amazing i got proper looking 1920x1440 image in 10 mins of render with 10% of noise on it.
Amazing speed wise yes, i agree on that, but image quality leaves much to be desired - i see so many artifacts in your last example. On its own, optix denoising is great, but it's nowhere near to the quality of Corona denoiser. I wouldn't risk to use new denoiser on final images yet.
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Tho trough all the bug struggle the result is amazing i got proper looking 1920x1440 image in 10 mins of render with 10% of noise on it.
Amazing speed wise yes, i agree on that, but image quality leaves much to be desired - i see so many artifacts in your last example. On its own, optix denoising is great, but it's nowhere near to the quality of Corona denoiser. I wouldn't risk to use new denoiser on final images yet.
I think it could be better if i had let it do more pases (reasanoble amount of them 5-7% atleast). But the max blown out when i had put 4k to render with all the light mixers and stuf and i havent recived any result so if anyone have something better than 1050Ti or 960 it would be nice if we could have 4k *real thing* test image with that new denoiser.
PS - It looks like i just dont have enough resource to make proper testing X_x
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With latest build, i'm experiencing repeating crashes 20-30 minutes into rendering. In all ocasions AI denoiser was running, although i don't know if it has something to do with crashes.
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4K Test
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4K Test
Well that is looking good. Wich GPU did you used?
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4K Test
Well that is looking good. Wich GPU did you used?
1070
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Not bad indeed, but why so many jaggies everywhere? How many passes did you run? Would be interesting to see the same image rendered with Corona denoiser for comparison.
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Not bad indeed, but why so many jaggies everywhere? How many passes did you run? Would be interesting to see the same image rendered with Corona denoiser for comparison.
64 passes
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Not bad indeed, but why so many jaggies everywhere? How many passes did you run? Would be interesting to see the same image rendered with Corona denoiser for comparison.
64 passes
can you put a little region on jagged edges. i have rendered with blackman harris with width pixle of value 1 maybe thats why.
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With latest build, i'm experiencing repeating crashes 20-30 minutes into rendering. In all ocasions AI denoiser was running, although i don't know if it has something to do with crashes.
I would really check your GPU temp and see if it overheats!
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4K Test At 12 Passes Render Time 14:13 mins 28m Polys 1070 gpu 14.52% Noise Level AI Denoiser Value 1
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I'm having problems where some DR nodes are not rendering with Nvidia denoiser, and it is the same nodes. they go into a parsing then restart after parsing.
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It gives me error sign for missing optix dll.
Hi Danio, the install is an option in the Corona installer, you'll need to use Custom and enable it :) It's off by default. It should then install all NVIDIA Optix stuff that you need. Be sure drivers are up to date as well.
Thanks! Now it works.
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The NVIDIA AI denoiser is basically a black box that we're feeding with data on one side and a denoised image falls out of the other side. There's very little we can change about it, so this new option is basically "take it or leave it." We can however experiment a bit with the kind of data we're feeding it and also tune the blending factor between the original and the denoised image.
TBH we never originally intended the NVIDIA AI denoiser to be used for the production rendering. The only reason it is even included in the production rendering option is because we thought people might be interested in comparing it to the old denoiser.
Beware that NVIDIA documentation explicitly says that this denoiser is not suitable for animations. We kinda forgot to add that to the denoising mode tooltip (will be fixed in next daily).
Thanks for all the bug reports. We'll try to fix as much of them as possible for the next daily build.
Is it possible to expose some controls for new denoising?
The only thing we could expose is the blending factor between the original image and the denoised one. There are however some UI/UX problems how to expose this without causing more confusion/clutter to the UI. We hope to be able to settle on some "good enough for everybody" blending factor for IR denoising, so that we would not have to introduce new settings just for that.
With latest build, i'm experiencing repeating crashes 20-30 minutes into rendering. In all ocasions AI denoiser was running, although i don't know if it has something to do with crashes.
minidump(s)?
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3ds max keeps crashing on render end with batchrender.
I am attaching minidump below.
PS - Forgot to mention, it looks like it is not AI denoiser related because i disaibeled all of the denoising after pre last crash and yes i tryed to debug it but failed. Absolutely no idea how it happens.
UPD - It is not batch render related too. I just had a crash on regular render.
UPD2 - I have set pases limit to 15 and chrash disapeard. Probably it was crashing on adaptifity recalc at some point somwhere around 5% i can share scene if needed.
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minidump(s)?
Ah yeah, sorry, the last time i had Corona related crash, was so long time ago, that i completely forgot how to properly report it :] There will be minidump from me, after next crash.
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This crashes are getting realy anoying. I am rolling back to stable version.
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Been following this thread; after installing then reinstalling Corona_2018-08-09.exe (w/ custom install ) and Denoising checked, I'm still getting the "optix.51.dll was not found" CoronaImage .exe-System error. Is there a way to manually correct this?
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Hi Noah
reinstall this version of corona and go to CUSTOM - and then ensure you tick the check box for NVIDIA denoiser Been following this thread; after installing then reinstalling Corona_2018-08-09.exe (w/ custom install ) and Denoising checked, I'm still getting the "optix.51.dll was not found" CoronaImage .exe-System error. Is there a way to manually correct this?
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I can get optix to work fine in interactive, with per frame denoising, but when I try to render normally, so not interactive I get this error and odd stripes across my image.
OptiX denoiser reported an error.
Memory allocation failed (Details: Function "_rtCommandListExecute" caught exception: Out of memory)
Also if I set the blend to anything but 0 or 1, so like 0.5 the image breaks into odd offset sections.
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Bug 1 - it applies the NVIDIA denoising even if i dont have it activated in the settings.
Bug 2 - DR doesnt work.
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I can get optix to work fine in interactive, with per frame denoising, but when I try to render normally, so not interactive I get this error and odd stripes across my image.
OptiX denoiser reported an error.
Memory allocation failed (Details: Function "_rtCommandListExecute" caught exception: Out of memory)
Also if I set the blend to anything but 0 or 1, so like 0.5 the image breaks into odd offset sections.
Hi, we vare already working on a fix for CoronaImage.exe. Workaround for now is to manually copy optix dll next to CoronaImage.exe
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When is aproximate date of next build? I will try to ajust my time to have some for testing and reporting.
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Well, guys, I had the opportunity the other day to test the new daily build at the office and I didn't notice much difference between Corona Denoiser on CPU (dual 2696v3) and Nvidia Denoiser on my K1200 ("denoise during render" enabled of course).
It seemed faster on CPU than on my current GPU. Would I feel that much difference if I bought a 1080Ti or I shouldn't even bother with it and just stick with Corona Denoiser and CPU combo?
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Well, guys, I had the opportunity the other day to test the new daily build at the office and I didn't notice much difference between Corona Denoiser on CPU (dual 2696v3) and Nvidia Denoiser on my K1200 ("denoise during render" enabled of course).
It seemed faster on CPU than on my current GPU. Would I feel that much difference if I bought a 1080Ti or I shouldn't even bother with it and just stick with Corona Denoiser and CPU combo?
I have a K2200D at work and it's useless.
For sure 1080TI is much better. It's like comparing a paper weight to a graphics card.
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Wouldn't it be crazy, if we could save a 5- 8 min 4Kframe optix denoised IR, in sequence?
the artifacts would be too severe to animate?
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or just wait for cloud action
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Well, guys, I had the opportunity the other day to test the new daily build at the office and I didn't notice much difference between Corona Denoiser on CPU (dual 2696v3) and Nvidia Denoiser on my K1200 ("denoise during render" enabled of course).
It seemed faster on CPU than on my current GPU. Would I feel that much difference if I bought a 1080Ti or I shouldn't even bother with it and just stick with Corona Denoiser and CPU combo?
I have a K2200D at work and it's useless.
For sure 1080TI is much better. It's like comparing a paper weight to a graphics card.
I just use a 1080 Ti so I can’t contrast it to another card, but I’d agree it’s super fast. I had sort of debated the wisdom of buying that card since I do mostly CPU rendering these days but now I’m stoked. Same deal using Optix on VRay Next. I will say on a 6k image I ran out of VRam, which generated an Optix error. But that was during the Next beta days so things might have improved.
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When is aproximate date of next build? I will try to ajust my time to have some for testing and reporting.
We hope to have a new build prepared today (might be later in the evening as usual). Unless of course we introduced more bugs than we managed to fix, in which case we would have to fix those as well :)
Well, guys, I had the opportunity the other day to test the new daily build at the office and I didn't notice much difference between Corona Denoiser on CPU (dual 2696v3) and Nvidia Denoiser on my K1200 ("denoise during render" enabled of course).
It seemed faster on CPU than on my current GPU. Would I feel that much difference if I bought a 1080Ti or I shouldn't even bother with it and just stick with Corona Denoiser and CPU combo?
I'm on 1050 in the office and the denoising time in IR (at the default 640x480 resolution) is something like 50 ms, so it's pretty much interactive (though not fully real-time).
Wouldn't it be crazy, if we could save a 5- 8 min 4Kframe optix denoised IR, in sequence?
the artifacts would be too severe to animate?
Beware that NVIDIA itself says that this denoiser is not good for animations. Sorry, we kinda forgot to add that info to the denoising mode tooltip (will be fixed in next build).
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Beware that NVIDIA itself says that this denoiser is not good for animations. Sorry, we kinda forgot to add that info to the denoising mode tooltip (will be fixed in next build).
By the way, there was a moment in this presentation on SIGGRAPH when they said that pixar used AI denoiser in *fiding dorry*
https://www.ustream.tv/NVIDIA - He is speaking about it at 7:00-7:30
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By the way, there was a moment in this presentation on SIGGRAPH when they said that pixar used AI denoiser in *fiding dorry*
https://www.ustream.tv/NVIDIA - He is speaking about it at 7:00-7:30
Funny, but i've heard "they created AI based denoising" ;]
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By the way, there was a moment in this presentation on SIGGRAPH when they said that pixar used AI denoiser in *fiding dorry*
https://www.ustream.tv/NVIDIA - He is speaking about it at 7:00-7:30
Funny, but i've heard "they created AI based denoising" ;]
Obviously first they had to create it =D
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Beware that NVIDIA itself says that this denoiser is not good for animations. Sorry, we kinda forgot to add that info to the denoising mode tooltip (will be fixed in next build).
By the way, there was a moment in this presentation on SIGGRAPH when they said that pixar used AI denoiser in *fiding dorry*
https://www.ustream.tv/NVIDIA - He is speaking about it at 7:00-7:30
Well yeah, this is not a limitation of AI denoising technology itself, it's just a limitation of this specific implementation of NVIDIA AI denoiser as specifically stated in the NVIDIA documentation :)
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By the way, there was a moment in this presentation on SIGGRAPH when they said that pixar used AI denoiser in *fiding dorry*
https://www.ustream.tv/NVIDIA - He is speaking about it at 7:00-7:30
Funny, but i've heard "they created AI based denoising" ;]
Definitely heard that too! :)
*meh, you people are too fast :D
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Nevertheless, it would be interesting to see what halucinations this optix implementation would introduce in animation. Anyone eager to try? ;]
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Nevertheless, it would be interesting to see what halucinations this optix implementation would introduce in animation. Anyone eager to try? ;]
I will try to make something (just to see what happens) with the next build.
Overal looks like nvidia gave us something very incomplete, like *go ahead, test it*
Definitely heard that too! :)
*meh, you people are too fast :D
About that, afterwards he speaks *even then the amount of computation required was amasing, 200 000 000 cpu hrs * Wich means that they made and used it
And some more info from Disney page.
Specifically, the team used millions of examples from the Pixar film Finding Dory to train a deep learning model known as a Convolutional Neural Network. Through this process, the system learned to transform the noisy images into noise-free images that resemble those computed with significantly more light rays. Once trained, the system was successfully able to remove the noise on test images from entirely different films, such as Pixar’s latest release, “Cars 3,” and their upcoming feature “Coco,” even though they had completely different styles and color palettes
Tho it is not clear was the output used in live release or not.
https://www.disneyresearch.com/innovations/denoising/
And i wasn't right about fiding dory, they used output as a reference for AI
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somehow i cant get Optix dll working.. I installed custom with AI Denoiser checked. I even installed twice where i then got messages that everything is already installed and skipped.
I have a GTX 1070Ti.. any ideas?
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somehow i cant get Optix dll working.. I installed custom with AI Denoiser checked. I even installed twice where i then got messages that everything is already installed and skipped.
I have a GTX 1070Ti.. any ideas?
disable your antivirus for a few minutes and re-install, avast blocked the corona installer for me this time, usually it only gives a warning.
uninstall corona completely then reinstall it
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8-15 build DR server no longer runs at all, says on all nodes every time you try to run it "the procedure entry point could not be located in the dynamic link library"
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heads up - Same bug in the new build - the nvidia denoiser activates even when its disabled
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heads up - Same bug in the new build - the nvidia denoiser activates even when its disabled
It's working as expected for me, can you try clean install of Corona? I mean delete the whole Corona build from your PC and install it again.
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15.aug. build
inside red rectangles is nvidia denoiser, outside is corona denoiser. Both amount 1.0.
1min. rendering, 3pass, GI/AA 4, LSM 1.0, MSI 4.0, adaptivity off, UHD cache
In this example nvidia is better(texture sharpness, env., curtain rod), except reflective surfaces and some parts of tiny geometry like kitchen doors, which are better in corona denoiser. So definitely interesting :)
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Yay! Its working fine now. Actualy it is amazing the image below it just single pass.
Tho there is somehow difference in between how image looks in viewport and how it looks on output.
UPD - I was woundering why the flor is is blury and i think i know what to do to make it show detail faster. It looks like OPTIX denoizer uses data from normals renderpas to retain texture structure data and since my flooring texture didnt had any bumpmaping except for the round corners map (wich i think is not seen on the normals layer for some reason). Lowe the extracted Optixes normal layer.
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somehow i cant get Optix dll working.. I installed custom with AI Denoiser checked. I even installed twice where i then got messages that everything is already installed and skipped.
I have a GTX 1070Ti.. any ideas?
disable your antivirus for a few minutes and re-install, avast blocked the corona installer for me this time, usually it only gives a warning.
uninstall corona completely then reinstall it
Still cant get it working... the AI Denoiser doesn't even download properly. Also tried the latest installer 2018-08-15 with windows antivirus disabled.
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I know what is the problem with floor and blurines.
Normalmap for some reason does not see round edges. I made slight geometrical chamfer and the result got a lot better.
(I pushed a contrast on normalmap for obsrevable difference.)
Also i attached an image of floor without chamfer on it with a reasanoble amount of pases to compare.
UPD - i cheked the original image with round corners. Actualy it is there on normal map, but it is very slight tho the values are the same .5 mm for both geometry and round corners.
PS - Overal i am enjoying it. 20 mins on 2xX5650 xeon for 1920x1440 image. Even setting amoint of denoising to 1 does not reduce detail much. (T3)
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Nekrobul: In my example I was not using any bump map or normal map or reflection map on floor(simple polygon), just diffuse, so it must depend also on something else.
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Nekrobul: In my example I was not using any bump map or normal map or reflection map on floor(simple polygon), just diffuse, so it must depend also on something else.
It generates normalmap itself depending on geometry and bumpslot information. In your image you have atleast geometrical chamfers on the flooring. For difuse it looks like it picks and blends visible difuse chanel.
On the image below it is visible that the wood texture itself looks blurry on this chanel.
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Sorry, my mistake, that example was with bumpmap enabled. This is with bump disabled, but there is no difference. Maybe I am using sharp enough diffuse texture.
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Sorry, my mistake, that example was with bumpmap enabled. This is with bump disabled, but there is no difference. Maybe I am using sharp enough diffuse texture.
It might be beacause of texture itself. It turned out so that i have image of this interior with 1% of noise 2000 pases (Forgot to swich of render) it is notable that is looks blurry anyway so it mitht be not the normals problem )
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After render finish, GPU is still denoising during VFB panning and zooming actions.
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Nevertheless, it would be interesting to see what halucinations this optix implementation would introduce in animation. Anyone eager to try? ;]
Well i started to render animation i got 30 frames then max crashed. There is some flickering but i think there wild be less if i had set UHD to anim mode and done a reasanoble amount of pases. (Now it is 2 pases 40 sec per image.)
(https://media.giphy.com/media/3xerqk4naBadW1toJe/giphy.gif)
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For a previz animation this is quite useful, 40 secs/frame - very nice.
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I am woundering is there any link in between image resolution/graphics card memory pool. And if there is what is it how much memory for the mp? X_X
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Can you try to make a little better quality? Like precompute .uhd with anim mode and make a test with, I don't know, 10-15 passes?
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... and unlocked sampling pattern please...
Good Luck
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Can you try to make a little better quality? Like precompute .uhd with anim mode and make a test with, I don't know, 10-15 passes?
We need someone with better gpu. I have 970 on 1st xeon and 1050ti on second. And the 3ds max crashes after some time.
I will try to upload minidump with the next crash.
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after installing Cororna DB from 08.15 /via update option from menu/ now i always get this error on all slaves and can't start to work Corona Dr Server/
After go back to old DB from 07.24 always OK and working//
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after installing Cororna DB from 08.15 /via update option from menu/ now i always get this error on all slaves and can't start to work Corona Dr Server/
After go back to old DB from 07.24 always OK and working//
Thanks for reporting. This is fixed in the daily build we just released :)
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I was just curious if the recent fix for VFB resizing forcing multiple IR restarts was the big IR release feature? Or are larger optimizations coming? I’d guess the latter, but just curious. Thanks!
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There is something wrong with corona bitmap in dome mode.. if you zoom into the object in your scene the hdr is zoomed too.. like the asphalt ground is getting huge.. if i zoom out everything looks ok. Please check.
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There is something wrong with corona bitmap in dome mode.. if you zoom into the object in your scene the hdr is zoomed too.. like the asphalt ground is getting huge.. if i zoom out everything looks ok. Please check.
Isn't this correct for dome though? It is a texture mapped onto a virtual dome object, that actually has height, position in 3D space etc, so zooming in would be just as if you were zooming in on the floor of the object. Unless you mean that Corona 3 is doing something different with dome than what 2 and earlier used to do? Maybe some sort of "extra" zooming? Could you share screenshots if so? Cheers!
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The only bad thing about this fancy denoiser is that blurrs the edge between definition of render taking long to render -_-
Situation - rendering preview on X5650 2400x1800 image resolution 4 minutes has passed image is almost clean and and tho something is scrapping inside my mind *dude it is taking too long*. This denoiser is definetly is teaching to bad things. =D
----------------------------
Afterwards i was woundering what is going to happen with volumetrics and OpenVDB.
Well it samples great Open VDB by itself but when collored lights + volume comes in it almost have no efect on images and produces artifacts.
Images below.
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Nvidia Geforce GTX 1050 Ti
16.08.2018 Daily
===== Error(-18) =====
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -29.)
Who do I report this to?
Also we have two PC's with Nvidia 730, they seem not to work with new denoiser are they going to be supported?
Regards
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Also we have two PC's with Nvidia 730, they seem not to work with new denoiser are they going to be supported?
1 - Have you tryed to update graphics card driver?
2 - If yes and they still wont work then it's 99% that they won't support it.
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Who do I report this to?
You just did, thanks :)
Also we have two PC's with Nvidia 730, they seem not to work with new denoiser are they going to be supported?
It seems that GT 730 is a marketing name for cards with GPUs which can have either Kepler or Fermi microarchitecture. Kepler is supported by the AI denoiser, while Fermi is not, so it really depends on which variant you have.
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I was just curious if the recent fix for VFB resizing forcing multiple IR restarts was the big IR release feature? Or are larger optimizations coming? I’d guess the latter, but just curious. Thanks!
No, there are more optimizations and fixes of old and active bugs coming
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Can't use NvidiaAiDenoiser in final render,max ui crash when I press stop or cancel render. test in 3ds max 2017 gtx 780ti gtx1050ti gtx660ti
IR is fine,Rendering fine too,just can't stop
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Can't use NvidiaAiDenoiser in final render,max ui crash when I press stop or cancel render. test in 3ds max 2017 gtx 780ti gtx1050ti gtx660ti
IR is fine,Rendering fine too,just can't stop
Do you have any light mixer layers? if yes try to bake them. All this cards have very limited memory.
-----------------------------------------------
UPD - i have finaly cached that denoiser related crash on minidump, attaching file below.
1 - by unstoping noise of the GPUs fans it gives idea that it might be relatd to GPU overheating or by it's unstopping work may be there is some ways to ad the the denoising as posteffect wich will be calculated on render end or setting refresh rate to something like once every n-pases.
2 - May be it is not dumping anything from GPU RAM anything when while the scene with working denoiser is open.
3 - Or i just have to throw bs 970 to the window and buy something proper like titan or 1080ti =D
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Also we have two PC's with Nvidia 730, they seem not to work with new denoiser are they going to be supported?
1 - Have you tryed to update graphics card driver?
2 - If yes and they still wont work then it's 99% that they won't support it.
1. Yes
2. :(
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I've been getting a lot more crashes with the last two builds either during IR or production rendering. It's happening on a variety of scenes (that weren't crashing before), no common factor that I can figure out. I am uploading a minidump now via the contact form. LMK if you need any other info or if the minidump didn't go thru...windows 10, 3ds max 2016, 1950x.
Thanks,
Daniel
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I've been getting a lot more crashes with the last two builds either during IR or production rendering. It's happening on a variety of scenes (that weren't crashing before), no common factor that I can figure out. I am uploading a minidump now via the contact form. LMK if you need any other info or if the minidump didn't go thru...windows 10, 3ds max 2016, 1950x.
Thanks,
Daniel
Same here///
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I've been getting a lot more crashes with the last two builds either during IR or production rendering. It's happening on a variety of scenes (that weren't crashing before), no common factor that I can figure out. I am uploading a minidump now via the contact form. LMK if you need any other info or if the minidump didn't go thru...windows 10, 3ds max 2016, 1950x.
Thanks,
Daniel
What gpu?
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I've been getting a lot more crashes with the last two builds either during IR or production rendering. It's happening on a variety of scenes (that weren't crashing before), no common factor that I can figure out. I am uploading a minidump now via the contact form. LMK if you need any other info or if the minidump didn't go thru...windows 10, 3ds max 2016, 1950x.
Thanks,
Daniel
What gpu?
GTX 1080 Ti. That said, it crashes in production rendering not using Optix. I do have Optix enabled for IR. I’d say I get more crashes with production than IR.
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no crashing here but i do have some coming comments for improvement if needed. Meanwhile check your ram for any defect that might have arisen, random max crashes are almost always a defective piece of ram
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no crashing here but i do have some coming comments for improvement if needed. Meanwhile check your ram for any defect that might have arisen, random max crashes are almost always a defective piece of ram
True, but this machine has been running nearly crash free 8-12 hours a day for quite some time until installing the recent dailies. I agree RAM is a common culprit but given the circumstances I wonder if it’s just a bug. Hoping the minidump will tell more of the story. Cheers, Daniel
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Something realy strange happened to the material editor in 08-16 build.
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Looks like the material preview camera is orthogonal instead of perspective...
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Kind'a look vrayish X_x
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I am having a great time with the daily build, the optix is oddly effective at low res animation previews i am doing, but the crashes when rendering, it just freezes after X time, is realllly annoying.
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I am having a great time with the daily build, the optix is oddly effective at low res animation previews i am doing, but the crashes when rendering, it just freezes after X time, is realllly annoying.
Yes, I actually like the effect of Optix on foliage for early drafts :) but I had to downgrade because of constant crashes.
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I am having a great time with the daily build, the optix is oddly effective at low res animation previews i am doing, but the crashes when rendering, it just freezes after X time, is realllly annoying.
but to use in production for animations you need a good graphics card in every render node. How about a utility like the vray denoiser that denoises frames of animations that we can run after the fact and uses optics? that would make it usable for animations I think? and we won't have to drop 10 grands on cards...
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Corona Render 3 support vrayproxy?
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Corona Render 3 support vrayproxy?
from trello description, no.
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I am starting to be quite confident that it's the new light solver (experimental) that causes most of my crashes in rendering when leaving the render for hours. I'm sure the optix also has something to do with it, but turning them off I had a stable render overnight using the daily build.
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I am starting to be quite confident that it's the new light solver (experimental) that causes most of my crashes in rendering when leaving the render for hours. I'm sure the optix also has something to do with it, but turning them off I had a stable render overnight using the daily build.
Did you send us a minidump from any of the crashes? I don't see any mention of that anywhere in this topic, nor do I see any recent minidumps in the private uploader.
Whenever you encounter a crash, it is always very useful to send us the minidump and/or the exact steps to reproduce the crash (preferrably both). Without that it is extremely hard, if not impossible, for us to fix such bugs.
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I am starting to be quite confident that it's the new light solver (experimental) that causes most of my crashes in rendering when leaving the render for hours. I'm sure the optix also has something to do with it, but turning them off I had a stable render overnight using the daily build.
Did you send us a minidump from any of the crashes? I don't see any mention of that anywhere in this topic, nor do I see any recent minidumps in the private uploader.
Whenever you encounter a crash, it is always very useful to send us the minidump and/or the exact steps to reproduce the crash (preferrably both). Without that it is extremely hard, if not impossible, for us to fix such bugs.
Ryuu while you are here, have you found what caused crash in my minidump? I had both enabled new light solver and optix denoiser.
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Ryuu while you are here, have you found what caused crash in my minidump? I had both enabled new light solver and optix denoiser.
Well, the good news is that this is not caused by optix. The bad news is that the crash is caused by the new light solver and all I can see is the final reason for the crash, but not how we got there. Does it crash all the time or just for a single scene? We should be able to find the real cause ourselves sooner or later, but it would definitely help a lot having a reproduction scene.
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Ryuu while you are here, have you found what caused crash in my minidump? I had both enabled new light solver and optix denoiser.
Well, the good news is that this is not caused by optix. The bad news is that the crash is caused by the new light solver and all I can see is the final reason for the crash, but not how we got there. Does it crash all the time or just for a single scene? We should be able to find the real cause ourselves sooner or later, but it would definitely help a lot having a reproduction scene.
It happens in any scene, without any observable logic just after random period of rendertime. I will save and send the scene as soon as will be able to replicate it again. (kinda bussy now)
BTW - i can confirm that disabling new light solver, ughm solves crashes isue.
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I am starting to be quite confident that it's the new light solver (experimental) that causes most of my crashes in rendering when leaving the render for hours. I'm sure the optix also has something to do with it, but turning them off I had a stable render overnight using the daily build.
Did you send us a minidump from any of the crashes? I don't see any mention of that anywhere in this topic, nor do I see any recent minidumps in the private uploader.
Whenever you encounter a crash, it is always very useful to send us the minidump and/or the exact steps to reproduce the crash (preferrably both). Without that it is extremely hard, if not impossible, for us to fix such bugs.
I understand, the last two times the entire computer froze and then I forgot. next time I will try to submit it.
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If adaptivity recalc spinner in dev/experimental rollout is set to <5, then noise level and sampling focus pass doesn't update untill 5th pass, and only after that it starts updating as it should. Build Aug 15
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I am starting to be quite confident that it's the new light solver (experimental) that causes most of my crashes in rendering when leaving the render for hours. I'm sure the optix also has something to do with it, but turning them off I had a stable render overnight using the daily build.
Did you send us a minidump from any of the crashes? I don't see any mention of that anywhere in this topic, nor do I see any recent minidumps in the private uploader.
Whenever you encounter a crash, it is always very useful to send us the minidump and/or the exact steps to reproduce the crash (preferrably both). Without that it is extremely hard, if not impossible, for us to fix such bugs.
I uploaded one over the weekend. I hope it was received. Any word on what caused that crash?
Thanks Ryuu!
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Since we temporary solved that max crashing isue i can make some animation testings.
Le first one. 2 pases original resolution 1920x1080 rendertime per frame 8-12 sec with default settings and 100% blending with ai denoiser.
(https://media.giphy.com/media/5C0dxvcPZL8W5sV8iO/giphy.gif)
Lower is some frames from animation in full res to compare flickering.
I think it does not look bad at now already with that 2 pases but i think if i let it render atleast 1-2 min per frame result would be less *artistic*
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===== Error(-18) =====
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -4711.)
I dont know if already reported but i got this one recently.
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I'm using the old .bat file trick to run 1.7.4 and 3beta on the same machine, but the 3beta install refuses to find the nvidia denoiser .dll's ("Failed to initialize NVIDIA AI denoiser: Unable to load required DLLs. Please make sure that the the NVIDIA AI denoiser Corona component is correctly installed."). I tried putting them in Max/plugins and the max root, but no luck. I don't want to run the installer, because I don't want to remove 1.7.4, so where do I put the NVidia files?
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I finaly had an oportunity to test AI denoiser on long time render. (i forgot to switch it off on my work PC so here it is 1000 pases 1.8% noise =D)
Well, i cant say that it is magic wand or something but it for shure does not eat much deatail if the rendertime was proper (10-5% of noise)
Also it dealed with areas with heavy noise even without new solver (inside of building and on black semimat surfaces)
BTW it handles the heavy scene perry well i have here 17 lightmix layers and a total of 2.4 Bpoly and 350 light groups.
The images might look identical but there is still observable noise on non dinoised image in it IES lights areas.
IMO it is very suited for production.
---------------------------------
About that new solver crash, i have replication scene and can upload it with instructions if stil needed.
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About that new solver crash, i have replication scene and can upload it with instructions if stil needed.
Yes, please do. Thank you
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About that new solver crash, i have replication scene and can upload it with instructions if stil needed.
Yes, please do. Thank you
Hey, just did. Also i have attached in archive file named REPLICATION_INFO.txt with some additional information.
------------------------------------------
1535368359_SOLVER-CASH-REPLICATION.zip
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AI denoiser is not meant for final frame denoising. Corona denoiser will always be much better at that. AI denoiser is low quality but fast denoiser mean for interactive rendering. I am not very happy about the way it was introduced in daily builds, because it can be used to denoise also non interactive rendering. Because of that, there will be some people nagging about the idea of it being removed and available only as IR denoiser, but at the same time, if it would not be removed and available also as final frame denoiser, then it will create huge amount of confusion because many newbies will think it's better denoiser than Corona and incorrectly use it.
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What would be your suggestion then? I certainly wouldn't want that new denoiser would become exclusive to IR only. Although i agree that it has significantly lower quality than Corona's native solution, but sometimes quick and dirty denoising is just what i need.
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I don't know realy guys, it helps a lot in situations with a very little time and a lot of rendering to be done. It is like magic wand in some cases.
For example now i have a projekt wich i am carring alone and i have to make around 100 images in 4k the images will be printed on A3 and shown to 3rd party and know what?
The client is perfectly fine with slight artifacts as long as the image is totaly clean from the noise, and i have very complex light situation with a lot of shiny metalic surfaces with SSS marble etc all sort of stuff.
And for some reasaon that ai denoiser lets me to render image for 15-20% for a poper result, may be not that detailed as i wanted but still that is 1.5hrs per image not 8hrs and as i now hav only a pair of twin processor x5650 it counts a lot.
Image below is from this project.
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I don't know realy guys, it helps a lot in situations with a very little time and a lot of rendering to be done. It is like magic wand in some cases.
For example now i have a projekt wich i am carring alone and i have to make around 100 images in 4k the images will be printed on A3 and shown to 3rd party and know what?
The client is perfectly fine with slight artifacts as long as the image is totaly clean from the noise, and i have very complex light situation with a lot of shiny metalic surfaces with SSS marble etc all sort of stuff.
And for some reasaon that ai denoiser lets me to render image for 15-20% for a poper result, may be not that detailed as i wanted but still that is 1.5hrs per image not 8hrs and as i now hav only a pair of twin processor x5650 it counts a lot.
Image below is from this project.
Fine, but very visible artifacts especially on the ceiling part with decorations. Looks like unprofessional retouch in Photoshop
I'm not sure that this can be printed :)
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It resembles the picture and in shortage of time it is better option than the crispy noise comming from all holes.
And is not that noticible on A3 print. In this specific case it is all that needed.
PS - do you really think that someone will be looking for render artifacts when viewing images for 2500 m2 baroque apartment trough one day?
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Optix Denoiser should absolutely keep the same privileges as native denoiser. Use in any mode (Interactive or final).
Given that denoising is now possible during interactive, there should also be the same behavior as during final one, being able to blend on scale 0-1, very useful for both finding good compromise between light clarity and material detail while also enabling to turn it "off" sort of.
Give it a rollout or parenthesis description of "preview/low quality" if you must, no issue with that, but definitely keep them at same level of flexibility.
It is the best feature in long time and imho should deserve forefront attention. Absolute revolution for me.
Regarding it, do you guys feel like it works less once the rendering reaches certain amount of passes or time ? My GPU will spike to 100perc. during intitial denoisings, but then hover down.
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I am completely agreed with Juraj.
Both are great, It is all about balance between amount of noise and blending % as seen above on the image with 1% of noise optix does not produce artifacts.
————————————
I haven’t noticed any difference on long time renders. But it struggles most with denoising after first pass. But I don’t have gpu performance monitor and can’t confirm that.
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We'll see how it all works out, but I think with good education it can then be up to the user whether or not they want to choose it for final - so long as they know the shortcomings when they choose one or the other, then it seems fair to let the user (and their client) choose which is the best approach. We will definitely always recommend the higher quality of the Corona denoiser, which is more sophisticated in what it does and how it does it, and we will stress that in as many places as we can think of so that users understand what they are choosing between - but so long as a user is aware of that then it would seem ok to let them make their own choice. We'll listen to what everyone has to say on the subject, and will make a considered decision either way.
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Would prefer the option for the User to be able decide on that manner. Stressing out better quality in the tooltips should be enough in my opinion.
Being able to cut render times in just previews (and delivering them in considerably higher quality, closer to the final look even despite some artifacts) is huge in itself.
Thanks for the good work.
BTW - any chance for roadmap update ?
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Does today’s release address any of the bugs causing crashes? I don’t see it listed in the changelog so I thought I’d ask before trying it.
Thanks!
Daniel
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Not yet. We're still investigating some of the crashes. We're a bit short-handed right now due to vacations, unfortunately.
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Hi all.
As for Nvidia Denoiser I noticed something weird by using Backburner:
- The scene is sent to Backburner.
- The server which has an Nvidia GPU starts to render and after a few seconds the AI Denoiser starts to do it's magic job.
- Once the noise level is achieved Corona saves succesfully the CXR image but once opened there is no sign of the AI Denoised result. I see the original beauty one and that's it.
So in conclusion, if a job is sent to Backburner, AI Denoise works during the rendering process but the denoised result is not saved automatically at the end of the job.
Is this a bug???
Then, is it possible tecnically to have the AI Denoiser incorporated in the Corona Image Editor as well? Would be so cool!!!
Thanks,
Dionysios -
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Hi all.
As for Nvidia Denoiser I noticed something weird by using Backburner:
- The scene is sent to Backburner.
- The server which has an Nvidia GPU starts to render and after a few seconds the AI Denoiser starts to do it's magic job.
- Once the noise level is achieved Corona saves succesfully the CXR image but once opened there is no sign of the AI Denoised result. I see the original beauty one and that's it.
So in conclusion, if a job is sent to Backburner, AI Denoise works during the rendering process but the denoised result is not saved automatically at the end of the job.
Is this a bug???
Then, is it possible tecnically to have the AI Denoiser incorporated in the Corona Image Editor as well? Would be so cool!!!
Thanks,
Dionysios -
UPDATE
The problem seems to be when saving automatically in Corona CRX file.
I think we have a bug here.
Thanks,
Dionysios -
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Hi all.
As for Nvidia Denoiser I noticed something weird by using Backburner:
- The scene is sent to Backburner.
- The server which has an Nvidia GPU starts to render and after a few seconds the AI Denoiser starts to do it's magic job.
- Once the noise level is achieved Corona saves succesfully the CXR image but once opened there is no sign of the AI Denoised result. I see the original beauty one and that's it.
So in conclusion, if a job is sent to Backburner, AI Denoise works during the rendering process but the denoised result is not saved automatically at the end of the job.
Is this a bug???
Then, is it possible tecnically to have the AI Denoiser incorporated in the Corona Image Editor as well? Would be so cool!!!
Thanks,
Dionysios -
UPDATE
The problem seems to be when saving automatically in Corona CRX file.
I think we have a bug here.
Thanks,
Dionysios -
2nd UPDATE
I confirm that even locally (not Backburner job) Corona doesn't save the AI Denoise result throught the CXR file.
Thanks again,
Dionysios -
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Not yet. We're still investigating some of the crashes. We're a bit short-handed right now due to vacations, unfortunately.
No worries, thanks for the update.
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very strange behavior of reflection glossiness /DB 30/2018
ps// without any denoiser filter
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Hello everyone) I found a different bug with ai denoiser in my test animation rendering. it happened at 55 frame. Some lightmix passes are showing the renders with some artifacts another are black.
i've attached screenshots.
i think that will be a helpful for corona teem)
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very strange behavior of reflection glossiness /DB 30/2018
I saw this issue in old corona versions too and was curious why is so much difference between 0.99-1 glossiness
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very strange behavior of reflection glossiness /DB 30/2018
I saw this issue in old corona versions too and was curious why is so much difference between 0.99-1 glossiness
This is not only large difference, this some kind of shifting reflections, look like changing IOR settings instead simple gloss effect:)
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very strange behavior of reflection glossiness /DB 30/2018
I saw this issue in old corona versions too and was curious why is so much difference between 0.99-1 glossiness
This is not only large difference, this some kind of shifting reflections, look like changing IOR settings instead simple gloss effect:)
Yes, but in some case it's even effect transparency of object if you just changing glossiness at reflection, for example if you rendering a bottle with liquid and adjusting only glass, this is really odd behavior.
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hello.
I found a problem with rendering 360 panorama in 6000x3000 resolution.
after 4 pass 3ds max crashed.
using 3ds max 2016 corona DB Corona_2018-08-30.exe with active nvidia denoiser.
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I have a question specifically for v3 - will the OpenVDB limitations be worked on, and will CIE finally get 16 bit TIF output? I can't see much for v3 as of now and I'm a bit afraid that some long promised stuff won't make it again.
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hello.
I found a problem with rendering 360 panorama in 6000x3000 resolution.
after 4 pass 3ds max crashed.
using 3ds max 2016 corona DB Corona_2018-08-30.exe with active nvidia denoiser.
I believe that the current best practice is to only use the new nvidia denoiser for IR, not for main renders, and especially not for full-res renders.
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Hi all, Is 3.0 daily build backward compatible with 2.0? I want to install daily build version on my computer at home to test Gpu denoising
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Hi all, Is 3.0 daily build backward compatible with 2.0? I want to install daily build version on my computer at home to test Gpu denoising
It is.
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Hi, search lan on distribute render not working, could not find any computer
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Hello everyone) I found a different bug with ai denoiser in my test animation rendering. it happened at 55 frame. Some lightmix passes are showing the renders with some artifacts another are black.
i've attached screenshots.
i think that will be a helpful for corona teem)
Kuch, I have bug with light dots too. Looks like this bug is combine of New Light sampler and AI denoiser. When New light sampler is off - this problem not occure. But when I use corona denoiser with New light sampler this problem gone too.
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Hello everyone) I found a different bug with ai denoiser in my test animation rendering. it happened at 55 frame. Some lightmix passes are showing the renders with some artifacts another are black.
i've attached screenshots.
i think that will be a helpful for corona teem)
Kuch, I have bug with light dots too. Looks like this bug is combine of New Light sampler and AI denoiser. When New light sampler is off - this problem not occure. But when I use corona denoiser with New light sampler this problem gone too.
the "new" light sampler has been crashing and artifacting for a year now. better stay off it for production.
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the "new" light sampler has been crashing and artifacting for a year now. better stay off it for production.
Not for me, it's been perfectly fine to use.
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I also thought it was perfectly fine to use until I checked my high-res rendering weeks later and found those "square" artifacts all over in shadowed places...
Now I am basically scared to use it, it never crashes for me but I can't afford random artifact here and there. I know some of this was solved so perhaps I should check again.
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[The below statement is about the new light solver in Corona v2, not the one in the v3 daily builds]
The "new light solver" in its current form is bound to produce artifacts in specific situations. I would not use it, unless you are 100% sure it works fine in your scene.
We are however working on it, and would love to make it 100% production ready for the V3 release.
As to "new light solver + ai denoising" artifacts, we have already received 2 solid reports and managed to reproduce this, and we are looking into it as a critical issue, so it should be fixed soon, but the more scenes you can provide, the better. You can use https://corona-renderer.com/upload and either let us know about the file name here on the forum, or contact us through https://coronarenderer.freshdesk.com/support/tickets/new
Thanks!
[The avove statement is about the new light solver in Corona v2, not the one in the v3 daily builds]
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hello.
I found a problem with rendering 360 panorama in 6000x3000 resolution.
after 4 pass 3ds max crashed.
using 3ds max 2016 corona DB Corona_2018-08-30.exe with active nvidia denoiser.
I believe that the current best practice is to only use the new nvidia denoiser for IR, not for main renders, and especially not for full-res renders.
The new denoiser can produce acceptable animation results with incredibly fast render times. I'm finding some materials, (Siger SS2metal) w/ the fine bump and reflection maps do not animate well. However, most materials Optix denoises quickly.
Corona Sharpening/Motion Blur while rendering and video editing MB effects are key to producing decent results.
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We have found another error, when corona render is on distribute mode you cant use nay of those machines to work on 3dsmax, as soon as you open a max instance the machine gives connection error.
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We have found another error, when corona render is on distribute mode you cant use nay of those machines to work on 3dsmax, as soon as you open a max instance the machine gives connection error.
Do you mean that when a slave is rendering through DR (drserver is running), you cannot run 3ds Max on that slave? Or is it something else?
Can you show us this error message?
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HI, there is a bug when render with 3ds Batch Render and CoronaCameraResolutionModifier. It don't change resolution for each CoronaCamera, it keep the first (for example at 800x600) and render other at same resolution (800x600) but in CameraResMod I used other resolution.
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Hello!
Found another bug when I bake all lights from lightmix to scene.
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Hello!
Found another bug when I bake all lights from lightmix to scene.
How is your environment light made? Can you share the scene with us? https://corona-renderer.com/upload
HI, there is a bug when render with 3ds Batch Render and CoronaCameraResolutionModifier. It don't change resolution for each CoronaCamera, it keep the first (for example at 800x600) and render other at same resolution (800x600) but in CameraResMod I used other resolution.
What is CoronaCameraResolutionModifier? It's definitely not a native Corona modifier.
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something is very weird with the process priority in the Corona 3 beta
Production render freezes my PC - I experience even mouse cursor lag - it makes difficult and sometimes not possible even to cancel the render
I tried to change 3dsmax priority with the Process Explorer which usually helped, but not with the latest beta
-1 tread in System settings not helping for the heave scenes and again not possible to cancel the render - max freeze with the 12% load (1 thread)
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something is very weird with the process priority in the Corona 3 beta
Production render freezes my PC - I experience even mouse cursor lag - it makes difficult and sometimes not possible even to cancel the render
I tried to change 3dsmax priority with the Process Explorer which usually helped, but not with the latest beta
-1 tread in System settings not helping for the heave scenes and again not possible to cancel the render - max freeze with the 12% load (1 thread)
Are you using the AI denoiser by any chance?
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Are you using the AI denoiser by any chance?
Yes, NVIDIA denoiser
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Most likely that is causing the freeze, with the image size exceeding the memory on the GPU. For production rendering, I'd recommend switching to the Corona Denoiser, and this should avoid the freeze (and give better quality denoising too :) ). I'd say the best hope is that there will be an elegant error message ("Scene exceeds GPU memory" kind of thing) rather than a freeze in the future, if it's possible to catch it before the AI Denoiser locks up, but that would still need a swap to the Corona Denoiser for production rendering (images above a certain resolution as determined by the available memory on your GPU), but the devs could say more on that. I do have my doubts that there would be any other solution, as I don't think the NVIDIA denoising would support out of core memory.
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Would it be possible to know limits of Nvidia denoiser based on amount of RAM that your GPU has? Let's say if i have GPU with 1 GB RAM, i can expect to safely denoise up to 5 Mpx image, with 2 GB - 10 Mpx and so on. Or is it more complex than that?
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Would it be possible to know limits of Nvidia denoiser based on amount of RAM that your GPU has? Let's say if i have GPU with 1 GB RAM, i can expect to safely denoise up to 5 Mpx image, with 2 GB - 10 Mpx and so on. Or is it more complex than that?
+1
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Hello!
Found another bug when I bake all lights from lightmix to scene.
How is your environment light made? Can you share the scene with us? https://corona-renderer.com/upload
Its just a hdri map.
I upload the scene right now.
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Are you using the AI denoiser by any chance?
Yes, NVIDIA denoiser
Its probably your GPU, probably you need one with more RAM.
I experience the same problem with one of my PC's
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I have a question specifically for v3 - will the OpenVDB limitations be worked on, and will CIE finally get 16 bit TIF output? I can't see much for v3 as of now and I'm a bit afraid that some long promised stuff won't make it again.
Hi,
16 bit TIFF: yes (believe me, I am annoyed by the slow process on this one even more than you, but we had to completely switch implementation of image loading for this one)
OpenVDB limitations: I cannot guarantee this one, unfortunately
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Does today’s release address any of the bugs causing crashes? I don’t see it listed in the changelog so I thought I’d ask before trying it.
Thanks!
Daniel
Hi, the crashes should be resolved in the upcoming daily build, as well as the artifacts caused by NVIDIA AI denoiser.
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Does today’s release address any of the bugs causing crashes? I don’t see it listed in the changelog so I thought I’d ask before trying it.
Thanks!
Daniel
Hi, the crashes should be resolved in the upcoming daily build, as well as the artifacts caused by NVIDIA AI denoiser.
Sweet! Can't wait to get Optix back in my workflow. Any idea of when?
Cheers,
Daniel
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Now to disable denoise for the IR?
it ruins image quality very soon from the render start
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There is checkbox denoise during interactive in render settings>performance tab. Just disable it and it won't denoise anymore.
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cool! thank you )
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
I noticed that I cant type in VFB especialy in LightMix
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is anyone having backburner issues? like not rendering at all through backburner? could be my setup...
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is anyone having backburner issues? like not rendering at all through backburner? could be my setup...
I was rendered successfully
what exactly not working for you?
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Hi, search lan on distribute render not working, could not find any computer
Can confirm (DB 18-08-30). Additionally ram information is (again) not displayed in DR tab. Had firewall(s) down, even used the installer to test - no change.
BTW installer: I just hate it. How should one test/manage Corona plugins while having different Max versions? When I want to install a daily for Max2016 I have the choice of:
- Selecting only Max 2016 with the consequence that the installer UNinstalls(!) my Max 2018 Corona plugin silently without any confirmation (same with Corona material library)
or
- Selecting Max 2016 and Max 2018 while replacing the Max 2018 plugin (e.g. a stable version) with the current daily
Generally I do not use the Installer but this time I forgot about that new behaviour while testing.
Though I understand that it may be the cleanest solution for final releases/hotfixes, it appears just insane to me how it currently acts.
Good Luck
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Yeah, the new installer behavior is almost universally hated. We'll be reverting back to the original.
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I don't know realy about this instaler isues.
Some may think tahat this is risky but i use only 1 3dsMAX instance on pc and using DB in daily routine.
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I have to use 2 max version side by side, I'd very much welcome the previous behaviour, right now it's a quick road to a big mess.
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16
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Would it be possible to calculate noise level from non-denoised image when rendering with AI denoiser? Current behaviour makes rendering with noise limit to be very inonsistent between Corona and AI denoiser.
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16
I guess it Max2019 problem.
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"Added randomization by mesh component (contiguous triangle group) to CoronaMultiMap and CoronaUvwRandomizer"
Finally!!! Thank you so much )))
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Would it be possible to calculate noise level from non-denoised image when rendering with AI denoiser? Current behaviour makes rendering with noise limit to be very inonsistent between Corona and AI denoiser.
Can you explain what you mean? I just tested this, and I am getting the same noise level with optix on and off, in IR and regular rendering (14.09 build).
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Hmm, i'm getting totally different result. Here's statistics from my quick test with 7% noise limit as stopping condition:
AI denoiser: 5 passes | 5,62% | 36s
Corona denoiser: 15 passes | 5,78% | 2m38s
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Well the new light solver issue is fixed.
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Hmm, i'm getting totally different result. Here's statistics from my quick test with 7% noise limit as stopping condition:
AI denoiser: 5 passes | 5,62% | 36s
Corona denoiser: 15 passes | 5,78% | 2m38s
What is the actual perceived image quality? Do they look the same? Because if so, that's an insane productivity boost...
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Hmm, i'm getting totally different result. Here's statistics from my quick test with 7% noise limit as stopping condition:
AI denoiser: 5 passes | 5,62% | 36s
Corona denoiser: 15 passes | 5,78% | 2m38s
What is the actual perceived image quality? Do they look the same? Because if so, that's an insane productivity boost...
I think there might be some confusion in how adaptivity calculation goes on. May be it is calculated if as denoiser is applyed in case of usage of AI denoiser.
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I have encounterd very strange issue. The scene created with 30-08 build is contineously crashing with latest build on start.
Also when i decided ti roll back to previous version i got error message that corona is currently being instaled X_X and found two instances of installer in taskmanager of latest daily build installer. I haven't captured the screenshots but i have minidump wich is in attachments.
UPD - yep its bug, i rolled back to 30-08 and scene had opened properly. I can do some aditional testing after i finish the work with this scene.
UPD2 - i copied it to mantis https://corona-renderer.com/bugs/view.php?id=3062
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Well the new light solver issue is fixed.
Light solver(stable) and Optix, is sweetness in this retail driven deadline arena
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something very depressing going on here, I think it's embree related, my Threadripper is doing 60 to 70% cpu load tops. I used to always see 100%, tried stress test with CPUZ for 100% temps and cooling are good.
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something very depressing going on here, I think it's embree related, my Threadripper is doing 60 to 70% cpu load tops. I used to always see 100%, tried stress test with CPUZ for 100% temps and cooling are good.
I think we're back on track, I re-opened and tried and played with the developer settings, somehow i got back to 100%, and from 14 hrs to 2 hrs estimated render time. almost 2:AM here got to get some rest but hopefully it was just a settings fluke.
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So the current daily is stable for now and can be used in production ?
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So the current daily is stable for now and can be used in production ?
I am not shure now, i have encountered crash on scene load but the scene is extremly heavy. I would not risk before the masage from devs.
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It is extremely stable for me and has been for past three weeks and I am using Optix non-stop. But I do not use Forest-Pack currently in any scene.
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Hmm, i'm getting totally different result. Here's statistics from my quick test with 7% noise limit as stopping condition:
AI denoiser: 5 passes | 5,62% | 36s
Corona denoiser: 15 passes | 5,78% | 2m38s
What is the actual perceived image quality? Do they look the same? Because if so, that's an insane productivity boost...
Actually, i didn't compare image quality, but i have no doubt that images doesn't look the same. Otherwise it really would be insane :]
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Thank you guys. I'm really eager to try Optix but am a bit afraid of any bugs that might occur. Is the current daily backwards compatible with 2.0 ?
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I have encounterd very strange issue. The scene created with 30-08 build is contineously crashing with latest build on start.
Same here - installed build 09-14, got crash on load of very first scene, rolled back to 08-16.
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From changelog:
Improved light sampling in case the geometry is very close to a spherical light.
Can this help eliminate noise near light which was switched off in lightmix?....issue from this topic (https://forum.corona-renderer.com/index.php?topic=21574.msg132897#msg132897) ?
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I have encounterd very strange issue. The scene created with 30-08 build is contineously crashing with latest build on start.
Same here - installed build 09-14, got crash on load of very first scene, rolled back to 08-16.
Do you have corona scatters in this scene?
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Do you have corona scatters in this scene?
Nope, i think there were no scatters in that scene.
Hmm, i'm getting totally different result. Here's statistics from my quick test with 7% noise limit as stopping condition:
AI denoiser: 5 passes | 5,62% | 36s
Corona denoiser: 15 passes | 5,78% | 2m38s
It might be that it's just scene specific thing. I tried to replicate it in a more "normal" scene and i got pretty similar results between Corona and AI denoisers.
Hmm, i'm getting totally different result. Here's statistics from my quick test with 7% noise limit as stopping condition:
AI denoiser: 5 passes | 5,62% | 36s
Corona denoiser: 15 passes | 5,78% | 2m38s
What is the actual perceived image quality? Do they look the same? Because if so, that's an insane productivity boost...
Actually, i didn't compare image quality, but i have no doubt that images doesn't look the same. Otherwise it really would be insane :]
Well, eventually i couldn't resist to run that test again and surprisingly, except aliasing, there weren't much difference between the two images. Crazy, but then again, the scene is quite specific.
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Hi, search lan on distribute render not working, could not find any computer
Can confirm (DB 18-08-30). Additionally ram information is (again) not displayed in DR tab. Had firewall(s) down, even used the installer to test - no change.
Can you try DB 14.9.2018, please? I can't seem to reproduce either of the issues. Are you on wifi-lan?
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Hi Devs
I noticed with the latest build that if you have 2 instances of max open, one of them is able to find render nodes (slaves) when you add them on the DR list while the other max instance doesnt find anything..... this is a first.
PS mesh by component - amazing addition :)
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I'm currently rendering out 1100 frames of an animation sequence and have noticed some odd behaviour with my render nodes using 3.0 dailies.
Using Corona 2.0, my nodes download the xrefs once as the first frame begins to render. As each frame progresses they parse the scene and join in when ready - this is what I was expecting when I tried the latest 3.0 daily (but it's probably the same activity as in the previous dailies - I will need to check).
Using 3.0 daily from 14-09-18, the nodes load the xrefs on frame 1 which takes about 3 minutes, they then start rendering. On frame 2 and every frame after that, they are downloading the xrefs again from scratch when they already have all the scene data, I'm assuming this should be stored in memory until the render is complete or cancelled - correct me if I'm wrong here btw.
My renders only take 2 minutes per frame on my new ThreadRipper 2990WX, if my nodes could join in without having to unnecessarily download xrefs on every single frame then they would be able to join in and speed up my rendering further.
My question is, is this normal/intended behaviour for xrefs to need a complete redownload on every frame, nothing is changing at all - same xrefs throughout the sequence. 2.0 handles everything well but 3.0 is problematic
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Can you try DB 14.9.2018, please? I can't seem to reproduce either of the issues. Are you on wifi-lan?
Same issue, standard ethernet LAN. Additonally I upgraded the LicenseServer and it cannot be found by the nodes - fatal :) Somehow it looks to me like broken subnet broadcasts.
Good Luck
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
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So the current daily is stable for now and can be used in production ?
I'm pretty sure the official line for using daily builds is that they should *never* be used in production, always at your own risk.
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
I am little bit confused by your use. The benefit of Optix is that it's nearly instant. So for 2k image, Optix will take 20ms (miliseconds, really) to denoise the whole things, while Corona would take about 20 seconds ? I don't know. But more importantly, the Optix can thus function during interactive rendering where it is constantly denoising what you actually see, making the process of iteration much faster.
It can be used for denoising of "final" frames (opposed of interactive), and I am using the term loosely here, if you want for example super quick animation preview. Optix will literally not add any time at all for quick 2k res animation. Render 4-5 passes, let Optix denoise it and enjoy very crude..but very fast preview.
( I really don't know what's happening with those noise percentages but I didn't even know Optix could somehow alter it ?)
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
try different % of blending, it gives proper results already at 10% with .8 blending
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I'm currently rendering out 1100 frames of an animation sequence
My renders only take 2 minutes per frame on my new ThreadRipper 2990WX, if my nodes could join in without having to unnecessarily download xrefs on every single frame then they would be able to join in and speed up my rendering further.
Apart from any possible issues with asset handling in v3 DBs, I would suggest to stay away from DR for animation frames. Pipe the frames through Backburner/Deadline instead (1 frame/node) and link your Xrefs (and all other assets) directly to the network source.
Good Luck
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
Amdahl's law in practice - you made part of the process that takes 10% time 1000x or more faster. In the end, the runtime got just 10% lower ;)
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I'm currently rendering out 1100 frames of an animation sequence
My renders only take 2 minutes per frame on my new ThreadRipper 2990WX, if my nodes could join in without having to unnecessarily download xrefs on every single frame then they would be able to join in and speed up my rendering further.
Apart from any possible issues with asset handling in v3 DBs, I would suggest to stay away from DR for animation frames. Pipe the frames through Backburner/Deadline instead (1 frame/node) and link your Xrefs (and all other assets) directly to the network source.
Good Luck
Thanks Frood, backburner is my normal workflow as I move to final stages but whilst I'm just testing a section of the animation I was hoping to avoid needing to split up the sequence over the different nodes. Mainly because I'm loading all of the output images straight into after effects as soon as they have saved. This way I can scrub through and ensure nothing is wrong, it's a lot quicker if they are rendering in order rather than waiting for the entire thing to finish. Also, I can begin to composite much sooner working this way.
Until I get an answer from the developers as to why the xrefs are being downloaded each frame I guess I'll revert back to backburner - thanks for the input ;)
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
I am little bit confused by your use. The benefit of Optix is that it's nearly instant. So for 2k image, Optix will take 20ms (miliseconds, really) to denoise the whole things, while Corona would take about 20 seconds ? I don't know. But more importantly, the Optix can thus function during interactive rendering where it is constantly denoising what you actually see, making the process of iteration much faster.
It can be used for denoising of "final" frames (opposed of interactive), and I am using the term loosely here, if you want for example super quick animation preview. Optix will literally not add any time at all for quick 2k res animation. Render 4-5 passes, let Optix denoise it and enjoy very crude..but very fast preview.
( I really don't know what's happening with those noise percentages but I didn't even know Optix could somehow alter it ?)
thank you, I think I was wrong. I expected it could do more than that, something like vray hybrid render :)
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
try different % of blending, it gives proper results already at 10% with .8 blending
is this already possible? to blend AI denoiser and Corona?
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Same issue, standard ethernet LAN. Additonally I upgraded the LicenseServer and it cannot be found by the nodes - fatal :) Somehow it looks to me like broken subnet broadcasts.
Careful everyone, I have to un-strikethrough this. There are definitely issues, not sure what's happening and when.
Good Luck
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All-clear now. On the machine running the license server I got a wxWidgetes Debug Alert box and it was hidden because it's running as another user. Copied dlls from dailies again, now it's working.
Good Luck
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btw. manually copying the dlls again also fixed this
Hi, search lan on distribute render not working, could not find any computer
... and the missing memory information in DR tab.
Good Luck
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could someone clarify the benefit of GPU denoising? I made some test and I realised that the render time is quite similar if I want to have the same result with corona denoiser. I have 1070ti vga card, and do you think I can reduce the render time if I upgrade to 1080ti or sli 1080ti
try different % of blending, it gives proper results already at 10% with .8 blending
is this already possible? to blend AI denoiser and Corona?
I ment set denoiser blending to .8 not blend two denoised resuts, its pointless ofk.
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btw. manually copying the dlls again also fixed this
Hi, search lan on distribute render not working, could not find any computer
... and the missing memory information in DR tab.
Good Luck
So it was some weird installer issue that didn't install required dlls correctly?
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Tested new build, confirm that it is not crashing any more.
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New build is great and specially the fixes on the AI Denoiser.
Great job guys, thanks for listening to us. :)
Dionysios -
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So it was some weird installer issue
Seems so. Maybe I had some state of installation here which confused it. DLLs were present, but from older daily I think. Cannot check any more.
Good Luck
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Latest build:
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -4711.) Learn more »
UPDATE:
The problem occured when new DB was updated.
After uninstalling the latest DB and giving it a fresh instalation from zero, there are no errors.
UPDATE2:
Another day, error persists.
Error encountered during denoising.
CUDA error: Unknown error
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I had the same problem. I still have it. I need a help pls.
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What are PC specs, and do you have Optix installed? And the latest driver for GPU.
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Hi all, since last night we're having some issues with DR service. The servers can't connected to the master one.
Do you guys have issues with DR as well? I installed yesterday the latest build.
Thanks!
Dionysios -
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Ai denoiser works only with beauty pass and lightmix, and not work with other RE?
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What are PC specs, and do you have Optix installed? And the latest driver for GPU.
Everything is installed, worked fine in previous builds.
The AIdenoiser behaviour is erratic, throwing some errors and after some time it works fine or doesn't at all.
Specs: GeForce GTX 760, Win 10, intel i7 4770K @3.5Ghz
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What are PC specs, and do you have Optix installed? And the latest driver for GPU.
Everything is installed, worked fine in previous builds.
The AIdenoiser behaviour is erratic, throwing some errors and after some time it works fine or doesn't at all.
Specs: GeForce GTX 760, Win 10, intel i7 4770K @3.5Ghz
I'm not sure for 100% but it might be because of GTX 760 someone here before had same problem with same GPU. And if so it's internal nvidias issue
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Daily 09-20 but was present also with the previous daily buld
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -29.) Learn more »
GTX 1060
Win 7
Max 2016
Any hints on how to solve this ? Thanks.
EDIT: Updating drivers solved the problem
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Guys ..
seems every daily build has the same issue ... Lightmix over DR Crashes every-time and completely locks my machine, if i Bake the lightmix to scene its fine and renders .. can you look into this please .. thanks :)
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Updating the driver , solved the problem as well . thanks guys .
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Just curious about the autobump. Is this a new feature?
Thanks,
Daniel
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Hi all, since last night we're having some issues with DR service. The servers can't connected to the master one.
Do you guys have issues with DR as well? I installed yesterday the latest build.
Thanks!
Dionysios -
I am also having issues as described.
I stated a thread about this, but no help so far: https://forum.corona-renderer.com/index.php?topic=21773.msg134299#msg134299
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Daily 09-20 but was present also with the previous daily buld
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -29.) Learn more »
GTX 1060
Win 7
Max 2016
Any hints on how to solve this ? Thanks.
EDIT: Updating drivers solved the problem
I got a similar error when Photoshop CC and Lightroom CC where opened at the same time.
Dionysios -
-
Hi all, since last night we're having some issues with DR service. The servers can't connected to the master one.
Do you guys have issues with DR as well? I installed yesterday the latest build.
Thanks!
Dionysios -
I am also having issues as described.
I stated a thread about this, but no help so far: https://forum.corona-renderer.com/index.php?topic=21773.msg134299#msg134299
Thanks for the feedback, our DR Servers work really bad the last 2 days.
I'll try the new yesterday build but don't know if something is changed on the DR side from the Dev team.
Thanks,
Dionysios -
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Just curious about the autobump. Is this a new feature?
Thanks,
Daniel
Same question, any details about the auto bump? Is something completely automatic? Nothing to set?
Thanks,
Dionysios -
-
Just curious about the autobump. Is this a new feature?
Thanks,
Daniel
Same question, any details about the auto bump? Is something completely automatic? Nothing to set?
Thanks,
Dionysios -
Found the answer by myself. :)
The setting is under the Development/Experimental stuff!
Thanks,
Dionysios -
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The idea of auto-bump is pretty simple actually. The displacement tesselation is usually too low to capture the fine details in the displacement map. So any details which don't make the cut into displacement are additionally used on top of it as a bump map. The result is much higher quality with the same geometry (or the same result with using coarser displacement than before).
Yeah, it's enabled by default and you can disable it under devel settings, but why would you want to do that? ;)
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The idea of auto-bump is pretty simple actually. The displacement tesselation is usually too low to capture the fine details in the displacement map. So any details which don't make the cut into displacement are additionally used on top of it as a bump map. The result is much higher quality with the same geometry (or the same result with using coarser displacement than before).
Thanks for the explanation!
[/quote]Yeah, it's enabled by default and you can disable it under devel settings, but why would you want to do that? ;)[/quote]
As a captain of my ship, I prefer to know any command and secret of my weapons! :D
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Actually, a good reason for having the option to disable it is if you need to re-render (a part of) an older job you may have to make sure displacement doesn't look different.
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Actually, a good reason for having the option to disable it is if you need to re-render (a part of) an older job you may have to make sure displacement doesn't look different.
or do it like me every time I am asked to redo a project I make it look better lol
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Very small thing - "online denoising" in VFB stats tab, sounds kinda strange to me, maybe it would be better to call it "live denoising", "real-time denoising" or something similar?
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Very small thing - "online denoising" in VFB stats tab, sounds kinda strange to me, maybe it would be better to call it "live denoising", "real-time denoising" or something similar?
Thanks, reported. :)
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So, autobump... i ran a quick test and found couple issues. First of all, it seems that render with autobump ON, actually looks significantly worse than with autobump OFF. Look at the attached images, it looks like autobump somehow flattens displacement and makes it look more dull. And it makes no improvement in background at all.
Second issue - autobump toggle is buggy. Sometimes the image renders the same, no matter autobump state and only after you make some adjustments in render settings, like changing resolution back and forth, it starts rendering with difference. That issue makes me doubt if my conclusions about autobump quality is right - maybe autobump state in my renders actually is reversed? It would be best to compare it with previous build, but at the moment i don't have time for this.
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That's curious, as I prefer your images with Autobump on - there is more grit and detail in those (the intended result) vs the off versions, which are smoother and to my mind less detailed.
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That's strange, autobump should not change the render this way. Can you share the scene?
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Hi,
i'm using daily build. I found that interactive is Extremely slow to show the image.
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That's strange, autobump should not change the render this way. Can you share the scene?
Done!
1537794812_autobump-test.7z
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My guess is that autobump makes the reflections more glossy by varying the normal a lot (which is how glossy reflections happen in reality)
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But displacement maps that were used in those materials, are very smooth, unlike those that are arbitrarily generated from single photo. It shouldn't affect surface normals that much. Maybe it somehow conflicts with normal maps, that those materials also use? But more importantly, i think that autobump shouldn't affect foreground details that much if at all, but like adaptive displacement, it should be mostly prominent on the background.
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You are right, it's weird. I just replaced 3ds Max Bitmap with CoronaBitmap, and voila:
https://corona-renderer.com/comparer/aetrGM
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Oh wow, that looks so much better! Will you make it work with native bitmap also?
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ok, I just guessed since I didint know what the texture looks like ;)
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Any DR issues in the newest daily? (20.09)
I get ugly ERR: entries in maxlog which triggers alerts here (has already been there quite a while, this is DB 18-08-30, still present):
2018/09/24 15:02:44 INF: [04084] [04092] Frame started at: 15:02:44
2018/09/24 15:02:44 INF: [04084] [04092] BEGIN FRAME 0; TASK 1 OF 1; (NO SAVE);
2018/09/24 15:22:23 ERR: [04084] [04092] Render failed
2018/09/24 15:22:23 INF: [04084] [04092] END FRAME 0; TASK 1 OF 1; (NO SAVE); 1.19e+003s; 0 faces; MEM 649 MB;
2018/09/24 15:22:23 ERR: [04084] [04092] Render Error (Render Frame)
2018/09/24 15:22:24 DBG: [04084] [04092] Interface8::LoadFromFile(C:\Windows\System32\config\systemprofile\AppData\Local\CoronaRenderer\DrData\received_scene_398174048.max)
It happens after starting/restarting the DR server and the first received job only. Nothing special to find in other logs. DR rendering works though (also for that first job). Would be nice if those entries could be avoided somehow.
Additionally search lan and ram report in DR Tab is broken again for me. I have no clue why/what's happening (and not much time atm). Manual/script installation did not change anything this time.
Good Luck
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Hey Guys sorry this will sound lame but were do I find the Autobump feature.
Thanks, J
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Autobump is always on by default, you don't have to do anything for it to work. If you want to turn it off, it's located in dev/debug settings. How to unhide dev/debug: https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288-how-to-enable-the-development-experimental-stuff-rollout-
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You are right, it's weird. I just replaced 3ds Max Bitmap with CoronaBitmap, and voila:
https://corona-renderer.com/comparer/aetrGM
Hmm, i don't get it, i changed bitmaps for the Cbitmaps and my image got only marginally better, nowhere near to your results. Am i doing something wrong, or is it some bug?
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Hmm, i don't get it, i changed bitmaps for the Cbitmaps and my image got only marginally better, nowhere near to your results. Am i doing something wrong, or is it some bug?
Definitely a bug. It seems to be related to texture filtering. Try using blur=1 instead of 0.1.
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Yes, now it's working! And it works with native bitmap loader as well. Hopefully the fix won't make to wait for too long :]
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16g
Some new's about this problem?!!:))
In last DB is the same and also arrow's near the numbers not working as expected on mouse one click, only on drag :(((
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16g
Some new's about this problem?!!:))
In last DB is the same and also arrow's near the numbers not working as expected on mouse one click, only on drag :(((
Hello, is it that you can't set those numbers or that you can set them but they aren't doing anything?
Thank you
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16g
Some new's about this problem?!!:))
In last DB is the same and also arrow's near the numbers not working as expected on mouse one click, only on drag :(((
Hello, is it that you can't set those numbers or that you can set them but they aren't doing anything?
Thank you
For example: if i set bump map 0.05 via keyboard and press enter i get only 0.1. with all others numeric setting's the same problem. You can try it by youself:))
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It works here - if i put 0.05, it stays 0.05 Maybe your spinners precision settings are set too low in 3ds max preference settings?
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Works here too, latest daily, Max 2019 (that is, if I enter 0.05, I get 0.05)
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For example: if i set bump map 0.05 via keyboard and press enter i get only 0.1. with all others numeric setting's the same problem. You can try it by youself:))
I have newest DB from 19/9/2018 and both Material editor and VFB works
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Hi Iva,
BSDF exposed? =)
I have DB 20 September, 3ds Max 2015 and I don't see this menu in my CoronaMtl.
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Hi Iva,
BSDF exposed? =)
I have DB 20 September, 3ds Max 2015 and I don't see this menu in my CoronaMtl.
Little perks of being a member of Corona team :)
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16g
Some new's about this problem?!!:))
In last DB is the same and also arrow's near the numbers not working as expected on mouse one click, only on drag :(((
It already happened to me some time ago (was on 1.6 and max 2017 at that time). Closing 3ds max and reopen the scene solved the issue most of the time except once where i had to completely merge the old scene into a fresh new one. I'm pretty sure it was a max issue as the bug happened in every single spiner in the scene, not only corona's ones. Never encountered the issue again since i'm on max 2018 tho.
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At all numbers spinners in VFB not working with values higher than 2 digits/
For example i can't set value 0,05 or -0,05 or 0,15 / 0,25 for saturation spinner, only 0,1 0,2
or -0,1 - 0.2 -0.3 and etc.
Same thing for other's settings :)
Also in all settings /Corona Sun,Corona Sky,Corona Light and even in materials /for example impossible to set bump map 0.05 /--exist same problem---very uncomfortable/ I'am going back to Db 08/16g
Some new's about this problem?!!:))
In last DB is the same and also arrow's near the numbers not working as expected on mouse one click, only on drag :(((
It already happened to me some time ago (was on 1.6 and max 2017 at that time). Closing 3ds max and reopen the scene solved the issue most of the time except once where i had to completely merge the old scene into a fresh new one. I'm pretty sure it was a max issue as the bug happened in every single spiner in the scene, not only corona's ones. Never encountered the issue again since i'm on max 2018 tho.
Don't matter which scene or max file, even in new opened file after several restart's -- result is the same, impossible set 0.05 and etc. numbers /max2017/ :)
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removing 3DSmax.ini sometimes help too but you'll lose all your UI customization
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removing 3DSmax.ini sometimes help too but you'll lose all your UI customization
Thanks a lot :)
I'ts working!!
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removing 3DSmax.ini sometimes help too but you'll lose all your UI customization
Thanks a lot :)
I'ts working!!
It was probably the precision setting in the Max preferences. You can tell Max how many decimal places to use: 'Customize -> Preferences -> Spinners [group] -> Precision'. You might have accidentally set your value to '1', and the default is '3'.
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I'm facing some instability issues after update 2 3dsmax 2019, please guys take this update into consideration when you do your programming it seems Autodesk has pulled a fas one and made some changes in the code.
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I'm facing some instability issues after update 2 3dsmax 2019, please guys take this update into consideration when you do your programming it seems Autodesk has pulled a fas one and made some changes in the code.
Believe it or not, turned out Anima 3.5 was crashing max every 5 minutes, I removed it and max was stable all night. they just released it yesterday. This was hard to figure out as I had installed max 2019 update 2, new Nvidia drivers, new Corona build, new anima, and new 10GB card same week so took me the whole day to figure it out.
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@Romullus, tiny off-topic, but true 32bit displacement maps would look smooth to eye (when looking at the texture itself) but the detail would actually still be there.
For example if the total depth of the map is 10cm let's say but it also has ultra rough micro-noise at 1mm, the map would still look super smooth to human eye.
It's not possible to judge detail of true disp map, it always looks blurry and smooth. You can though, high-pass it to reveal more&more micro detail or alter the ratio between low & high frequency detail.
Just thought I would say since you used screeenshot of the disp map as proof, but it doesn't work that way :- ).
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That displacement map is 8 bit, it has only 256 shades of grey. As bad as my sight is, i think i can still see that this map has no micro details in it :]
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That displacement map is 8 bit, it has only 256 shades of grey. As bad as my sight is, i think i can still see that this map has no micro details in it :]
this reminded me where I read that for hollywood level stuff they only use 16bits for bump and displacement maps.
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That displacement map is 8 bit, it has only 256 shades of grey. As bad as my sight is, i think i can still see that this map has no micro details in it :]
this reminded me where I read that for hollywood level stuff they only use 16bits for bump and displacement maps.
Funny, I've been at places where they use Jpegs for almost anything and no one understands why it's a bad idea. Naming convention - almost never, too. Hollywood level can also mean it's done in a rush and as long as it's not a hero asset in slow motion right in front of the camera no one will notice it ;)
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Guys with Threadrippers, can you check what is your CPU usage during UHD Cache ?
Set it for something longer (Precision 4,etc..) and let me know please. I only get 33perc. on 2990WX.
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Unfortunately with the latest Daily Builds the DR network beahves in a very bad a strange manner.
I find every morning the software blocked, no jobs are done ad thank God I can redo the rendering with my Workstation locally + AI Denoiser and save the situation.
I also find a very big difference in render times while using DR locally and DR with Backburner:
5 hrs with DR + Backburner
3 Hrs DR + local Workstation
I'll switch to the July Daily build next week cause is not very reliable the DR system for now.
Thanks,
Dionysios -
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I have master and/or slaves erratically crashing/aborting (according to the logs) as well. First attempt in Backburner: Exception (allways while beginning to render the first pass). Second try: rendering...
Those dailies seem to be a bit unstable currently. I remember only one occurrence where I had to revert - maybe this will get the second one :]
Good Luck
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I have master and/or slaves erratically crashing/aborting (according to the logs) as well. First attempt in Backburner: Exception (allways while beginning to render the first pass). Second try: rendering...
Those dailies seem to be a bit unstable currently. I remember only one occurrence where I had to revert - maybe this will get the second one :]
Good Luck
Yes, unfortunately the DR system seems broken lately.
That's the risk to work with daily views..., is normal.
Dionysios -
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i get this message when i use DR in the daily build 14 sep 2018
why is that?
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I don't understand why interactive noise removal does not work. Denoise mode fast preview - enable. Denoise during render - enable. Please help or explain why it does not work. I also found this error. Did everything as described in that article. https://coronarenderer.freshdesk.com/support/solutions/articles/12000048131
My PC: i9-7920x, 32 GB DDR4, GTX 1070.
Sorry, it all worked.!!
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Not sure if this is with the model I am working with or latest version of DB, but my max keeps crashing when trying to dial in Corona Light Material. Instant crash.
128gb ram and i9-7980xe cpu. Dont think its a hardware issue.
Again, not sure if its something in regards to new DB or not, but wanted to mention it.
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Not sure if this is with the model I am working with or latest version of DB, but my max keeps crashing when trying to dial in Corona Light Material. Instant crash.
128gb ram and i9-7980xe cpu. Dont think its a hardware issue.
Again, not sure if its something in regards to new DB or not, but wanted to mention it.
Could you please upload a minidump?
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max
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Is Nvidia Quatro GP 100 Optix compatible?
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i get this message when i use DR in the daily build 14 sep 2018
why is that?
Looks like some problem with the installation of scripts. I would suggest uninstalling Corona from the Windows "Programs and Features" (on the node), and then installing it again.
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try to make a video with corona round edge apllied and dont get the same result in all servers, could be a bug, havent tested more because im on a deadline.
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i get this message when i use DR in the daily build 14 sep 2018
why is that?
Same here, I belive its because some conflict with Vray. I had the same issue pop up right after I installed the cursed one.
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i get this message when i use DR in the daily build 14 sep 2018
why is that?
Looks like some problem with the installation of scripts. I would suggest uninstalling Corona from the Windows "Programs and Features" (on the node), and then installing it again.
thanks will try that
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I started experiencing crashes in my scene with the latest daily and I think it might have to do with UVW Randomizer. I can duplicate it pretty easily (I think) and can send a scene\minidump when my deadline is done after tomorrow.
Also, when I downgraded back to the latest stable build, I got extremely low CPU usage and weird behavior (basically the scene was super slow in rendering the initial pass) until I removed that UVW Randomizer map. Probably because the feature was added\tweaked in the dailies and didn't exist in the stable version I downgraded to...?
Thanks,
Daniel
My other thread:
https://forum.corona-renderer.com/index.php?topic=21924.msg135244#msg135244
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Hi all, any updates on the DR issues? (crashes, DR servers not connecting, ecc)
Does the latest daily build resolved those or we still have to wait a bit?
Thanks,
Dionysios -
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In latest build, render is saved to history without high quality denoising applied. Quick denoising works fine.
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max 2019.2 occurs an error
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Hi admins
any reason why the denoiser is active even when its off in the settings??
Ive tried resetting the render setup settings and it still denoises.
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Hi admins
any reason why the denoiser is active even when its off in the settings??
Ive tried resetting the render setup settings and it still denoises.
There are two different types of denoising now - the final render denoising (set in the usual place), but also Interactive Rendering denoising; this one is always done by the Fast Preview NVIDIA denoiser (of course - this is the reason we included it, for IR denoising). It is on by default during IR, but can be turned off under the Performance tab, the "Denoise during render" checkbox.
I think this is what you mean, but let me know if not :)
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Hi all, any updates on the DR issues? (crashes, DR servers not connecting, ecc)
Does the latest daily build resolved those or we still have to wait a bit?
I don't think the new daily fixes that (it would be listed in the changelog). We have DR tests scheduled and will do proper fixes before the release.
max 2019.2 occurs an error
I've recently had the same issue, but it's not Corona-related. To fix it, you should reset your 3ds max user settings: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/sfdcarticles/sfdcarticles/Resetting-3ds-Max-3ds-Max-Design.html
Unfortunately that solution worked for me just once - the issue would return after 3ds max restart. So I uninstalled all 3rd party plugins (including Corona), then reinstalled only the ones I needed, and now it's fine.
Hi admins
any reason why the denoiser is active even when its off in the settings??
Ive tried resetting the render setup settings and it still denoises.
Is it the Nvidia denoiser? Does it denoise in regular rendering, or only in IR? If it's IR, then you will find "denoise ruing render" option in the Performance tab.
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yep that was it sorry didnt realise it was in the tab.
perfect thanks again.
Hi all, any updates on the DR issues? (crashes, DR servers not connecting, ecc)
Does the latest daily build resolved those or we still have to wait a bit?
I don't think the new daily fixes that (it would be listed in the changelog). We have DR tests scheduled and will do proper fixes before the release.
max 2019.2 occurs an error
I've recently had the same issue, but it's not Corona-related. To fix it, you should reset your 3ds max user settings: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/sfdcarticles/sfdcarticles/Resetting-3ds-Max-3ds-Max-Design.html
Unfortunately that solution worked for me just once - the issue would return after 3ds max restart. So I uninstalled all 3rd party plugins (including Corona), then reinstalled only the ones I needed, and now it's fine.
Hi admins
any reason why the denoiser is active even when its off in the settings??
Ive tried resetting the render setup settings and it still denoises.
Is it the Nvidia denoiser? Does it denoise in regular rendering, or only in IR? If it's IR, then you will find "denoise ruing render" option in the Performance tab.
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I don't really understand what's going on with the builds we received since the end of August.
For a very strange reason when we use DR, the Master PC very frequently it remains blocked! When I see the task manager of all the DR Servers + Master, their CPUs are 100% but the system doesn't respond. The mouse cursor does nothing on the Corona UI and everything in the process (at least visually) seems freeze. In fact, when the rendering process comes to end the system is not able to save the image.
Curious thing, when I stop the process via the Backburner Monitor, it stops and then is starts again.
I took a look at the logs but I can't find any error about all this... I am getting crazy...
Does anybody of you has the same behavior?
Thanks,
Dionysios -
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I don't really understand what's going on with the builds we received since the end of August.
For a very strange reason when we use DR, the Master PC very frequently it remains blocked! When I see the task manager of all the DR Servers + Master, their CPUs are 100% but the system doesn't respond. The mouse cursor does nothing on the Corona UI and everything in the process (at least visually) seems freeze. In fact, when the rendering process comes to end the system is not able to save the image.
Curious thing, when I stop the process via the Backburner Monitor, it stops and then is starts again.
I took a look at the logs but I can't find any error about all this... I am getting crazy...
Does anybody of you has the same behavior?
Thanks,
Dionysios -
This is the crash we get every time from the DR servers:
Signature du problème :
Nom d’événement de problème: APPCRASH
Nom de l’application: DrServer.exe
Version de l’application: 0.0.0.0
Horodatage de l’application: 5bbb2475
Nom du module par défaut: MSVCP140.dll
Version du module par défaut: 14.11.25325.0
Horodateur du module par défaut: 592738ac
Code de l’exception: c0000005
Décalage de l’exception: 0000000000018726
Version du système: 6.1.7601.2.1.0.256.48
Identificateur de paramètres régionaux: 1036
Information supplémentaire n° 1: 5aab
Information supplémentaire n° 2: 5aabd8d1d328277f05acb02e35634490
Information supplémentaire n° 3: 6cf8
Information supplémentaire n° 4: 6cf81788c8f5021cd2bde441a9afc07c
Lire notre déclaration de confidentialité en ligne :
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x040c
Si la déclaration de confidentialité en ligne n’est pas disponible, lisez la version hors connexion :
C:\Windows\system32\fr-FR\erofflps.txt
Thanks!
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Build Oct-10
Installer shows an error when update option is chosen.
Removing previous installation of Image Editor...
Failed to delete file C:\Program Files\Corona\image editor\CoronaImageCmd.exe
Failed to delete directory C:\Program Files\Corona\image editor\
Operation result: failed
Installing Image Editor... done
Custom installation went fine. On top of that, installer had crashed at the end.
Same situation was with Oct-08 installer, except it didn't crashed.
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IR dosen't work with coronacolorcorrect's Exposure changes in Environment overrides
Oct-10
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max 2019.2 occurs an error
Just got this today too. Restarted max a few times and it went away.
For a very strange reason when we use DR, the Master PC very frequently it remains blocked! When I see the task manager of all the DR Servers + Master, their CPUs are 100% but the system doesn't respond. The mouse cursor does nothing on the Corona UI and everything in the process (at least visually) seems freeze. In fact, when the rendering process comes to end the system is not able to save the image.
Not the same issue but similar - I don't use DR. After pressing STOP on the interactive render, 3dsmax locks up for a loooong time (on a semi heavy scene). I'm not running out of RAM, my hard drives are not being used (eg for paging) and CPU is about 25% active during this period. I killed ADSSO in task manager and it seemed to help.
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Is it me or the shaderball in CoronaMtl looks bit darker in latest build?
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Volume material is not updating properly in interactive render
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Is it me or the shaderball in CoronaMtl looks bit darker in latest build?
Screenshots? Comparison? Plz?
Volume material is not updating properly in interactive render
What exactly do you mean? Can you provide more details? Examples?
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Volume material is not updating properly in interactive render
What exactly do you mean? Can you provide more details? Examples?
[/quote]
For example if i am changing colour or distance it will not update in interactive render mode i will have to do other change like turning
on and off the light or move object to see the update something like that
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For example if i am changing colour or distance it will not update in interactive render mode i will have to do other change like turning
on and off the light or move object to see the update something like that
Only in global volume material, or also in material applied on some node?
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For example if i am changing colour or distance it will not update in interactive render mode i will have to do other change like turning
on and off the light or move object to see the update something like that
Only in global volume material, or also in material applied on some node?
i only tried in scene environment global volume material
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For example if i am changing colour or distance it will not update in interactive render mode i will have to do other change like turning
on and off the light or move object to see the update something like that
Only in global volume material, or also in material applied on some node?
i only tried in scene environment global volume material
I saw this happen in v2, too, with VolumeMtl applied to an object. Sometimes, it would not update in IR on parameter or color change.
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Yeah, the "IR not restaring when global volume material is changed" bug is already fixed. Though the bugfix didn't make the cut for today's daily build candidate (currently being pushed through QA), it should be released in tomorrow's build.
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- CScatter
- Rotation and scale of original instanced objects no longer affects scattered instances. Does not change old scenes unless Legacy checkbox gets unchecked.
That is so darn cool, but i noticed that if scatter has distribution map assigned, then performing transformations on instanced objects are still very slow. Could you look at this also?[/list]
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Is it good idea to calculate adaptivity after first pass? For speed up rendering for example scene with product render at white background, so you do not need to wait 5 pass to leave rays at empty white background
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Is it good idea to calculate adaptivity after first pass? For speed up rendering for example scene with product render at white background, so you do not need to wait 5 pass to leave rays at empty white background
what if you have some paper-thin object in front of the background that you didnt sample yet?
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A silly question: where do I turn on the new DIRECT light solver?
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A silly question: where do I turn on the new DIRECT light solver?
Render Settings, Performance Tab, Performance Settings, "New Light solver (experimental)" checkbox
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Thanks!
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what if you have some paper-thin object in front of the background that you didnt sample yet?
You mean like this guy? =)
(https://thumbs.gfycat.com/GenerousViciousEidolonhelvum-size_restricted.gif)
I will rotate paper to see it, and will not render white paper at white background =)
just was rendering today big image but simple scene - tea boxes at white background and have to wait adaptivity ~5-10minutes, so i often using regions because of that, like manual adaptivity =)
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You can change how soon and how often adaptivity is recalculated. Such option is in render setup>dev/debug rollout. I often do product renderings on white or dark background and i tried to experiment with adaptivity - in the end i came to a conclesion that it's not worth it and did stick to defaults.
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You can change how soon and how often adaptivity is recalculated. Such option is in render setup>dev/debug rollout. I often do product renderings on white or dark background and i tried to experiment with adaptivity - in the end i came to a conclesion that it's not worth it and did stick to defaults.
Yes i know, but in my experiments if it's will be too low this slowing down rendering every few passes, so i keep it by default, but wanted to calculate first adaptivity check as soon as possible, because it's wasting time for empty white background in first 5 passes
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AFAIK a solid background is sampled only for the 1st pass, and then it is not sampled if that's not needed (regardless of any adaptivity settings). Isn't it?
-
It isnt. How do you guarantee that 1/100 of the pixel is not covered by very small object/particle/...? This is unfortunately not possible...
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Ondra, thanks though =)
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Hi, but why Light lister doesn't show any light courses?
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I find that behaviour of saturation in tonemapping settings works quite bad. With materials defined by absorption color it changes hue instead of saturation.
Ataching side by side comparison. While lowering saturation of the lamp on the left in PS it still remains green, it doesn't go aqua'ish.
Can this be fixed ?
(http://scr.hu/1tj3/jzdy1)
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With the last build, we have entered the RC phase of the v3 release cycle. As usual, this means that all the major features are in and from now on until the final release, we'll be focusing on some smaller improvements to the already existing features and mostly on bugfixing.
-
Could be my set up, but .psd files would not 'use' individual layer.
-
Hi
RC1 - if I start IR in VFB, Stop button is not active. IR can be stopped by pressing Esc
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Sharpen Image filter don't applying to image with saving image directly from max Corona VFB to jpeg/png and etc. formats/
From CIE its working correct/
max 2017 Corona3 DB rc1
-
Some Corona lister feedback.
Lights
- IMO instanced lights should be shown as single entity. I can't think of a reason for them to be shown separately and waste precious screen space.
- Maybe some elements could be compacted to find place for size and directionality controls?
Scatter
- Random distribution per square spinner is showing values in display units in command panel, but in lister it shows in scene units.
- Aforementioned spinner is called per square/cube in lister, but in fact it only controls 2D (per square) mode.
- Neither 1D nor 3D modes are represented in lister at all.
Common
- I think that vertical gaps between items, could be made smaller, to accomodate more items in the same space.
- Right click should return values to default, like everywhere else in Corona universe.
- Selecting item in lister should clear current selection and not add to it. Selecting of multiple items, should be done with CTRL and SHIFT keys.
-
Does anyone notice, CoronaRoundEdges in CR 3 RC1 gives an ugly result? Even the legacy checkbox doesn't help...
It also always crashed when interactive rendering with frame buffer, edit any settings in BerconWood, then press "ctrl + z"
-
corona light in reflection shows black when turn off visible in reflections
turn on occlude other lights will fix reflections black but will cast shadows on ceiling
-
Hi, but why Light lister doesn't show any light courses?
Hi, are you able to reproduce this? I couldn't manage to reproduce this bug.
-
Does anyone notice, CoronaRoundEdges in CR 3 RC1 gives an ugly result? Even the legacy checkbox doesn't help...
It also always crashed when interactive rendering with frame buffer, edit any settings in BerconWood, then press "ctrl + z"
Hi, could you please upload a minidump generated from the minidump and describe a bit how is the result ugly (how is it different from previous build) - ideally with pictures. Thanks
-
Hi, but why Light lister doesn't show any light courses?
I miss something, the Corona Lister utility is not included yet in the installer right? Cause I can't find it.
Is still an external script to download?
Thanks guys and sorry for the question. -.-
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Hi, but why Light lister doesn't show any light courses?
I miss something, the Corona Lister utility is not included yet in the installer right? Cause I can't find it.
Is still an external script to download?
Thanks guys and sorry for the question. -.-
i got confused too once then i found it added in my corona toolbar :)
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Hi, but why Light lister doesn't show any light courses?
I miss something, the Corona Lister utility is not included yet in the installer right? Cause I can't find it.
Is still an external script to download?
Thanks guys and sorry for the question. -.-
It replaced Corona scatter lister and can be accssesed from Corona toolbar.
-
hi devs, is it possible to prevent IR restarting after 3ds max minimized-restored? if yes i'll create a bug report.
btw, thanks for many IR optimizations you've done
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It replaced Corona scatter lister and can be accssesed from Corona toolbar.
[/quote]
I knew there is something wrong then...
I have the Corona Official Toolbar, I see the Corona Scatter Lister button and when I press it I get the Corona Scatter Lister v1.13 utility. :(
Thanks,
Dionysios -
-
Yeah, sorry about that. It should have been mentioned in the changelog how to run the new lister. I'll make sure it is mentioned in the full v3 release changelog. You can launch it from the toolbar (it replaced the original scatter lister button) and there is also the "Scatter Lister" button in CScatter object which now opens the new lister on the scatter tab.
hi devs, is it possible to prevent IR restarting after 3ds max minimized-restored? if yes i'll create a bug report.
btw, thanks for many IR optimizations you've done
I'm not sure right now without checking the code, but I'd guess that we'll be able to do something about that. Please make the bug report anyway, the worst that can happen is that we'll have to close it as "3ds max fault" :)
I have the Corona Official Toolbar, on it I see the Corona Scatter Lister button and when I press is I get the Corona Scatter Lister v1.13 utility. :(
What build do you have installed?
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What build do you have installed?
[/quote]
Build 15/10/2018
-
Yeah, there's the problem :) For the unified lister, you need either the last daily build (2018-10-18) or RC1.
-
Yeah, there's the problem :) For the unified lister, you need either the last daily build (2018-10-18) or RC1.
Thanks! :)
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No UV mapping mode in the lister for Scatters, either controls or at least an indicator that the Scatter is in UV Mode (and "Count" still shows as enabled in the Lister, though it is greyed out in the Scatter itself).
-
Does anyone notice, CoronaRoundEdges in CR 3 RC1 gives an ugly result? Even the legacy checkbox doesn't help...
It also always crashed when interactive rendering with frame buffer, edit any settings in BerconWood, then press "ctrl + z"
Hi, could you please upload a minidump generated from the minidump and describe a bit how is the result ugly (how is it different from previous build) - ideally with pictures. Thanks
I have a scene for testing Rounded Edges from 1.6 to current RCs and I don't see any big changes for Rounded Edges map. Only a slight difference - as was already the case between 1.7 and 2 - but not a big change, really. Tested with v3 RC1.
-
Hi
RC1 Corona Lights Lister
1. - It doesn't show Corona Sun, suppose it should
2. - Is it possible to group instanced lights? There are so long lists of lights I do have now, but most of those lights are instances. If they would be grouped in Lister, they would take just few lines there
-
Hi
RC1 Corona Lights Lister
1. - It doesn't show Corona Sun, suppose it should
2. - Is it possible to group instanced lights? There are so long lists of lights I do have now, but most of those lights are instances. If they would be grouped in Lister, they would take just few lines there
Hi, Corona Sun isn't intended to be shown in the light lister right now, we will be adding that in the future.
Ad grouping instanced lights - currently being worked on :)
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Hi, Corona Sun isn't intended to be shown in the light lister right now, we will be adding that in the future.
Ad grouping instanced lights - currently being worked on :)
Great! Thanks!
-
Hi,
I found out with the latest daily, that using CoronaUVWrandomiser in bump map slot is not working.
It behaves like there is no map in the slot at all.
Does anyone have the same issue?
-
Hi,
I found out with the latest daily, that using CoronaUVWrandomiser in bump map slot is not working.
It behaves like there is no map in the slot at all.
Does anyone have the same issue?
Most likely you need to use a Corona bump converter node, as ANY form of colour correction, transformation or mixing is unsupported by the native Max bump workflow.
-
Does anyone notice, CoronaRoundEdges in CR 3 RC1 gives an ugly result? Even the legacy checkbox doesn't help...
It also always crashed when interactive rendering with frame buffer, edit any settings in BerconWood, then press "ctrl + z"
Hi, could you please upload a minidump generated from the minidump and describe a bit how is the result ugly (how is it different from previous build) - ideally with pictures. Thanks
Sorry, my bad! It turns out the crashed is from berconwood itself (buggy). And about CoronaRoundEdges, it also my bad...
Everything is okay. Sorry again...
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out of curiosity i started using new light solver very recently
3ds max crashes while stopping render in half way after denoise
it happen only twice and doesn't happen every time
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out of curiosity i started using new light solver very recently
3ds max crashes while stopping render in half way after denoise
it happen only twice and doesn't happen every time
Please send us a minidump generated from the crash.
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out of curiosity i started using new light solver very recently
3ds max crashes while stopping render in half way after denoise
it happen only twice and doesn't happen every time
Please send us a minidump generated from the crash.
i checked your page on web for how to report issue.
it did not show the 3ds max error report. application was just closed by it self
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i checked your page on web for how to report issue.
it did not show the 3ds max error report. application was just closed by it self
The page https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006 shows various ways of capturing the minidump files.
If you can see the 3ds Max error reporting window, then you should see the 1st point.
If you don't see that window, but 3ds Max still crashes or freezes, you should see the 2nd point.
If 3ds Max just "disappears" without any freeze or error message, then unfortunately it may not be possible to capture a minidump. In such case a scene + instructions how to reproduce the issue are the only solution.
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i checked your page on web for how to report issue.
it did not show the 3ds max error report. application was just closed by it self
The page https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006 shows various ways of capturing the minidump files.
If you can see the 3ds Max error reporting window, then you should see the 1st point.
If you don't see that window, but 3ds Max still crashes or freezes, you should see the 2nd point.
If 3ds Max just "disappears" without any freeze or error message, then unfortunately it may not be possible to capture a minidump. In such case a scene + instructions how to reproduce the issue are the only solution.
i will try to get minidump this time. will make sure if it really is corona issue sorry for trouble
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Is it still the case that you cant have two versions installed?
Id love to help with catching the bugs but still need a production renderer incase things go wrong
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Did you try this method? Some say it works. https://coronarenderer.freshdesk.com/support/solutions/articles/5000577837-how-to-run-different-corona-versions-at-the-same-time-
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Hey guys
Couple of requests if I may:
Corona Lister - why do instanced lights show multiple times? It would be much more efficient just to show the 1 instance.
DR - is it possible to add a function to send a render to select slaves and not your main workstation? This would be great for rendering in the background
Cheers
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Hi,
I'm currently using RC1, and I've had DR issues with previous dailies in the past few months... which have never been resolved. I had to revert back to V2 for it to work, but now I've upgraded to RC1 DR does not work.
I've attached 3 logs. Hopefully someone can help me figure out what the hell is going on...
Thanks!
EDIT Before anyone asks: Yes, the same corona and max versions are installed on both PC's and both are logged into the same FairSaS account.
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aaouviz, I've had a similar error once because Backburner was not installed on the slave.
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aaouviz, I've had a similar error once because Backburner was not installed on the slave.
hmm, thanks.
I've had zeo experience with backburner in the past (I'm fairly new to 3ds max).
However, backburner is installed on both PCs....
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Corona Lister - why do instanced lights show multiple times? It would be much more efficient just to show the 1 instance.
We already have this noted in our internal issue tracker and we'll be implementing this.
DR - is it possible to add a function to send a render to select slaves and not your main workstation? This would be great for rendering in the background
Yes, this has been requested few times already. Unfortunately implementing this will require some not-so-simple changes in the current DR architecture. Right now we still have plenty of DR bugs that we need to solve before we can even start to think about introducing some new ones :) Until then you can use some 3rd party solutions to achieve the same goal.
Hi,
I'm currently using RC1, and I've had DR issues with previous dailies in the past few months... which have never been resolved. I had to revert back to V2 for it to work, but now I've upgraded to RC1 DR does not work.
I've attached 3 logs. Hopefully someone can help me figure out what the hell is going on...
Thanks!
EDIT Before anyone asks: Yes, the same corona and max versions are installed on both PC's and both are logged into the same FairSaS account.
Could you please describe what issues are you currently having? I can definitely see some problems just by a quick look in the log files, but we would like to be sure that we're focusing on the right issues and not chasing some ghosts.
-
Hi,
I'm currently using RC1, and I've had DR issues with previous dailies in the past few months... which have never been resolved. I had to revert back to V2 for it to work, but now I've upgraded to RC1 DR does not work.
I've attached 3 logs. Hopefully someone can help me figure out what the hell is going on...
Thanks!
EDIT Before anyone asks: Yes, the same corona and max versions are installed on both PC's and both are logged into the same FairSaS account.
Could you please describe what issues are you currently having? I can definitely see some problems just by a quick look in the log files, but we would like to be sure that we're focusing on the right issues and not chasing some ghosts.
Well, I can't get my slave PC to render on DR. It's set-up exactly as I've always had it. The only change is that I have Corona 3 RC1 installed, rather than V2 Official.
It won't render any file/scene - I've tested very simple scenes with no luck.
Not sure what else to tell you. All I know is that the slave says it cannot connect to 3DSmax, then retries and continually fails...
-
Hi,
I found out with the latest daily, that using CoronaUVWrandomiser in bump map slot is not working.
It behaves like there is no map in the slot at all.
Does anyone have the same issue?
Most likely you need to use a Corona bump converter node, as ANY form of colour correction, transformation or mixing is unsupported by the native Max bump workflow.
I wasn't aware of that, thank you for the info!
-
...
Well, I can't get my slave PC to render on DR. It's set-up exactly as I've always had it. The only change is that I have Corona 3 RC1 installed, rather than V2 Official.
It won't render any file/scene - I've tested very simple scenes with no luck.
Not sure what else to tell you. All I know is that the slave says it cannot connect to 3DSmax, then retries and continually fails...
Thanks for the info. We will look into this.
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Did you try this method? Some say it works. https://coronarenderer.freshdesk.com/support/solutions/articles/5000577837-how-to-run-different-corona-versions-at-the-same-time-
I couldnt seem to get it to work but perhaps that could be a feature request for dailies/Release candidates to have the flexibility to be installed alongside until final release?
-
i use Corona3 RC2 when I send the scene to backburber the render does not find the slaves, the same scene with Corona2 does not present the problem,maybe the problem is "search lan during render"
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Id love to help with catching the bugs but still need a production renderer incase things go wrong
The easies way for you would probably be installing two different max versions. Then use your production max + stable releases for work and some older/newer max to test dailies. Since the installer isn't nasty anymore (means: deinstalling unchecked items) this works well.
Good Luck
-
when I send the scene to backburber the render does not find the slaves, the same scene with Corona2 does not present the problem
Just a hint when having (networking) problems with current RCs: be aware of the fact that DrServer.exe has moved to a subdirectory (https://forum.corona-renderer.com/index.php?topic=20852.msg135522#msg135522) during v3 dailies. This would probably mean that firewall settings and/or startup options (depending on who is how running drserver.exe) have to be adjusted accordingly.
It also may happen that there is still an old drserver.exe in %programfiles%\Corona (so NOT in a subdirectory called "DR Server") from some older installation which still gets started instead of the current one.
So it is generally a good idea to make sure that there is no executable except "RemoveCoronaForMax.exe" in %programfiles%\Corona after installing the lastest v3 RC.
Good Luck
-
when I send the scene to backburber the render does not find the slaves, the same scene with Corona2 does not present the problem
Just a hint when having (networking) problems with current RCs: be aware of the fact that DrServer.exe has moved to a subdirectory (https://forum.corona-renderer.com/index.php?topic=20852.msg135522#msg135522) during v3 dailies. This would propably mean that firewall settings and/or startup options (depending on who is how running drserver.exe) have to be adjusted accordingly.
It also may happen that there is still an old drserver.exe in %programfiles%\Corona (so NOT in a subdirectory called "DR Server") from some older installation which still gets started instead of the current one.
So it is generally a good idea to make sure that there is no executable except "RemoveCoronaForMax.exe" in %programfiles%\Corona after installing the lastest v3 RC.
Good Luck
we have already corrected the drserver directories
we noticed that the problem is different, if I click "search LAN" before sending the file to backburner the distributed render will start with the slaves in the list, if I open another drserver during the render is not detected, so I think the problem is "search LAN during render"
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Decided to test a scene of a current project with latest Corona 3 build. No changes to render settings.
Before even delving into any possible bugs here and there noticed two major things, which completely forced me to revert back to Corona 2, since do not have much free time to experiment with scenes.
Corona 3 RC2 seems to makes whole 3ds max menus to be unresponislbe and gray - when loading , when the render button has been pressed.
IR loading time is longer with Corona 3 than Corona 2.
Opening the very same scene with Corona 2 is faster than with Corona 3.
RAM consumption with Corona 3 is way higher - 20 % at loading and rendering same scene.
Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here.
Attached two images showcasing the RAM consumption. Displacement has been disabled.
-
when I send the scene to backburber the render does not find the slaves, the same scene with Corona2 does not present the problem
Just a hint when having (networking) problems with current RCs: be aware of the fact that DrServer.exe has moved to a subdirectory (https://forum.corona-renderer.com/index.php?topic=20852.msg135522#msg135522) during v3 dailies. This would propably mean that firewall settings and/or startup options (depending on who is how running drserver.exe) have to be adjusted accordingly.
It also may happen that there is still an old drserver.exe in %programfiles%\Corona (so NOT in a subdirectory called "DR Server") from some older installation which still gets started instead of the current one.
So it is generally a good idea to make sure that there is no executable except "RemoveCoronaForMax.exe" in %programfiles%\Corona after installing the lastest v3 RC.
Good Luck
Thanks, but none of this helped.... getting pretty frustrating thb
-
when I send the scene to backburber the render does not find the slaves, the same scene with Corona2 does not present the problem
Just a hint when having (networking) problems with current RCs: be aware of the fact that DrServer.exe has moved to a subdirectory (https://forum.corona-renderer.com/index.php?topic=20852.msg135522#msg135522) during v3 dailies. This would propably mean that firewall settings and/or startup options (depending on who is how running drserver.exe) have to be adjusted accordingly.
It also may happen that there is still an old drserver.exe in %programfiles%\Corona (so NOT in a subdirectory called "DR Server") from some older installation which still gets started instead of the current one.
So it is generally a good idea to make sure that there is no executable except "RemoveCoronaForMax.exe" in %programfiles%\Corona after installing the lastest v3 RC.
Good Luck
Thanks, but none of this helped.... getting pretty frustrating thb
i think the same
-
I'm trying to install the RC2 but the Nvidia Denoiser won't be installed. Missing Optix.dll. I also downloaded the Nvidia dnoiser manually and placed it in the same folder - Still didnt work. I have GTX 1080 and latest drivers.
-
Concerning the DR problem - I've managed to fix it (for now, at least!)
It seems that upon opening 3DSmax I had pop-up error messages (one was from a missing dll file for fstorm). I didn't know of these errors as I rarely ever open 3ds on my slave PC.
Once I fixed the error messages and 3ds max opens without any problems, DR started working again fine....
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Corona 3 RC2 seems to makes whole 3ds max menus to be unresponislbe and gray - when loading , when the render button has been pressed.
IR loading time is longer with Corona 3 than Corona 2.
Opening the very same scene with Corona 2 is faster than with Corona 3.
RAM consumption with Corona 3 is way higher - 20 % at loading and rendering same scene.
Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here.
I've just sent you an email about this. Please send us your scene if that's possible.
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"Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here."
This is the opposite for us. We NEVER use Corona bitmaps. It makes makes 3ds Max perform worse for us. Stutter in viewports, longer loads....
I will be werry about upgrading to 3.0 if this is still the case.
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We NEVER use Corona bitmaps.
Same here :-/ Though my last tests were a while ago.
Good Luck
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I'm trying to install the RC2 but the Nvidia Denoiser won't be installed. Missing Optix.dll. I also downloaded the Nvidia dnoiser manually and placed it in the same folder - Still didnt work. I have GTX 1080 and latest drivers.
I'm having this same problem with RC2, the Nvidia Denoiser just wont install. Been a having a lot of problems with the installer with the other daily builds lately too. The install never seems to fully finish and close down in the task manager. The "corona-3dsmax-3.rc2.exe" and Max Installer exe (can't remember the exact file name) processes stay stuck in the task manager and have to be ended manually.
Fyi, I do have the latest "NvidiaAiDenoiser.skp" file save in the same directory as the RC2 installer exe. Also running Max2016 and Win7, if that helps any.
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Tilt & Shift not working on scene opening, I need to cycle it off and then back on everytime I open a file
-
I noticed with the latest build that if you have 2 instances of max open, one of them is able to find render nodes (slaves) when you add them on the DR list while the other max instance doesnt find anything..... this is a first.
I can confirm this. It has been working perfectly in the past. It is also the cause of the missing status line and memory information in the VFB tab:
- Start max, render on some slave -> everything's ok, search LAN works
- Start another max while the other is still open, render on some slave -> No status line, no memory info, search LAN fails
- Close first max instance
- Start another max, render on some slave -> works, while second started max still fails.
Actual rendering with a dedicated slave list works in all cases.
Good Luck
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Any news about ram usage?
This is the first user post that i see comparing ram usage between versions, we are used to make a single max for all the project needs, and its becoming a ram hog ...
Would be nice to have a better ram usage for sure.
Decided to test a scene of a current project with latest Corona 3 build. No changes to render settings.
Before even delving into any possible bugs here and there noticed two major things, which completely forced me to revert back to Corona 2, since do not have much free time to experiment with scenes.
Corona 3 RC2 seems to makes whole 3ds max menus to be unresponislbe and gray - when loading , when the render button has been pressed.
IR loading time is longer with Corona 3 than Corona 2.
Opening the very same scene with Corona 2 is faster than with Corona 3.
RAM consumption with Corona 3 is way higher - 20 % at loading and rendering same scene.
Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here.
Attached two images showcasing the RAM consumption. Displacement has been disabled.
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when i interactive render its hard to access menus and material editor
its like its you click and wait then updates in material editor will happen and
then IR will be updated. before material editor and menus were accessible
now IR is on high priority and it seems other priorities are less then IR
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Decided to test a scene of a current project with latest Corona 3 build. No changes to render settings.
Before even delving into any possible bugs here and there noticed two major things, which completely forced me to revert back to Corona 2, since do not have much free time to experiment with scenes.
Corona 3 RC2 seems to makes whole 3ds max menus to be unresponislbe and gray - when loading , when the render button has been pressed.
IR loading time is longer with Corona 3 than Corona 2.
Opening the very same scene with Corona 2 is faster than with Corona 3.
RAM consumption with Corona 3 is way higher - 20 % at loading and rendering same scene.
Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here.
Attached two images showcasing the RAM consumption. Displacement has been disabled.
Interesting that in 3.0 the scene parsing is 0:00 but in 2.0 its over 3 minutes. Did you try this with the same camera angle to see if it changes the numbers at all?
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Corona 3 RC2 seems to makes whole 3ds max menus to be unresponislbe and gray - when loading , when the render button has been pressed.
IR loading time is longer with Corona 3 than Corona 2.
Opening the very same scene with Corona 2 is faster than with Corona 3.
RAM consumption with Corona 3 is way higher - 20 % at loading and rendering same scene.
Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here.
Attached two images showcasing the RAM consumption. Displacement has been disabled.
Similar problem, Corona3 consumes more RAM than Corona2
Is it possible in the future to implement a function like the Vray "dynamic memory limit"? A long render is better than not getting results.
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Hi,
This is how the installer looks like when I use windows scale layout set to 125% at display settings.
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Decided to test a scene of a current project with latest Corona 3 build. No changes to render settings.
Before even delving into any possible bugs here and there noticed two major things, which completely forced me to revert back to Corona 2, since do not have much free time to experiment with scenes.
Corona 3 RC2 seems to makes whole 3ds max menus to be unresponislbe and gray - when loading , when the render button has been pressed.
IR loading time is longer with Corona 3 than Corona 2.
Opening the very same scene with Corona 2 is faster than with Corona 3.
RAM consumption with Corona 3 is way higher - 20 % at loading and rendering same scene.
Scene has immense use of assets and most textures are native 3ds max bitmap, not corona bitmap. This could be the culprit here.
Attached two images showcasing the RAM consumption. Displacement has been disabled.
Interesting that in 3.0 the scene parsing is 0:00 but in 2.0 its over 3 minutes. Did you try this with the same camera angle to see if it changes the numbers at all?
The attached jpeg's were taken from interactive viewport, with the very same camera being used as starting point and entering perspective mode. Success rate seemed higher, but overall if we can trust numbers - Corona 3 RC2 5 passes at higher UHD success rate 25 seconds / 5passes. Corona 2 -lower success rate - 22 seconds - 6 passes. ( render settings untouched). Scene has been sent for investigation and we are looking forward feedback if it is an isolated case. Really looking forward to it, since not up for hardware upgrades every year.
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It's really great that CoronaColorPicker can remember the "states" in the upper right corner, yet it's behavior is incorrect since "Value" always show sRGB numbers even when you selected to show linear. - check attachment
Please fix it before the final 3.0 release if you can.
thx
I've been pushing for linear display value for "Value" since Corona Color Picker got introduced. Every time I talk to the Corona team, it seems that this request gets confused with something else, and I honestly don't understand what they confuse it for. I see the RC is almost ready and it results in me clenching to my pillow at night, crying inside.
Every studio/person out there that deal with real world reflectance values, knows that we need linear display for "Value".
This long time "bug" / feature request has now turned into a meme
(https://i.imgur.com/qELyIru.png)
This is the best way I can describe the current problem.
(https://i.imgur.com/oFRWnFB.png)
If you have to deal with real world paint values and scanned values, please let your voice be heard so we can get this quality of life feature implemented.
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when i interactive render its hard to access menus and material editor
its like its you click and wait then updates in material editor will happen and
then IR will be updated. before material editor and menus were accessible
now IR is on high priority and it seems other priorities are less then IR
its not happening when i use Corona VFB for IR Render
its happening when i use one of my Viewport as IR Which i always use
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It's really great that CoronaColorPicker can remember the "states" in the upper right corner, yet it's behavior is incorrect since "Value" always show sRGB numbers even when you selected to show linear. - check attachment
Please fix it before the final 3.0 release if you can.
thx
I've been pushing for linear display value for "Value" since Corona Color Picker got introduced. Every time I talk to the Corona team, it seems that this request gets confused with something else, and I honestly don't understand what they confuse it for. I see the RC is almost ready and it results in me clenching to my pillow at night, crying inside.
Every studio/person out there that deal with real world reflectance values, knows that we need linear display for "Value".
This long time "bug" / feature request has now turned into a meme
(https://i.imgur.com/qELyIru.png)
This is the best way I can describe the current problem.
(https://i.imgur.com/oFRWnFB.png)
If you have to deal with real world paint values and scanned values, please let your voice be heard so we can get this quality of life feature implemented.
so this is why I have to cheat my colours every time I get paint values and they don't look the same!!!
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Hi, will corona 3 completely support Phoenix FD 3.12 (just released) ?
https://docs.chaosgroup.com/display/PHX3MAX/3.12.00
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Hi, will corona 3 completely support Phoenix FD 3.12 (just released) ?
https://docs.chaosgroup.com/display/PHX3MAX/3.12.00
Hi, not completely. We are still not supporting Phoenix materials and maps. Also foam is still in development.
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Hi, will corona 3 completely support Phoenix FD 3.12 (just released) ?
https://docs.chaosgroup.com/display/PHX3MAX/3.12.00
Hi, not completely. We are still not supporting Phoenix materials and maps. Also foam is still in development.
Ok! Thanks for the info...
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"Convert to Max geometry" for Cscatter doesn't seem to work... I've never used it previously, but currently on RC3 I click the button and absolutely nothing happens...
Any hints? Or is this a possible bug?
Edit: A restart seemed to fix this.....
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"Convert to Max geometry" for Cscatter doesn't seem to work... I've never used it previously, but currently on RC3 I click the button and absolutely nothing happens...
Any hints? Or is this a possible bug?
Edit: A restart seemed to fix this.....
We are aware of this and it should be fixed soon.
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With the GPU denoising being available now, the Denoise Amount spinner should be available in the VFB during IR. Right now it's always greyed out.
At the same time, the Denoise Amount parameter in the renderer dialog is available during IR, but it has no effect during IR or after stopping IR, so it's not possible to see the render result without any denoising. It should be made to work with IR too, just like it does for normal offline rendering.
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I read on the forum somewhere a while ago that a bloom/glare progress slider was being implemented or considered - is this still happening?
Calculating Bloom & Glare seems to really bring my system to a standstill at the minute, I don't remember it being quite so intensive to calculate in previous builds. Is it the GPU handling this feature these days or is it still on the CPU?
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Calculating Bloom & Glare seems to really bring my system to a standstill at the minute, I don't remember it being quite so intensive to calculate in previous builds. Is it the GPU handling this feature these days or is it still on the CPU?
Besides the NVIDIA denoiser, everything is still CPU.
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A controllable level of denoising for AI denoising during IR is being considered but no promises...
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I would be more interested in controlable start of AI denoiser during IR, or at least in delayed denoising start by default. More often than not, denoising just after first pass, makes image into unreadable mess, but after few more passes it starts to work very well.
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I read on the forum somewhere a while ago that a bloom/glare progress slider was being implemented or considered - is this still happening?
Yes, we're still planning to do that, but so far we haven't had the time to implement it.
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A controllable level of denoising for AI denoising during IR is being considered but no promises...
It would be a welcome feature
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I read on the forum somewhere a while ago that a bloom/glare progress slider was being implemented or considered - is this still happening?
Yes, we're still planning to do that, but so far we haven't had the time to implement it.
No problem, thanks for the update.
Have you had any other reports of Bloom and Glare becoming more processor intensive? I have a well-specced machine and any change to a bloom/glare option results in an unresponsive UI and very slow updates from the actual change I just made - it almost feels more like a render process than an interactive post-effect.
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Please Find attached reflection error image
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Hi,
I found out with the latest daily, that using CoronaUVWrandomiser in bump map slot is not working.
It behaves like there is no map in the slot at all.
Does anyone have the same issue?
Most likely you need to use a Corona bump converter node, as ANY form of colour correction, transformation or mixing is unsupported by the native Max bump workflow.
Update on this: CloudN9 reported that now it's working fine in V3RC4.
I've just tested this and can confirm it's working as expected (even without the bump converter).
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Please Find attached reflection error image
Are you sure this is something new in version 3 daily builds? I am pretty sure it's one of those light transport issues where dark highlights appear. It happens when using fake lights (e.g. invisible, with occlude other lights disabled, etc.). See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations
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Tilt & Shift not working on scene opening, I need to cycle it off and then back on everytime I open a file
This is confirmed, but most probably happening only to scenes saved with a specific daily build and then opened with a newer one.
We could not reproduce it in new scenes.
We have however logged it and will look into it.
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Please Find attached reflection error image
Are you sure this is something new in version 3 daily builds? I am pretty sure it's one of those light transport issues where dark highlights appear. It happens when using fake lights (e.g. invisible, with occlude other lights disabled, etc.). See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations
its true its because of visibility in reflection disabled as it says in the link you provided any ways
i didn't knew sorry for trouble.maybe in future you can solve this
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In latest build, render is saved to history without high quality denoising applied. Quick denoising works fine.
Just to remind - this is still broken in RC4.
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I have a "bigger" scene here - a concert hall with a lot of simple instances (about 7.500 objects, roughly 600k polys)
IR is very, very slow - starting it takes 5 to 15 seconds, moving around is impossible. It doesnt matter if i render the whole scene or just one isolated object.
I reverted back to v2 and all works as expected again. Fast and smooth.
tested in v3 rc4
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Any chance of uploading that scene? There is the private uploader - https://corona-renderer.com/upload
Having a known example, rather than trying to create a scene and hoping we replicate the problem, is always incredibly helpful for developing and bug fixing :)
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Any chance of uploading that scene? There is the private uploader - https://corona-renderer.com/upload
Having a known example, rather than trying to create a scene and hoping we replicate the problem, is always incredibly helpful for developing and bug fixing :)
I just uploaded it!
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Awesome, thanks! This always helps out a huge amount :)
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Corona displacement screen size was changed to 4px in render setup, however in Corona displacement mod it still defaults to 2px. I think it should be equal at both places.
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Corona displacement screen size was changed to 4px in render setup, however in Corona displacement mod it still defaults to 2px. I think it should be equal at both places.
The default is now 4px ? That is strange decision, that's like zero displacement unless you're rendering your 8k final and you only displace big stuff like Rock relief. With all due respect to auto-bump, it's not even remotely similar to displacement at all. We could have blended displacement and bump(or normal) map before as well. This simply recreates the same look without the use of bump map but it doesn't enhance the look of displacement at all.
I've tested this quite some in recent days and I personally don't see any improvement at all (yes it's turned on).
To displace fabrics and micro-detail, 0.5px and less is still necessary. This is not real alternative to 2D(Texture-space) displacement that Vray has at all.
I still need 40GB and 160million polies to displace bunch of fabrics on five chairs in simple scene. And up-close, it's still terrible. If 2D displacement definitely isn't coming, then it would good to contemplate geopattern. Because right now Corona can't recreation fraction of the micro-detail Vray or Fstorm can with their alternative methods. We don't have any.
This is more quality-of-life improvement for people who have displacement maps without acompanying normal map than visual quality improvement.
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Same here. It may work well in some isolated cases but so far I had to set it back to 2 (and less) to look good on all the projects using displacement.
The goal of good looking displacement without excessive RAM usage is not reached yet, it seems.
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Corona displacement screen size was changed to 4px in render setup, however in Corona displacement mod it still defaults to 2px. I think it should be equal at both places.
The default is now 4px ? That is strange decision, that's like zero displacement unless you're rendering your 8k final and you only displace big stuff like Rock relief. With all due respect to auto-bump, it's not even remotely similar to displacement at all. We could have blended displacement and bump(or normal) map before as well. This simply recreates the same look without the use of bump map but it doesn't enhance the look of displacement at all.
I've tested this quite some in recent days and I personally don't see any improvement at all (yes it's turned on).
To displace fabrics and micro-detail, 0.5px and less is still necessary. This is not real alternative to 2D(Texture-space) displacement that Vray has at all.
I still need 40GB and 160million polies to displace bunch of fabrics on five chairs in simple scene. And up-close, it's still terrible. If 2D displacement definitely isn't coming, then it would good to contemplate geopattern. Because right now Corona can't recreation fraction of the micro-detail Vray or Fstorm can with their alternative methods. We don't have any.
This is more quality-of-life improvement for people who have displacement maps without acompanying normal map than visual quality improvement.
I believe geopattern is polling high on the most wanted feature thread. I agree it would be such an improvement.
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GeoPattern would only help is some cases, and it's a bit more work to set up than a map. I'd say in those cases where you need displacement, not even 20% would be handled better by a feature like GeoPattern. The majority is good old displacement by map and there's still room for improvement.
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your light lister crashes max.
why not use already completed plugin, where everything is thought out and everything works? unbelievable
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GeoPattern would only help is some cases, and it's a bit more work to set up than a map. I'd say in those cases where you need displacement, not even 20% would be handled better by a feature like GeoPattern. The majority is good old displacement by map and there's still room for improvement.
Id much rather scatter geometry that has detail on all axis than use displacement in most cases. Ive never understood why vector displacement isnt more of a thing tbh simply because of the detail you can achieve with a single map.
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I've been totally out of the loop for about a year now, but dare I ask when 2d displacement will be added to Corona?, its basically the only thing on my wishlist :)
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GeoPattern would only help is some cases, and it's a bit more work to set up than a map. I'd say in those cases where you need displacement, not even 20% would be handled better by a feature like GeoPattern. The majority is good old displacement by map and there's still room for improvement.
Id much rather scatter geometry that has detail on all axis than use displacement in most cases. Ive never understood why vector displacement isnt more of a thing tbh simply because of the detail you can achieve with a single map.
That's really per use case. Geometry might work for repetitive patterns, tiles etc but what about irregular ones? That's what I had in mind. One needs go into insanely low values to get sufficient detail from displacement and with irregular map-based displacement Geopattern will not help.
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your light lister crashes max.
why not use already completed plugin, where everything is thought out and everything works? unbelievable
Hi, can you please tell us in which case the crash occurs? Isn't it a case where you have something like 250+ lights/scatters in the scene? If so, this issue is currently being addressed.
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<snip>
That's really per use case. Geometry might work for repetitive patterns, tiles etc but what about irregular ones? That's what I had in mind. One needs go into insanely low values to get sufficient detail from displacement and with irregular map-based displacement Geopattern will not help.
Good point. I Feel vector displacement is probably somewhere in between standard displacement and geopattern
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I've been totally out of the loop for about a year now, but dare I ask when 2d displacement will be added to Corona?, its basically the only thing on my wishlist :)
It has been discarded for now, the devs feel the "auto-bump" is better solution to our problem. Join our voices, as that definitely isn't the case.
Hey, Ondra is in London soon, you can tell him :- ).
https://forum.corona-renderer.com/index.php?topic=22298.0;topicseen
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This happens only on DR with the latest daily build :
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your light lister crashes max.
why not use already completed plugin, where everything is thought out and everything works? unbelievable
Hi ecximer. I like your light lister really much and I missed it much since the time when it stopped work with Corona 2. Did you update it for Corona 3? Would be nice to work with it again
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I wanna report a bug with corona latest daily builds. First time and the second time render give different color result.
The scene is already sent to Ondra using Dropbox with my email address.
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I wanna report a bug with corona latest daily builds. First time and the second time render give different color result.
The scene is already sent to Ondra using Dropbox with my email address.
Whenever reporting bug with a scene "attached' though the private uploader, always please mention the scene filename in the bug report. It will make it much easier for us to pair the files to the report. Other than that I can reproduce the issue so we will look into it.
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I wanna report a bug with corona latest daily builds. First time and the second time render give different color result.
The scene is already sent to Ondra using Dropbox with my email address.
Whenever reporting bug with a scene "attached' though the private uploader, always please mention the scene filename in the bug report. It will make it much easier for us to pair the files to the report. Other than that I can reproduce the issue so we will look into it.
I already tried 3 times using private uploader and failed 3 times too. So I'm using the Alternative Uploader (Dropbox) from:
https://corona-renderer.com/upload
The file name : "Bug.7z"
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Has anybody noticed anything strange happening to textures when using low glossiness values?
Using Corona 3 RC4 I can render anything with values of 0.65 glossiness and above and textures look as they should. If I drop this down to 0.55 it completely destroys my texture and stops the light from appearing on the surface of objects - very strange.
This is nothing to do with how the reflections look, it's about what it is doing to the light hitting a surface and the diffuse textures becoming extremely distorted/destroyed.
I haven't got anything to show just yet as I never saved the file I first noticed the issue in, but I will provide something soon, anyone having a similar issue?
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Hi admins
Ive noticed a weird issue with a scene where the interactive rendering is noisy compared to the beauty pass - all lightmix settings are set to default so there are no lights pushed past 1. Nor are there any color changes within the lightmix...
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Noticed an issue with latest build for max. When you do 2d zoom the reflections now change. This makes it impossible to dial in anything using the zoom feature.
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Has anybody noticed anything strange happening to textures when using low glossiness values?
Using Corona 3 RC4 I can render anything with values of 0.65 glossiness and above and textures look as they should. If I drop this down to 0.55 it completely destroys my texture and stops the light from appearing on the surface of objects - very strange.
This is nothing to do with how the reflections look, it's about what it is doing to the light hitting a surface and the diffuse textures becoming extremely distorted/destroyed.
I haven't got anything to show just yet as I never saved the file I first noticed the issue in, but I will provide something soon, anyone having a similar issue?
We will either need some image examples, or a scene, to understand what is going on. Maybe it's one of those light transport issues where dark highlights appear? https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180-known-bugs-and-limitations
Hi admins
Ive noticed a weird issue with a scene where the interactive rendering is noisy compared to the beauty pass - all lightmix settings are set to default so there are no lights pushed past 1. Nor are there any color changes within the lightmix...
Can you show an example, and/or upload a scene and let us know what's the file name? Thanks.
Noticed an issue with latest build for max. When you do 2d zoom the reflections now change. This makes it impossible to dial in anything using the zoom feature.
Can you please post some images showing this issue, and/or send us a scene and file name? Thx!
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Hi, the Corona Lightlister does list all the lights Except the Corona sun (max 2017 corona 3 RC5), any one has the same issue?
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Hi, the Corona Lightlister does list all the lights Except the Corona sun (max 2017 corona 3 RC5), any one has the same issue?
Deliberate - this is just the first implementation of the Unified Lister and will be expanded upon in future. As a note, the Corona Sun is a different beast than a Corona Light and has different parameters, making it a "different kind of thing to list".
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RC5
Corona Lister freezes 3ds Max once I press the button.
Thanks,
Dionysios -
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RC5
Corona Lister freezes 3ds Max once I press the button.
Thanks,
Dionysios -
Is this in all scenes, or only ones with lots of individual lights? (which could be instances). I know last time I tested in a scene with lots of light instances, Max appeared to freeze but it was just taking a long time to parse all the instances (I think there are plans to improve this by grouping instances so that hundreds of entries aren't needed in the lister).
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RC5
Corona Lister freezes 3ds Max once I press the button.
Thanks,
Dionysios -
A lots of lights and instances.
Is this in all scenes, or only ones with lots of individual lights? (which could be instances). I know last time I tested in a scene with lots of light instances, Max appeared to freeze but it was just taking a long time to parse all the instances (I think there are plans to improve this by grouping instances so that hundreds of entries aren't needed in the lister).
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Yes, there is a problem with many lights (~ hundreds). We're already working on fix for that.
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Yes, there is a problem with many lights (~ hundreds). We're already working on fix for that.
Ok, so is under control! :)
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Just FYI; Since using RC5 (or maybe even RC4), any previously reported issues with DR have seemed to be solved.
Thanks for the hard work as usual guys. Looking forward to the full release! (....and then testing for Corona 4 :D)
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any previously reported issues with DR
I do not see those fixed (RC5 currently):
1. https://forum.corona-renderer.com/index.php?topic=20851.msg136599#msg136599
2. Render error after starting up drserver and loading a DR max scene for the first time, see log. Until 12:33:18 all went ok, drserver sitting idle. At 12:43:00 a DR job arrives and I get two errors. All subsequent DR jobs run fine.
2018/11/14 12:33:16 INF: [15680] [06084] Done loading file: C:\Windows\System32\config\systemprofile\AppData\Local\CoronaRenderer\DrData\corona_dr.max
2018/11/14 12:33:17 INF: [15680] [06084] Starting network rendering
2018/11/14 12:33:17 INF: [15680] [06084] Max is ready to begin render
2018/11/14 12:33:18 INF: [15680] [06084] Frame 0 assigned
2018/11/14 12:33:18 INF: [15680] [06084] Frame started at: 12:33:18
2018/11/14 12:33:18 INF: [15680] [06084] BEGIN FRAME 0; TASK 1 OF 1; (NO SAVE);
2018/11/14 12:43:00 ERR: [15680] [06084] Render failed
2018/11/14 12:43:00 INF: [15680] [06084] END FRAME 0; TASK 1 OF 1; (NO SAVE); 583s; 0 faces; MEM 791 MB;
2018/11/14 12:43:00 ERR: [15680] [06084] Render Error (Render Frame)
2018/11/14 12:43:01 DBG: [15680] [06084] Interface8::LoadFromFile(C:\Windows\System32\config\systemprofile\AppData\Local\CoronaRenderer\DrData\received_scene_4174439.max)
2018/11/14 12:43:01 INF: [15680] [06084] Starting to load file: C:\Windows\System32\config\systemprofile\AppData\Local\CoronaRenderer\DrData\received_scene_4174439.max
2018/11/14 12:43:01 WRN: [15680] [06084] MAXScript Callback script Exception: -- Runtime error: No method found which matched argument list
2018/11/14 12:43:01 INF: [15680] [06084] Done loading file: C:\Windows\System32\config\systemprofile\AppData\Local\CoronaRenderer\DrData\received_scene_4174439.max
2018/11/14 12:43:11 INF: [15680] [06084] CORONA : Parsing scene
These are new bugs and were not present in v2.
Good Luck
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I wanna report a bug with corona latest daily builds. First time and the second time render give different color result.
The scene is already sent to Ondra using Dropbox with my email address.
Just found the problem : Corona needs to render first to load "Volume Light" in Environment and Effect > Environment > Atmosphere > Effects
Sometimes, it just totaly failed to load the "Volume Light" at all. The new test scene has been uploaded to private uploader:
1542454397_Failed-to-load.7z
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Propose to include in Corona material Library section "Environment" with some kinds of free simple HDRI's, may be only with lights areas, something like in KeyShort, for fast testing
models and materials after converting them from Vray, for example:)
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Got this error with RC4
===== Error(-18) =====
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Assertion failed: "!m_enteredFromAPI : Memory manager already entered from API", file: C:\u\workspace\rel5.1-win64-cuda90-VS2015-build-Release\sw\wsapps\raytracing\rtsdk\rel5.1\src\Memory\MemoryManager.cpp, line: 963)
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Got this error with RC4
===== Error(-18) =====
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:
Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Assertion failed: "!m_enteredFromAPI : Memory manager already entered from API", file: C:\u\workspace\rel5.1-win64-cuda90-VS2015-build-Release\sw\wsapps\raytracing\rtsdk\rel5.1\src\Memory\MemoryManager.cpp, line: 963)
The same happened to us on Friday. Try updating the nvidia drivers, it helped in our case.
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I found this bug in the Corona Light, made a video do explain it better:
Bad english, sorry. Hehe.
Ronald
PS: I didnt read all the reports of bugs, I´m sorry if this was already reported. I used the today RC6 version to do the video.
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Hi,
Corona error message with last RC6 with 3dsmax 2019.2 :
"Failed to initialize NVIDIA AI denoiser: Runtime version is different from expected.
Found 5.1.0, expected 5.1.2 "
ps : no issue with 3ds max 2016
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Hi,
Corona error message with last RC6 with 3dsmax 2019.2 :
"Failed to initialize NVIDIA AI denoiser: Runtime version is different from expected.
Found 5.1.0, expected 5.1.2 "
ps : no issue with 3ds max 2016
Hello, I find it weird, that Optix denoiser would run in 2016 Max but not in 2019 Max. Can you try reinstalling Corona? (by uninstalling it first and then installing it again)
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same issue in reinstall
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I am running into the same issue as Alexandre with the Nvidia AI denoiser with RC6 on 2019.2
I tried uninstalling and reinstalling Corona RC6, both with the online and offline nvidia library, no luck.
On an unrelated subject, does anybody also have issues with Distributed Rendering and OSL shaders?
Slaves/nodes will not render any scene containing an OSL shader plugged to a CoronaMTL. Rendering without DR works great on each machine separately.
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Hi, I am using RC4 atm. After finished last render, I decided to resume previous render in another camera angle with a resume file (.cxr) to render a little bit more passes, but unfortunately during the resume rendering I've received strange behavior in VFB window - the last render became visible with opacity over the resume rendering. I've tried to turn off all Lightmix layers and discovered that a few layers when turned off also hides the last render in opacity. Then I decided to re-start 3dsmax and try again with a resume file one more time, after restart the last render in opacity was gone and everything was ok. So, it seems like Corona kept history of the last render and during the rendering of another camera angle with resume file that last render became visible. I think this is kind of the bug in accordance with a Resume File option. I've attached image.
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Hi!
It would be more convenient in a light lister instance light to be displayed as one or grouped. The large number of lights in the scene is always Instance, why should we overload the lister with all this?
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Hi!
It would be more convenient in a light lister instance light to be displayed as one or grouped. The large number of lights in the scene is always Instance, why should we overload the lister with all this?
+1
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I am running into the same issue as Alexandre with the Nvidia AI denoiser with RC6 on 2019.2
I tried uninstalling and reinstalling Corona RC6, both with the online and offline nvidia library, no luck.
On an unrelated subject, does anybody also have issues with Distributed Rendering and OSL shaders?
Slaves/nodes will not render any scene containing an OSL shader plugged to a CoronaMTL. Rendering without DR works great on each machine separately.
We had the same problem, reinstall and resolved... -.-
Thanks,
Dionysios -
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Bonjour Dionysios,
Do you mean you reinstalled max and corona, or the whole system (windows reinstall) ? I tried reinstalling max, latest updates and Corona already, and I am still getting this issue unfortunately.
I might try uninstalling, cleaning the registry and do a clean install again. Support could not reproduce the issue so it's worth a try.
Merci :)
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should we just wait until the rc6 installer has been fixed? it sounds like something broke for max 2019, I am getting the nvidia optix error too.
No matter how much I uninstall or reinstall, the corona installer refuses to redownload the nvidia optix. and now no matter if I use RC6 of RC5 optix is broken.
also tried to manually download it, and install it using local file, this works but it's still the wrong version, 5.1.0 and not 5.1.2 which corona is looking for.
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Bonjour Dionysios,
Do you mean you reinstalled max and corona, or the whole system (windows reinstall) ? I tried reinstalling max, latest updates and Corona already, and I am still getting this issue unfortunately.
I might try uninstalling, cleaning the registry and do a clean install again. Support could not reproduce the issue so it's worth a try.
Merci :)
Bonjour! :)
I reinstall only the latest version of Corona and that's it.
Merci a toi,
Dionysios -
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Any updates on the nvidia optix error for max 2019.2 ? I wouldn't mind being able to use it again :)
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should we just wait until the rc6 installer has been fixed? it sounds like something broke for max 2019, I am getting the nvidia optix error too.
No matter how much I uninstall or reinstall, the corona installer refuses to redownload the nvidia optix. and now no matter if I use RC6 of RC5 optix is broken.
also tried to manually download it, and install it using local file, this works but it's still the wrong version, 5.1.0 and not 5.1.2 which corona is looking for.
Yeah, we found out that there's some incompatibility between our version of OptiX and the one that may be installed by other renderers (like Arnold). We'll be fixing that in another RC (to be released today).
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should we just wait until the rc6 installer has been fixed? it sounds like something broke for max 2019, I am getting the nvidia optix error too.
No matter how much I uninstall or reinstall, the corona installer refuses to redownload the nvidia optix. and now no matter if I use RC6 of RC5 optix is broken.
also tried to manually download it, and install it using local file, this works but it's still the wrong version, 5.1.0 and not 5.1.2 which corona is looking for.
Yeah, we found out that there's some incompatibility between our version of OptiX and the one that may be installed by other renderers (like Arnold). We'll be fixing that in another RC (to be released today).
Awesome! thanks for letting us know!
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V3 is out! https://corona-renderer.com/blog/corona-renderer-3-for-3ds-max-released/
Closing this.
Further discussion will take place in the dedicated V4 thread.