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Messages - OccultMonk

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31
On one computer it works but on another computer, nothing happens when I press on editor... What could be causing this? (Both run 3dsmax 2018 and Corona 1.7 4)

32
No, that's not my ticket. I just discovered it today on my just build render computer (AMD Rizen). Still, have to test it on my main computer (older Intel 8 core 16 thread).

33
Interactive rendering start normally (fast), Renders fast, but when I press on stop it locks 3dsmax for more than a minute. Normal rendering does not have this problem, it starts and stops fast. Corona 1.7 Hotfix 4.

34
Quote
100% at 32"

Check the nVidia denoiser, it's seriously instant, your interactive viewport quickly renders 5-10 passed and then it gives you denoised result but keeps improving that same denoised result as more passes comes in.
It's absolutely genial. It makes interactive rendering to be actually interactive.


Yes (Render at 50% 25% resolution + good upscale algorithm + NVidia denoiser. = far better/faster Interactive rendering.

Please also look at Octane 4, has an AI denoiser that works amazingly. I know Octane render is a GPU renderer, but the denoising pass is in post.

35
The perfect solution would be if Corona devs integrated (Master)Material that let's you choose which one is being applied. Sort of like Shell...but with as many arbitrary amount as you want.

Sound really nice, that would be great!

36
Also, that suggestion about Nvidia filters would be great. Some sort of AI denoising function afterward :-) But just lower res rendering + simple upsampling is good enough for now.

37
That would be a horrible solution :-). Any form of native Windows scaling solution does not work for this. Very cumbersome.

Please just add a selection box with render at 50%, 25% like Adobe AE.

38
Thanks, though I was not really looking for a random solution in this case. Good idea though.

39
So basically there is no way to render IR at 1/2 - 1/4 of the resolution upscaled to full size? With some proper advanced filtering, this would indeed work even better. I am already happy if I can just render at lower res but fully scaled like Adobe After Effects. This works great for IR, because you do not need quality as much as speed, and for 4K displays, things get tiny fast. (I hate upscaling windows, I am happy with 100% at 32") But for IR VFB it is a bit small.

40
Thanks, I will try that. But I would also like to be able to render with 1/2 the resolution and 2x upscaled (effectively the same size viewport but 1/4 the pixels) in the floating IR VFB viewport.

41
I would like to render interactively at for example at 1/2 the resolution but 2x upscaled. That would mean effectively 1/4 of the number of pixels that need to be rendered by corona. Since the size of the IR VFB floating window remains the same in that case. I have a 4K display so renders tend to become small.

At this moment I can zoom in to effectively render at a reduced resolution but then I can only see part of the image since the floating IR window size remains the same.

42
What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned precisely at the same location/subobjects.

Example: A vehicle (same model) with many colors/material variations, where for example in one version some parts are of a painted material and in another version some parts are plastic or metal. (And then with about 50 materials on thousands of objects) How would you manage that on complex scenes? None of the solutions I found is flexible enough:

  • Splitting the scene in multiple 3dsmax scenes (The Problem with this is that if the model changes you have to import it in all scenes).
  • Using multiple 'containing' scenes with the material variations and only import objects as XREF objects and re-auto assign the materials from that scene to the XREF objects. So the material variations/assignments exist in the 'containing scene' but the models in the xref file. (I have not gotten this to work properly because when I (re)import the Xref objects materials are not automatically assigned.
  • Only importing materials from an external file or material library and merging that file with the scene each time I want to change the materials, overwriting the existing materials. In that case, I would have multiple scenes containing only the assigned materials that I can use to overwrite the materials. But the slate material editor with all my tabs and material node trees assignments will not stay ordered.
  • Using multi/subobject ID materials and creating one (or more) for each material combination. Then assigning that to the objects all at once for each color/material variation of the objects. the disadvantage is that when I assign a new material to certain (sub)objects I have to update all those subobject materials.
  • Using State Sets: This records material assignment (but I do not want to reassign each material like that). That would take too long. Also, state sets is not always that stable in my experience and hard to use with a recording states / making scene wide changes. Therefore state sets are better suited for batch rendering in my opinion.
  • Using Scene states: Not good to use for assigning materials. Because of recording states interferes with modeling.

43
I only need access to nr of CPU threads, not any of the other system settings. You have already provided access to distributed CPU threads for remote rendering so it would make sense to expose at least the local CPU thread variable too. I still hope you could maybe make some time, please :-)  I think it might be a very small amount of work, but it would be extremely useful for me!

44
Never tested, but i doubt that there should be any measurable difference. Multi sub object is only container material, it doesn't mix or blend materials in any way. Personally i'm not a fan of extensive use of multi sub object, as i find that it makes managing materials more confusing.

Then how would you manage a scene where you want many versions of the same very complex model consisting of 10.000+objects? I want a vehicle to sometimes have plastic parts and sometimes metal parts, different colors... Using different scenes is not a solution because of the filesize... I posted the question here:

http://polycount.com/discussion/comment/2633095#Comment_2633095


What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned precisely at the same location/subobjects.

Example: A vehicle (same model) with many colors/material variations, where for example in one version some parts are of a painted material and in another version some parts are plastic or metal. (And then with about 50 materials on thousands of objects) How would you manage that on complex scenes? None of the solutions I found is flexible enough:

    • Splitting the scene in multiple 3dsmax scenes (The Problem with this is that if the model changes you have to import it in all scenes).
      Using multiple 'containing' scenes with the material variations and only import objects as XREF objects and re-auto assign the materials from that scene to the XREF objects. So the material variations/assignments exist in the 'containing scene' but the models in the xref file. (I have not gotten this to work properly because when I (re)import the Xref objects materials are not automatically assigned.
    • Only importing materials from an external file or material library and merging that file with the scene each time I want to change the materials, overwriting the existing materials. In that case, I would have multiple scenes containing only the assigned materials that I can use to overwrite the materials. But the slate material editor with all my tabs and material node trees assignments will not stay ordered.
    • Using multi/subobject ID materials and creating one (or more) for each material combination. Then assigning that to the objects all at once for each color/material variation of the objects. the disadvantage is that when I assign a new material to certain (sub)objects I have to update all those subobject materials.
    • Using State Sets: This records material assignment (but I do not want to reassign each material like that). That would take too long. Also, state sets is not always that stable in my experience and hard to use with a recording states / making scene wide changes. Therefore state sets are better suited for batch rendering in my opinion.
    • Using Scene states: Not good to use for assigning materials. Because of recording states interferes with modeling.
    [/color]


    45
    When do you think?

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