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[Max] I need help! / Re: Caustics flickering in animation
« Last post by Aram Avetisyan on Yesterday at 23:43:20 »
Hello!

I know the post is old but I am experiencing the same problem with flickering only on the water with caustics.

Notes:
Water: simple plane with CoronaDisplacementMod
UHD Cache: Animation (flicker-free)
Denoise: Corona High Quality (doesn't seem to be the problem)
Caustics Solver Enable. Caustics from Environment Enable.
I tried with Displacement Screen Size and World Size. Same problem/results.
Water Material: CoronaPhysicalMtl (water)   Caustics (Slow) ON.
Corona 9 (Hotfix3)

Hi,

Flickering caustics in animation may happen and we have reports about them already.
There is no specific fix for this situation and it can vary from scene to scene.

Can you please try rendering the same sequence with both solvers set to Path Tracing and let us know if there are any improvements?
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No no, I think you thought about it more complicated than it is.

What I proposed it to simply have IDs for polygons and assing them specific static materials, without randomization. This can be done either through separate materials either with CoronaMultiMap with Material ID mode, without other options to randomzie.

The reason you are getting different texture each frame is that because of the animation, there are different number of faces on each frame. E.g. the randomization happens for 10 faces, then for 11 faces, then for 12 etc, which effectively changes the seed.

But this will not be the case if the polygons have specific materials assigned to them only through IDs, which stay intact regardless of number of faces and animation.
You can try simply disabling all randomization modes for CoronaMultiMap and enable only "Face material ID". This way the intended look may change, but materials will be locked in place from start to finish of the animation.
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[Max] Feature Requests / Re: Toon Outlines
« Last post by brr on Yesterday at 21:03:10 »
+1 for this
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Hardware / Re: PC Diagnostic software recommendations?
« Last post by aaouviz on Yesterday at 19:50:24 »
So I've bitten the bullet and asked for a new PC build...

I know there are other - more appropriate - threads to post and ask about this particular build, but seeing as I have your attention Juraj I thought I'd ask anyway...

Please see attached for what my guy has recommended me. I gave him a budget of €6000, he came in at about €5500 but I'm thinking at least I'll update to 4070 as AI and video editing is becoming common in my workflow these days...

Any thoughts? He also recommended water cooling as apparently this air-cooling solution barely fits (it won't allow for a dvd drive), but I'm SUPER scared of water cooling... I figure one day it will burst.

Many thanks mate. (Apologies, some of it is in Estonian)
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[Max] I need help! / Re: Caustics flickering in animation
« Last post by Norma on Yesterday at 19:48:10 »
Hello!

I know the post is old but I am experiencing the same problem with flickering only on the water with caustics.

Notes:
Water: simple plane with CoronaDisplacementMod
UHD Cache: Animation (flicker-free)
Denoise: Corona High Quality (doesn't seem to be the problem)
Caustics Solver Enable. Caustics from Environment Enable.
I tried with Displacement Screen Size and World Size. Same problem/results.
Water Material: CoronaPhysicalMtl (water)   Caustics (Slow) ON.
Corona 9 (Hotfix3)

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[Max] Feature Requests / Re: Toon Outlines
« Last post by Jpjapers on Yesterday at 18:43:44 »
+1 For this.

If corona wire had a way to just do profiles and not all edges it would be absolutely ideal for rendering elevations. Im certain ive seen tons and tons of this same request for the past ten years. If you did it, it would likely make a ton of people very happy!
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Gallery / Japandi Milano Kitchen Interior
« Last post by Pikcells on Yesterday at 16:39:22 »
In this kitchen interior our 3D artists have meticulously crafted a modern kitchen setting infused with Japandi charm. For those not yet acquainted with the interior design trend, Japandi seamlessly blends the clean lines and functionality of Scandinavian design with the minimalist elegance and Zen-inspired serenity of Japanese style. Every element, from the sleek lines of the cabinetry to the curated selection of props faithfully in 3D recereated for the shelving areas have been included to reflect the essence of the Japandi design movement. Our artists also concentrated additional time ensuring that the textures and finishes, particularly in the ribbed oak panels and doors (another current interior design trend), are of the highest quality. The rich textures add depth and character to the design, contrasting against the matt black cabinetry and further elevating the appeal of the space.

More about this kitchen > https://www.pikcells.com/blog/ideal-home-kitchen-awards-2024











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Work in Progress/Tests / Re: Juraj's Renderings thread
« Last post by TomG on Yesterday at 14:42:09 »
My apologies too, to Juraj :O

I started with ComfyUI, and picked it as I like node based editing vs. how Automatic1111 works; also there were "just download and run this and everything installs" for ComfyUI vs. "Go to github, download this, run some weird command, now go back to github to download this other thing, also be sure to install Python..." which I did not want to mess with ;) Plus then the Manager you can install into ComfyUI that makes it easy to install loads of other things, including automatically finding and installing missing nodes or functions used in a workflow (the "drag and drop the PNG output from ComfyUI into ComfyUI and it recreates all the nodes and prompts right there" is something else I also really like - no need to save that separately, it is all embedded in the image, and of course this makes it easy to get someone else's ComfyUI set up, just drop their image in there when they provide it for that purpose).
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Work in Progress/Tests / Re: Juraj's Renderings thread
« Last post by romullus on Yesterday at 14:30:36 »
(sorry to hijack the thread a bit here feel free to move into a new thread)

I think it would be better indeed if someone would start a new all things AI related topic, as such questions will only increase in the near future.

And at the risk of completely derailing Juraj's thread, may i ask you Tom, why did you choose ComfyUI instead of more "traditional" UI? For the past few weeks i'm completely immersed in this new for me topic. Lately i'm thinking about switching to ComfyUI, since it looks that's where all the power and flexibility is, but i'm afraid that it might be overwhelming experience with node system when i don't know basics well enough yet. Did you choose Comfy since the beginning, or did you switch to it from some other UI?
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[Max] Daily Builds / Re: CoronaPattern playground!
« Last post by alexyork on Yesterday at 14:15:35 »
Hi devs,

I've lost track a bit of previous requests/emails etc. but I'm compiling a short list below of my wish-list changes for PatternMod - could you please update us on progress in these (and other) areas?

And just to front-load the conversation, I know that the usual response (fairly!) is "why don't you just use ChaosScatter for this?" but there's something very simple and very nice about the speed, elegance and simplicity of PatternMod that makes me keep coming back to it, especially for carpet/rug stuff. I'm getting some very good results out of it but with a few improved features it could be really killer:

- Can we please get randomisation controls for Pattern Height?

- Can we please get map-driven everything? Especially Pattern height / offsets / rotations, and ideally the surface itself (beyond limiting to matID as currently). It would be awesome to load in for example a greyscale map that would determine where the pattern appears, and another one that determines how high it appears.

- Will it be possible one day to have the source object not be trimmed/clipped? In this way, if you do for example 0.5 shifting you will still see the entirety of the source object, allowing you to get a much more randomised and natural "scattering" effect (when this is desired - for example when making carpets/rugs).

- Can you update us on if it will ever be possible to enable PatternMod to be used on top of an object already using rendertime displacement?

- Can you please consider making it possible to multiple-stack CoronaPatternMod modifiers on a single object? This would be helpful for certain complex randomisations etc. (until we can get real randomisation/offsetting controls).
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