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Messages - Fluid_Jamie

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1
The only thing we can advise is:
Send us a support ticket using this form: https://coronarenderer.freshdesk.com/support/tickets/new
Provide us with all the necessary information that would allow us to reproduce the issue:
-Description
-Corona version
-3ds Max version
-Windows version
-3rd party plugins and their exact versions
-Repro steps - what to do exactly to reproduce the issue? (crash, freeze, slowdown) Just open the scene and hit render? Or are some other steps needed?
-Attach as many files as possible: the scene itself (archived with all assets), screenshots of the error messages, minidumps from the crash/freeze
Here is how to capture a minidump: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006
And you can upload any files up to 10GB here: https://corona-renderer.com/upload

Thanks Maru, I'll do this when I get chance. I have a feeling it is forest pack related, not so much on the Corona side but I'll send anyway.

2
Not a particular fix, but I've found that having multiple versions of Max installed can cause problems - especially viewport ones. In my case its been buttons dissapearing, imput boxes not accepting inputs, layer manager freezing and half dissapearing, loads of wierd stuff. All cured by getting rid of previous versions.

Takes a while to uninstall all the crap that 3dsmax puts on though. Just installed in 3dsmax doesnt get rid of everything from that version, theres loads of other things to uninstall one at a time in add/remove programs.

As for general viewport movement slowness, are you i windows 10?. Have a look if antimalware-windows defender is constantly using Network Mbps (task manager), disabling the continuous scanning was a massive improvement for me.

Thanks James, appreciate the time taken to come up with these suggestions.

We've gone back to 2016 for now, but once this project is out of the way I'll start troubleshooting 2019. We are indeed on Windows 10, there doesn't seem to be any interference from that however, and I can't imagine it would discriminate between Max 2016 and 2019 either?

3
Do you have also max 2019.1.1 update ? AFAIK it was tiny update for viewport performance which was very bad in 2019.1

"A viewport performance issue for scenes with many poly-meshes was discovered in the 2019.1 update release. We know that viewport performance of 3ds Max is critically important to our users, so we are happy to announce update 2019.1.1 which addresses the problem. We are grateful to our user community for pointing out the issue early, which allowed us to resolve it quickly after release."

I do, I was hoping it would help but it didn't. Thank you though!

4
It's not so much about diagnosing a single, consistent crash. Everything seems to be slow and unstable, I was just wanting to see if anyone else had experienced anything similar.

The most pressing issue for me at the moment is awful performance with IR and FP, it's not crashing but simple viewport moves take at least a minute to respond. Whereas 2016 works perfectly fine in the same scenario.


5
Hi all,

We recently, and reluctantly, upgraded to Max 2019 (as we were having some Revit import issues with our workhorse 2016 version) and decided to use it for our latest project.

However we are already running into a multitude of issues, mainly surrounding Corona interactive and Forest pack. Anything regarding using Max while the interactive viewport is active seems like it could trigger a crash, adding modifiers, navigating the material editor and even a simple ctrl+z. I feel like I have to close the interactive preview between any iteration of change, to avoid the chance of a crash. Which is kind of defeating the point... I have seen the crash screen and/or task manager more times the last couple of days than ever before.

Forest pack seems particularly susceptible to causing issues, with simple lawns making the interactive viewport completely unresponsive. (on another note Forest edge doesn't seem to work with Corona in Max 2019). For comparison, I backwards saved the exact same scene to 2016 and it works absolutely fine. Viewports and interactive rendering are responsive to the point it is almost real-time and forest edge works just fine. Exact same scene, exact same plugin versions. I have worked with similar residential developments in 2016 that have significantly heavier landscapes, but 2019 is falling at the first hurdle.

I know this probably needs chasing up with iToo and Autodesk, but I was wondering if anybody here has had similar experiences or knows what the hell is going on?!

For the record, I believe I'm fully up to date with all relevant software packages and graphics drivers.

Thankfully I'm not too heavily invested in 2019 so will most likely fall back to our trusty 2016 version.

Cheers,

Jamie

6
[Max] Resolved Bugs / Re: Phoenix FD textures missing
« on: 2018-05-01, 15:01:48 »
@Alex - can you confirm that the Phoenix maps/materials are not displayed for you, even if you enable the "show incompatible" option?

@Fluid_Jamie - are you using Corona Renderer 1.7? It does not support Phoenix, so I would say that not displaying the Phoenix maps or materials is expected. Can you try again with the newest daily build? https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015

And a question to both of you guys - which exact maps/materials you would like to use with Phoenix+Corona and for what exact purpose? We just need a few more details about this.

Thanks!

Hi Maru,

I am indeed using Corona 1.7, so that may explain why it isn't visible. I've got a few projects running at the moment so will have to wait to try the daily build, but I'll get that tested ASAP.

For me personally, it is mainly the PhoenixFDOceanTex map that I would like to use within Corona for it's procedural water displacement. This is not an essential issue though, it would just be nice for the occasional times I get to use it.

Cheers,

Jamie

7
[Max] Resolved Bugs / Re: Phoenix FD textures missing
« on: 2018-04-20, 17:13:52 »
Yeah I installed the vray version too.

Edit: Just for clarity, it is v3.10.00

8
[Max] Resolved Bugs / Re: Phoenix FD textures missing
« on: 2018-04-12, 12:24:29 »
Hi Maru,

Sorry for the delayed response.


It is Max 2016 SP5, Corona 1.7 HF2 and Phoenix 3.1.

9
[Max] Resolved Bugs / Re: Phoenix FD textures missing
« on: 2018-04-04, 15:43:16 »
Hmm, I did try that before but it didn't make a difference with mine (see attached).

10
[Max] Resolved Bugs / Phoenix FD textures missing
« on: 2018-03-28, 12:06:55 »
I may be missing something simple, but it's driving me mad!

I've been playing with Phoenix FD and I have noticed that when using Corona, I cannot select the Phoenix FD textures from the Material editor map browser. I used to be able to see the Vray maps on my last machine when using Corona, but I can no longer see them either, just 'standard' and 'Corona'.

If I switch the active renderer to Vray, I have access to all the maps including Phoenix and Corona. I can get access to (for example) the PhoenixFDOceanTex map this way and apply it to a material, which then works in Corona when I switch back. But this is such a long way of doing things.

I hope you guys can help!

Cheers,

Jamie


11
General CG Discussion / Render slave - RAM vs Core count
« on: 2018-01-08, 16:13:36 »
EDIT: I've just seen the Hardware Child board, please move if appropriate!

Hi All,

I apologise if this is the incorrect section...

I'm looking to add a small farm with 3 or 4 render slaves to our studio and have started the process of looking into machine specifications.

I was under the impression that the RAM required to render a scene correlates to the CPU core count, so in theory if the workstations are 12/16 core machines and have 32gb RAM, 6 core slaves would be ok with 32gb? Please correct me if I'm wrong!

I'm working to a budget, and using 32gb of RAM could mean a whole extra slave or two extra over 64gb machines.

I hope you can help!

12
even forest pack materials incorporated 1.0 refraction!

Really? Which ones? Usually the refraction color is set to black in (library) materials. Not a good style, but no refraction in this case.


Good Luck

You're exactly right, the refraction is set to 100% black. I've been going through so many foliage materials in this scene I just saw the '1.0' refraction and got annoyed...

Thanks!

13
Let's try some extreme optimizations.

1) Since there are some interior/gi parts visible, I would leave PT+UHD as solvers.
2) If there are no moving objects, just a fly-through, you could bake the UHD Cache once, and re-use it for each frame. This way you will save UHD calculation time for each frame. See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000515648
3) Simplify foliage materials, unless close-ups or extreme realism is needed - remove bump maps, remove translucency, make sure reflections have low glossiness.
4) Set MSI in performance tab to 10 - this should reduce noise, and introduce slight bias, but it shouldn't be noticeable, especially in an exterior scene.
5) Set GIvsAA to 8, since more antialiasing may be needed for the foliage to look good. Otherwise flickering may appear on hard edges.
6) Set LSM to 1, and check if there are no issues like increased render times. If not, leave it at 1. If there are, revert to the default 2.
7) Set max ray depth to the minimum possible value. I would try with 5 and see if there are no issues like strange looking reflections or refractions.
8) Disable displacement if there is any.
9) Use denoising.
10) Use blur/sharpen. This will slightly blur the noise.
11) If the image does not have to be saved in 32-bit format for compositing, etc, change highlight clamping in the system tab (do not mistake with highlight compression!) from 0 to some low value like 2, and check if there are no issues. Set it to lowest possible value. This will clamp all brightest areas, including fireflies and noise in general.
12) Increase image filter width to 3. This will slightly blur the noise.
13) Use pass limit instead of noise limit. It will give you consistent results and probably render times per frame, even if the content of the frame changes.

Note that these are EXTREME optimizations, and generally this is something that is not advised to do with Corona. :)
If you will get some incorrect results, just revert to defaults, or previous safe setup.

That certainly is a very helpful list of suggestions, thank you! I am actually currently running some more tests on this project, and came back here to ask some more questions on tweaking the render settings. So your post was a convenient and nice surprise!

I'm glad you agree on the UHD situation, I settled on using UHD as it actually seemed to be performing better than PT + PT in my tests. I haven't seen any flickering in the short tests I have done, so I'm hoping it should be ok. This is only a flythrough, so I will precalculate locally before sending to a farm.

After all the suggestions on the thread, I have meticulously checked all the foliage materials, reducing reflection as well as removing bump and translucency. I honestly can't believe how many foliage materials used refraction, even forest pack materials incorporated 1.0 refraction! So that has helped quite a bit.

I'm currently playing with GIvsAA, my most recent test on 8 and LSM at default. While initial estimates suggest faster frames, it gets stuck and lower noise levels and reaches the cut off slower than when at 16. The sampling focus suggests it has having trouble with shadows? (See attached).

I'll try your other suggestions, but I'm certainly thankful for denoiser! I'm using a stable version of the Daily build (31/07/2017) which has helped render times too...

14
It's in render setup>performance>dev/experimantal tab. If you can't find it, you have to unlock it in render setup>system>system settings. Just be warned to not mess up with anything you don't know about there ;]

P.S. filtering for opacity is disabled by default, so most likely your problems are somwhere else.

Thank you, I thought I was going mad not being able to find it! It was disabled, but I had to check to be sure!

So yeah, my problems are elsewhere. I'll keep looking...

15
Thanks everyone, there's a few good suggestions here I need to try.

 I know someone mentioned earlier that there was a 'global opacity map filtering option', where would that be as I can't find it?

My render times are still higher than they should be, so going to keep trying!

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