Author Topic: Daily Builds 1.6  (Read 133688 times)

2017-02-03, 12:28:23
Reply #330

tolgahan

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From 1.6 Trello page, they have to finish:

DR - Testing and debugging
DR - DR on slaves only, without workstation

SPEED - Automatic AA/GI multiplier

BUG - Terminator problem
BUG - Slow interactive renderer

MEMORY
- Geometry optimization

UI - Collapsible categories in tonemapping tab in VFB
UI - Layered Mtl UI improvement

SCATTER - Scattering on splines
SCATTER - Regular patterns


I am very excited :)
Imagination is more important than knowlege

2017-02-03, 17:56:00
Reply #331

agentdark45

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And, another very important feature for CoronaScatter is the possibility to change the scale and density based on the mesh border distance.
It's important with grass, to avoid the common, famous problem.
Or, another features is to cut the CoronaScatter object when the grass is outside the patch.



Bumping this post, this would be so great to have built in to Corona scatter. I am aware of the distance method but having a simple check box with some other edge fading options would be so much more streamlined and efficient.
Vray who?

2017-02-10, 17:44:24
Reply #332

TomG

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1.6 (Jan 11th build) seems to prevent Backburner submitted jobs from rendering with textures.

- Create cube, apply a texture from a specific absolute path on the C drive
- Ensure the texture exists on all the other render nodes at the same path (so, not using a network drive here, each machine has its own copy of the texture)
- Render on main machine, cube shows with the texture
- Submit to Backburner (Include Maps on or off seems to have no effect)
- The image renders with no texture on the cube from the render nodes

Revert to 1.5.2 on all machines, restart all the Backburner stuff etc, and when submitted via Backburner using the same steps as above, the texture shows up on the cube when rendered on the network nodes.
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2017-02-10, 19:12:05
Reply #333

denisgo22

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1.6 (Jan 11th build) seems to prevent Backburner submitted jobs from rendering with textures.

- Create cube, apply a texture from a specific absolute path on the C drive
- Ensure the texture exists on all the other render nodes at the same path (so, not using a network drive here, each machine has its own copy of the texture)
- Render on main machine, cube shows with the texture
- Submit to Backburner (Include Maps on or off seems to have no effect)
- The image renders with no texture on the cube from the render nodes

Revert to 1.5.2 on all machines, restart all the Backburner stuff etc, and when submitted via Backburner using the same steps as above, the texture shows up on the cube when rendered on the network nodes.



Problems of distribute render that i found:
1.Via Backburner rendering without textures///
2.Via Deadline 8 don't sending a job via submitter at all  /Deadline also using backburner connections for rendering jobs/
3.Scene without proxies objects rendering okay//
4.Scene with proxies object rendering on slaves without proxies, etc. after several passes are proxies disappear from VFB image// and render slaves sending not correct numbers of passes///

2017-02-11, 20:34:26
Reply #334

antanas

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Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

2017-02-12, 09:02:03
Reply #335

Juraj

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Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

+1.

For me DR is about start-up speed, I want it to kick in as instantly as possible. What does it do in case files are neatly in file server ? Redistribute them through workstation, causing double traffic ?
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2017-02-12, 18:37:25
Reply #336

casinowilhelm

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1.6 (Jan 11th build) seems to prevent Backburner submitted jobs from rendering with textures.

- Create cube, apply a texture from a specific absolute path on the C drive
- Ensure the texture exists on all the other render nodes at the same path (so, not using a network drive here, each machine has its own copy of the texture)
- Render on main machine, cube shows with the texture
- Submit to Backburner (Include Maps on or off seems to have no effect)
- The image renders with no texture on the cube from the render nodes

Revert to 1.5.2 on all machines, restart all the Backburner stuff etc, and when submitted via Backburner using the same steps as above, the texture shows up on the cube when rendered on the network nodes.



Problems of distribute render that i found:
1.Via Backburner rendering without textures///
2.Via Deadline 8 don't sending a job via submitter at all  /Deadline also using backburner connections for rendering jobs/
3.Scene without proxies objects rendering okay//
4.Scene with proxies object rendering on slaves without proxies, etc. after several passes are proxies disappear from VFB image// and render slaves sending not correct numbers of passes///


Yep, I have found this problem as well.

Also - Interactive render keeps scaling its window down to 633 wide. Weird huh? No matter what size I try to make the window, it takes back over and scales it back down in steps to 633 wide, (with proportional height depeing on render settings). Could it be because I'm working on a 4k screen with windows scaling at 150%? It also messes up the UI a bit on the interactive renderer. Mentioned this a while ago but I guess it's not on your list of priorities.

Makes it pretty much unusable, especially at 4k!

Going back to 1.5.2 for the time being.

2017-02-13, 04:47:29
Reply #337

ihabkal

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4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...

2017-02-13, 09:33:58
Reply #338

Dionysios.TS

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4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
.

As I have the same problem, you don't rememeber which SW you uninstall?

Thanks,

Dionysios -

2017-02-13, 09:45:13
Reply #339

Flavius

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Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

+++++1  Word!

2017-02-13, 11:48:59
Reply #340

Ryuu

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Tested the new DR a little too, well, mostly it is on the right path, I really do like the pre run 3ds max function )) But I REALLY don't like the non configurable automatic sending of textures, proxies and other assets in the new DR implementation, well I mean it's probably nice to have such capability for some people who are unaware of network drive mapping or automatic directory cloning or for the ones storing their assets on system drive (lol), sure, but when the network and the asset paths are set up in a decent way it takes some unnecessary additional time to send all that once again instead of just reading\sending it using OSes own functionality like it did previously which can take quite a while on some heavier scenes not to mention the additional hdd space waste which again might be unnoticeable on smaller scenes but can be quite a problem if say some 10 gigabytes of proxies containing scenes are involved or something like that.
So I would surely want that feature to have an on\off switch in the DR settings window\tab for I, personally, don't see any benefit of using it for in my case it just slows things down quite a bit.

AFAIK this feature should auto-send only the assets that cannot be found by the DR slave on path specified in the scene file. If it's always sending & caching everything, there's either something wrong with your setup or a bug in the DR. We'll look into this issue.

2017-02-13, 13:05:25
Reply #341

casinowilhelm

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4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...

OK well it's definitely a 1.6 problem anyway, because 1.5.2 still works absolutely fine.

2017-02-13, 13:26:30
Reply #342

Dionysios.TS

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4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...

OK well it's definitely a 1.6 problem anyway, because 1.5.2 still works absolutely fine.

Great, good to know!

Thanks.

2017-02-13, 15:13:11
Reply #343

antanas

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@Ryuu hmm it seems to me it does but will test it more thoroughly this time - maybe some of dr nodes hadn't refreshed the mapped drives for some reason and thus the sending of everything happened, anyway if it's not already done (maybe it is there and I just hadn't noticed that), some warning about the assets being unreachable by dr nodes could be shown in coronas log window that would surely be welcome in any case - no need to show all unreachable assets - simple warning like warning DR-pcname assets unreachable or something like that would suffice. Plus it would be pretty cool if you could implement some forced mapped drive refresh command to DrServer application which could be run when it starts or even would be run constantly with some interval after it starts - there are such commands which can force refresh the connections to those drives but why goddamned Microsoft didn't address the startup reconnection issue for years remains a mystery to me. Plus if it could report if that reconnection failed (I mean if there's some uconnected drives left on that dr node pc after the command is run) in corona's log window on main pc it could be even cooler but not too necessary )) - there are some 3rd party soft for that but it would be good if Corona could do that by itself just in case - foolproofing it all the way to the top so to say ))

2017-02-13, 23:50:02
Reply #344

ihabkal

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4k has nothing to do with it I have 4k, I had the same scaling problem but it went away all by itself a few days ago. I would imagine some 3dsmax plugin or other software in the pc is interfering. I did update my graphics driver and uninstall some software in the last few days...
.

As I have the same problem, you don't rememeber which SW you uninstall?

Thanks,

Dionysios -


do you have itoo forest pro? I installed their latest beta and I updated graphics driver...