Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - romullus

Pages: 1 2 [3] 4 5 ... 490
[C4D] General Discussion / Re: Extremely Slow render times
« on: 2021-12-31, 11:20:10 »
I decided to redo all the texturing, 4 hours is still too long for me, I have to deliver like 8 renders interior included...
I will also look to replace all the trees.

Just a word of caution, if the scene is fitting into RAM (even if Corona shows warning about low RAM), then making textures smaller, will not make any difference in render speed. It only makes sense to reduce textures, when your scene does not fit into RAM and start using swap file, but in that case we're talking not about difference between 10 vs 4 hours, but rather 10 vs 1000 hours.

[Max] I need help! / Re: Corona renderer 7 crashes!
« on: 2021-12-30, 21:38:09 »

Please read this first: then provide all the information about crash, that you possibly can.

[C4D] General Discussion / Re: Extremely Slow render times
« on: 2021-12-30, 20:57:07 »
For the trees, I have to render 8 differents angles and all of them must have high quality trees. For the textures what do you recommend? I am using some 6k and 4k textures for crisp renders, is there a way to reduce their resolution?

Single 4K texture will take 50 MB of RAM. 6K texture will need double of that. That's assuming that your textures are 8 bit. 16 bit texture will need twice as much. Lots of high-res textures is the quickest way to fill your RAM.

[C4D] General Discussion / Re: Extremely Slow render times
« on: 2021-12-30, 19:12:58 »
I wonder why did you set render pass limit so high? 50-100 passes should be more than enough for your scene, especially since you also use denoiser. Render time would be a fraction from what you get now.

[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 21:18:55 »
No problem.

You can report your case as a bug, shadow terminator fix is meant to fix things and not brake them - maybe devs can analyze your mesh and see if things can be improved in later versions.

[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 21:03:08 »
I took a closer look at the object and it seems it's combination of two things - slight imperfections in mesh itself (nothing extraordinary, just some vertices slightly misaligned here and there) and extreme light condition, that amplifies every slightest surface imperfection and makes it look like huge mess. As you can see from your further tests, at more reasonable lighting, everything looks just fine. It's very hard if not impossible to make triple A surface with polygonal modelling and you can always find such angle where small imperfections will be magnified and will look ugly. All in all, i think there's nothing wrong with your model.

Edit: turns out it's shadow terminator. If you go to devel/debug settings and turn off shadow terminator fix by setting shadow shift to 1.0 then the issue is gone and the mesh will render fine at any lighting condition.

[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 19:28:45 »
I exported the object from Blender and imported it to 3ds Max, then reseted its normals to average. There's no issues with normals from Blender and both objects renders just fine. I think the issue is somwhere in your export/import settings. Attaching the max file, so you can merge the object from there in case you can't solve your issue the other way.

[Max] I need help! / Re: Shadow issue on imported mesh
« on: 2021-12-28, 16:36:37 »
Did you check normals with edit normals modifier, to be absolute sure that all vertex normals are indeed reseted to average?

« on: 2021-12-28, 11:06:45 »
I use backblaze, it's really cheap for unlimited backup, but it's limited to 1 computer only and download speed is abysmal, so in case of drive failure, it would cost you additionally for shipping your data on hdd.

It happens from time to time for me too, but i struggle to see any connection with Corona. I noticed that it mostly happens after prolonged sessions with 3ds Max, when i open and close many scenes without restarting max itself.


You can find extensive documentation about Corona materials and maps in Corona support portal:

Happy Holidays!

[Max] I need help! / Re: Corona Converter
« on: 2021-12-24, 16:10:15 »
Corona team has stated many times, that they have no intention to bring an option to convert to legacy materials. Physical material is the new way to go and the sooner you will embrace it, the better it will be for you, however you can still use the old converter even if you're using Corona 7, or newer. Simply run older Corona installer, choose "unpack files" option and replace new converter files with the old ones. It's probably possible to use both, older and newer converters at the same time, but i can't advise you on that.

[Max] I need help! / Re: Direct visibility override issue
« on: 2021-12-22, 16:40:44 »
Plug pure black Corona color texmap connected through Corona tonemap control to direct visibility override and untick affect by exposure, tone mapping and LUT.

I though it's by design - if there's no displacement in either materials, then there's nothing to replace, or i'm wrong?

What would you expect in the following scenario? You have a base material with displacement, your decal doesn't have disaplacement but you have replace base displacement checked.

I attached some screenshots to demonstrate, I'm interested to know what you think.


I think that current behaviour is logical. If i would want decal to cancel base mesh displacement, i would simply plug Corona color node into decal material's displacement slot, but i also see that your suggested fix could look more logical and expected to other users.

Pages: 1 2 [3] 4 5 ... 490