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Messages - k.dlugosz

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1
I haven't known that you have started "hotfix on demand" feature xD Thanks!


edit after update :

yeah this resolved the issue.

2
thanks guys for suggestions. Just curious if I can handle both versions of Corona at the same time? Use 11DB in problematic scene and 10 in others?

3
Hi,

I have upgraded my setup from Ryzen 3900x to TR3960x (which in Corona benchmark is around two times better), and quite fast I have noticed repeating issue.
I run Windows 11 with max 2024 and Corona 10 hotfix 1.

My CPU usage vary on the currently used shader. I am talking about both, interactive and production renders. I usually use Corona Physical Material and I of course use some legacy, but converted, shaders with Corona Bitmaps. This problem appears between two Physical Materials in this case, but it also occurs with legacy ones.

I attach the screenshots of the shaders. Those are not very complex ones, those are fabrics, but usually with the displacement. On trail and error I have found that removing displacement solves the CPU usage clamp, and it goes up to 100%, with only displacement plugged in - same results, usage clamped.

Shader number 1. has the lowest displacement value in size, and renders with 100% CPU usage. Shader number 2 and 3 have more intense displacement and goes respectively 50% and 65% CPU usage on both interactive and production. I Do use 2 or 3 px displacement resolution in scene settings.

Is this case a known way the renderer works, or am I missing something?

4
I have some Physicals shaders, which has animated coronaselect map (for multiple textures) at the beggining, and some 3ds max Composite map at the end. There are some fallofs in between, color corections, standard fabric shader.

When updated to Corona 8, started to encounter some problems with newly created corona select maps, while old (Corona 7 Physical with corona select) shaders, which were untouched, works fine.

Having composite map at the end just stops the change of the animated Corona Select, while the animation occurs, it is not showing in the IPR or Production. When I switch coronaselect by hand, it works like intended, but the animation gets stuck on (mostly) 1st input.

There is no difference if you have only one or more layers on the Composite map.




5
Update :

The Physical material was not the problem.


Two of the bitmaps, which were not Corona Bitmaps, dropped down error "Render had to be aborted because a bitmap on disk changed and is being reloaded. Continuing the render could cause crash or undefined behavior." while in interactive mode. As I have seen it should not appear in the interactive, and those bitmaps were not changed during the rendering. Changing the bitmaps to Corona Bitmaps resolved the freeze issue.

Those were PNG and TIFF ones.

This was not occuring when switched to Corona 6, so I assume that this is related to 7.

6
Max freezes while using Corona Select Material with mixed legacy shaders and physical ones, while animated in interactive rendering.

I have bunch of animated frames with material changes, and when in interactive I change to the physical one, then the max freezes. When I start interactive on the Physical shader, and then go backwards on the timeline to legacy ones , it works, but on the other way it freezes.

Have not tried how it would behave on normal render.
Attaching minidump in the response to this thread.

Edit : minidump is 0,5 gb and would take years for me to upload :(

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