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Topics - danio1011

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1
Has anyone else noticed a difference in performance and buginess between Viewport IR and VFB IR?  Both myself and one of my staff have noticed this independently in different scenes and different computers.  Here's what we've noticed:

Viewport IR:
- Faster to update when scene changes, less lag when selecting items in other viewports, max GUI stays responsive, orbiting and panning in other viewports stays fast
- Copy to clipboard never freezes the computer

VFB IR:
- Quite a bit slower.  The only time I've found it to be as responsive as the viewport is if I don't resize it, so it's still not filling the window.  There seems to be something about resizing the VFB that causes it to slow down.  Note: this is not because it's 'bigger' than the viewport IR.  It just seems to be something about resizing it.
- Randomly geometry will not appear (objects, walls missing, etc) and I have to restart IR to get the geometry to show up.  A little nervewracking :)
- Goes into an infinite pause when copying contents to clipboard sometimes

I believe the last VFB item (crash when copying to clipboard) started with the bloom & glare progress bar was integrated a while ago.  I and others reported it and I think it was fixed for a while but it's back in the latest builds.

Just curious if anyone else has had a similar set of experiences or if it's something to do with my builds.

3ds Max 2021
Corona RC5
Windows 10 latest updates
RTX 2080 Ti 462.59
3990x and 3970x, depending
128gb ram or 64gb ram, depending

2
Hardware / Trying out an m.2 quad card with 4xNVME and Raid0
« on: 2020-10-16, 21:28:32 »
I'm planning on using four m.2 NVME drives (1tb 970 Evo Plus) in Raid0 for some high speed storage in Windows Server 2019 across 10gbe.  Mostly well-backed up assets and scenes, I'm confident in the NVME's and my backup routines for this type of data to be stored there.

The mobo is Asrock Taichi x399, it has 3 m.2 slots.  I also have a couple of PCIE actively cooled m.2 quad cards, both of which were included with some recent trx40 boards.  They support up to PCIE4 but the x399 board is PCIE3.

Right now I've got them all on a PCIE 3 slot with the m.2 quad card set to 4x4x4x4 set in the bios.  It's created with windows Storage Pool Raid0 (software raid) and ReFS as the format, I hear it's better than NTFS.  The only downside is you can't boot from it but I don't care about that since I'm booting of a simple SSD on sata3.  Obviously the 10gbe will be the bottleneck, but hey...why not go for as fast as possible :)

I'm attaching the crystal disk mark results.  The Q8T1 seems great (!) to me.  The Q1T1 random seems a bit low though.  Any of these numbers seem way out of range or screwed up?

Is putting all 4 of the drives on a PCI card a mistake?  I have 3 on-board slots to use, which means I could just put 1 nvme drive on the quad board.  That said, I just like the simplicity of one storage pool on one PCI card, and also it is actively cooled with a fan and large heatsink which is nice.  The Taichi motherboard m.2 slots are not cooled nor do they have heatsinks.

Anyway, just trying to gut check this setup before I dive too deeply into it and build it into my workflow on my new file server. 

Thanks for any feedback.
Daniel

3
General CG Discussion / Saving large Max files over network
« on: 2020-09-18, 19:33:27 »
Hi all,

We are restructuring our network and have moved to 10gbe, which has allowed us to move pretty much everything to a central server without any real speed loss.  One issue we've run into though is now that we're trying to save our .max files to a network location, we start to get 'Error writing to files' as they near 500mb and we try to save the scene.

Does anyone have any solutions to this?  I notice the Max help files basically just say 'yeah sometimes things get screwed up, Max isn't a Network based piece of software so no guarantees.'  Paraphrasing of course :)  Do folks mostly just store assets over the network but then keep your project folders local?

Thanks for any tips or shared experiences!
Daniel

4
Hi all,

I'm not sure if it's a windows update, a driver update, or the latest Corona but I've noticed a BIG drop in viewport performance when IR is running even on relatively simple scenes.  I don't recall this happening as much even just a month or so ago.  I just tested a couple scenes and am seeing drops from 30fps with IR not running to 10-13fps just with IR running.  Very chunky and slow interaction.  Not using forestpack or floor gen.

I've tried updating my nVidia drivers (latest studio...should I be using game ready?), tweaking # of threads used, disabling windows firewall, setting exceptions for real-time threat, turning off all exploit protection, etc.  I'm starting to wonder if this is QT related or else something to do with the latest Windows cumulative update (2004.)

System specs:
3990x (not OC'ed, ram tested with XMP on and off same results)
128gb ram
2080 Ti
Max 2020
Corona 6 stable
Logitech MX Master 2S wireless mouse
Wired keyboard

Thanks for any insights, my last resort will be to try an older or newer max version or an older Corona version....but none of those feels like a 'solution.'

Cheers,
Daniel

5
Hi all,

We are looking at getting a remote worker who has access to our assets drive.  Right now it's just one of our local machines and all the other machines access it either through a mapped drive letter or sometimes UNC.  The downside there is if that machine reboots the others lose the path, etc.  So we're looking at a more professional\permanent solution which we see as being either:

1 - Synology NAS with 10gbe card,  SSD drives and the easy VPN access that comes with it
2 - A dedicated file server built by us running windows 10 with either SSD or NVME, 10gbe and then some kind of extra VPN service for remote access

Right now it seems to me like the NAS is a good solution because of the built in remote access.  We currently use the Drive remote access service with another Synology NAS we have which serves as our project repository and runs 7200rpm physical drives and it's flawless.  It integrates nicely with Windows explorer for home access and we've never had a glitch.  In fact it beats the hell out of onedrive and sharepoint for not having 'weird glitches.'  Coming up with a VPN type solution for option #2 seems fraught with mishap and effort, but I might be overestimating that.

Anyway, feedback would be highly appreciated.  Thanks all!
Daniel

EDIT:  Also, the remote worker (or me, at home in other instances) wouldn't be using this as 'on-demand' assets but more as a reference.  It would be used as on-demand if working locally, so it would need to be quick enough for that in the local setting which basically serves 3-4 desktops.

6
Hardware / Expected 10gbe speed?
« on: 2020-06-03, 19:03:56 »
Hi all,

We just moved to 10gbe.  It's super simple right now, a Belkin switch and some short 6a cables.  Right now I'm seeing copy speeds around 450-500 MB a second.  This is copying large files like CXRs just as a test.

When I copy these same files locally I get about 1.2GB a second.  Shouldn't I be seeing higher than 450-500 over the network, something closer to 1GB?  There's no other load and both computers are otherwise idle, and everything is nVME. 

Right now it's just using windows 10 shared folders, so I'm wondering if there's some sort of caching or encryption going on.

Cheers and thanks for any input!
Daniel

7
Hello!

I often use CoronaDistance to do rendertime booleans, especially for things like recessed lights in ceilings.  One way I do manage my cutter object is to just go into sub object mode and create duplicate elements, that way I don't have to keep adding to the list.  Other times I just create a lot of instanced objects and add each of them to the list of objects within the coronadistance map properties.  Either way, it  starts to become a little cumbersome when it comes to coordinating\moving them around with the lights or filler objects.  This is just one example, I also use it for reveals and gaps and the same things applies when matching 'cutters' and 'fillers.'

It occurred to me today that it would be quite handy to just be able to drive CoronaDistance by proximity to an object with a certain MATERIAL.  That way I could just assign my 'cutter' object that certain material without worrying about making sure it was a sub-object, or also on the list, etc.  So you'd have a list of 'include' objects and a list of 'materials.'  Proximity to either would be seen in the same way.

I'm sorry if I'm overlooking some existing functionality or other workflow that would accomplish this same thing (or if this is impossible).  If that's the case please do let me know...otherwise, I think this would be a great feature for rendertime booleans as well as a variety of other uses!

8
[Max] Feature Requests / HDRI Load Settings Window
« on: 2020-01-07, 18:51:09 »
Hi all - Is there any way to suppress the HDRI load settings that pop up every time you use CoronaBitmap to load an HDRI?  I almost never change the settings and it takes a few seconds to load the HDRI so then I'll switch away to something else, come back and realize 'argh, the dialog is just sitting there waiting for an ok from me.'

Anyway, a minor thing but if there's a hidden setting somewhere I'd love to know about it.  Thanks!
Daniel

9
Hi all,

I'm buying a year's subscription today but my monthly just renewed a couple of days ago.  I'm just curious, does the year start when I activate the license?  I'd obviously rather delay the clock starting on the year until my monthly ends (unless monthly cancellation is prorated?)

Not a huge deal, but hey...Anyway, thanks!
Daniel

10
I quite frequently have Max 2020 freeze when using IPR and hitting 'Copy' in the VFB.  Is this a known issue?  If not I can try to track down a minidump, etc.  Not sure if one is being generated though, I just get the spinning wheel, it doesn't actually 'crash.'

Running Windows 10, Max 2020 and Corona 5 stable.

Thanks,
Daniel

11
It would be great to be able to denoise VRay generated images in the CIE.  Would it be possible to make CIE compatible with VRimage file format?  Then if the right render elements were present you could denoise (and heck, apply post effects if you wanted...maybe, if light select elements were there, even...LIGHTMIX?!?)

The main thing for me is that the VRay denoiser sometimes loses detail on reflections\refractions and the Corona denoiser does a great job there.

Thanks!
Daniel

12
[Max] I need help! / Scanning or photographing long planks
« on: 2019-04-29, 05:13:47 »
Hi all,

We have a project that requires the representation of some specific wood planks for use with floorgenerator script and Corona.  The manufacturer sent us ~50 SF of samples consisting of 6’ long planks.  We tried photographing with a dSLR in ‘one shot’ with a wide angle lens but didn’t get enough resolution.  We tried multiple shots but that creates a tricky merge situation with exposure and grain being tricky to match precisely.

I was curious if anyone had any thoughts?  It’s almost like an iPhone app would do the job...we don’t need a ton of data since they won’t be close to the camera and the grain is not raised so I don’t think something like Dabarti capture is necessary either.  Just looking for a smart way to get reasonable resolution and continuity without resorting to a specialty scanner.

Apologies in advance if this doesn’t fit in ‘General.’

Thanks!
Daniel

13
[Max] I need help! / Boosting GI per object
« on: 2018-10-17, 22:50:36 »
Hello - I'm working on a desert rendering where, due to the sharp light and dense foliage on some of the acacia trees, I'm ending up with the leaves reading darker than I'd like\expect.  I remember on a Boundary UK post on Instagram that someone asked them if the GI was boosted in their plants on this one rendering and they said, yes, by 250%.  I've looked around a fair bit but haven't found a way to 'boost GI' on a per object basis.  Is this probably done in post or is there an object property I'm missing?

https://www.instagram.com/p/Bf3-V-vArAO/?taken-by=the_boundaryuk

Cheers for any pointers.  I could always fake it or tweak the opacity\translucency but just thought I'd ask.
Thanks,
Daniel

14
General CG Discussion / Worth upgrading beyond Max 2016?
« on: 2018-10-07, 21:47:18 »
Hi all - I've had a perpetual license of Max 2016 for a while now and, due to a variety of factors, am considering getting a subscription license (in addition.)  My question is basically: is there any compelling reason to move beyond 2016?  2017 seems like it was much maligned but I never heard anything bad (or good, either) about 2018.  I know little of 2019 except I've seen some threads with people having issues with having to double-click certain toolbars...?

Anyway, would love to hear feedback from other Corona users.  Happy to stick with 2016 with my new seat but am always curious about 'newer and better.'  I think the main issue I have with 2016 is the undo is REALLY slow when you start instancing things, but I doubt 2019 is suddenly multi-threaded\faster on that.

Cheers,
Daniel

15
[Max] I need help! / Low CPU usage due to map
« on: 2018-10-03, 19:09:25 »
Hi all - There's some map or material in my scene causing low CPU usage during IR (like 50%) in the last official stable build.  It's also crashing the latest daily.

I'm on a deadline today, any ideas for what map to look for?  Some weird falloff map?  Or maybe a light material?  I don't have any 3ds Max Photometric lights in my scene, although I do have some converted Evermotion VRay stuff.

Thanks for any tips, otherwise I'm gonna go material by material...and the scene is huge :/

Daniel

EDIT:  Some other notes.  I'm not using the new light solver.  It also happens with\without path tracing forced on in IR.  Displacement doesn't affect it.  Material override solves it.

EDIT 2:  I might have figured it out...

EDIT 3:  GOT IT!!!!  I don't know what was crashing the scene in the latest daily build, but when I rolled back to the latest official build the problem was caused by the presence of the new UVW Randomiz by Mesh feature, I think.  It was only used on one wooden element and when I swapped that material CPU usage shot to 100%.  W00t!

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