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Topics - 3DsChobo

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Right now noone in our company is using DR for production so I am asking just out of curiosity:

Back in the days when I used mental ray I learned to love that mentalraysat service.
The moment you hit render all assigned nodes began to work for you.
No scene loading just immediate rendering with immediate feedback on the host machine.

Now I wonder what they did so differrently and why no other renderengine (i know of) works like this.
Maybe someone could explain without going too much into details.

As the title states The Dof is visible in the Cinfo_NRDB which can make it unusable, especially when rendering in tiles on many machines.

the attachment shows a C_info_NRDB and the corresponding zdepth

[Max] I need help! / understanding UVWCoords RE
« on: 2017-02-13, 13:24:44 »
So iI am trying to replace the texture of a plane in an animation in Post using the UVW Renderelement for the first time.
I was assuming in just need to set the UVW Map channel on the desired Object to the same value as in the renderelement and everything else would not show.

In the end some geometry showed up black some was shaded the way i was expecting my desired object to be and some had a solid color.
Whats even more confusing is that the picture completely changes when using a different channel ID in the renderelements although in the
scene nothing changed (except my desired object that was again matching the channel ID in the RE setting)

Do I have to render my plane isolated to get what i want or did i mess up the setup?

Its more a safty measure than a feature but if it could be done that would be nice:

Imagine you render an animation. After its finished you find out a mask wasn't correctly setup,
so you quickly fix that in the scene. You are in a hurry and just check the render only masks checkbox and hit render.
5 minutes later you realize what you did but its too late and 100 frames of renderelemetns that require shading are overwritten with black images.

So if those renderelements would automatically be disabled when checking the "render only masks" feature or just would not be written even if activated
this could save some trouble.

when debugging/optimizing scenes from other artists I usually turn off all lights and then turn them on one after another. when there are many different lightmaterials this can be pretty tiring.

So id like to have a global checkbox called "emit light from lightmaterial" or similar.

i'd like to do a 24h sunstudy (including the night hours). unfortunately the corona skymap does not allow the sun to get below the horizon right now.

I was really pleased with the changes to the camera mod in 1.0 but a small detail is
still nagging me and I think it wouldn't be too hard to fix this:

When using the camera modifier it automatically freezes the EV to the values set in the modifier thus making it
impossible to change it interactively.

But sometimes the sole purpose of using the camera modifier is for example to make a spherical cam.

Then there is no way to easily set the appropriate EV because you cant change it on the fly with the cam mod
but you cant render spherical without it. ;)

So please add another checkbox or move the EV setting to the other tone mapping controls within the camera mod I would be
forever grateful.

[Max] Resolved Bugs / All renderelements are black
« on: 2015-03-25, 19:10:15 »
sometimes when rendering with corona all render elements are plain black.
Noone in the office knows exactly how to avoid this or what causes it but many already experienced this problem.

First it looked like it only occurs when the renderoutput overwrites already existing images but now I just had the same problem though I cleared the output folder before.

Some claim it happens especially when rendering with DR. I can neither confirm nor falsify this.

What I did find out is that you can get away with saving every pass manually after rendering. But this can't be done for animation or rendering with backburner.

So if someone knows what im talking about and has a solution I would like to know it

[Max] I need help! / clamping of relections
« on: 2015-01-14, 12:52:06 »
in the tooltips of the corona setting it says lowering the max sample intensity will result in clamping of reflections and other stuff.

can someone please describe what clamping exactly means? because i cant find a suitable translation for this word.

Working with multiple cameras in a scene can be somewhat tiresome if you can't manage important settings on a per camera basis.
The corona camera modifier does a good job at defining exposure this way but it could be improved :).

First of all: Defining the exposure via shutter speed and iso etc is admittedly much more professional but in most cases I would just testrender a frame and use the VFB  exposure spinner until I am satisfied with the result. Now I would like to transfer that value to my Camera without doing the math and another testrender to confirm my math was right, preferably by the click of a button or the opportunity to enter the exact same value to my camera modifier.

Secondly: Though the DOF in corona is pretty cheap when it comes to rendertime, I very much prefer to add DOF in post for it often saves me a lot of trouble.
Now that requires me to set the camera range in the Z-depth pass per camera which is not possible at the moment.

I am sure there are more useful settings that one could attach to a camera directly instead to a global render variable but these are the ones I would definitely need.

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