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[Max] I need help! / Re: Slow DR Parsing etc
« on: 2025-03-31, 12:21:35 »
That makes sense, is there anyway to merge any duplicate accounts to the main one I use for my Corona subscription?
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It's really good without the AI too!
Hey, yeah, that's true—they're all quite long. The best thing to do is to watch them all to take in as much as possible! What's shown there is pure gold. All the videos follow the same workflow, so just pick one where the thumbnail best matches your projects or the one you like the most. The workflow is the same in every video. I wouldn't know which one to recommend because, as I said, the workflow is identical in all of them.
Hey @romullus,
If you search for "Render Camp" on YouTube, you'll find their online workshops. In each video, their workflow is clearly demonstrated—it's impossible to miss.
I think it's always better to first see if you like the workflow before spending money on a course.
The final step that makes the image look so realistic is the fine-tuning with AI (Stable Diffusion).
However, it's important not to overdo it!
Sorry to resurrect an old thread but I have a similar question.
I've dramatically reduced the size of my page file recently due to the fact I have 128GB RAM. It was taking up 60GB of space on my C:Drive so I assumed I didn't need it to be that big as I now have the RAM capacity to deal with most scenes. But now every time I render I get a Bad Allocation message.
So my question is. How big should the page file be with regards to rendering in Corona?
Hm hm, the include exclude doesn't stop the calculations from actually happening. It just removes them from the image so that you don't need to worry about caustics looking noisy in a part of a scene you're not really concerned with - hence you can stop rendering sooner. The calculations do still happen though.I suggest you render the caustic-y part separately (region, selected mask etc.) and all the rest in another render. That should bring reasonable render times.
One thing of note, you don't need to have perfect quad meshes to avoid displacement artefacts. It would be preferable, but the thing you need to avoid are elongated non uniform polygons.