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Messages - dj_buckley

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31
[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?

32
[Max] I need help! / Re: Slow DR Parsing etc
« on: 2025-03-31, 11:28:12 »
I can't seem to find the ticket i raised in the previous post in this thread on the support section of my account?  I'm still having major issues caused by the discrepencies between ram usage of master workstations and nodes when using DR.  Still convinced it's not right so would like to revisit the ticket to refresh myself on what support discovered

33
Gallery / Re: Nature Living
« on: 2025-03-26, 17:48:29 »
Yep I'm already using SD but always looking for better workflows.  I think they key here is that the base render is already awesome

34
Gallery / Re: Nature Living
« on: 2025-03-26, 17:18:33 »
It's really good without the AI too!

Agreed, the AI version just looks higher res

35
Gallery / Re: Nature Living
« on: 2025-03-26, 17:09:35 »
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.

Interesting, the first few I've chosen to skip through, he just uses Magnific.  You mentioned Stable Diffusion so that's the bit I'm tying to find :)

36
Gallery / Re: Nature Living
« on: 2025-03-26, 12:51:49 »
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!

Is there a specific video that shows the workflow you've used here?  Those workshops are all like 3 hours long so it would be good if you could point us to the right one rather than having to watch them all to find out :)

37
Thanks maru, yep I read that.  The bit I quoted wasn't worded very well initially.  What I was getting at was are there any specific settings we can safely use for the page file i.e. specific min max values.  Or is it best practice to just let windows manage it

38
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?

Resurrecting this because ... see attachment.  This is with PageFile set to be automatically managed by windows?  I can only assume it's Corona filling it?  This machine has 192GB and the scenes I've been working on for the past year don't go anywhere near that when rendering

39
What is your setup like? (Corona version, 3ds Max version, render manager, OS, etc.) - 1 Workstation, 2 Nodes, Corona 12 Update 1, Max 2024, Windows 10, No render managers just standard DR, all machines connected to same network switch.
Are you using Corona DR or some other software's? - Standard Corona DR - send from master workstation, both nodes have DR Server running
Does the DR job stop suddenly or get cancelled before finishing? - nope DR jobs complete as expected, except for maybe those that have the wxWidget error that I've discussed in another older thread
Do you see any error messages when this happens? When what happens?  The only error message I've seen is that my C Drive is running out of space when I logged into the node
Does this issue happen every time you render, even with a simple test scene? No idea, I don't regularly monitor the nodes
If you manually delete everything from the DrData folder, does the issue still come back? Not sure, I've cleared it but not sent any renders since
Is this issue only happening with one specific scene or with all your projects?  Based on the fact it's 170GB  let's assume it's been going on for some time which would cover multiple scenes/projects

Sorry I can't be of more help

40
Sorry to dig up a 6 year old thread but I currently have this issue.  My DrData folder is currently 170GB

41
[Max] I need help! / Re: Long rendering time
« on: 2025-03-06, 11:40:54 »
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.

But from your Caustics article here - https://support.chaos.com/hc/en-us/articles/4954589213457-How-to-render-caustics-with-the-caustics-solver-in-Corona-for-3ds-Max

"There are also some limitations:

Caustics may render slower/differently when using render regions. The smaller the region the harder it is for the caustics solver to optimally guide photons. "

42
Off-Topic / Re: Pricing VR Tours
« on: 2025-03-05, 19:34:59 »
Makes sense, and what software are people using these days to compile the tours with hotspots and floorplan overlays etc

43
Off-Topic / Pricing VR Tours
« on: 2025-03-05, 14:22:25 »
Pretty much as the title suggests.

How are people going about pricing VR Tours.

I'm not asking for actual costs - but just your process/thinking when pricing.

Let's assume the project is simply a VR Tour to be displayed on a website only, there are no previous still images/animations for the project.  The client wants a VR Tour and nothing else.

44
For once in recent times, i'm not complaining.  Really looking forward to 13 now that toon is being implemented.  However I will repeat, I don't think anyone wants a fully comprehensive 'toon' shader - just a better implementation of CoronaWires.  Personally for me better Wires is a higher priority than faster UI.  I can currently use the UI, even if it's slow, it's not stopping me doing anything, it's just making me do it slower.  Not having properly behaving wires is stopping an integral part of my workflow that up until now, I've had to find shoddy workarounds for.

Whilst one of Corona's aims is photorealism, the first sentence on it's product page is this "Chaos® Corona is the only renderer created specifically for high-end architectural visualization." - so whilst Toon/Wires aren't a tool aimed at photorealism, they are an integral part of many architectural visualisation workflows.  Arch Viz goes beyond realism, so in my opinion if a piece of software is dedicated to 'arch viz' then it should have all the necessary tools inside of it to cover the full arch viz pipeline.

Someone also mentioned that it isn't 'innovation' and it's merely bringing Corona up to speed.  Again, personally, I'd rather be up to speed than behind.

45
[Max] General Discussion / Re: Displacement is still rubbish
« on: 2025-02-05, 12:45:59 »
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.

Isn't this a bit of a contradiction?

How do you avoid elongated non uniform polygons created by a chamfer modifier for example?

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