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Topics - OccultMonk

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Have any improvements been made to the initialization speed of distributed rendering over the last few years?
Maybe improvements by reading in network textures/files instead of a direct computer to computer transfer. Is there any way to make the initial wait for distributed rendering faster? Using 10GB Lan helps?

Is the interactive rendering resolution always adjusted based on the size of the frame buffer window? I would like to render at half the resolution and then zoom in but still be able to view the entire render.

I use xref objects, they have an option to use a proxy in the viewport, but not during render time. But when I enable the proxy objects and only check 'use in viewport' (with 'use in rendering' off) it still renders the proxy, not the full xref object.
This happens during Interactive rendering and not during normal rendering (it works in normal rendering). How can I make corona also render the full xref object instead of the proxy when using 'start Interactive' rendering?

I want to use Xref proxies for my workflow not corona proxies. And this should just work... Is it a bug? 

- I Installed latest NVidia drivers
- Reinstalled Corona 3 RC5 multiple times with installing Nvidia denoising checked.
- Downloaded manual denoising and reinstalled and checked Nvidia denoising.
- Tried on two separate computers both have a 980TI

I still get the error on both machines:

Failed to initialize NVIDIA AI denoiser: Unable to load required DLLs. Please make sure that the the NVIDIA AI denoiser Corona component is correctly installed.
Missing DLL: optix.51.dll

What am I doing wrong?

Gallery / OccultArt: Landwhale Futuristic Vehicle
« on: 2018-06-10, 10:26:13 »
More Images at:
8K and 4K Images at:  (Fire Whale)
8K and 4K Images at:  (RED Carbon)

Original design LandWhale Twin Engine Vehicle. Mainly modeled with 3Ds Max (some Zbrush detailing), rendered with Corona
I used a few external kitbash kits for some parts/details of the engine and suspension.

8K Image:

I would like to add a chromatic aberration effect on metals (a bit of rainbow effect in high reflective areas). I image it is possible with a few shader falloff maps/channel shift? Does anyone know how to 'fake' chromatic for a certain material. I believe I have seen something like that an other renderer.

This was probably posted already, but Vray now also has the NVidia AI Denoiser. Especially useful for interactive rendering.

On one computer it works but on another computer, nothing happens when I press on editor... What could be causing this? (Both run 3dsmax 2018 and Corona 1.7 4)

Interactive rendering start normally (fast), Renders fast, but when I press on stop it locks 3dsmax for more than a minute. Normal rendering does not have this problem, it starts and stops fast. Corona 1.7 Hotfix 4.

I would like to render interactively at for example at 1/2 the resolution but 2x upscaled. That would mean effectively 1/4 of the number of pixels that need to be rendered by corona. Since the size of the IR VFB floating window remains the same in that case. I have a 4K display so renders tend to become small.

At this moment I can zoom in to effectively render at a reduced resolution but then I can only see part of the image since the floating IR window size remains the same.

What would be the best, most durable way to have many versions of assigned materials in one scene, so that I can easily switch between a version of the vehicle with green paint with white plastic and the same model with metal and dark plastic. Making it extra complex is the fact that not all materials will be assigned precisely at the same location/subobjects.

Example: A vehicle (same model) with many colors/material variations, where for example in one version some parts are of a painted material and in another version some parts are plastic or metal. (And then with about 50 materials on thousands of objects) How would you manage that on complex scenes? None of the solutions I found is flexible enough:

  • Splitting the scene in multiple 3dsmax scenes (The Problem with this is that if the model changes you have to import it in all scenes).
  • Using multiple 'containing' scenes with the material variations and only import objects as XREF objects and re-auto assign the materials from that scene to the XREF objects. So the material variations/assignments exist in the 'containing scene' but the models in the xref file. (I have not gotten this to work properly because when I (re)import the Xref objects materials are not automatically assigned.
  • Only importing materials from an external file or material library and merging that file with the scene each time I want to change the materials, overwriting the existing materials. In that case, I would have multiple scenes containing only the assigned materials that I can use to overwrite the materials. But the slate material editor with all my tabs and material node trees assignments will not stay ordered.
  • Using multi/subobject ID materials and creating one (or more) for each material combination. Then assigning that to the objects all at once for each color/material variation of the objects. the disadvantage is that when I assign a new material to certain (sub)objects I have to update all those subobject materials.
  • Using State Sets: This records material assignment (but I do not want to reassign each material like that). That would take too long. Also, state sets is not always that stable in my experience and hard to use with a recording states / making scene wide changes. Therefore state sets are better suited for batch rendering in my opinion.
  • Using Scene states: Not good to use for assigning materials. Because of recording states interferes with modeling.

I can't find the Maxscript variable for setting System settings > # of Threads. I looked at the documentation, but I can't find how to access system settings. I would like to be able to set the number of threads used by corona with Maxscript. I can only find dr_numThreads which seems to set the maximum used threads for distributed rendering.

I want to have many variations of the same complex model consisting of many objects. These variations can have different colors/paints/metals in different places of the model. I wanted to create a multi-subobject for each material variation. So a multi/subobject for a green car with white plastic and one for a red car with metal and dark plastic (consisting of 30-50 slots).

Is there a performance hit using a multi/subobject material with 50 slots on all objects at once instead of assigning the materials to each object sepertately?
Unfortunately, I do not have time to test this out myself at the moment.

Also, is there maybe a better solution for having many different material combinations/versions? of a vehicle within the same scene. I want to have preset 'versions' that I can easily swap: Green car with plastic, red car with paint... (only far more complex).

I frequently edit certain materials and only want to view their effects so it would be very useful if only those parts o the render with these materials get rerendered and the frame buffer for the rest stays the same. This could, for instance, be an addition to Render selected drop-down.

Maybe you could add an option to only render objects or places where the material was updated. So when I change a material in 3dsmax slate material editor, only the objects (or better yet parts of objects) with that changed material get re-rendered (the rest of the framebuffer can stay the same). This should of course also work for multi-subobject materials.

I want to combine a glass material with a metal material. I tried combining them in a single material and a layered material. But the metal keeps subtracting lighting information (as it should physically). But I want to 'fake' it so that the amount of light passing through is not affected by the metal material. I want to use the metal material in combination with a fresnel to make the glass more metal-like near the edges. I am mainly using HDRI lighting (so it's indirect light)

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