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Messages - mraw

Pages: 1 ... 9 10 [11]
151
[Max] I need help! / Re: Halt! Exceptiontime!
« on: 2015-08-09, 17:22:57 »
it happened to me too today. I was rendering an unfiltered Z-depth with RenderonlyElements.
bool shading.enableAa = false
bool shading.enable = false
in the string options
Corona vs 1.1.1

152
[Max] Resolved Bugs / Re: Corrupted render elements
« on: 2015-07-24, 15:02:51 »
Weird!!!

153
[Max] Resolved Bugs / Re: Corrupted render elements
« on: 2015-07-24, 13:07:47 »
..it seems pretty random. The manually added RE didn't worked for me. Some day merging into a fresh scene worked.
In a other case not.
@daniel266 ... you're using nuke? that sounds like an nuke-update-problem.... I experienced something similar. nuke was showing me the last render, although
the file was overwritten.

154
[Max] I need help! / Re: Include/Exclude Shadow casting
« on: 2015-07-14, 13:31:56 »
Thanks a lot, but unfortunately this solution won't work because. I do want shadows but I want to cheat(like I would do in a oldschool renderer)
Use one Light for the overall appearance- the director doesn't like the shadow casting, so I would create a cheat light to get nice shadows.
But again:
Thanks for the real quick response, Maru!

155
[Max] I need help! / Include/Exclude Shadow casting
« on: 2015-07-14, 12:43:21 »
Is there a reason why the include/exclude option in the corona lights only have the 'illumination'-option?
This would be awesome!

156
In other Renderers there's a usually a max. distance setting in the Refl/Refr. parameters. If used right it can cut down render times significantly.
Will a max. distance value an option for corona materials as well? Or I simply misunderstand the technical background of corona? Then please explain.
Many thanks...

maybe this was discussed before on the forum. I searched, but didn't find it.

157
I agree with that. I'm with a company producing a TV series and we have to switch to MR for that. I know the dev point of view
that the rendered mblur is really fast, but for moving images all workflow is aimed to have it stored in separate passes.

158
Sorry.. I wasn't blaming anyone! no virus, of course! And it's not MY antivirus, but the one of the studio.
I was just asking...it's hard to convince the admin to install it then a virus warning pops up :)

159
Hi,
I tried dl the 2015 file here http://corona-lightlister.com/
but browser(s) keep telling me:
This request is blocked by the Firewall Gateway Anti-Virus Service. Name: Kryptik.B_14 (Trojan)

Do you know why this (false) alarm occured?

160
ah. Didn't know that. thanks Romullus.

161
[Max] Resolved Feature Requests / linking light to intensity
« on: 2015-07-02, 12:47:36 »
Honestly I do not know if this makes sense to you: I like to play with the shape of a corona light(rectangle for example) in order to find the nicest look(e.g. in reflections)
For this I wouldn't want the brightness to be changed. For me it would be a great feature to have the option to link size and intensity.
So if I change the size of my rectangle light, the intensity would be changed accordingly that the overall amount of emitted light stays the same.

162
[Max] I need help! / Re: need to reduce noise in reflections
« on: 2015-06-29, 16:32:01 »
thanks for the quick response:
-remove the falloff map from opacity - it makes no sense to use it if you are using refraction
It is hack, yes.But I have forgotten to mention that we are using Corona in an unusual environment: it is about cartoon characters. So it doesn't have to be physical correct.
In this case the prop is rendered against a bended grey background waiting for approval. The refraction gives it a black 'outline' which is killed by the falloff.
I removed it- rendertime decreases only 2 seconds. Noise seems to be comparable.

-use path tracing as both secondary and primary solvers
ok...For other reasons not an option(but only very little difference)

-why did you increase light samples multiplier to such crazy value? is there any reason for this? leave it at default 2 or even reduce it to 1
-if you want better time/quality ratio for glossy reflections - increase "gi vs aa balance" (not too much, check values like 16, 24, 32...)

this was due to try&error:I increased GI-AA up to 64 with little difference. cranking the multiplier up to 8 however reduced the noise. rendertime increased from somewhat 5 to 8

-why are you using both time and pass limit? again, is there any reason? I think you should use one or another, preferably pass limit only, to have the same image quality across all of the frames
I'm sorry, that this was misunderstandable: I use pass limit only. But because of the huge amounts of frames that have to be rendered, rendertime per frame is crucial.

--reset render settings to defaults
this was the key! :) it rendered much better. I wondered why because basically I only changed the multiplier. It seems that the reason for the noise is the 'use' Corona env 180,180,180 RGB setting.
Can you shed some lights on this?
---it seems that is has nothing do with corona or max env: it is only the bright color which is causing the noise.

many thanks Martin

163
[Max] I need help! / need to reduce noise in reflections
« on: 2015-06-29, 15:23:08 »
Hi,
I need to reduce the noise(in the reflections): The glass-object is simple 'one-sided' geo and 'thin'.(plse find mat-editor/screen attached)
The rendersettings are 1: render time=10 min , Pass limit 60 and Light samples multiplier cranked up to 8. All other settings should be default.
2 Lights setup: bluish coronalight left and coronasun from the right. Scene env is 'use' Corona with a 180,180,180 RGB setting.

Any ideas which settings I could use to decrease the noise? Pls note that this will be used in animation- so rendertime will be crucial.
Simply cranking settings up is no option.
thanks Martin


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