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Messages - maru

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16
[Max] Daily Builds / Re: Nvidia Denoiser BUG
« on: 2021-07-12, 14:00:01 »
Hi Dionysios, sorry, we don't have any new findings yet. We will look into this ASAP.
Sorry that this is taking so long, I will do my best to speed it up.

18
Hi, I'm not able to submit bug report via web.
JFYI: You can as well contact us by email at support@corona-renderer.com - it will work exactly the same way (create a new support ticket in our system).

corona select can't be used in the scene environment on the single map anymore? That's too bad, because we could use several hdri without the need for lightmix, which actually weighs a lot on the render.

What exactly seems to be the problem? (see the attached screenshot)

19
[Max] Daily Builds / Re: Nvidia Denoiser BUG
« on: 2021-07-08, 14:30:48 »
Hi Dionysios, I just tried this with V7 RC5 and I am getting an identical result in the VFB and in CIE.
Could you please provide:
- an example scene where this happens (can be even just a teapot)
- an example CXR where this happens (can be even just a teapot)

20
Hi Corona Team,
Is there any chance that this has been addressed for Corona 7 release?
The problem with max freezing for even couple minutes after stopping IR is definitely still there and we have to deal with it in most of our more complex scenes.
Many thanks.

Sorry, but we do not have updates yet. I will try to find out if maybe this was fixed along with some other issues. (this is not impossible!)

If you are experiencing this kind of issue, please:

1) Fill in this form (as the ticket number, you can enter this forum thread link):
https://forms.gle/eTd8D5maPGRES2XH9

2) Send us a problematic scene like this, archived with all assets. You can use this uploader and let me know which upload method you used and what was the file name:
https://corona-renderer.com/upload

Thank you in advance!

21
I tried this and I do not see any difference. I won't believe it until someone records a similar video where the difference can be clearly observed :P
Check out my recording:

https://www.dropbox.com/s/q2n9exfx7w9wdld/viewport-vs-vfb.mp4?dl=0

Also, if you are experiencing issues with UI drawing speed, try adjusting your power management profiles. Using high performance will probably make most sense. Here is a quick comparison:
https://www.dropbox.com/s/zcvj9hw4x44yqq7/power-plans.mp4?dl=0

22
Also are you in the talks with major texture providers such as Quixel, Poliigon. They both have plugins for importing textures and both don't work at the moment. Getting materials as pure glass or with 99 bump and so on.

We are in touch with them and reporting such issues regularly. I think the 99 bump issue is already fixed on their side and this should be available in the newest version of the exporter, or at least it is being worked on.

As to your previous report about the Archmodels 251 scene:

1) The appearance of the material changes (some features of the material become invisible):
For example, the cracks are becoming invisible - this is because they are fully refractive in the original material.
Please understand that if the original material was constructed in a highly un-physical / fake manner, then it may not be possible to recreate it with the Physical Material. The converter tries to keep similar appearance, but that is not always possible.
In this case it seems like keeping the Legacy Mtl may be the best solution.


2) Generating Mix nodes on top of Mix nodes:
This is actually related to point 1. The converter tries to keep similar appearance, and since the material is set up in a "tricky" way (using diffuse color, reflection map, glossiness map, IOR map, opacity map,....) for a simple asphalt material, it becomes problematic.

I am afraid this may be a case of "the converter cannot fix what was originally broken".

But still, we have this logged and will see if there is a way to keep better appearance and simpler shader networks (can't promise anything though).


23
Logged.

(Report ID=CRMAX-745)

24
Open Archmodels vol. 251 on the Evermotion website download the free sample and be amazed how the scene works just fine and when you convert it, all goes to hell.
Also, I am not sure why I am even bothering writing about how you are gonna release V7 with a material library only half-converted and when using the converter on the other half the materials are broken with spaghetti mixes and look nothing like they should.

P.S. Also coronadistance refuses to get into any map slot if the converter was used on the material. Only solution is to create a new material with it.

Thank you, reproduced. I will log it for a review and hopefully we can improve similar cases. We would greatly appreciate providing examples like this when something is not working as expected.

26
Gallery / Re: One light is enough?
« on: 2021-07-05, 17:14:49 »
Super nice, but there is some weird dark artifact (?) at the bottom of the bottle.

27
Hello,

What would you prefer ?
1) a V7 release now, with plenty of remaining bugs, that will be patched with several fixes weeks after weeks, making it tricky to use in production
2) a slightly delayed V7, polished, rock-solid, that you will be able to use in production safely

On my side, it's 2 without a second of hesitation :)

3) a V7 release now, polished, rock-solid, that you will be able to use in production safely

:)

But this is not always possible.
As already explained, postponing the release to make sure it is as good as possible is the only correct solution.
Please click on "Important road map information - please read!" and read the description inside:
https://trello.com/c/j5AVQ4oX/197-important-road-map-information-please-read


28
Once again June has passed and I don't feel we are even remotely close to the V7 release. The converter is making even the simple conversion from the Legacy material a complete mess. Mixes on top of mixes on top of mixes. If you think people will go through their entire libraries and will have to set up everything manually you got it absolutely wrong.
Stop checking stupid marks from your Trello map that are once again NOT FINISHED [ pink areal perspective] and actually fix this release hopefully before the end of the year.

P.S. Invisible material after conversion too.

Well, could you at least provide a sample scene?


Hi

RC5

Again the same tree test. Thanks, this time render result is closer to original, but the shader structure is still messy. Sorry, but I can't see the logic in this Mix map chaos, even simple opacity map from original material became two mix maps (original bitmap + CoronaColor?) plugged in to Front/Back map. Actually all simple bitmaps are converted to Mix maps - original bitmap + CoronaColor with no affect of CoronaColor map in those mixes... This structure is very difficult to handle which makes it not usable for further adjustments. It's easier to remake the shader manually from original material, than to handle this mess.

The test scene was uploaded some time ago - 1624024326_converter7-vray-comparison.zip

Thanks, we will look into this and hopefully there is still room for optimization.
 

29
[Max] I need help! / Re: Beauty Pass Vs Lightmix
« on: 2021-06-29, 17:56:07 »
Thank you for the information guys this helps a lot!

I've seen some post about the noise you get sometimes in lightmix pass, so this would probably means that the lights have wrongs settings from the beggining in the scene (beauty pass)?

What I mean to say is: A scene that is burned out by Gi or another lights / A scene that is dark because its lacks or have bad Gi/ lights.

Would you possibly have noise problems in the lightmix when configuring and correcting the render in the VFB?

Sorry for the delay, and I am not sure if I fully understand your message, but:

Quote
I've seen some post about the noise you get sometimes in lightmix pass, so this would probably means that the lights have wrongs settings from the beggining in the scene (beauty pass)?
It doesn't mean that there is anything wrong with the lights. This is just because Corona considers light intensities when rendering and the rendering is optimized based on those intensities. If you change intensity a lot using LightMix (e.g. make a very bright light dim or make a very dim light very bright), then this optimization is not working any more and you will see noise.

Quote
What I mean to say is: A scene that is burned out by Gi or another lights / A scene that is dark because its lacks or have bad Gi/ lights.
Would you possibly have noise problems in the lightmix when configuring and correcting the render in the VFB?
Yes. Using extreme values may easily lead to noise. Even if you don't use LightMix, but for example only adjust the exposure in the VFB, you may encounter some issues, see:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000517899-exposure-changes-when-i-start-rendering-

30
[Max] Daily Builds / Re: Problem with Reflection override
« on: 2021-06-29, 17:49:42 »
Acknowledged for a long time. Listed at https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180

Also:
(Report ID=CRMAX-161)
(Report ID=CRMAX-696)

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