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Messages - DarcTheo

Pages: 1 2 [3] 4 5 ... 12
31
[Max] I need help! / can you randomise kelvin and intensity
« on: 2017-04-03, 11:47:06 »
Is there a way to randomise the kelvin temp and intensity of lights between a set of values without doing it manually? I tried searching but not really found any relevant results.

32
[Max] I need help! / Re: Alpha !
« on: 2017-04-03, 09:41:42 »
As long as you always use fake (thin) glass for architecture windows, you almost never have to use global refraction override. If you need refraction override for elements with real refraction ( like organic water pitcher, glass, wine bottle, lamp, etc..) add black refraction override through the material.

Is it always better to use thin glass on windows? I've always made sure to go through the models we receive and shell or remake the glass planes thinking it was better to use it with thickness. Do you just lose a refraction pass when using thin glass? I sometimes use refraction pass to help brighten an interior when doing exterior shots if its looking a bit gloomy inside.

sorry slightly off topic.

33
[Max] I need help! / Re: Masking issues in Photoshop
« on: 2017-03-24, 09:13:36 »
Many thanks James and AscotDesign for the help,

I am using the Gbuffer ID now, hopefully that will make for cleaner channels.

I get this problem with wire colours on grass or other vegetation but its normally fine for something like a lamp. Is it a case of leaving it to do a few more passes for aa(i think it works like that)? or like someone else said, is there DOF being used on it?

34
Gallery / Re: "Open"
« on: 2017-03-21, 13:50:23 »
is the scale between the man and van correct, it looks quite small compared to him but maybe that is correct?
also feel like it should look a bit dirtier in all that mud, maybe sunk in a bit more.

looking good though

35
General CG Discussion / Re: 3ds max and opening files
« on: 2017-03-09, 11:35:45 »
Yup, the minidump is the best way to read what was really happening in max when tje problems comes to crash and freezes. I believe users here would like to help (Frood) and even corona team even though its not directly corona related :)

was planning on posting one today when i got to work...opened the file fine. typical! :)

36
General CG Discussion / Re: 3ds max and opening files
« on: 2017-03-08, 15:53:38 »
Do you use file compression by any chance on the problematic pc? This has been regulary the cause of (sometimes random) freezes while loading since .... err... ever :), especially when used in Xref files.

And creating a minidump at freezing time and attaching it here maybe entrap some developer to quickly look at it in a boring lunch hour?


Good Luck

we do use compression! mostly because of rebus. Compression is used on all the PCs though. I always forget to collect minidumps after a crash. Is there anything I can do to stop this other than turning compression off?

37
General CG Discussion / Re: 3ds max and opening files
« on: 2017-03-08, 10:31:27 »
so there are no errors, it just goes to not responding and freezes. it gets to the point where it splits the view port into how the file was setup, usually 2 view ports. but then it just hangs and never opens. soon as you try to do something it crashes and closes.

ask someone else to open the file and it opens fine. they save the file as a +1. open that file and its fine on the problematic pc. then open the older file and thats fine too.

38
General CG Discussion / 3ds max and opening files
« on: 2017-03-08, 10:08:16 »
Didn't know where to post as it's a help related topic but not about Corona.

3DS Max keeps causing problems with opening files. One PC in the office has trouble opening the files the following day but all other machines can open them. Everyone is on the same version of Max and if another PC opens the file and resaves its fine for the troublesome PC to then open the file and then open the previous file as well. garbage collector doesn't seem to clear the problem or help.

I find max related forums to be useless for help from past experience and people here are much more helpful. Has anyone run into problems like this?

39
[Max] I need help! / Re: render elements saving corrupt
« on: 2017-03-03, 15:28:38 »
Anyone can reproduce this?
Does adding REs to the exr itself help?

forgot about this post sorry. Removing all the elements and adding them myself again did resolve the issue if I remember correctly but I don't remember if I ever managed to purposely reproduce it.

It was a lot of light elements in that project in an attempt to have maximum flexibility in post. May have been a bad way of going about the project.

40
they could be grouped but the idea was to have full control in post so that we wouldnt have to re render at all. So i'm guessing the crashes are just elements being too intensive for the machines RAM.

Regarding noise, is there anyway to reduce that or will it always be noisey having the lights inside the glass? we also had denoise on but with all the elements it just becomes even more intense. luck of the draw at the moment to render.

we have the animation done now but i'd like to learn better ways for future stuff like this.

41
Hi, are you using LightMix here?
My bet is that you are simply using too many lights and render elements and you are running out of RAM. This could probably be optimized (I mean in your scene, not in Corona).
Could you show us renders/screenshots of the scene, viewport, your elements list, and the errors you are getting? In case of crashes you can also generate minidump files and send them to us. Here is how: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-

Hi Maru,

I've attached an example of the model in max, list of some of the elements being used and example crop of a render.

So just to say again the idea was the lights could be animated on n off in post so the whole animation was rendered with elements for each light and with all the lights on. the use of about 40 elements was very ram hungry but the scene was also incredibly hard to clean up.

You mentioned I could probably optimise this, is it just generally because this was a bad way of trying to do this, the use of too many elements? or maybe the way it was modelled was wrong?

42
[Max] I need help! / Re: Forest Pack and DR not working
« on: 2017-01-10, 16:52:45 »
thanks i'll give these a try. there were 3 nodes running at the time. 5 of 6 renders came out with ghosted grass, 1 actually worked, which was probably the most intensive one as well.

43
[Max] I need help! / Re: Forest Pack and DR not working
« on: 2017-01-10, 10:36:12 »
This is clearly one of your nodes that can't find the source files referenced in your scene.
Unfortunately iToo has made it hard to maintain the links, as it often forces the default paths in your setup. You need to set it up buth in your project ini-files, your user paths in Max and in the registry  - and even then it tend to f... it up.

If you have run an update of iToo software, you are back to square one again. I have complained to iToo about this matter, and they replied that they are currently working on a new installer that should keep your setup once it's set.

THe best you can do at the moment is to cehck your links in your asset browser - and ensure that it points to a common drive that all your nodes can see.

not sure if i know how to go about setting all that up.
I've run through the asset tracker and everything is using a network path like normal for textures and proxies. the exception is laubwerk, which always seems to locate to the install location on C drive. These render fine though. I think forest pack also uses install location for default distribution maps. These have never caused problems before and the meshes are definitely in the scene and not being proxied. materials also on the network drive.

44
[Max] I need help! / Re: Forest Pack and DR not working
« on: 2017-01-10, 09:28:38 »
same problem again today. ghosting grass due to DR, backburner was used to queue the jobs but all of the grass is ghosted. the other forest pack scatters are fine. bushes, trees. its just the grass failing again.

45
Each element is a light select. One for each light so I have a pass of the scene with just 1 light. This wasn't for use with the corona light mixing. It was used to create control of lights being on n off in post production with opacity of the layers. It was done this way to have a more flexible use of animating the lights because of how long it seemed to take to render. I currently can't post up any images but when I get a moment I'll try and show an example image.

The lights are modelled with some glass and absorption and the corona light is situated inside this model. Then there's about 40 of these. The rest of the scene is basically a floor ceiling and n space. (No walls). A sort of light sculpture situated in the darkness.

Maybe we went the wrong way about setting up these elements but it'll be good to learn how to optimise this for future tries.

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