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Topics - Rhodesy

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31
Any idea if render farms will start supporting beta1 now that stage has moved on to the RCs? Currently most are stuck way back in Alpha 6 saying they only support official builds. Can we say beta 1 in an official build now? Im sure its probably more stable than it used to be on A6.

32
This has long been a frustration with me. I'm currently rendering out a flythrough. Parsing and geometry takes 5 mins to generate and the frame takes 6 mins to render. Nearly 50% of the rendering time is just loading the scene where only the camera moves! Maybe I've missed a check box somewhere? But if not this is crazy. Is there a way to keep the scene in memory by scanning for the camera info in the scene file each frame and just taking that back to corona?

Perhaps the work done on the IPR can be used to track camera changes whilst keeping the scene in memory? I dont do many flythroughs but everytime I do it feels like going back 10 years. Does this also happen in Max?

Thanks

33
I set a flythrough (camera move only) animation away over the weekend and it has just finished in time. Generally Im happy with the noise and look of it and finished in a reasonable time although some frames were taking 45 mins to render. But there are two major issues. (Latest beta with new sampler). I have also posted this in the I need help section as it might be user error but Im at a loss if it is.

1. I set the cut off to be by noise level (5%) for consistent results but whilst for the most part this worked well I am getting some dropped frames in terms of sampling where the render time would drop by 50% and there is a noisy frame which really jumps out. I think this can be fixable by manually trawling for each frame and re-rendering those ones - its probably about 1 in every 100 or so. No reason I can think of and the culprit frames were on different PCs and the sequence will have been on the same PC as I had to manually assign chunks of frames and not use TR.

2. Most problematic is I have very strong GI flickering on some of the surfaces - think incorrectly set up Vray of 5 years ago. I have set my GI method to animation (non flicker) with precision set to default one. All GI and other settings are default. I just changed the GI method and pressed render. I do have bloom and glare in the scene which I would like to keep in. Not sure if its related to that but I thought GI splotching wasn't even possible with corona?? Not sure how I would avoid this in the future as there are no settings to tweak for flickering as far as im aware. Also checked for double faces and thats not an issue.

Unfortunately I cant post the results but might send it in to the brains. If anyone has got any ideas on what I can change for next time that would be helpful.
Thanks

34
I set a flythrough (camera move only) animation away over the weekend and it has just finished in time. Generally Im happy with the noise and look of it and finished in a reasonable time although some frames were taking 45 mins to render. But there are two major issues.

1. I set the cut off to be by noise level (5%) for consistent results but whilst for the most part this worked well I am getting some dropped frames in terms of sampling where the render time would drop by 50% and there is a noisy frame which really jumps out. I think this can be fixable by manually trawling for each frame and re-rendering those ones - its probably about 1 in every 100 or so. No reason I can think of and the culprit frames were on different PCs and the sequence will have been on the same PC as I had to manually assign chunks of frames and not use DR as Im a C4D user (latest beta).

2. Most problematic is I have very strong GI flickering on some of the surfaces - think incorrectly set up Vray of 5 years ago. I have set my GI method to animation (non flicker) with precision set to default one. All GI and other settings are default. I just changed the GI method and pressed render. I do have bloom and glare in the scene which I would like to keep in. Not sure if its related to that but I thought GI splotching wasn't even possible with corona?? Not sure how I would avoid this in the future as there are no settings to tweak for flickering as far as im aware. This may be C4D bug so I will post this there in the bugs section but wondered if it was more of a corona wide issue - perhaps related to the new sampling method?

I have checked for double faces and that shouldnt be the issue.

Unfortunately I cant post the results but might send it in to the brains. If anyone has got any ideas on what I can change for next time that would be helpful.
Thanks

35
[C4D] General Discussion / exporting spherical pano for VR?
« on: 2017-07-28, 15:43:28 »
Might not be a c4d issue so also posted in the general CG section. I have set my corona camera to spherical but without the VR mod as I just want a traditional panorama to be viewed in a browser. I have also set the output to 4000x2000px and rendered out. I have then imported into pano2VR but it still looks quite barrel distorted. There is a field of view setting but I would have thought this would all be automatic and you would get a perfect result without distortion. Any ideas if im doing something wrong in cinema or is it a pano2vr problem? Can anyone recommend a pano creator tool that works well with c4d/corona?

Cheers

I found my problem - I had 10% offset in my c4d cam by mistake. I had just copied another cam in the scene and converted it to spherical, but the original cam had the offset in it. Doh

36
General CG Discussion / VR pano creator / field of view?
« on: 2017-07-28, 15:17:07 »
Im just trying out creating VR panogramas from corona (non stereo) and setting my ratio to 2:1 so in this case 4000 x 2000px with a spherical camera. The pano looks to render out fine. However when I bring it in to pano2VR which I've just downloaded the demo of - the view is still quite barrel distorted. A field of view can be set but I imagined this would automatically be taken care of so any distortion would be fixed and straight lines would remain straight. Any suggestions on a field of view setting that would be correct every time? or is there something else im missing? Thanks

37
Hoping people can offer some advice on this. I'm increasingly asked for flythroughs along side the still work. I have done this in the past saving out 8bit tiff sequences and putting them together with a bit of colour correction in AE - just getting a monthly subscription when I need it.

I was wondering if this was the best way for simple flythroughs? Even just flat 8bit images at 25 fps mount up to a considerable size so im not sure how people stretch to 16 or 32bit multilayered files. Must be a nightmare? Also can anyone recommend a simple but powerful editor that can add good quality text and also encode a high quality output? Whilst I can use AE I feel it can be a bit overkill but I like the colour controls.

Do people set number of passes or noise amount as there time control per frame? I also prefer the fixed noise which I know is perhaps not what most people chose. I find it less distracting over that dancing noise on under sampled frames. I was thinking maybe a denoise of 0.5 on a 1080p frame might be about right. Does anyone have any experience of testing the various levels and finding a sweet spot here? In the end does final compression make the denoising worse as you are losing even more detail or is it in a way better as it saves time and that extra detail we might get through less denoising and longer frame time is washed away with compression of the final clip anyway?

Thanks for any help on this, Cheers.

38
[Max] Feature Requests / Memory usage statistics in the VFB
« on: 2017-07-06, 11:45:04 »
Is it possible to get a more in depth summary of RAM useage in the VFB like GPU renderers do? So number of MB used for..

Geometry
Textures
Displacement
Frame Buffer

I think it will help the trouble shooting when pushing the RAM close. Even better if Corona could list the worst few offenders for each category except frame buffer. Not sure if thats possible.

Cheers

39
More a C4D Q but perhaps linked to corona output in C4D. I've recently bought affinity photo and really like some of its features. Some of the work flow might need getting used to though. However the main stumbling block is its non handling of linear workspace images - i.e. what gets saved out of C4D by default. When I open up my multipass psd file that I've saved out of the C4D picture viewer in photoshop I immediately convert it to pure sRGB from linear space which saves a lot of head aches further down the line. But in Affinity it just opens up without a colour profile and is black and contrasty. I cant see any way to adjust this in affinity. The only options you have is to convert the space once its open but it just converts the dark image which is no good. Is there a way in C4D to just save out a pure sRGB version (16bit) rather than it retaining the linear colour space?

Thanks 

40
I often forget to update might light mix lists when I'm adding lights which can be annoying. I wonder is it possible to have a checkbox in each light mix layer that will auto add and instances of the original light? I get its important to keep the original way of working for the best flexibility but this would just be an optional check box.

41
[Max] General Discussion / limiting panorama views?
« on: 2017-06-19, 13:35:47 »
We keep getting asked about creating panorama VR views and its something we are definitely wanting to investigate further when we get just a second to look in to it more. One question I do have though is, is it easy enough to do say just 180 degrees rather than the full 360? Im thinking when its for external shots where you dont want to model the rest of the world that would traditionally be behind the camera.

Also is the Corona VR tool the best option for creating and editing these in with hotspots and then also generating outputs that can be packaged up for clients? Sorry for the noob Q.

Thanks

42
[Max] I need help! / windows 8 vs windows 10 RAM handling?
« on: 2017-06-01, 23:43:52 »
Ive been running into some issues with scenes maxing out my 64GB RAM on a windows 8 machine. When Microsoft was doing the free win 10 up date we updated all our PCs but for some reason one of them just wouldnt update so I just left it as windows 8 as it is only a render node. What is strange now that on a few scenes that node fills its RAM and either crashes or just pages and grinds to a crawl but another very similar machine with 64gb RAM and win 10 renders the scene fine with only 40GB recorded in task manager. Im using C4D so I dont know if that has anything to do with it but I was wondering if there was a setting in win 8 that could be changed to give the same RAM handling performance as win 10. Its happened on a number of scenes and with multiple attemps with the only difference being the operating system. Thanks for any pointers.

43
This has been an issue for me since the fantastic glare and bloom feature was introduced. When working on large images I will often have the problem that the glare and bloom settings from the VFB dont get passed on to the PV if I want to save out of the PV as a 16bit PSD (I really wish the VFB could do this itself). The glare effect also comes and goes like its switching on and off in the VFB but if you catch it when its on it is possible to save out an exr of just the light mix layer that has the glare on so it can be added to the PSD file in photoshop. I just wish it was more robust in its transfer and also stopped flicking on and off which I think may well be the problem with non transfer anyway. Latest issue was today on a node that had A6.2 on. Thanks 

44
Hardware / How to tame a wide gamut display?
« on: 2017-03-19, 11:59:04 »
Some time ago we bought a 27inch dell that has a colour wide gamut with the thinking its going to be a pro monitor and great for our viz work. But its always been a struggle as we work in sRGB and dont actually require the wide gammut as 99% of our clients will be looking at our work on sRGB monitors and my thinking is if a photograph looks good enough on there then so will our renders.

So the problem is things like windows 10 photos and any web browser massively over saturates colours and there have been real issues with vray in the past with editor window previews looking different to the frame buffer. I dont think corona is as bad for this though its been a while since I have done tests. It has been calibrated in the past with a spyder pro and then more recently with an xrite pro so we are confident photoshop is correct its just viewing stuff that is outside of photoshop.

I personally use a 32inch BenQ 100% sRGB monitor now but my colleague uses the Dell still. So my question is has anyone managed to calibrate or somehow switch off the wide gamut range in a monitor? I also had a laptop with a wide gamut display and wouldnt do it again as that had the same problem with eye searing saturation. My main concern is most monitors these days are becoming wide gamut and I dont think its a good thing! I like the look of the dell canvas or even a cintiq but they are all wide gamut so potentially its just going to have the same problem.

45
[C4D] Resolved Bugs / strong normal shader artifacts
« on: 2017-02-19, 16:55:32 »
A6.2 C4D R18

Ive got some major artifacts popping up on this paving texture. It is a substance material loaded in with R18s native loader which works really well. I have also tried this with the baked out maps and its still the same so its not the substance.

Anyway if you look at the attached images you will see a stong line artifact over the paving when the normal map is activated. I have loaded the substance normal in to a corona normal shader and the effect works well apart from the lines show in PS and they line up fine so I think this a bug. Anyone else seen this before?

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