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Messages - TomG

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1
[Max] I need help! / Re: Windows glasses, distorted
« on: 2025-04-18, 21:04:59 »
That's exactly it yep :) Build the scene in a way that represents the real world (I was going to say "reflects the real world" but that was too bad a pun even for me!)

2
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-18, 13:00:58 »
Or give it some thickness / make it closed geometry (ie make it like the real world, since no objects have zero thickness / are not closed)

3
Hardware / Re: GPU - 3ds max
« on: 2025-04-17, 20:17:39 »
You can see OIDN (the Intel Open Image Denoiser) compatibility list and changelogs over on their site at https://www.openimagedenoise.org/

4
Hardware / Re: GPU - 3ds max
« on: 2025-04-17, 20:15:14 »
It's about the Intel Denoiser not working with Blackwell series GPUs (the 50 series) - the fix was released along with RC1 for Corona, "Added support of Intel Denoiser for Blackwell (NVIDIA 50-series) GPUs." in https://forum.corona-renderer.com/index.php?topic=43295.msg232607#msg232607

(We had to wait for Intel to make OIDN compatible with Blackwell :) )

5
[Max] I need help! / Re: EXR Output with Network Rendering
« on: 2025-04-17, 17:22:38 »
Thanks for taking the time to add that! I will make it live shortly so folks can vote :) Understood on the frustrations that come with it, have run into them myself at times lol :) Definitely been a growing concern of mine over the last year or so even more than usual. Plans for 14 will be made in June once we are at the point of release 13, so plenty of time for people to vote on this if they too are running into problems.

6
[Max] I need help! / Re: EXR Output with Network Rendering
« on: 2025-04-17, 15:43:38 »
Their are related ideas on the Ideas Portal (https://chaoscorona.ideas.aha.io/ ) where one solution could be writing our own save routines (mostly things to do with EXR or network rendering, and applies under C4D as much as Max), but you could start an explicit one that is for the writing of our save routines and removing reliance on the DCC. This is something on my mind already, perhaps for 14 later this year, so user votes could help indicate how many would like to see such a thing which could play into the prioritization of what is quite a bit of work. Thanks!

7
About this Forum / Re: Is the forum slower this days?
« on: 2025-04-15, 00:58:08 »
The web team uncovered a bottleneck someplace in a database, so that now has maintenance and a resource increase scheduled sometime this week. I'll let you know when done (though it should be pretty self obvious, if it does what it is meant to do, lol!)

8
TY! Understood on that, it  would indeed be very tedious. I just wanted to check that I wasn't missing something else in the way the files are set up on the inside.

9
[Max] General Discussion / Re: ForestPack Masking
« on: 2025-04-14, 18:57:54 »
https://chaoscorona.ideas.aha.io/ - add, or vote. TY! :)

10
If I remember right, this is because we save through the DCC save routines, and are limited in what we can do there by what the DCC exposes and allows. CXR is the only one we control entirely by ourselves :) V-Ray totally re-wrote the save routines to use their own for all file formats - and we're considering the same thing for a variety of reasons. Previously though it was a "don't re-invent the wheel, and focus on developing things that if we don't develop them, the engine won't be able to do it, so let's just use the existing save routines in the DCCs".

BTW, I personally haven't seen the difference between opening an EXR from V-Ray and a renamed-to-EXR from Corona (because CXR is compliant to EXR format, just it has extra metadata we need), but this was just in Photoshop using IO-EXR. What is the difference if loaded into Nuke after renaming?

11
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-14, 13:31:23 »
Yep, exactly what Marcin meant by "We would like to at least detect this situation and inform the user. We have an internal task for this." :) If the rendering effects aren't avoidable, a warning or some information would be nice, and it's on our list.

12
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-12, 01:12:17 »
As the article explains, the camera doesn't need to go into the bit that you think is the model - the problem is if it is not closed, then it "extends infinitely" as far as Corona is concerned, and if it passes into that zone then Corona believes the camera is inside the volume. So anything with any sort of volume effect needs to be closed geometry, otherwise when the camera "passes in front of a hole" no matter how far away it is from the model, the camera will be treated as being inside the volume.

EDIT, PS - think of it this way, in order to calculate how far through a surface a ray has gone to see just how much it is affected by absorption and scattering, it must both intersect the material for the first time, AND exit the material, so that there is an "actual distance traveled through the volume". Otherwise the distance it has traveled is infinite, it never left the volume. So geometrically, there must be a face on both sides, the geometry must be closed. This is true whenever rendering volumes, just that now that Corona can process cameras inside volumes, it can now affect cameras as well :)

13
[Max] I need help! / Re: rendering in the sea
« on: 2025-04-12, 01:09:30 »
Those beams of light are exactly the scenario covered by Volumetric Caustics introduced in Corona 12 Update 1, something that few render engines handle (and so they need to fake it). See https://www.chaos.com/blog/corona-12-update-1. A big benefit of not having to fake it is they can animate (realistically), see
t=333s for some examples.

14
About this Forum / Re: Is the forum slower this days?
« on: 2025-04-12, 01:03:36 »
This was mentioned in another post (or maybe it was on social media), but yep it is slower, and we have a ticket in for the web team to take a look into what is going on (and yes, that does mean we follow the same process we ask of you, to submit a ticket to report an issue ;) ). Cheers!

15
To avoid distortion due to refraction, set IOR to 1, and then to get reflections still, use a Clear Coat with any IOR you like.

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