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Messages - albertoiuav

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1
Hi all,

doing a test at 1500 pixels (full image) and 3000 pixels, I get two objective results. You can find them attached.
In the 3000-pixel image the bushes appear to have correct saturation, while in the smaller image they seem much less saturated and darker.

With interactive render I encounter the same problem, to get the correct saturation I have to use the 2d Pan Zoom mode and zoom in on the bushes.

I never had this problem in the past, if I rendered a 1k or 5k image the result was identical.
I am using Max 2022 and Corona 9 Hotfix 2.

The leaf material has translucency with Fraction at 0.5 and a leaf texture for Translucency color, no volume or refraction enabled.

Thanks in advance for any help.

2
[Max] I need help! / Re: Flickering noise animation
« on: 2023-06-14, 12:00:53 »
Hi all,

i made another test, this time on a 2990 32 core.
Times are absurd.
As you can see with "stats" image it took 3hours and 10 minutes to achive 3,41 of noise and would still not be sufficient to avoid flickering.

I also attach these passes: direct, indirect, reflect, raw diffuse and raw reflection.
For the concrete slab, it seems very reflective but i have 1.2 IOR and a quite bright roughness texture.

If someone can reduce the calculation time a lot, I can pay for this service because I avoid spending it on renderfarm.

Thank you


3
[Max] I need help! / Re: Flickering noise animation
« on: 2023-06-12, 19:27:30 »
Hi,

"lock sampling pattern" is already on.
So, i don't know why i have this kind of flickering.

If i render a small part of the scene i still have long render times.
Not 2 hours but, at least, 1 hour also for a small part.

I try to calculate a test this night and post it here tomorrow.
Thank you

4
[Max] I need help! / Flickering noise animation
« on: 2023-06-12, 13:57:39 »
Good morning, everyone,

I have an exterior scene, not complex, just some scattering of grass and a few trees.
The light arrives slightly indirectly and unfortunately I have a lot of noise on the windows and all interiors in general, whether lit or unlit.
Glass material is already set with "thin shell". They only have noise as a bump.
Inside the curtains have few translucencty and opacity (0,85).

I am using a Corona Sun + sky, nothing special.

Currently with PT+UHD fliker free and noise set to 3 (but I'm afraid it's not even enough) a frame takes 2h30m on a 3970 32 core 3.7ghz.
It seems way too, too slow to me and imagine of going down to 2 with noise to try to have a more clean image, is unthinkable.

If I try to render using PT+PT the estimated time increases to 3 hours.

Is it not possible to set a static noise?
Or, in any case, reduce the render time which seems too high for such a simple scene?
I have already reduced the textures and removed all displacement that was not necessary.

 I hope for your help.

5
* sorry, i mean 24gb of Vram

6
Hi All and thank you for your reply.
Attached you can find a very basic scene (Sorry but I haven't managed to make the video yet).

If i start the interactive render and try, for example, to change the seed of the noise, already it is beginning to slow down.
If I obviously try to do it with a more complex scene (e.g., trees, bushes, etc.), it becomes super slow.

We have different workstations in the office but for this test i used this one with Cinema 4d R25 and Corona 9 Hotfix 1:

- 3970X 32 core
- 128 gb of ram
- 2x Nvidia quadro A5000 34gb Vram
- Windows 10 professional

Thank you so much

7
[C4D] I need help! / Chaos scatter noise distribution issue
« on: 2023-03-15, 16:53:41 »
Hi all,

i noticed that using chaos scatter with cinema 4d have big issue when i try to put a procedural noise inside distribution.
The interactive render slows down a lot and it becomes impossible to work with even a single scatter.
Doing the same test in 3dmax works perfectly without any problem.

This forces me to use only splines as a "random" distribution method but it slows down the workflow a lot.
The random distribution becomes very practical and fast to create a good base on which to then work in more detail.
Unfortunately, in Cinema 4d it is not possible for me to do this.
I have already tried it even on empty scenes with a simple plane and cubes.
On all workstations in the studio there is the same problem and it is definitely not due to the hardware.

Does anyone else have the same problem?
Thank you very much


8
Hi all,

i'm using Cinema 4d r21 and Corona 7.
Hardware: AMD 2990WX 32 core, 128gb of ram and RTX 3090

I have a scene with about 25mln polygons and i'm trying to use interactive render with some part of vegetation scatter on (using Surfacespread) but if i try to move inside the scene is VERY slow.
If Corona only use the CPU while rendering, why with one of the best video card out there i can't move inside the scene without problem?

Unfortunately i already know that 4d cinema viewport is terrible compared to 3d max where with the same card I can move scenes with triple the weight.
But I wanted to understand why this happens.

Thank you so much in advance

Alberto

9
[C4D] Bug Reporting / VFB comparison doesn't work
« on: 2020-06-11, 11:27:24 »
Hi,

i'm using Cinema 4d r21 and Corona 5.
Since few days, vfb comparison doesn't work more and appears "not rendered" warning.
Attached you can find a screenshot.

I always used vfb comparison and i had no problems since now.
Thank you in advance

10
How are the objects being created? Are they instances (and if so, what is creating those instances?), or physically unique regular objects?

Objects are simple cubes scattered with Mograph as "render instances".
And inside Multi shader settings i used "object" as Mode.

Do you think is a fixable bug?
Thank you

11
This is probably a disease of the Cinema.
The first time I noticed this with VRay (randomization with Output Wrapper). In Corona 5 appeared Multi Shader and the problem is exactly the same. But I traced the reason: randomness changes if you add / remove or show / hide objects in the scene.

Oh, this is quite a big problem.
To be honest i didn't noticed it when i used Vray in the past.

12
Hi guys,

i have quite a big problem with uvw randomizer and Cinema 4d.
I created a tiles floor and using uvw randomizer and multishader to have great variation on it.

The problem is that everytime i press render, the randomization changes.
The customer asked me to have the tiles "as the 1st draft", but if everytime it changes, would be quite impossible.
I use uvw randomizer lot of time so, is a big issue for me.

Maybe i set something wrong with parameters? I attached them also with 3 render tests.
Hope that someone could help me.

thank you

13
[C4D] I need help! / Road uvw details issue
« on: 2020-01-21, 12:45:49 »
Dear all,

i'm trying to make an Uvw for a road i have in my project.
The surface is quite big (more or less 200x300mt) but i think is a quite common situation with urban projects.
I had same problems also with a smaller one lije 100x50mt.

I made the simple uvw and i created a 9000x9000 texture. I mixed lot of different textures from friendly shade, poliigon etc..
During the process i hade some issues like of course the loss of details because for example friendly shade textures have big resolution (8-16K) but when i scale them inside my canvas in photoshop because the scale of the texture is not correct..if i scale it down everything looks blurried.
Friendly shade texture have a huge amount of details but the original size is 4-5 mt so i have to repeat them lot of time to have the correct scale and cover the entire mesh.

Eveytime i saw unwrap tutorial or making of people works with quite big textures to cover big surface like 5-10k but if you see the attached results..in the eye level view calls "road 02" i have no detail, everything looks blurried and the result is not good.
Is there a proportion between real scale of an object and pixel resolution?

I saw this beautiful making of:
https://corona-renderer.com/blog/davide-calabro-the-making-of-5th-avenue-witness-of/

and the quality of the road is peferct but i don't think he used a 100k texture also because the ram usage only for one texture would be unnecessarily large.
I have 128gb of ram but i don't want to use half of it only to load a 100k texture..!

So, if someone could help me to achieve a great result and details as in the making of would be really appreciated because i'm working on it from several days without any great results :-(
Attached you can find two tests, a crop of the uvw texture and the entire one but scaled down to 3k..the original one is 9k.

Thank you in advance guys.




14
[C4D] Bug Reporting / Re: Caustic pixelate issue on water
« on: 2020-01-08, 09:52:44 »
Hi all,

i'm not using HDRI, only sun and sky.
Attached you can find other 4 tests.
1st and second one show the difference between a full frame render and with the same settings, only a region one.
The region has few square dark pixels...quite strange because the settings and camera are the same.

3d is a new filw and i don't have any problem. The only difference is that with the new scene i apllied a simple grey material to pool structure
Maybe something (i don't know what) went wrong with the scene.
Finally, last test is always with new scene but using a box and not a plane...but i can't see any difference.


15
[C4D] Bug Reporting / Re: Caustic pixelate issue on water
« on: 2020-01-07, 16:53:28 »
Hi Maru,

this is a full-frame render.
If i need to use a solid box, do i need to re-create a "negative" from the pool shape?
If yes, do i need to create it 1-2 mm smaller in order to do not have any overlapped polygons?
Because at the moment is a high dense plane that is a great solution also because i animated it with a procedural displacer.

Atacched you can find two simple sketch-sections.
At the moment i'm using a plane, do you mean i need the solid one? I will have some edge problems for sure because of the procedural diplacer animation.

Thank you

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