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Messages - PastaJackal

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1
[Max] I need help! / Re: Varying GI between renders
« on: 2022-01-17, 07:47:19 »
okie dokie, looks like I may have discovered the cause. The glass which the sunlight was passing through was made with a corona physical material. Tested with both thin and no thin selected and was getting the same error. Switched to legacy and it works fine. Might be something for the Corona team to check out if you're not already aware of it :)

2
[Max] I need help! / Varying GI between renders
« on: 2022-01-17, 07:33:23 »
I had this issue with another scene where I spent hours trying to find the fault without success. In this fresh scene I'm getting the same problem where the GI shifts in value every time I render.

In the below example I move the render region down each time I restart the render to illustrate the shift in lighting. The past scene had more dramatic differences which makes it very difficult to conduct revisions on future versions of an image.

Render settings as shown


3
[Max] Resolved Bugs / Render only Masks issue
« on: 2020-12-08, 06:25:15 »
Hi all,

Have noticed that when trying to render only masks it wants to render all passes as normal except for the beauty. Meaning that reflection, refraction etc contain GI and all the rest which takes the normal length of time to render out. This seem to be due to some materials having propagate masks set to something other than 'never'. Would it be possible to have this feature sped up especially when propagate masks is set to refraction only? This is especially useful for glass materials and generating masks behind windows etc

4
Hi GeorgeK, have you had any luck with this at all? I've since tried this on a few different machines and am getting the same results sadly.

Thanks again for your help!

5
Hi GeorgeK, thanks for your reply

I've uploaded the scene via the link and checked it one last time to see the issue persists. I've also tried merging the scene into a fresh max and switched the renderer to scanline and then back to corona to reset the settings. Hopefully that is what you meant by a reset.

Cheers

6
[Max] I need help! / Caustics fail to work since Corona 5
« on: 2020-11-20, 02:23:42 »
Hi all, I'm having this strange issue where a scene which was rendering water caustics inside Corona 5 is now having issues with Corona 6

I've noted a few variables where if I isolate the pool (pictured) it renders normally after 2 minutes. But when the full scene is loaded, it can sit there for half an hour without any caustics generated, or very tiny dots scattered around the frame (also pictured).

The scene here has glass which doesn't have caustics ticked, and that's pretty much it. Deleting all the glass also doesn't change things. Scene complexity isn't high at all, not that it should matter as it rendered just fine with Corona 5 - same computer, same render times.

Are there any dev mode settings I can tweak to fix this up? Thanks in advance :)


7
[Max] Resolved Bugs / Caustics Black Squares
« on: 2020-09-22, 12:52:18 »
Hi all,

Am receiving this weird bug in my pool scene with caustics. The attached image is of the caustics pass at 100% resolution and rendered for quite some time to reduce noise (4.6%). The pool water is made up of a segmented plane with a disp modifier with some volumetrics to darken the water gradually. All rendered inside Corona 6 but I believe this was also happening in Corona 5.

Any solutions for this?

Cheers

8
As Andrey post a bit about it on the facebook page, I'll add links below to more examples of parallax.

It becomes obvious that parallax isn't going to achieve great results on rounded surfaces or where you see an edge. That's why games tend to model out the bricks at the end of a brick wall or terminate the wall with a column detail etc.

https://www.facebook.com/groups/FStormGroup/permalink/2222775061352233/



9
I fully agree with Kyle - material/map projection feature would be much more usefull. Paralax might look impressive in demos, but somehow i think you won't find it very usefull in real world scenes, maybe except for animations, where Corona displacement still has much room to improve.
I find these functions pretty closely related to each other. Consider, for example, asphalt, on top of which we want to place a decal with a pothole. The lower coordinate of the pothole is below the level of asphalt, which means that when using displacement, you will have to use a mixture of two height maps in one and apply this material to one mesh. In fact, the absence of parallax mapping negates the flexibility of decals in this case.

Agreed completely with this statement. Tho also right that projection mapping would be a more frequently utilised tool

10
On the topic of requested features, this material projection would be super handy when applying decals to further detail up surfaces. Is this possible with corona/3ds max? Or is it just fstorm

11
Am seeing this feature coming out of fstorm recently, and can definitely think of a few cases where this would be really useful - especially for animations where displacement may not always be feasible

Attached is a recent render from the developer of fstorm showing a how a totally flat surface treats parallax mapping. Shadows included.

12
[Max] I need help! / Re: Xref not rendering over Backburner
« on: 2020-01-15, 12:38:50 »
Frood, you're a life saver. That worked perfectly! At first I assumed I'd need to change paths for all assets but simply changing the paths of the Xref's was enough. Thank you so much!!

13
[Max] I need help! / Re: Xref not rendering over Backburner
« on: 2020-01-15, 03:44:22 »
Thanks for the response Frood!

Checked all of the above, and was fine. The issue seems to be kind of rare but we came across it again just last night. This time it was an animation and oddly some computers rendered the scene with xref's and others without (all computers had servers running to grab separate frames from the same BB job). Checked all have the same version of software etc and other than that, I'm at a loss as to why this might be occurring.

In regards to the UNC paths, just to see I've got this right, the drives are mapped but contain paths such as Z:\1.0 Projects\etc. Considering we've been using Xref's for a few years under the same structure, I wouldn't have thought this to be an issue

Thanks!

14
[Max] I need help! / Xref not rendering over Backburner
« on: 2020-01-13, 04:24:39 »
Hi all,

We're having a small issue with some scenes in our office where xrefs are completely failing to render when sent over backburner. Most scenes work just fine, but we have a couple that are repeat offenders.

Anyone had this issue or can offer a fix?

Currently using:
3ds Max 2019
Backburner 2019
Corona 5 stable build

15
[Max] I need help! / Re: Freeze on Parsing
« on: 2019-09-28, 14:26:23 »
Thanks maru for the reply. As mentioned, it looks to be a combination of anima + xref + motion blur that causes issues. We managed to merge in all xref's into the scene and get some renders going but it can still be unreliable as I've spent the day attempting to get a working scene to render on a near identical computer.

I'll arrange to get a scene uploaded in the next week to you. Thanks!

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