Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: squeakybadger on 2018-01-29, 11:29:19
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Hi all,
Getting an issue when rendering tiles with Deadline.
Once the image has been recompiled, you can faintly see the tile outline from where they have been assembled, but it becomes very obvious once you start denoising the image.
Examples attached, rendered to a Corona CXR.
I am precalculating the UHD cache, and all render nodes are loading that to render the image tiles. Scene is set to noise level limit of 3 so everything should be the same.
All render nodes are using the same version of Corona as well.
I'm not sure if it matters, but I switched the Ray Tracing Core to BVH full SAH from Embree and the tiles were not visible (although I didn't have the denoiser turned on so can't check how that looks.
I'll keep testing, but any ideas in the meantime?
Thanks
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Ray tracing core should not matter here. The difference was probably random.
It looks more like the UHD cache being calculated for each tile individually.
Could you check if the same thing appears if you use path tracing only? (and probably allow a little more time for the rendering)
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Hi Maru,
I installed the daily build from 31/01/18 and this tile issue doesn't seem to happen anymore.
Has anything changed?
Thanks.
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Hey Maru
We've had this problem too. The only way we've been able to fix it is to render out the precalc before hand or have deadline render the precalc and queue the job to render with a dependency so once the precalc has finished the render file will or manually render the precalc and set the tile render to use the precalced cache.
https://coronarenderer.freshdesk.com/support/solutions/articles/5000515648-how-to-use-uhd-cache-for-animations-and-stills-
Love Minmud :)
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Ok, so it seems that the issue is solved in the newest Deadline, right?