Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: mike_kennedy on 2014-07-28, 21:38:00

Title: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: mike_kennedy on 2014-07-28, 21:38:00
When outputting render elements with Png's set to 48 trillion colours, the files are getting corrupted.
I have moved over to  32 bit tiff's for now.
Title: Re: 48 trillion Png's corrupted : Max 2014 / 2015 / Alpha 7 and 7.1: Render Elements
Post by: juang3d on 2014-07-30, 17:33:06
Just out of curiosity, did you tried EXR's? It's a great image format, and really powerful :)

Cheers.
Title: Re: 48 trillion Png's corrupted : Max 2014 / 2015 / Alpha 7 and 7.1: Render Elements
Post by: mike_kennedy on 2014-08-11, 22:01:38
I have, the file sizes get me in trouble a little with file space at work :)

 Thinking I might need to go EXR
...having a lot of issues with Tiff's as well and Corona.

Half the time my tiffs save greyscale.
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: Ondra on 2015-02-12, 22:28:45
Corona does not handle the saving, 3dsmax does - so it is very probable that the problem is elsewhere. Does this format works for other renderers?
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: cecofuli on 2015-02-12, 23:52:37
Yes, I had the same problem with Corona.
With V-Ray, no problem for example.
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: Ludvik Koutny on 2015-06-04, 14:26:44
I've just tested both 48T PNG and 32bit TIF render elements, and everything seems to work fine. Could you verify it's OK with latest build? I am using Max 2016 btw, so maybe it was 3ds Max issue that got resolved in recent Max version :)
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: Ludvik Koutny on 2015-06-10, 12:18:07
Any updates on this? Could anyone verify it works (or doesn't)?
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: maru on 2015-06-10, 14:27:07
Just checked, elements seem to save fine with both 1.0 and DB09.06, tif and png.

There is one curiosity, world position pass, the only difference between these two was changed file extension.
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: Ludvik Koutny on 2015-06-10, 15:17:02
Just checked, elements seem to save fine with both 1.0 and DB09.06, tif and png.

There is one curiosity, world position pass, the only difference between these two was changed file extension.

I am little confused. Both of the files in the archive have TIF extension.
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: maru on 2015-06-10, 15:47:57
I must have messed something with file types. So it seems these artifacts on world position pop up or not,  randomly, but I never noticed them when saving pngs. This time I managed to save corrupted pngs (attachment), but was never able to recreate this again. Hard one. :)
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: Ondra on 2015-06-12, 16:18:22
When outputting render elements with Png's set to 48 trillion colours, the files are getting corrupted.
I have moved over to  32 bit tiff's for now.

in what scenarios does this happen? When saving via setting output path in render settings "common" and hitting render, or directly from FB? Does this happen only when DR is involved?
Title: Re: 48-bit pngs and 16/32-bit tifs - problems with render elements
Post by: Ondra on 2015-06-12, 18:23:50
I did some blind changes that could help. Let me know if the problem happens after todays daily build