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Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: mtanasiewicz on 2015-10-12, 13:20:47

Title: 3Dsmax populate animation
Post by: mtanasiewicz on 2015-10-12, 13:20:47
Anyone succesfully renderd animation with people from  3dsmax populate on distributed rendering after assigning corona material? I get flickering, where my machines change back to unsupported arch&design material every 2 frames. Also my main computer renders some frames with unsupported. I don't have any clue why...
Title: Re: 3Dsmax populate animation
Post by: hoppergrass on 2015-10-13, 01:37:22
I have had the same issues, with little to no success. All the populate textures are generated and saved to a shared folder where all machines can see them.

Sometimes they render fine, sometimes they render as if the red "unsupported material" is overlayed the textures and sometimes they render with no textures at all.

in the end I dont use populate people for production when rendering with corona. I render them separately with Vray an comp them in
Title: Re: 3Dsmax populate animation
Post by: maru on 2015-10-13, 09:56:26
Moving to bugs as this should probably be fixed.

If you use the converter script ( https://coronarenderer.freshdesk.com/support/solutions/articles/5000549705 ) - the materials are still displayed as unsupported on the nodes? This is strange as it should convert all scene materials.
Title: Re: 3Dsmax populate animation
Post by: CiroC on 2015-10-13, 10:03:18
You have to convert the "people" to mesh and reassign the textures. It works for me.
Title: Re: 3Dsmax populate animation
Post by: mtanasiewicz on 2015-10-13, 10:41:45
Yeap exactly - use the bake feature in populate. Then it renders fine
Title: Re: 3Dsmax populate animation
Post by: PROH on 2015-10-13, 10:48:21
Another possibility is to switch default UI, so standard materials are assigned instead of mr materials (since Corona renders standard materials). Here's what the help files says:

"To switch from using Arch & Design materials to Standard as components of the Multi/Sub-Object material, open the Custom UI and Defaults Switcher and under Initial Settings For Tool Options, choose a default that uses the scanline renderer, such as Max, restart, then re-simulate."
Title: Re: 3Dsmax populate animation
Post by: hoppergrass on 2015-10-13, 13:50:54
will try backing them. Most of the time I am using the animation just to get proper motion blur