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Messages - kv3t1n4c

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It seems there is something bad with max itself. Max became really tough, even when autosave file is saved within few seconds (160MB), max is unusable for several minutes (cca 5) with only one proc core fully loaded (no disk usage or rising memory consumption). I guess it also has something to do with many individual cscatter objects, in this way my scene is pretty heavy (26 csatters).

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I have another question. Is it beneficial as to performance to enable temporal consistency for this type of scattering? According to thumbnail I would say yes, but it apparently didn't afect this problem of scene parsing time getting longer.

Thanks ;)

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Hi guys,

I'm experiencing the same issue, using only cproxies and cscatter and some plugins like bercon maps, floor generator. All scattered instances are cproxies with enabled.
Look the attachements.
The biggest difference is not visible in these numbers - it's tansforming vertices - from several seconds in the begining rised to cca 7:30 minutes on 20th frame.
I will be able to send the scene on this friday probably. The animation is not crucial for me, I'm doing mostly stills, this was just a preview for possible output.

Adding some info:

win10
max 2019
corona5
amd threadripper 1950
64gb DDR4
nvidia rtx 2070

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[Max] I need help! / Re: glass thickness
« on: 2019-08-22, 12:52:53 »
I experienced pretty big differences between these two approaches, ofc one of them is render time, the next is strenght of reflections. It seems that 2x single plane is lacking some contrast compared to 2x box. See attached images.

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[Max] Daily Builds / Re: Caustics playground!
« on: 2019-04-24, 20:34:10 »
it's amazing) i wish reflected rays were calculated and scattered in the fog too))
could we expect this in the near future?

You have to ad a copy of the ball, scaled (100,1%) with that volume material apllied on. It seems that a ray is not "continuous" in a meaning of path from light source to camera, so even the reflected ray have to go through 2 planes of volume object. I hope it's understandable :D
Also you can't have allowed only single bounce in volume material settings, then you render only scattering of direct light.

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