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Messages - JG_monomiru

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16
Recently i installed Corona 12. update 1 and it doesnt render specific light objects (various Polygonobjects with corona light material) in each of their own Light-Select Renderelement - just the main ForrestPack_Object containing all light objects when added to a light-select element.

Before corona 12.update 1 it was behaving that way

FP-object containing multiple Lightobject A and Lightobject B

in Corona 12 hotfix 1 and lower
Lightobject_A --> Lightselect_element A = light only A
Lightobject_B --> Lightselect_element B = light only B
FP-object --> Lightselect_element_FP = dark no light


in Corona 12 update 1
Now those individual light-objects get ignored and it only renderes the FP_object
Lightobject_A --> Lightselect_element A = dark no light
Lightobject_B --> Lightselect_element B = dark no light
FP-object --> Lightselect_element_FP = shows light of A and B combined

This is actually something that makes postproduction very complicated if i cant separate light-sources in Light-Selct / Lightmix anymore... and need for each light-object an individual FP-Object to be created.


Not sure if thats something the new corona verison messed up - or if its on behalf of updated Forrest.Pack

max 2025 / corona 12 update 1 / ForrestPro 9.1.5

ps. It does work with max 2024 / corona 12 hotfix 1 / ForrestPro 9.1.5

So i doubt its caused by forrestpack.

17
[Max] Bug Reporting / chaos cosmos problems
« on: 2024-09-27, 09:36:42 »
Hello,
when using Chaos Cosmos Materials (the soon to be standard for corona materials) I get various Error Messages when rendering.

Specifically with concrete grey 03 ... but i bet its a common problem with chaos cosmos objects or materials.

In this Case i get an error message, that Normal maps have incorrect gamma. Even if i apply / or remove "add gamma to input" the error message will be the same.
Since the annoying use of .tx file format, its not possible to alter the files in Photoshop to replace the input to get rid of the error-message.

I don't like to have error-messages everytime i render - then the real errors will be overseen.

Other than that - if chaos is basically forcing everyone to use chaos-cosmos (out of additional revenue or whatever reasons) then it would be best advised to proper manage that library and be sure that even with new releases of rendern-engines the assets are up to date and working.

18
[Max] Resolved Bugs / Re: corona 12 VFB 2.0
« on: 2024-07-23, 20:02:17 »
I did that - usually i was using prune scene.
But i tried with corona powertools cleaner as well - but that doesnt change the behaviour of rendering with black vfb and unresponsive_VFB. (the rendering will show, once you move the rendering-dialog).

I tried resetting corona  scene settings--- but doesn't change the issue (except my post-settings are back to standard)

then i deleted  the corona and coronapowertools folder in user/app-data/...../ENU/plugcfg/

and guess what - this did the job.

So something in those ENU corona Folders or some corona system_settings causing this issue.

I usually did some changes to autosave and locked 3dsmax during render.
Also i tested a bit further - I think its related to some "lock 3dsmax during rendering" then VFB is unresponsive and vfb stays black unless render dialog is moved (surprisingly i did change that with the old ENU folders and that didn't do anything)

So finally sollution was to delete the corona Folders under ENU.... and untick "Lock 3dsmax during render"....

with the old VFB under corona 11 the "lock 3dsmax during render" worked with VFB ... so i couldnt accicently mess up my scene while rendering, but also could do stuff in the VFB.
Seems this doesn't work anymore with v12 and new VFB2.0


I can send you the old ENU_plugcfg_corona folder if you're interested to investigate (should i start a service-ticket with that)?


19
[Max] Resolved Bugs / Re: corona 12 VFB 2.0
« on: 2024-07-23, 08:46:32 »
Well I apologize - Seems my max2024 on my main workstation is a bit corrupted - even though that doesnt affect normal workflow with corona 11.

But I tried this morning on a different machine - dell xeon laptop - with basically the same installation of 3dsmax 2024 and all the plugins (except vermeer - which isnt used in that scene -  and vray 6 for material conversion, and also prune-scene and miaus-workplane)

When rendering the same File as on the main workstation with corona 12 the VFB 2.0 is responsive as it should be.

So i guess i need to find out, what messed up my max 2024 installation - although i dont really want to reinstall everything :(

20
[Max] Resolved Bugs / Re: corona 12 VFB 2.0
« on: 2024-07-22, 14:01:49 »
well i tried one last thing.

I openend a scene in Max 2025 with corona 12 ... and its rendering in corona 12. But the max 2025 installation is almost clean.
So I dont have any scripts and plugins installed (except for batch camera render 1.18 but that doesnt seem an issue)

But this Max hasn't those plugins installed yet - so i dont know if its caused by any of these, or if my max2024 is somehow messed up. I might test an older scene on another machine with max 2024 and corona 12, if i find time for that.

21
[Max] Resolved Bugs / Re: corona 12 VFB 2.0
« on: 2024-07-22, 12:30:06 »
Its not that the scene is rendering above 100GB ram...

I tested various scenes from different older and current projects - open in max24 with v12 and its all the same. Sometimes with heavy scene warning, sometimes without.
But even those without a warning, the new VFB is "frozen" or better its UI is not accessible. Once you moved the render-dialogue a image appears in the VFB 2.0 window, but you cant move that window or interact with it in any way as long as its rendering.
But the render progress is visible in that frozen VFB ... so i guess its some sort of interaction-problem.

22
[Max] Resolved Bugs / Re: corona 12 VFB 2.0
« on: 2024-07-22, 12:12:10 »
Not really.... Its just a warning that 128GB ram is maybe running low, because the scene is quite heavy and lists possible Objects/Textures which needs lot of ram. But else than that there is enough swapping RAM available to the rendering is working.

But the frozen VFB is also present, when its just a normal scene with lots of objects.

I tried to merge the whole scene (which was created in v10 or v11 some time ago) and start fresh with rendering settings but its the same - VFB is frozen and you can't change tone-mapping/Lightmix or even switch between render-elements while its rendering.

I went back to V11 now - as i have to work. Might be able to test it in september again.

Working on a Ryzen 5950 with 128GB ram, windows 10, max 2024.2.1 and corona v12 (but now went back to v11, as it was working as i used to)

23
[Max] Resolved Bugs / corona 12 VFB 2.0
« on: 2024-07-21, 08:07:27 »
Is it a normal behavior that heavy scenes (corona warning memory etc) rendered in corona 12 vfb2.0 will be unresponsive as long as the rendering happens?

So far i experienced when doing IR i can set up lightmix and switch between renderelements. When rendering production i'm unable to do anything in VFB2.0 ... it even stays black (showing nothing) unless the max "rendering progress" dialoge is moved by mouse.

I've not yet tested corona 12 with the old vfb and if the experience is the same or as it used to be before corona 12.
--- I did a short test with chaning vfb 2.0 to vfb under system settings. But it showed no difference - still the issue with black vfb as long as you move the rendering dialoge, also no interaction with vfb possible.

24
[Max] Daily Builds / Re: Tiles playground
« on: 2024-05-24, 10:46:55 »
is it possible to set different height for gaps/grout in tiles? like the vertical - 0  and the horiztonal gap 1 ?

25
[Max] Bug Reporting / Cshading_component and clearcoat
« on: 2023-12-15, 19:37:36 »
I have recently stumbled, why my Cshading_Components is showing Reflections again - even though "reflect" was turned off in "include material components"

Recently i found some materials showing reflection in "cshading components" ... there were mainly new corona 10 or corona 11 phsyical materials -  maybe because of clearcoat. But i can't really figure out, why they show up in reflections, even if i turn off clear coat.

ps.
I realized when using old legacy materials, the reflection won't show in "cshading_components"- when reflection is turned off in "direct/indirect" ... it does nonetheless, when i use physical materials.

26
[Max] Daily Builds / Re: Tiles playground
« on: 2023-12-07, 12:05:02 »
Is it a technical reason with displacement calculation in IR?

Displacement would have to be calculated at every viewport change, the "I" from IR would be lost :) But you can use this one:

https://forum.corona-renderer.com/index.php?topic=36556.0

It basically does something similar like changing some material as you mentioned and updates displacement without reparsing the scene while limiting itself to materials with enabled displacement.


Good Luck

Thnaks... i figured it might been a technical reasons behind it.

27
[Max] Daily Builds / Re: Tiles playground
« on: 2023-12-07, 11:45:59 »
Just a minor thing - I just noticed when playing with tiles and having interactive rendering running.
When altering the camera during running IR the displacement values are not updated outside the previous viewable area. Just when you alter some values somewhere in the material, or start IR all over that the new viewable areas get updated.

Is it a technical reason with displacement calculation in IR?

28
[Max] Daily Builds / Re: Tiles playground
« on: 2023-12-07, 11:14:35 »
Personally I preffer to use BerconTiles but this new map its something that needed to be done, this first take its really good, I think that there are some tools that are missing that could help:
-Random Gap W & H size
-Random texture rotation
-Flip texture H & V
-Different shapes for Gap Blur
 
What I dont understand its, since the first time I tried Corona in v4, BerconTiles seemed to be incompatible (at least this is what the VFB says), but the ressults doesnt seem to be failing, could someone elaborate on this?

So far as i understand and tested it, you can put a corona mapping randomization between c_multimap and C_tilemap to tweak the random rotation etc... probably flipping would be nice. flipping wouuld work too with negative to positive scale in c_mappingrandomization

29
[Max] Feature Requests / Re: Corona Tiles
« on: 2023-12-05, 15:58:44 »
I Just tested a bit with Corona 11 and the new Tiles-map.

Thank you !!!

- really looks like a solid replacement for bercon-tiles etc so far. Need to test it a bit further, but most of the stuff i previously had to do with bercon tiles and multitexture/vp-xmap i can now replace with an inbuilt Solution. Specially since vp-xmap isn't supported for max 2024 anymore and multitexture used to behave troublesome with Forrestpack etc.

30
[Max] Feature Requests / Re: Corona Tiles
« on: 2023-10-10, 16:57:43 »
good to know, haven't checked the road map recently... maybe i find some time to try with corona 11-beta then.

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