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Messages - pokoy

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1861
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-10, 16:01:48 »
Of course either IR or Material editor will hang. You are doing two renderings at once. That's a nonsense.

I probably should've specified that this is without any rendering or IR, sorry for not making this clear.

Ohhhhhhhhhhhhhhh, nevermind then. Sorry :)

Anyway...  really, if you can scramble up any scene where the problem is reproducible, that's really the fastest and most efficient way to get things that annoy you fixed.

Yep, I figured that would be best, however I really can't share that particular scene and any other scene I have is not 'massive' enough to trigger the issue.

I guess the other problem with restarting IR should be happening for others since I am seeing it here with every scene so far, that's why I posted this here. For example, I wonder if it has to do with the fact that my PC is a dual CPU machine.

1862
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-10, 15:29:19 »
Of course either IR or Material editor will hang. You are doing two renderings at once. That's a nonsense.

I probably should've specified that this is without any rendering or IR, sorry for not making this clear.

1863
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-10, 14:36:52 »
So... finally did some brief testing of IR (db from 2014-12-09), and on production scenes it's ironically the worst IR experience I had so far with Corona. Submitting the issues seems not useful on Mantis, I'd rather like to post it here, mainly because I'd like to see if I'm alone with the issues:

- material editor performance is better when the scene has many materials (200+) but it's still quite slow. Every action has a 2-3 seconds delay, far from workable state imo
- IR doesn't get beyond pre-processing state, instead it loops so when it starts rendering, it immediately goes back to pre-processing. CPU load is always one core, thus never really gets beyond 3% here

As I said, I am getting these issues with 3 production scenes, and they're fairly different. A fresh scene with a small number of object/lights/materials works fine, but that's not the real world scenario.

I am alone seeing this, especially the not functional IR on production scenes?

1864
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-05, 12:42:53 »
As far as I remember there were problems with CPU threading (at least it looked like this to me) with 2 or 3 of the dailies available in the dropbox folder, they were using 100% occasionaly without any visible reason or would just freeze max. Some were better, some were worse but the last has the most stable IR for me, unfortunately mat-ed is really slow in that build.

1865
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-05, 12:31:59 »
I am not using Multi/SO-Mtls, except for maybe 2 or 3, but a lot of BlendMtls instead. For me it gets really slow with around 200+ materials.

That's why I'm asking for a fix on at least this bug. The latest Daily works just fine otherwise.

1866
[Max] Daily Builds / Re: Daily builds
« on: 2014-12-05, 12:14:42 »
Is there any chance of releasing a daily that fixes the extremely slow material editor rendering, even if it's the only fix in the new db?

1867
[Max] I need help! / Re: DOF affecting backplate
« on: 2014-12-04, 14:24:49 »
I can't really see the use of adding dof from corona to the backplate. That should be handled when photographing the backplate. Anyway the option should be there to turn it off just like we can turn off exposure for the backplates.

Yeah, but there's also case, where backplate is perfectly in focus, yet you want to do DoF shot. In that case, you want backplate  to be blurred. This is quite tricky.

Are we talking about viewport/render background or actual mapped plane geometry?

For viewport background, there should be a switch, I agree on that. In case you don't need any dof and want to preview correct dof you actually need a background without any dof added in the render.

If you need dof on the backplate and/or want to exaggerate it you could use a plane and figure what dof fits best by moving towards to or away from the camera.

Also, there should be also a way to exclude ShadowCatcherMtl from dof calculations, only direct visibility, reflections and bump should still render with dof. Not sure if possible, sound tricky, but definitely the way to do it if you want correct resulst.

1868
[Max] Resolved Bugs / Re: Corona shading/smoothing problem
« on: 2014-11-27, 18:56:52 »
Same here, hope this gets fixed. Sometimes subdividing is not possible, not every mesh out there is suitable for subdivisions.

1869
General CG Discussion / Re: Nurbs to quad mesh conversion?
« on: 2014-11-25, 22:12:05 »
Something like this doesn't exist. The NPower plugins have a quad output option when importing a NURBS surface but it is not the quads we usually want, it's really something else and really far from what you'd want.
Actually, the only solution is to re-topo over your nurbs, there's no automatic way to do that (yet...)

1870
the real problem here is that 3dsmax STILL does not have floating viewports - that would just straight up solve everything.
As far as I know you can let Vray RT work in a separate window so I guess it shouldn't be hard to do?

Corona has this as well. Floating viewport means you would be able to work/orbit/pan in a floating window, that's something different and not possible in max yet.

1871
[Max] Resolved Feature Requests / Re: IES path
« on: 2014-11-10, 10:46:20 »
Let me also add one more thing related to IES path. When I use corona lights and load IES file in it, if I want to change the IES file the dialog window opens my project folder instead of the folder where the loaded IES file is located. It should open the folder where the currently loaded IES file is.

And it should ideally highlight the currently selected file. In a folder with 100s of IES files it is very tedious to find the last used one and move on from there to the next one. If the file would be selected/highlighted, that would be neat.

Also (adding this here but should be probably a separate), I'd love to have some sort of a graph preview, without it you actually need to know what the IES looks like.

1872
[Max] Daily Builds / No more Dailies?
« on: 2014-11-10, 09:59:32 »
I wonder why there are no recent dailies anymore, is it because we're very close to a release or is there anything else holding you back from releasing them to the testers?

1873
As of viewport vs floating VFB, what I like is that you can specify the VFB size, the viewport size depends on what you monitor resolution is, and that you can control how fast it's going to be that way. Now if you have a 4K display you'll curse a lot because one viewport will be way too big to be responsive. For me, moving the floating VFB to my second display is something I wouldn't like to miss...

Floating viewports - yes that's something to look forward to. Also, drawing wireframes and gizmos on top of active shade content would be really cool to have. Well, let's hope they'll cook something up one day.

1874
I tried to figure that out too, but that's not easy to answer.
With the earlier Alphas my new PC (which is approx. twice as fast as my old machine) was faster in Corona by a factor of 1.5.
With the recent daily builds however this has changed considerably and the factor is around 2.5, which means that my old PCs now render slower than they're supposed to.
That's quite weird since both numbers don't reflect the actual speed ratio which would be 2:1 in a perfect world. I guess it's best left to Ondra to answer why this happens.

1875
A separate size option would be great. My suggestion would be to keep it completely independent from the main render size and maybe only inherit the image aspect ratio. So we'd have to set the desired image width for IR and that's it.

What I don't like about the 1/nth of main image size is that it's still tied to a size in another place, and that 1/2 or 1/3 might be too big or too small for your taste, forcing you to change the main render size if you want something else.

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