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Messages - CiroC

Pages: 1 2 [3] 4 5 ... 34
31
[Max] Resolved Bugs / Re: Render gets stuck
« on: 2017-04-10, 10:24:31 »
Basically I have been saving the VFB and restart the render. Which is quite fun when you have 12 machines to check.

32
[Max] Resolved Bugs / Re: Render gets stuck
« on: 2017-04-10, 10:11:56 »
Both. With noise level, time and passes limit.

Giving an example.
Last night I left a render at 9% noise level and 47 passes. This morning was at 9% noise level and 50 passes. The CPU was at 8%.

My machine the same.

It starts well and but then after a couple of hours it seems that Corona just stops caring. I don't know if it helps, but when using time limit, the Estimated remaining time is stuck it doesn't go down.

33
Hi,

So basically, my renders are getting stuck.

Elaborating.

Press render, it starts rendering. Hours late I check the render and let's say is at 70 passes and 8.0% noise level.

6 hours later

70 passes and 8.0%.

Another one.

Set the render to last 24 hours.
24 hours later - it says, 17 hours elapsed. Estimated remaining: 20 hours What???

And this is happening in a lot of machines. Which is great news when you have a deadline for Tuesday.

Any solution? We are using Corona 1.5 hotfix 2

34
I think I will start doing the same. At the moment I am modeling leafs(with different bends and twist modifiers) and scattered them using SpeedTree or Particle Flow, but then I think the thickness could work quite well for some Palm trees that I did. Do you apply a shell modifier or do you  do that manually?

SpeedTree is very easy to use and learn. Personally what I do to make it easier to see the parameters is to select each individual tab, like Gen, Spine, Branch instead of using the All tab and scroll down. At least for me it helps me to keep track of what I am doing and also you start to learn what each tab does. I really need to find time to finish my trees. Do you use SpeedTree for smaller plants, like bushes etc? I wonder if GrowFx is a better solution for smaller plants.

35
Great work with the vegetation.

Did you use thickness for all the leafs?

And finally someone that uses Speedtree.

36
[Max] Resolved Bugs / Re: Light mix and Xref
« on: 2017-04-06, 10:45:33 »
If you use Xref Objects it works without problems.

37
Gallery / Re: Living in Lisbon
« on: 2017-04-06, 10:37:03 »
I see. Is to avoid using the fake AO. Thanks Rawalanche.

38
[Max] Resolved Bugs / Re: Light mix and Xref
« on: 2017-04-06, 10:34:04 »
you could do that, but it is pain. I would recommend not xreffing entire scenes though...

That works fine for interior renders, but when you are working with urban environments that isn't solution. I am going to test Xref Objects to see if the problem persists.

39
might be out tonight...

Thanks Ondra.

As an alternative:

Use the Difference Blending mode to remove the Bloom. It works extremely well.

40
This is already in discussion/requested and logged in mantis so chances are more than good :)

https://forum.corona-renderer.com/index.php/topic,13095.msg84680.html#msg84680


Good Luck

Thanks for pointing out. I think I get a nice result by using the Difference Blending mode in Photoshop. I need to do more tests

41
Gallery / Re: CGDIGI Corona render sketchbook
« on: 2017-04-05, 15:48:06 »
cake please got featured in 3d artist mag issue 104 :)

Congrats dartofang. It is an amazing render.

42
Ok, I hope this isn't too complicated.

What I am trying to do is render batch a couple of cameras. That mean I just hit render and it goes trough all the 3 cameras. At the same time I want to save the Bloom and Glare so I can apply and tweak that later. Basically I want to have a clean render and if the client wants or likes I can add the bloom and glare.

I know that I can use the Beauty Pass and tick off the Apply boom and glare. However, the same ins't possible with other passes like Reflection and Refraction.

Is there any way I can save the Reflection and Refraction and other render passes without the bloom/glare?

Hope this makes sense.

43
Gallery / Re: Living in Lisbon
« on: 2017-04-05, 15:10:42 »
No, you can simply reduce RGB level value in bitmap node to something like 0.8

Thanks Rawlanche. So I am assuming we are trying to achieve a LOG or RAW footage and then use a LUT to get back that detail. Am I right?

44
[Max] Resolved Bugs / Re: Light mix and Xref
« on: 2017-04-05, 15:09:39 »
FIxed lightmix not working for xreffed sun. Removed option to lightmix lights from xreffed scenes as those cannot be saved into the scene due to limitations of 3dsmax

Thanks Ondra. What a shame that we can't use lights from Xref. Do you think a script save the initial selections and reapply every time we open a scene?

45
Gallery / Re: Living in Lisbon
« on: 2017-04-05, 08:57:50 »
Thanks for the reply.

The floor is from cgsource.

Rawalanche its curious that you mentioned the brightness of the walls.

Maybe i messed up with the post and flattened the image with luts ? I did compressed the highlights...

This is the ref photo by the way

You see how the ref photo has more defined shadows in the corners of the walls? That's exactly it! :)

It's not that you messed up with LUT, it's that you use WAY too high value for your white walls. 240 is extremely high, even fresh alpine snow is something like 225-230. Average new white wall paint is usually somewhere around 200. So that's why you get so washed out corners of the walls compared to the photos. And it also increases your rendertimes a bit.

What if you are using a texture for the wall? Should I go to Photoshop and check the RGB value and adjust it?

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