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Messages - jan

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SOLVED - just recognized that Max doesn´t save object lists in renderpresets at all - so it´s the same for include/exclude lists in Material Override.
It´s not a bug in Corona, it´s a feature of Max - Render-/Passesmanagement within Max is just frustrating...

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...not sure if it´s max or corona.

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Thank You, this helps a lot! I know, corona is not the best choice for fake lighting etc. but we tried mental ray and found us intstantly dealing with artifacts, errors and crashes (gpu-ao) - exactly the reasons why we changed to corona ;-)

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Hi romullus, thanks for your reply, but turning off gi is not my problem. the problem is, that when gi is off reflections are not rendered too.
We´re just in production, trying to reduce rendertimes as much as possible, so we´re faking daylight - rendering without gi, but we do need reflections in glass surfaces.

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Hi,
is there any way to render reflections with corona, without activating a gi solver?
The only nearby solution we found is to convert all materials into a Ray Switch Material, leaving the GI-Slot empty, but this switches the shadows off.
So we doublicated all abjects, gave them a default material, set them to not visible (except casting shadows), to get our shadows back.
Now we´re not rendering without gi, but minimizing the use of it.

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Gallery / Merry Z-Mas
« on: 2014-12-23, 17:14:07 »
Hi folks,
merry Christmas and a happy new year!

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Hi,
i´m just trying to build grass with Particle Flow (Max 2015, Daily Build from 08.03.) and it has this  5,000,000 Verts/Polys per mesh limit, you can read it here:
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-194DDF64-70E0-4F33-8597-7F2D10DDAB16.htm,topicNumber=d30e394593
The upper particle limit is set to the maximum of 10000000 particles.
In the render operator of Particle View there´s an option to split the output into multiple meshes (or mesh per particle), so that PF can hadle more than 5,000,000 Verts/Polys,
but it seems that corona is ignoring these settings, and does not render beyond this limit.

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Nice shape!

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Gallery / Re: STILL/Fraunhofer Hub2Move Animation
« on: 2014-08-02, 18:39:25 »
Thank you guys!
@redlad - the only flickering i recall was when the secondary GI Solver was not switched to Path Tracing.

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Gallery / Re: STILL/Fraunhofer Hub2Move Animation
« on: 2014-08-02, 14:26:38 »
I think it was between 20 and 40 minutes, depending on the scene and rendering machine - but i don´t remember exact render times.
I´ll check that at monday, when i´m back in office.

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Gallery / STILL/Fraunhofer Hub2Move Animation
« on: 2014-08-02, 13:29:12 »
Hi,
we produced this little film a few weeks ago and used the awsome and incredible fast corona to render the animated sequences.
And here you can watch just the 3d Sequences (not yet in HD)

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Gallery / Re: Crushing Roller Mill Animation
« on: 2014-07-30, 15:18:05 »
Up to 30 min for a 1080p frame on an Intel Xeon with 3,2 GHZ and 16 GB RAM.
Still a little noisy but ok - Motion Blur and DOF done in AfterEffects.

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Gallery / Crushing Roller Mill Animation
« on: 2014-07-30, 13:54:08 »
Hi folks,
here is a little animation we made a few weeks ago using corona.

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Hi,
this is the scene (without textures etc) that hanswurst mentioned in his post, perhaps it could help you.
Regards jan.

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[Max] Resolved Bugs / Re: Building acc structure crash
« on: 2014-05-11, 10:28:24 »
Hi,
i also had trouble with 3dsmax crashing when building the acc structure.
Switching to "BVH full SAH" in the Development/experimental stuff section solved the problem for me.
I have some heavy animated scenes with a lot body objects.
The error occured only on a few frames (always the same)
and only when a "critical mass" of objects is reached, or a specific combination of objects is visible - i dont know.
Every single object for itself on the critical frame renders fine.


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