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Messages - Behrendt

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1
Even better :D Excuse my blindness ;)

2
Glad to hear it will be fixed. Any chance it would be possible to simply reintroduce the update parameter in render settings in a new daily build? That would suffice my needs for now, and I don't have to use Alpha 6.3 :)

3
[C4D] General Discussion / Re: Opening Exr file?
« on: 2017-07-10, 15:19:28 »
Glad to hear, looking forward to it :)
I think most comfortable for me would be in the render settings if it would be possible to add CXR to the regular filetype dropdown menu (don't know if this is possible).

4
Ok, I made a quick little test, and I suppose the Frame Buffer Updates could be the issue.
2K:
Rays/s total - ~3.900.000
Rays/s actual ~ 3.900.000

8k:
Rays/s total ~ 2.500.000
Rays/s actual ~ 1.400.000 - 3.800.000 - the value is always constantly going up and down

I noticed at 2k the VFB Refresh time was about 23ms but at 8k its about 1000ms. Considering the standard Update intervall in Alpha 6.3 is also about 1000ms I suppose the CPU gets a lot of overhead just for updating the Frame Buffer constantly.
So I increased update interval by 100 to 100000ms for testing.

8k with changed Update Interval:
Rays/s total ~ 3.650.000
Rays/s actual ~ 3.650.000

Still a bit slower than 2k but considerably better than before. Sadly in the newest daily build it seems there is no way to change the update interval anymore. It seems that this is highly recommended at larger resolutions to minimize unneccesary loads for the CPU for update the large Buffer all the time. So it's crucial we have control over the setting.
I would love an option that only updates the buffer after a pass has finished. This would work for every resolution I guess, so there should be no need to change the interval for different resolutions.

5
CPU overheating can be ruled out - it's cooled with hybrid watercooling solution and only gets to about 50° when on 100% load. I will make a test regarding rays per second when I get around to it, hopefully sometime today.

6
Hi guys,

are there any tricks for rendering high resolutions? I tried the latest daily build and also alpha 6.3. but both seem to be slowing down a lot when rendering big images.
2000px - 100 passes - 30 min - so I expect 8000px will be taking 8hrs, because its 4*4 - 16 times the pixels to calculate.
But after 8hrs its only at 62 passes - so it's a slowdown of nearly 40% which is really devastating for huge images.
There is no displacement in the scene, RAM is far from being full (25GB/64GB) so CPU workload is also 100% constantly.
Am I missing something here? Do I need to optimize rendersettings for higher resolutions? Is this a known bug? Because I would at least expect a linear progression for the amount of pixels to be rendered.

Cheers

7
Gallery / Re: Maison Mentana
« on: 2017-07-06, 19:40:46 »
First of all - thanks! :)
Regarding Sun Settings - I only used the sun for the Main Exterior Shot and the Lemontree - with default settings. For the interior shots I used an HDRI combined with IES and some Corona Area Lights here and there to spice up some shadows, highlights etc.

8
Gallery / Re: Night Club
« on: 2017-07-06, 14:47:35 »
Great work! Saw these on Facebook before - the lighting must be a nightmare to create? But you did it very well!

9
Gallery / Re: Maison Mentana
« on: 2017-07-03, 19:11:34 »
Hi Alex, glad you like it! :)
The base tint is due to the Corona Sky - then just a little tweaking in PS on Color Balance / Temperature to get it right - thats all, so nothing really special :)

10
Gallery / Maison Mentana
« on: 2017-07-03, 17:31:49 »
Hi guys,

this was another project to test the capabilities of Corona Renderer for Cinema 4D. The project is based on the architecture and photographs of a existing project which you can see at ArchDaily - though the goal was NOT a 100% recreation, rather than just to get more familiar with Corona and make some nice portfolio images.

Hope you like it!

Cheers

11
[C4D] General Discussion / Re: Opening Exr file?
« on: 2017-06-29, 21:36:12 »
Any plans for the possibility to save CXR from Render Settings and not only from Frame Buffer? Would be absolutely neccessary for render queue.

12
[C4D] Resolved Bugs / Re: Animate Corona Sun Object
« on: 2017-06-28, 12:42:27 »
Hi guys,

maybe again more kind of a workflow hickup than a real bug - but I was working on scene with various different cameras, for which I have to animate the sun angle in the scene sometimes. After rendering I saw that the sun animation wasn't working properly. This is because the Corona Sun object has separate/redundant attributes for Sun rotation in itself and those values seem to overwrite the global position & roation of the object itself. I feel this is a bit complicated and could be really annoying when you need to animate the sun in more complex scenario.

Any thoughts?

Cheers

I don't know. For me it seems pretty intuitive, even if some parameters in the object are redundant. Of course, if you animate two conflicting parameters, that could make the sun go crazy. Is this what you encountered?
Hmm... but when I light my scene I usually just move/rotate the Sun-Object itself. Seems really redundant and unnecessary to introduce these additional parameters that give no additional value but only obstruct the normal C4D-Workflow?

edit:
@Cinemike
No, I didn't use the sun tag. I just have 12 or so different camera views on a project and wanted to keyframe the sun for each frame. It's much easier for me to adjust the global position and rotation with the usual coordinates & gizmo rather than using the sun expression with date & time etc.

And just to clarify - I can adjust to this behaviour if it's deemed correctly. It just seems very counterintuitive and unnecessary to deviate that much from the normal C4D workflow I think without having any aditional benefits.

13
[C4D] Resolved Bugs / Animate Corona Sun Object
« on: 2017-06-27, 21:36:19 »
Hi guys,

maybe again more kind of a workflow hickup than a real bug - but I was working on scene with various different cameras, for which I have to animate the sun angle in the scene sometimes. After rendering I saw that the sun animation wasn't working properly. This is because the Corona Sun object has separate/redundant attributes for Sun rotation in itself and those values seem to overwrite the global position & roation of the object itself. I feel this is a bit complicated and could be really annoying when you need to animate the sun in more complex scenario.

Any thoughts?

Cheers

14
Hi guys,

I'm using the latest daily build and just started experimenting with Team Render and noticed some things I just wanted to clarify (I'm aware TR is not fully implemented yet, just want to know if I'm doing something wrong or these are known bugs):

- Some settings in the Corona Camera Tag seem to get ignored. I definietly see Exposure and White Balance being ignored.
- Bloom & Glare aren't working.
- Denoising isn't working.
- Image saving isn't working.

Sorry if all this should have been discussed before, but I only found infos regarding Image Saving in the Bug Report forum. :)


15
Once you apply your Corona Camera Tag and start tweaking the values there, you don't use the other tabs anymore I think. You're only focussed on what is inside the tag, which is why I found it confusing at first, that this didn't seem to work. In my opinion it would be better if the value in the tag drives/overwrites the attributes on the object itself if possible. But I can see that this might be a choice of taste and if you are aware of the behaviour it is certainly not a bug. :)
But as I said - because you tweak your settings 99% in the tag it took me a while to figure out what was going on, because I completely ignored the other tabs (I have never even worked with C4Ds PR before, so I don't use these settings ever). Also it would certainly make it easier to copy all settings from one camera to another. Now you need to tweak those settings manually.

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