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Messages - hog0

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1
[C4D] General Discussion / Re: Team Render very slow?
« on: 2018-03-21, 12:16:51 »
you are right, the "scanline" methos isnt as good as the progressive method but my workflow usually uses 1 machine for testrenderings in low res on normal progressive view and when im done adjusting, the final rendering in high res is done via teamrender for the amount of passes i require. i usually run for denoising the option "store data for later" and when the rendering is done i save as cxr and open in seperate corona image editor for denoising and lightmix adjustments, bloom and stuff.. and what i tested, sure u see the full image first on progressive mode but at the end you get the same result with teamrender just faster as compared to only 1 machine..

2
[C4D] General Discussion / Re: Team Render very slow?
« on: 2018-03-20, 20:10:45 »
9999 passes doesnt seam like a real number to me.. try to put something like 15-30 passes and add the denoise option for later! so you can denoise in post..

i do a lot of teamrendering with a total of 160 cores (5x dual xeon 32cores) and for production quality its a lot faster then rendering on only one 32core dual xeon workstation...
check your lights/mats/multipass & rendersettings before teamrendering and you should be fine in terms of required time.. and ofc for me too teamrendering does "scanline" render from bottom to top but as soon as its up there the rendering got the same quality as when running the same number of passes on one machine

3
max vray to c4D vary.... yes, try this....
http://www.3dtoall.com/products/maxtoc4d/

I hope it will help you and then you can convert to Corona.

...

this will work if you have c4d version up to 18.. if you are running c4d r19 then the plugin doesnt work and you will have to wait for them to release v4 (should be out soon i heard)

4
i use both on different projects depending on actual needs..

1. using proxy when i got lots of interior stuff with heavy geonometry that i dont want inside the scene to keep it light on viewport.
2. c4d render-instances for multiple copies of the same object(s) like trees + plants or cars

there is no real difference in rendertime at all - basically if i have to import something in my scene that is multiplied a lot then i run renderinstances and for a lot single objects with each high poly models i use proxy in box mode after positioning (and ofc not buffer in ram).

hope this helps

5
There were some changes to parsing IES lights recently. Could you first try to update to the newest version of Corona for C4D, please?

thanks that update solved the problem ;)

6
[C4D] General Discussion / need help with IES Light RC Beta1
« on: 2018-02-20, 16:04:17 »
hey guys, i somehow cannot load an ies file into a light.. no matter what i try the light stays the same.
maybe someone could post a quick how-to guide so i can figure it out? lol

7
[C4D] General Discussion / Re: Rendering a normal A3 image
« on: 2018-02-08, 08:34:17 »
Do you use LODs for your plants?

How do you render your scenes? Do you render all plants at once(instanced) or in clumps and compose them later?

Not sure what you mean by LODs...
I render it at once....all instanced
Scene roughly 8 million poly's (not sure how it calculates it with the instances included....)

Level of Detail, basically you can set most plantgenerators to use less but bigger leaves the farther away from the camera, so you have less geometry for roughly the same look.. plants in front would have a lot more detail in terms of geonometry..

but it actually looks like those plants are all highpoly models just instanced, this is very memory/cpu heavy even on vray.. thats why most ppl now are goin for LOD options cause you cant see that much detail anyway in the background

8
i have 2 questions related to the latest beta:

1. whats the "standalone" in install? i cannot find it after installation - what does it do? - is it needed on "slaves" for DR ?
2. teamrender is there, yes but what about corona DR? am i missing something here or how can i enable corona DR?

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thanks a lot ;)

10
i somehow cannot activate the current beta.. when i go to the link "https://corona-renderer.com/customer-zone/alpha" i get a 404 return.. is this a temp problem on your end or did i mess up something !? im in the middle of a project and cant renew the activation :S

11
there is an easy solution to your problem, that at least works for me pretty good when working on a day-2-night-shots within the same rendering:

1. overdo your lights, a lot ... so if your light bulps usually would have intensity 1, make them 10 or even 15 (yes they are very bright now), same for every other light / sky / lightgroup / group of same light ..
2. set up your sun as you would for a normal daylight shot
3. do your normal rendering and let it denoise
----------
4a. daylight:
reduce your sky value and disable/reduce interior/exterior lights that would not be "on" or very visible during the day in lightmix - change sun/skycolor if needed - daylight done

4b. sunset/night:
reduce/lower your sun intensity to whatever suits your needs, same for the sky and all other lights, change intensity/color/temp in lightmix.. - sunset done
----------

the whole reason why you had to overdo light intensity on all the lights, even tho you wont use them that bright, is that after the denoising, the image hase a lot more information on how/what every single light/lightgroup would illuminate. that way you reduce fireflys, brunspots, brightspots and your lights have a very soft falloff.

its already been said, using a value of 1000 on a light may be too much, but reducing it on lightmix to 250 for a nice look, is perfectly fine..

give this a try on low res if you dont belive me right away ;)

12
Since you guys are still working on TR / DR, there is a feature that i would like to request implementing - if possible. (vray has this and its very handy)

please add an option / checkbox to select if your current machine (host) should render or just the slaves without the host (still host gets the image/layers in framebuffer ofc..)

13
your problem has a very simple solution..

in order to get TR working on any scene with any renderengine, you need to have all plugins installed on your host - used or not in your current scene - installed on your TR nodes as well...
as soon as you copy/paste all plugins from your host to the corresponding folder on your nodes, TR is working as intended..

so by having vray or any other plugin installed on your host, it has to be on your nodes too

14
i'd rather have DR or at least TR working propperly before considering to use IR myselfe..

15
I'm getting a team render crash (libembree.2.12.0.dylib). Host machine is Mac Pro running 10.12.4, render node is Hackintosh running 10.10.5

Pretty much an immediate crash regardless of scene content.
Hi, I am fixing the teamrender right now. You can expect progress in stability in upcoming daily builds.

PS: You can use Windows computer as your render node instead of hackintosh as long as you have exactly the same version of Cinema, Corona and used plugins on both computers because teamrender is crossplatform.

any change you are goin to fix proxy support on TR too ? would it be possible to have the TR clients not render "lines" from bottom to top but rather the whole image like when only using 1 machine and no TR? on latest beta i need to remove pass limit for very big images, because my TR nodes stop rendering after my set 100 passes and the image isnt done more then 30% maybe.. the rest is beeing rendererd but only be the host.. it would be nice for TR nodes to EACH render the amount of set passes not split em.. i have to do the math myselfe atm splitting the image by number of nodes+host divided by their cores multiplied by GHZ XD so for example on a test image on big resulution i need 403 passes so that all machines are finished with the whole image around the same time lol :D

on the last alpha version, i could set 50 passes and use as many nodes as i wanted and after 50 passes the image was done (noisy but done completely) now its not the case anymore..

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