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Messages - TomG

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1
[Max] I need help! / Re: Chaos Scans licence required
« on: Today at 16:31:12 »
Yes, the ability to render Chaos Scans is included with all versions of Corona, including Solo; the ability to edit them is only included in Corona Premium and above (so, the Corona ArchViz Collection), and the same is true for V-Ray. Trial versions are always of Premium, so when you had the V-Ray trial, you had V-Ray Premium which would have included Scans editing capability.

2
[Max] Bug Reporting / Re: Memory leak
« on: Today at 15:22:11 »
I'll come back again and please ask people not to call something a "memory leak" - this is a very specific programming error where memory was allocated for a task, that task was completed, the memory is no longer needed to be reserved, but is not released. This is very rare, and results from poor coding (not doing garbage collection etc.)

This is very different from just "scene uses a lot of memory" - the example of displacement is the prime candidate, where you can set it to World, and keep reducing the size smaller and smaller, and eventually you will run out of memory and the scene will crash, Max will lock up, or even your computer will freeze. This is not a memory leak - the memory is reserved, and is still correctly required by the tasks which are ongoing and should NOT be released, and there is simply not enough RAM to achieve keeping all that in memory. Indeed, this sounds like what is happening here, since you refer to changing displacement values.

By stating something is a memory leak, you can lead diagnostics and testing down the wrong route, which is why I'd prefer if people don't call something a memory leak and just say "apparently excessive memory usage", "surprisingly large amount of memory used", etc.

An actual memory leak would look more like "I render the scene and it takes X RAM and then I don't change anything and render it again and it takes X times two RAM, then on a third render X times three RAM, but nothing is changed in the scene other than pressing render again". This is pretty much never what people are referring to when they call something a memory leak :)

3
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-29, 23:24:29 »
Oh not to forget though - what was the problem you experienced with Tyflow? Is there a ticket number for it (even if that ticket was closed), so we can take a look at what happened there? If not, can you share the links to the threads (assuming it was something posted here on the forum). It would be good to check and see what was happening there, if there is something to fix, and if  things have changed with updates to Max, Tyflow, and Corona in the meantime. Thanks!

4
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-29, 23:19:25 »
No-one is calling you an idiot, nor did anyone say "you are a fool yourself". There was no such wording anywhere - that said, sorry you feel that the tone of replies implied that or gave that impression.

It does remain true though that from what I see here (not having tried the scene myself), there is no actual bug here. It will always be possible to come up with material settings and scene parameters that can consume memory or slow rendering massively, and that sounds like what has happened in this case.

Those are definitely extreme values. Max Ray Depth of 100 would be suited for, for example, a scene with a mirror reflecting a mirror 100 times before losing reflection, and as the tooltip says, it is usually best left at the default. There are very very few situations where a Max Ray Depth of more than 25 will make any visual difference, less where that difference would be necessary.

On IOR, "The highest IORs are found in metamaterials like the one created in 2011 with a positive IOR of 38.6, and in natural materials, the highest known IOR belongs to Germanium at approximately 4.05 in the infrared range and diamond at 2.42 in the visible spectrum. " - so again, a high IOR like that is not physically realistic. Now, bear in mind Corona used to not be as physically realistic as it is today - over time, we've continued to refine its realism, and that means some set ups that used to work, or even used to be necessary, no longer work, or are no longer required.

The maximum IOR in the Corona Physical Material is now 3.0. While the Legacy material is not going anywhere, some of the extreme values it allows may not work so well any more. So a scene that uses old set ups may have problems running under a new version of Corona, not because something is broken, but simply because things have changed (become more realistic, have been optimized, have new algorithms to calculate them, etc.) We do try and maintain backward compatibility as much as possible, but it's not always fully possible.

You mention that the scene is fine from some angles, and this makes sense based on what has been described - at certain angles, rays will spawn back and forth between two materials, where those materials are set to not obey proper energy conservation (so the rays don't reduce in importance and can be ignored, but instead all the rays have to be calculated, requiring more and more memory) where at the same time the scene settings have been changed to also allow that "almost infinite continued propagation" of rays, rather than clamping them after 25 bounces. At some angles, rays will bounce off one object, miss the other, and there is no problem. At some angles, rays will bounce off object 1 to object 2 to object 1 to object 2.... and so on, with settings that don't prevent this excessive spawning of more and more rays.

This does mean that the fix is in the scene, not in Corona - realistic values that follow physical laws are best to be used. This is kind of like the ray equivalent of setting displacement to World with units of .00001 - while it is in theory possible to calculate, it will run out of RAM trying to do so, and this is not a bug as the fix would be similar, adjust the values being used in the scene.

Old scenes no longer rendering, no longer looking the same, or even crashing now when they didn't before, is not always something broken in Corona. As mentioned, we do try and maintain backward compatibility, but it is always a possibility that something - especially where the settings are quite extreme - now causes slow rendering or a crash where it didn't before.

So no gaslighting here, there really isn't anything broken in Corona, and no-one is calling you an "idiot" or similar as it isn't your fault either, you set up a scene that worked fine back then, so both sides of your definition are incorrect. All it comes down to is that the solution here is that the scene and material settings need to be updated to account for the updated version of Corona, and neither you nor Corona are "broken".

Hope this helps!

5
Depends on what you mean by heavy, all my testing was done on a "real scene", as attached.

So I
a) Do not see the machine become unresponsive no matter how many threads are used (including thread limit of 0, which is use all).
b) Do see a reduction in threads / CPU used, though maybe about half what I might have expected (so 80% CPU when I might have expected 50% CPU, 7% CPU when I might have expected 3%).
c) See a slight difference in Max, where it shows 60 to 70% usage when I'd expect 50%, so still not what I'd have imagined, but also still less than C4D does with the same thread restrictions.

Devs are still having a look into things :)

6
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-29, 13:26:00 »
The Legacy material isn't going anywhere, but the issue here is some wild values that should not be used, sounds like Fresnel IOR was 100 and the scene's Max Depth was 100. No need to use those values, and when you don't, there is no problem or error - so in this case, nothing for the devs to fix, as nothing is broken (other than the scene set up :) ).

7
Curious that it slows the machine responsiveness - I can have 0 in the IR thread restriction, it uses 100%, but the PC remains responsive. This is a 9950X on Win 11, C4D 2025, Corona 13 HF 1.

I do notice some interesting things about IR thread restrictions when I set them. First, which CPU is being used seems to keep changing, so the result is if I limit it to 10 threads say, I still see all CPUs in Resource Monitor as being busy, but only about 50 or 60% busy. Presumably it is constantly changing as to which are in use and which are free, which is also suggested by setting it to -31 - this should in theory just leave 1 in use, but instead I see 4 being in "partial use" (attached image). Seems to be acting in two pairs, and in each pair when one has a higher usage, the other has a lower usage.

Been a long time since I looked at these graphs, but this does seem like unusual scheduling :) I could be wrong though, and this could just be what is expected from Win 11 scheduling on modern CPUs, someone will have to comment! And it does seem to me this is more like having 2 or 4 threads in use, not 1.

8
Lots of reasons, the better search is a primary one because the search here is terrible :) But also improved look (as this one looks very old), easier way to work with multiple products without having different forums to have to visit, generally improved performance and functions/options (again, this one is very old and out of date), better ability for individuals to customize things (what they see, what they see first, etc.), better protection against bots and spam attacks, and probably more :)

9
Shadows are (as I would have expected) much deeper on the reference image, so an overall turning down of the exposure value will both reduce the exposure on highlights and deepen the shadows. Materials in your reference image are much darker, in your image they appear to be pure white, so I'd also adjust the material to be much more toward a mid-grey. As well as adding a texture for the material, as that adds more visual interest and probably further darkens the material on the walls with darker areas and lines.

Also, enabling the ACES OT tone mapping if it is not enabled, and applying a LUT, could yield some interesting effects to the overall look :)

10
BTW, why use the 14 Preview, since that build is already out as the final build 13 Hotfix 1? The only published preview for C4D is older than the official release.

11
TY for the extra info, and for looking into forcing a minidump - much appreciated :)

12
Do you mean freezes temporarily for a time, or freezes permanently? If the latter, then you can force a minidump, see "Crashes, Errors, Freezes - Collecting the Minidump File (When the Autodesk Error Report Window is not Available)" in https://support.chaos.com/hc/en-us/articles/4649117083409-How-to-report-issues-3ds-Max

13
Work in Progress/Tests / Re: Rendering with Corona
« on: 2025-08-25, 15:59:32 »
The AI Mat Gen is also available in the latest official build, 13 Hotfix 1 :) So you don't have to use an in-progress build to have access.

14
Same thing CharlyRT, a minidump is necessary for us to start digging in to what is happening for you. Thanks!

15
I can't find new Fabric material...

Known and will be fixed.

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