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Messages - v.p.vlasenko

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1
[Max] Bug Reporting / Re: Memory leak
« on: 2025-09-02, 23:05:28 »
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So the problematic object is a box, so one object with a MultiMaterial assigned? Not different objects for each material?

In this particular scene - yes, it's a single object, with a MultiMaterial, a kind of real life mirror - backside is reflecive and rest is glass.
If I assign one material, glass or mirror to that object - all good.

But same problem happens with different objects. So, I just cloned that object, assigned glass to 1st, mirror to 2nd, then push modeifier to 2nd, so there is no overlapping faces and moved it back a bit, but those objects still intersecting - same problem with RAM and speed. The real problem is in legacymtl reflection glossiness.

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what happens if you separate the object into individual planes, does this help?
Nope, I detached backside mirror surface, then scaled it down and even moved it back a bit - same problem. Check attachment - object on top is single sided glass and plane below is mirror.
Tried to explode surface into faces - same.

So now it looks like this: if ray passing through single sided surface with refractive and reflective legacymtl with reflection glossiness 0.95-0.99 (1) and without exiting media highly reflective surface(material) (2) reflects that ray back to the surface with the same legacytml material (1) - bug. Maybe ray should bounce between those surfaces (1) and (2) - I don't know.

Something like that.


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what happens when you set max ray depth back to default?
RAM usage ok, didn't measured speed but visually looks like ok too.


P.S.
To make sure it wasn't a geometry issue - I replaced that "mirror" object with chamfers, which is editable mesh now, by freshly created box and the result is the same.


2
[Max] Bug Reporting / Re: Memory leak
« on: 2025-09-02, 21:44:07 »
Ok, sorry for calling it a memory leak - I was too hasty with that definition.
But as I said something definitely wrong here.

I was trying to see better how the ram is growing so limited render threads to 1 first to slow down things. After that I noticed that each thread use 3-4 Gb RAM. With one it's something like 11-13 Gb, with 2 it can go up to 20Gb and then drop to 15-16 and with 8 it's 32-34Gb. So definitely not possible to render scene using 36 threads. 
Then I decided to check how obviously problematic object will reflect itself and arranged it in a box like structure, without top (5 instanced objects). Glass facing inwards. Put light and camera inside. Now the RAM usage with just 4 threads is 70Gb +/-.

The first and only candidate for problematic object is the one closer to camera - mirror. Due to the way it's modeled. It's a box. "Glass" assigned to 5 faces and backface is mirror + chamfer.
Same problem if two object intersecting, like "glass" box and "mirror" inside of it.

And then a bit of material investigation (legacymtl) - the problem is in glass reflection glossiness (refraction glossiness have no impact). It was set to 0.99. The problem is in range 0.95-0.99+
The higher glossiness value above 0.95 and below 1 - the higher RAM usage and the rendering slowdown, huge.
In recent test I was able to reach almost 100Gb with single thread by using 7 such magical mirrors.

With values like 1 or 0.94 and below everything working fine with ray depth 100 (difference in RAM between 25 and 100 is negligible, something like 30-70Mb) and the "mirror" IOR 100 or even 999.

So here is the bug as I see it:
highly relfective material (doesn't matter if it's legacy with high IOR or physical set to metal) intersecting or inside of reflective and refractive legacymtl that have reflection glosiness in range 0.95-0.99+ will cause extreme RAM usage and huge rendering slowdown when max ray depth is higher than 50.
And additional problem - you may not be able to cancel it. After some point clicking on cancel doesn't stop the render and max is not responding while memory usage keep growing.

I clicked cancel when usage was 40Gb and after that it was slowly, for probably 30seconds, as I rendered using 1 thread only, growing up to 100Gb and then max crashed.

 

3
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-29, 23:55:05 »
Thanks for the detailed reply Tom.

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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.
Volumetric clouds, the difference isn't that big, but it's there. So for the main scene (from which I exctracted 2 problematic objects) I increased max ray depth.

As for IOR - it used for mirror, and the second object is glass shower screen. Before physicalmtl the only way to do mirror was to increase IOR.

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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.
I'm completely fine with that, if some old scenes may crash and nothing can be done then it's ok. As said above for me problem could be easily solved just by deleting problematic objects (or converting mtl to physical), as they aren't visible anyway. But I decided to report it as something similar may happen to me or someone else in future due to the huge amount of models that use legacy mtl, like maxtree libraries or a lot of other models available on the market and then it would be harder to figure out why that happening.

As for tyflow, here link to thread:
https://forum.corona-renderer.com/index.php?topic=43809.msg231702#msg231702

4
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-29, 21:47:41 »
Well...
guys, I got the impression that your attitude towards customers is drifting in the wrong direction.

I'm using corona more then 10 years and there a lot of not fixed bugs, but each time it was like yeah, there is a problem, we'll fix that (but not always happens obviously).

But for some time it looks like a gaslighting.

Almost a year ago I reported problem with tyflow and got anything but fix: questions why do I use it that way, advices with a workaround, and then a cool stories that it's a 3dsmax problem(no), tyflow problem(no) and that all renders work that way(no) - I had to spent time to do videos for you just to read - don't believe your eyes, it's not what it looks... and silence after - it's my problem from then.

Now I've got this problem, with old scene I decided to rerender in my free time. For me it was resolved in 5 min, as soon as I found which set of object causing "not memory leak, but wrong scene set up". They been added for certain camera which I deleted later and forgot to delete those objects. I could easily delete them.
But I thought - what if it'll happen to someone less lucky than me (or even for me in future) during work on tight schedule, when there is no time for those investigations?
So I spent time (now it looks like I just wasted time) to narrow it down from 120 object to 2 and send it to you, so you can fix it. I gave you a scene with a rare hard to catch bug that happens under certain conditions and instead of investigating and fixing it I see some childish and a rude approach - "You are a fool yourself"

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before "diagnosing" something as memory leak
diagnosing in quotes? You mean than I'm incompetent to call it memory leak? You are right - I'm not one of corona devs so I can't say that))) Just corona sucked memory in 2 boxes scene so fast that when I saw memory usage growing like 30Gb/s in task manager I had no time to click cancel. Max crashed without any messages, and not only max but some other app and windows became completelly unresponsible. But no, than't not memory leak, as it well known that memory leak can happen only with default settings and if you change those settings within allowed values - it called bad scene setup. If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck bad scene setup:)
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There is no leak, your scene is set up to eat up memory
If so, can you reproduce such setup in a clean scene? I mean setup that will eat all memory with few simple objects with simple materials. Can you? Because I can't.
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they all seem to be related to the Legacy Mtl
Exactly, I wrote about that in first post.
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Also, if you isolate either of the objects, it renders fine (even with the "wrong" materials and render settings)
This too. That's why I said interesting and hard to catch bug. And even more - it depends on camera position, object postion and rotation. By rotating camera or moving/rotating objects we can get absolutely normal ram usage, or 1-2 GB more than should be, or slowly growing or instant crash.

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should not be used, sounds like Fresnel IOR was 100 and the scene's Max Depth was 100
Should I add link to your official support.chaos.com where we can see IOR up to 999 without any warning that it may cause crash/memory leak "bad scene setup"? Or max depth's tooltip whis says that it affects performance only?

I'm using different non default settings for GI/AA balance, max ray depth and max intensity in different scenes depening on how it affects result and up to now there was no problems with "scene setup".

And before saying that there is nothing broken except idiot behind keyboard who can't even set up scene, you should took that into attention:
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I decided to rerender old scene
Rerender means it rendered not for the first time. And guess what? There was no problem with scene setup earlier, it perfectly WORKED back then but NOT WORKING now. Which means that something was broken in Corona between "then" and "now".

A bit of feedback based on some of reported bugs. Let's be honest, if you don't have time to fix something or not top priority or simply don't want to - just say that and it'll be ok. No need to say that all working as intended, working nice, "we're winning winning winning"© and gaslight person who reported bug.

Based on this bug and tyflow bug your attitude perfectly match gaslighing definition, as in both cases something wrong with corona, not me.
The American Psychological Association defines gaslight as: To manipulate another person into doubting his or her perceptions, experiences, or understanding of events.


5
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-28, 15:53:08 »
"your scene is set up to eat up memory" - set up to eat memory with legacy but not with physical? )))

"it is expected for memory to pile up" - I didn't expected that changing max ray depth to 100 will eat 128 GB of ram in 2-3 seconds with 2 boxes scene.
Anyway - I sent you just 2 objects. Original scene is much bigger and working completely fine without those 2 objects or when I convert materials.
And with the scene I sent you - as soon as I run material converter my scene isn't set up to eat memory anymore?

So maybe I was too hasty in calling it a memory leak, but but something definitely wrong here.

6
Nope, I mean two different scenes.
First render 180s for the first and 70s for the second scene.
+/- same for 13h1 and latest daily, so I didn't see any improvement here, at least for those 2 scenes.

7
Tried on 2 scenes, with a lot of instances (forest pack and tyflow). One 3min, second 1:10 (this one also have hair). Should I see some difference with 18/36?

Didn't tried sequence though.

8
"Significantly improved parsing speed, especially on CPUs with large number of threads. Geometry stage now stays consistent between renders"

Haven't noticed any improvement. Just tested 13 h1 and daily. Scene parsing in 13h1 - 1m10s, daily - 1m11s. Same.

9
[Max] Bug Reporting / Memory leak
« on: 2025-08-28, 12:39:19 »
Hi,
found interesting bug worth investigation.

I decided to rerender old scene, and at some point noticed that during render ram usage constatly grows and end up with max crash.

I narrowed it down to 2 objects in scene. If one of the objects is hidden, then all works fine, but if they both in scene - memory leak. Even more interesting - it's depends on viewing angle, at some angles problem aren't pronounced or even not exist.

Both objects use multi/sub-object materials with corona legacy mtl, by converting to physical - problem resolved. So I started to to convert those material one by one to physical. Seems like problem in materials marked green. When I replaced legacy "mirror" with physicalmtl "mirror" (red) the RAM usage was growing so fast that I didn't have time to click Cancel. In 2 or 3 second max used all 128 Gb and crashed.

While problem can be easily solved by converting all mtl to physical I think it worth investigation as there still a lot of legacy mtl in different model libraries and old scenes.
Attached screenshot with materials and file with those 2 objects.

Problem exists in latest daily and 13 h1.

10
Had to return to this topic again...

Maybe I got it wrong, but I thought that linear srgb in corona bitmap should produce same result as srgb in bitmap?

drag&drop image to max set corona bitmap to linear srgb, so I have to change it manually by clicking on "Load map"->"Automatic"->"Open". Then primaries changed to custom:srgb

But I had to do it to each texture in material from external model after converting bitmap to corona bitmap. Loading forest pack models as an example.

But what even worse - inconsistent behaviour. As I remember I loaded some grave preset from forest pack and after converting it to corona bitmap all textures became much brighter, except one. So I had to change like 9 bitmaps to custom:srgb and left one of them as linear rgb. This one texture worked correctly with linear and wrong with custom:srgb (much darker).

11
I reported this bug at the end of 2021 and it's still not resolved... https://forum.corona-renderer.com/index.php?topic=35100.msg192899#msg192899

12
[Max] Resolved Bugs / object transform bug during IR
« on: 2025-05-04, 11:27:39 »
Hi, check video. I encountered that few times already, seems like few last versions affected.


13
Hi, second part is indeed a feature request,

BUT first part about missing parameters looks like a bug. If some important parameters just missing and you're not able to add them I don't think that it should be considered as a feature request.

14
Hi,

there not all settings exposed in light lister, like shadowcatcher illuminator and prevent black apearance and no way to add them through column visibility.
I have a lot of scenes with shadowcatcher and I need manually go throuhg all lights and adjust settings.

Also would be nice to have exclude option in lister with ability to add objects and switch exclude/include.

15
Hi,

hiding/unhiding layer with corona light (and, probably, lights itself) cause max crash with latest daily. Previous doesn't have such problem.

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