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Messages - maru

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1
[Max] General Discussion / Re: Corona bitmap in Background
« on: Yesterday at 17:39:51 »
Thank you for all the details! What a bizarre bug. It is now reported as (Report ID=CMAX-1745).

2
[C4D] I need help! / Re: Chaos unified login is not running
« on: Yesterday at 17:10:35 »
Please try following this: https://support.chaos.com/hc/en-us/articles/36798754083217
And if you can't get it working, please contact support at https://support.chaos.com/hc/en-us/requests/new

3
[Max] General Discussion / Re: Corona bitmap in Background
« on: Yesterday at 11:17:32 »
I dont think youre doing something wrong, its the map resolution, Im testing with half pixels and its displaying correctly.
The map has 3200x3000 px, hope this is this not a Corona bitmap limitation?
Sorry, I didn't get this part. So is there some problem or not? What exactly is happening?

Quote
Another annoying thing that I noticed is that every time I connect a Bitmap in background the Enviroment resets to spherical type, is this something from 3ds Max?
You mean a Max Bitmap, right? In that case, it's 3ds Max, not us.

4
[C4D] Bug Reporting / Re: Gamma issue with viewport rendering
« on: Yesterday at 09:28:32 »
Thanks a lot!

5
[C4D] Bug Reporting / Re: Gamma issue with viewport rendering
« on: Yesterday at 08:48:15 »
Same question as above: why exactly do you prefer to use the C4D interactive viewport rather than Corona's IR or Corona's interactive viewport?

6
The "shape" of the moire pattern depends on things like angle and distance from one surface to another. But it is moire.

7
Yeah, this depends on the scale/distance from camera/resolution. If you look at a semi-transparent curtain, you also see what is behind it, even though it is a material with lots of tiny holes in it. :)

8
[Max] General Discussion / Re: IR splotches
« on: 2025-07-02, 15:19:11 »
This is logged as (Report ID=CMAX-410).

9
[Max] General Discussion / Re: Corona bitmap in Background
« on: 2025-07-02, 15:15:43 »
Which version of Corona did you use here? I couldn't reproduce it. Please let me know if I am doing something wrong.
Max 2025, Corona 13

10
This bug is reported as (Report ID=CC4D-955) and unfortunately it is still there in V13.

11
I wanted to see if anyone has a solution for this problem?

Hi, can you please describe the problem? Do you mean the ability to see an image with its tone mapping as set in Corona and the ability to use cryptomatte at the same time?
If that's the case, then I am afraid it is not possible. One workaround I can think of would be saving two files: a CXR (with cryptomatte) and an EXR (with tone mapping).

12
Sorry for keeping you waiting. They are both reported now.
- bump not working when object has no UVW mapping - (Report ID=CC4D-1052)
- UVW projection type affecting Triplanar appearance - (Report ID=CC4D-1053)

13
So just to be sure - if I have 8k texture in my scene but the object in camera appears far away, OOC will create let's say 256x256 image version and will discard anything above that?
Yes, and you get RAM saving from this.

Quote
Also, do we know how much RAM does this conversion process eat? As in, if the texture is 1k or 8k and it needs to be downscaled to 256x256. Does it impact render times in any significant amount?
There should be no RAM penalty at all, or nothing significant.
There can be a small hiccup at the beginning of the rendering when OOC loads the needed textures from the disk.
The creation of the different variants happens at scene opening and it happens regardless if OOC is on or off.
This is scene-dependent and we don't have any specific measurements. I guess testing it with OOC on and off is one way to find out. :)

update: fixed broken quotes

14
Hi, good question. Here is the answer from our dev team:

In rendering, textures undergo something called pre-filtering. Let's assume that the original texture resolution is 1024x1024. Then Corona creates variants of this texture in 512x512, 256x256, 128x128 and all the way down to 1x1px. We then select which variant to use depending on how close the camera is to this texture, is it seen through refraction, etc. The purpose of all of this is to prevent getting noisy results.

When using the Corona Out of Core textures option, we create all those variants and save them on the disk. Then we load into RAM only those variants which are needed during rendering.

If you manually make the textures smaller, for example 512x512 and disable OOC textures, you do not have to deal with the 1024x1024 variant anymore, but you still need to keep the 256x256, 128x128 and all the way down to 1x1px variants in RAM. Also, if your texture is close to the camera, it will get blurry.

So in short:
- with OOC on, we smartly pick the variant of the texture which is needed and only this variant is kept in RAM
- with OOC off, we lose the "smartly" part and all variants are loaded into RAM, even if we manually reduce the texture resolution

Note: the thing with storing multiple texture variants in RAM with OOC off is not specific to Corona only. It happens in any renderer.

15
[Max] I need help! / Re: Rendering Issues
« on: 2025-06-30, 12:45:46 »
What resolution are your texture files? You are rendering them zoomed in, in 4K resolution. Perhaps they are just originally too small?

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