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Messages - Lamarc

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1
[C4D] General Discussion / Re: Noise level - little request
« on: 2018-02-28, 12:48:59 »
looks like ive completly overlooked that one. Thanks :)

2
[C4D] General Discussion / Noise level - little request
« on: 2018-02-28, 08:59:49 »
Hi,

I have a small issue that eats quite a lot of time rendering. Im mostly rendering using the noise level as a stopping point. Basically the noise Level is reevaluated each after 5 passes. Now it turns out that for the most stuff i am doing im already around 3-4% noise after 15-20 passes. Now sometimes after lets say 15 passes ive got 4,05% noise so corona will render 5 more passes even when there is only 1 additional needed or sth to get below the 4% target noise.

Quite often i render 4 passes more then needed which can be a minute or more per frame. Now i find myself playing with the sampling balance for the only reason to change the time needed per pass(less computation effort per pass) to waste less time with the overhead. Turns out im possibly not saving any time because its less efficient have less computation per pass.

What i would realy like to have is a reevaluation of the current noise level on a per pass basis - if that comes with a flaw maybe make it an option in the rendersettings like "check noise level after x passes:"

sidenotes:
- im doing mainly booth designs
- we are talking 5-6min renders(where a min more or less feels taxing)

3
IR is great - still some stability issues but overall nice.

Idea Time:

-add resolution option in corona rendersettings for IR
-add checkbox item in corona rendersettings  to use VFB resolution for IR
-add checkbox to cinema corona settings to be able to use pathTracing for IR no matter what rendersettings are setup

4
but there must be sth wrong .. they claim improvements up to 2x not seeing even a slight improvement makes no sense to me. And they also demo'd the differences and it should be faster in certain cases.

5
i wasnt talking about 3ds. I just compared the daily c4d builds pre and after they added the new sampler and cant realy notice much of a difference.. has nothing todo with 3ds ;)

6
With some scenes i tested daily before the new image sampler was added and after and couldnt find much speed improvements even in scenes that are just lit by hdri. Tried different lighting and scene types and there is no real benefit. Surely sth to investigate on.

7
[C4D] General Discussion / Re: How to use proxy
« on: 2017-07-31, 22:39:29 »
And XRefs are best way to create yourself some endless headages. They just dont work in a production environment.

8
Hi, would it be possible to just release an archive for the daily builds? As for my case there is an administrative restriction to execute installers of any sort. And since the installer is just unpacking files to certain locations wouldnt it just be easier to just make a zip containing all necesary files? I always use unpack files in the installer anyways - and i guess everyone who deals with 3rd party plugins and beta builds knows where to copy all files anyway.

On a sidenote. Since i use the copy method - i have some issues with the Lut library. Its always not finding it by itself. Wouldnt it be easier if there is a default path relative to the plugin folder? That way no matter which way you install corona - the Luts will always be correctly detected? Other way i could thing of is to have a folder path setting in c4d>preferences>corona tab.

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[C4D] General Discussion / Re: Slowdowns
« on: 2017-06-28, 09:52:11 »
hi, yes you arnt alone here. From times i get the exact same thing. Rerendering several times while changing and optimising material and stuff c4d gets realy slow and less responsive. And this is clearly corona related since thats not happening in my daily workflow using physical/Advanced render.

i dont realy know where that is comming from. Feels a bit like the renderer never realy shuts down in the background and keeps processing whatever - idk. CPU and RAM usage dont realy show it but sth blocks c4d from doing its thing mainly :/

10
[C4D] General Discussion / Re: cinema 4d distributed render
« on: 2017-05-23, 17:16:25 »
Well there be a DR client or will Corona go further with the TeamRender? Just curious - i would believe its more flexible to have your own client app..

11
Hi, im having problems with TeamRender. In basic sense it works with all my machines(win,mac,intel,amd) but render isnt faster in any sense? The scene im working with renders aroung 15min on my i7(6700) and around 8 on the ryzen 1700x machine. With the i7 machine and 4 clients attached to it(mixed cb score 820) even after 30min its still rendering?

Is there any secret to how to setup the corona setting to use it with TeamRender or is it faulty or what is up?

sidenote: all clients start rendering and all clients show full cpu utilisation. I dont see why it still takes much longer then on single machine

12
[Max] I need help! / Re: How do you work out white color
« on: 2017-05-05, 10:13:45 »
If you want your logo to be exactly the same as in photoshop, no matter scene lighting, then plug your bitmap into CoronaOutput map, make sure that affect by tonemapping is turned off, then plug that output map into Corona material's self illum slot, set illumination multiplier to 1 and diffuse level to 0. Now your logo won't be affected by scene lighting and Corona tonemapping and it will look pixel perfect as in photoshop.

in general do i need to use corona output? i mean without using brightness/contrast etc in it does it make any difference for corona if i plugin a texture directly or thru this node/shader(in c4d cosmos)?

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[Max] I need help! / Re: How do you work out white color
« on: 2017-05-04, 17:06:33 »
Row of spheres in front is darkening using levels. Row behind uses the texture with multiply and reduces brightness thru the slider. Both from left to right 100 to 0% in 5% increments

14
[Max] I need help! / Re: How do you work out white color
« on: 2017-05-04, 16:29:06 »
ive read your post entirly but that isnt what i was looking for because. Yea i can do this be using sth like an xrite to messure the values my monitor or a print or whatever is putting out but thats not what i need. I need to pick a color in PS and be sure that this color in my rendering matches the color of the input texture. As said - perfect situation, flat diffuse surface, plain white light with correct exposure. And to get this i need a whitepoint that gives me the exact same value for sRGB textures and colorslide.

And like Mferster said it seems to be the only way that i need to control it over the levels value in c4d corona material. hoped there is some other solution available as well.

15
i wish it would be the opposite way .. or the level can be set to sRGB instead of beeing linear. Would make working with textures alot easier :)

edit: im also discussing basically that one in the "i need help" section. The Problem realy is that you have white in a texture and white in the slider and your slider white is only 70% while the texture one will always be 100%. so either you set all textures to multiply or you life with the incorrect behaviour using the level

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