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Messages - dzintas

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1
[Max] General Discussion / Re: Displacement is still rubbish
« on: 2025-02-05, 12:25:39 »
One thing of note, you don't need to have perfect quad meshes to avoid displacement artefacts. It would be preferable, but the thing you need to avoid are elongated non uniform polygons.
So for that road example. Subdivide modifier with adaptive or variable curvature options turned on, should fix most of the artefacts.

2
[Max] I need help! / Re: Volumetric optimisations
« on: 2025-02-04, 15:46:31 »
But there is no option “only in render pass” for volumetric like the option for caustics, right?

You can in roundabout and cumbersome way. You need to exclude your volume from all scene lighting. Then for example, if you have just one sun in the scene. Duplicate it, set it to include mode and only add volume. Add that sun to separate light mix layer, and you can turn volume effect on or off. Plus you'll have separate render element for it. But as I mentioned it becomes cumbersome to setup in scenes with a lot lights.

3
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2024-10-22, 16:09:22 »
Couple of things. If I'm not mistaken your specific cpu requires core parking to be enabled. But maybe someone has more insight on this with your specific cpu.
Other thing, if your cpu is hitting 95 degrees, and you're getting around 4.6ghz. That means your cpu is thermal throttling and there is something weird with your setup.

Going back to original topic about pc slow downs during interactive rendering. Try disabling fast preview denoising, it's usually on by default. It uses gpu, and high gpu usage can make pc sluggish.

4
[Max] I need help! / Re: Interactive rendering slows down.
« on: 2024-10-22, 14:10:38 »
Scored 14 193 420. The highest score on this processor is 17 479 094. What do you think?

Top places usually are from overclocked cpus. They could be unstable for daily use, but good enough just to get high score.
Well yours seems a bit slow either way. Gamers nexus got all cores up to 5ghz during their testing.
Did you enabled core parking? And maybe you're being thermally limited or power limited.
Still your score aren't that bad compared to scores that go up to 5ghz.

5
Tried it, it's really bad. Stuff starts breaking and you have no idea why. Mainly just because it stops all popups not just missing bitmaps. And it suppresses them not only at startup, but indefinitely. So in my case scale got borked, cause it defaulted to rescaling objects instead of adopting system units.

6
[Max] Bug Reporting / Re: Corona displacement mod
« on: 2024-09-12, 11:44:50 »
I'd still pay extra to bring the old displacement back :)

Didn't old one worked like world size setting does? Plus autobump now.
And going 0.5px is a bit overkill. Yeah maybe if you're rendering at 2k. But for bigger resolutions you just get diminishing returns below 1.0.
For 6-8k you could probably even go with 2.0px and get really similar results, with way better ram usage.

7
The only way would be ping pong style animation, but those look weird.
Depending on what you need, you can animate phase value and loop footage itself in video editing software of your choice.
It's not true loop cause you blend beginning and end with opacity, and if you need clouds that move a lot it won't work either. 

If you're doing timelapse, you maybe can animate amount of clouds. That way you could go from clear to cloudy sky, and back to clear.

8
[Max] I need help! / Re: Mesh transition blending
« on: 2024-09-10, 16:09:49 »
Hi,

You would need to use Corona distance map, not Corona round edges.

He most likely means part from around 8:40. Where vray equivalent of rounded edges was used to blend between different meshes.
 

9
[Max] I need help! / Re: Help with faking a lighting effect
« on: 2024-08-15, 10:06:02 »
This would caustic reflection from aforementioned window. You could try to model similar window, with it's warped glass and everything and try render with caustics enabled. But it will be slow cumbersome to setup and as you mentioned it would be overkill.
Old-school way of faking this would be with just few lights behind interior window, you can even use textured lights for better result

10
Off-Topic / Re: What is the best remote access?
« on: 2024-08-14, 18:47:11 »
Yeah, that's a limitation. Parsec doesn't support file transfer. You can always use google drive to push files around.

11
General CG Discussion / Re: Scene Scale for Archviz
« on: 2024-08-14, 17:17:08 »
General rule of thumb for system scale I think is, if distance from 0.0.0 is:
0m-10m - millimeters, for modeling furniture or other knick knacks.
10m-100m - centimeters, single family house with a reasonable plot of land.
100m-1km - meters, apartment complex and so on.

In general there are no perfect unit scale for every situation, and it should be chosen by project size. I usually just bounce around from centimeters to meters depending on the project.
So if you mostly work on big projects, switching to centimeters will introduce other issues. Mostly viewport problems like zfighting, spastic camera, precision issues when moving objects.
For typing in small values just use centimeter display units. As for tyflow you can work on a smaller scene that uses centimeter system scale, with few interactable objects from main scene. Then cache the animation or export to vray proxy file, for use in big scene.
But of course this is only if you work on big scenes, if your main work are interiors. Your whole team should have been using centimeters all along.


12
Off-Topic / Re: What is the best remote access?
« on: 2024-08-07, 11:04:59 »
Has anyone tried Splashtop Remote Access?

Haven't but looks corporate orientated software. I would double down on parsec suggestion, gaming orientated isn't a bad thing. That means it has great latency and good picture quality.
Unless you need more specific features apart latency and picture quality. But those in my opinion are the most important parts for work with 3d. You don't want to add additional lag on top of your heavy scene or have have colors skewed because  of weird compression.

13
Yeah probably there's no good way to address this from dew side, without overcomplicating things. But from my testing I noticed, that in scenarios when this happens. It's actually better to disable adaptivity in general. That way at least noise is more uniform, but tested just a couple of times so don't know if there are some extreme drawbacks. Most of the time just disable all the unnecessary lighting setups for final renders.

14
The total noise amount is averaged, but adaptive sampling means Corona puts more processing power into areas that are noisy.

Are there any settings we can tweak to adjust the adaptive sampler? Im finding that even after 500 passes some shadows are still noticeably noisy pre-denoiser whereas the rest of the image is crisp and clear.


Does this happens with light mix? Adaptive sampler is calculated using beauty pass.
So if you have multiple hdri setup for example, and your beauty pass looks like moments after nuclear explosion. That could be your problem. If you have a shadowy place in light mix, that's brightly lit up in beauty pass. Then adaptive solver actually diverting recourses from that specific place, cause it sees it as noise free.

 

15
[Max] I need help! / Re: Flickering Lights
« on: 2024-05-13, 12:44:29 »
You have to precalculate uhd cache for animations. Here's a link with more info: https://support.chaos.com/hc/en-us/articles/4528617365649-How-to-use-the-UHD-Cache-for-animations-and-stills-in-Corona-for-3ds-Max

If you don't want to play around with that. Then just switch to path tracing, slover but less problems.

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