Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Wesley Burrows

Pages: [1]
1
Ok,  so I started using Corona last February with Beta 1 in Cinema 4D.   I  primarily do corporate/theatre/entertainment renders.    I use a plugin called "Stage" for theatrical concert moving lights that is designed to work with the standard renderer and Cinema 4D's standard native materials.   

For the entirety of Beta 1 I was able to render these "Stage" fixtures without making special Corona materials for things like the lenses and stuff that has transparency and affects the beam of light.   This was desirable because it allowed me to use Corona for all direct and reflected lighting and overall majority of the render.  Then I would switch back to the standard renderer with everything (except the lens and light beam affecting transparent textures) overridden to black,  thus rendering volumetrics only and screen that layer over the corona render in photoshop.   Because waiting for weeks for 100+ moving lights with lots of directionality to render cleanly with corona volumetrics isn't an option. 

My system worked wonderfully until Beta 2 and the commercial Corona 3 release.   Since Beta 2 those standard textures that had transparency now render any light passed through them as red when using Corona.  The only way I've gotten them to work is switching those materials with transparency to native Corona materials,   but this eliminates backwards compatibility to the standard renderer for Volumetrics.   Does anyone have any suggestions?   I'm not sure what might have changed from Beta 1 to Beta 2 with regards to handling of on the fly material conversion.   Screenshot of standard material attached.  Yes there is a shader involved from the plugin,  but it has always worked just fine,  the only thing that changed was Beta 2.
 


2
[Max] I need help! / Re: Volumetrics - include/exclude
« on: 2018-05-17, 22:27:47 »
Are you using global fog or a box/other object with fog material? In case of object, you could probably exclude that object from a specific light.

I have varying luck with this.   I can still see some lights in the volume that have been excluded from the geometry on which the volume is applied.   I can't figure out why.

3
[C4D] General Discussion / Re: IR strange behaviour
« on: 2018-05-17, 16:02:14 »
I also get these loops on Windows version. Hopefully it can be fixed for next release.

I also experience this.

4
[C4D] General Discussion / Re: Team Render Memory Leak?
« on: 2018-05-17, 15:59:36 »
It's an entertainment scenic design concept with a handful of theatrical moving lights with a volume material applied to a cube.   The number of passes is mainly to clean the noise from the beams of light.

Private Uploader Image for reference:  1526565384_HR-V3.png

5
[C4D] General Discussion / Team Render Memory Leak?
« on: 2018-05-16, 19:55:26 »
I'm curious,   if I render out a scene on my meager "farm" (4 nodes including the local machine) with a pass limit of 1000 my ram (64GB on the host machine) slowly creeps up in usage,    I'm now at  ~450 passes and my performance monitor shows around 52% memory usage.    When I have just let the thing run overnight cinema 4d will crash close saying it's out of ram by the time it starts getting close to 1000 passes.   I'm not sure why this is,   it doesn't seem to happen when I render locally.   The host machine is only used for C4D,   should the ram slowly fill up while rendering?   Or is there a slow memory leak somewhere?

Just in the course of typing this message it's it's now @ 53% at 480 passes,  which means it could never make it to 1000 passes at this pace before the memory is filled and C4D crashes....   When I first started monitoring it at like 200ish passes it was in the 30% range.  My scene isn't crazy big or anything,    Not sure what's going on,  or if this is the expected behavior.     

I don't have any other programs running,  just Windows 10 OS.

Pages: [1]