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Messages - Juzwa

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1
thx :) didn't notice this option :)

2
Hi,

All my meshes render triangulated when I use CoronaWire

3
Hi,

I've spend last two days trying to solve this.

I use TWO scenes: ONE Xref scene with lights made in PFlow, and SECOND main render scene.

Since corona does not support particle systems, you must use some tricks like meshers or blobmesh compound objects.

When I render the original scene ONE, everythink is ok.

When I Xref scene ONE in scene TWO (even empty scene), my mesher/blobmesh objects dont render at all. When I Xref only one mesher/blobmesh usually it's ok.  But referencing more than one meshers/blobmesh 99% at least one of them will not render at all

4
Gallery / Re: Intro Animation for Brazillian Tv
« on: 2014-05-07, 17:35:22 »
I love it :)

How did you manage that tiny detail to render out? I mean those little spots? Is this geometry or displace/bump? I ask because whenever I use bump or displacement, I always get flickering

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[Max] General Discussion / Re: Doble-sided material
« on: 2014-04-29, 15:52:24 »
Hi,

Thanks guys for advises. However angry and prejudiced they might be.

Yes, asking questions, its just silly, i know.

CoronaFrontBackMap does the work for now

6
[Max] General Discussion / Doble-sided material
« on: 2014-04-29, 11:06:28 »
Hi,

Since corona doesn't support any double-sided materials, how can I  acheeve a similar effect?

I have an animated book, flipping the pages. I need the pages to have different texture on both sides. Tried with shell mofifier, and assigning new materal to new faces, but however id doesn't work (even i scanline, i think its  just an unfinished and bugged feature).

So how can i render out double-sided materials in corona?

7
News / Re: Corona presentation at 3ds london
« on: 2014-03-05, 10:37:23 »
Hoping to hear some great news today here :)

8
[Max] General Discussion / Xref - have this been solved?
« on: 2013-10-07, 15:12:21 »
Hi,

I have this huge project. I remember corona have issues with Xref (didnt support it). I have huge geometry scene + a lot of dynamics (mParticles) and this is not even end (there will be some RayFire destruction).

I cannot reference  static (not animated) geometry (this would be the best idea). I cannot reference dynamics - 3ds max crash (i dont know how to solve this). And ofcourse i cannot keep everything together in one file :) I can reference geometry using RF Cache, yet this is very 'unstable' - been there dont want to do that anymore.

So... have Xref been solved? Or do i have to wait for beta? :( Do u guys use any other scripts to reference scenes?

P.S. Build timestamp: Jun 12 2013 21:19:22 (ALPHA v5)


9
Batch render? I think alphav5 support batch already

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[Max] Resolved Bugs / Re: WTF - bad allocation!
« on: 2013-07-24, 13:58:44 »
Sovcat - no it should have about 110GB free space
maru - yes, lots of geometry and lots of displacement. Very heavy scene.

After 2 more reboots (rendering all the time, mostly remote work so dont have time to reboot) disk C went back to normal state, but another disk D was full this time.... And render files are only 2,5GB. I'm wondering if it might be a technical issue with my hard drives....?

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[Max] Resolved Bugs / Re: WTF - bad allocation!
« on: 2013-07-23, 17:42:05 »
Well.... it is a bug!

I was rendeing a sequence of targa images. All files are stored on disk D.

But somehow renderer managed to fill my system disk C with some files. Yesterday when rendering started I had 120GB free on disk C. Now its full. And what worries me that reboot didnt help, my disk C is still full.... That is a bug!!

12
[Max] Resolved Bugs / WTF - bad allocation!
« on: 2013-07-23, 13:15:45 »
Hi,

I was rendering a an animation when this error occured:



yes, it is: WTF - bad allocation. Sory for bad image but it is a screen made in teamviewer and I'm at work right now.

Something tells me that its a corona renderer issue and have something to do with this:



Looks like corona is very greedy and like to consume loads of ram, and when ram is nor enough it consumes your C: drive :D

Will report a bug when get back home

13
[Max] Resolved Bugs / Renderign invisible objects???
« on: 2013-07-19, 19:44:16 »
Hi,

Since Xref don't work with corona I've outsmarted corona :) and use RF_Cache to reference some objets in a scene. And everything would be ok, yet RF_Cache objects are beeing rendered always (no matter what referencef scene may contain) and I use visibility of RF_Cache. Simple as that....

And this is where it gets pretty spooky.... Because invisible objects can be rendered! When You want to investigate and isolate buggy invisible object nothing renders (this is reasonable: DO - render nothing, GET - nothing).  This is what i mean:



This effect is similar when You have two meshes overlaying on each other. But one mesh is invisible..... spooky :)

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[Max] General Discussion / Re: Rendering: run out of memory!
« on: 2013-07-16, 23:29:27 »
A big one :) A lot of displacement in a scene

I'm not worried about high mem usage, I believe it's because of displacement maps in my environment materials. All is build by displacement.

What disturbing is that it takes more ram every frame. Just try it for yourself. Make a lot of displacement in a scene and redner. See that mem usage after render didn't "flush". This might be done in purpose. But every frame you render from now on will increase of mem usage by 3ds max. And it will grow untill you run out of memory (in my case 64gb which took about 150franes in 4 hours).

I believe its a bug. Just like there is missing sth like memory flush

15
[Max] General Discussion / Rendering: run out of memory!
« on: 2013-07-16, 10:45:01 »
Hi,

I set rendering of a sequence (full DOF, both blur cam and geo) over night. Today I see that rendering froze (but 3ds max is not frozen, just like waiting for sth), no message or error, corona in the middle of Building Acc. Structure (and was doing it for 2h), memory usage 62GB. When I open rendered files windows displays that cannot be displayed, not enough memory. Killed 3ds max.

Rerendered the same frame (same settings), memory usage: 18GB
When rendering in a sequence : 62GB

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