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Messages - Joris

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1
Hi, with a script I can make the entire library proxies. With Connecter that would require: merging files one by one, retagging an re-assinging previews.

2
Hi Tom,

I'm using Connecter for asset management. But maybe Project Manager can be a useful addition, thanks for the suggestion.
Also the PBR Materials Generator seems pretty good.

3
Hi Arpit,

That's exactly what I was trying to do ;)

A few questions:
- if I understand correctly: the option "cache in RAM" is checked on while exporting the proxy? Is that the recommended option? For most scenes, I'm using a lot of proxies, but with 256GB RAM I should be ok? In the Corona lister there's not an option to enable/disable cache in RAM, it can be be switched off in the CoronaProxy properties panel but then I need to do this for each proxy individually.
Just trying to make sure I'm setting everything up in the best possible way.
- Is it possible to export the proxy to point cloud or full mesh? I can change it with the proxy lister, but it would be a bit more practical.

Many thanks.

4
Hi Arpit,

Thanks for the quick reply!

I tested the script and it cycles through all files: opening each file + exporting proxies.

But is it also possible that, before switching to the next file, the scripts saves each .max file as a seperate file (.i.e. with the name + Proxy)?
This way I would have a .max file with the proxy (and the proxy material) which I can merge into a new scene.

Thanks.

5
Hello,

Is there a way to batch convert files to corona proxies?
I would like to organize some plant libraries and it would be a big timesaver if it could be automated (instead of opening each file, export to proxy, save file, open next file etc.).

There's an older post on the forum, but after searching I didn't find a solution:
https://forum.corona-renderer.com/index.php?topic=25853.0

Maybe it can be done with a script:
1. Opening each file from a source folder.
2. Select the geometry
3. Exporting the geometry as a Corona Proxy to a target folder.
4. Saving the modified scene in the target folder as a new .max file
5. Repeating this for all files in the source folder

Since I can't script, I asked ChatGPT, and got this:

-- Define folders
sourceFolder = "E:/folder_with_max_files/"
targetFolder = "E:/folder_a/"

-- Get all .max files in the source folder
maxFiles = getFiles (sourceFolder + "*.max")

for f in maxFiles do
(
    try (
        -- Open the .max file
        loadMaxFile f useFileUnits:true quiet:true

        -- Select all mesh geometry
        select (for obj in geometry where superclassof obj == GeometryClass collect obj)

        -- Build export path
        fileName = getFilenameFile f
        proxyPath = targetFolder + fileName + ".cproxy"

        -- Export selection to Corona Proxy
        coronaProxyExporter.exportToSingleFile = true
        coronaProxyExporter.exportMultipleFiles = false
        coronaProxyExporter.useObjectNames = false
        coronaProxyExporter.exportSelected proxyPath

        -- Optional: replace original geometry with proxy
        -- Uncomment below if you want to auto-replace in scene
        /*
        delete selection
        importFile proxyPath #noPrompt using:CoronaProxy
        */

        -- Save the modified file to target folder
        saveMaxFile (targetFolder + fileName + ".max")

        -- Clean the scene
        resetMaxFile #noPrompt
    )
    catch (
        format "Failed to process file: %\n" f
    )
)

messageBox "Batch export completed!"


Since no max files are saved and no proxies generated, there's obviously something wrong.

Is this possible with a script
Has anybody experience with something similar or a solution to this?

Thanks!

6
Hardware / Re: Hardware / Which type of disk to use?
« on: 2022-01-30, 19:51:30 »
Thanks!

I'll do it this way then ;)

7
Hardware / Re: Hardware / Which type of disk to use?
« on: 2022-01-24, 19:27:44 »
Hi,

No answer yet... Is there anything I could do to help?
I found some similar topics, but it's not very clear to me what the best approach would be.

Any help would be appreciated ;)

Joris

8
Hardware / Hardware / Which type of disk to use?
« on: 2022-01-11, 16:49:14 »
Hi all,

I have a question about which hard disk to choose, for the moment I'm using these:
A/ 1x SAMSUNG 970 EVO Plus - 2 TB SSD (read/speed 3500 MB/sec - write/speed 3300 MB/sec)
B/ 1x SAMSUNG 870 EVO - 4 TB SSD (read/speed 560 MB/sec - write/speed 530 MB/sec)
In addition to these two, there's another dedicated windows disk.

So if I'm using disk (B) (4TB Samsung) for both assets (textures, 3D-models, HDRI's...) and projects (3DsMax files), will that be ok? Or will this drive be a bottleneck for speed / performance somehow?
If so, are there advantages in choosing the faster disk (A), for example:
- when caching data
- while starting / running the interactive render
- while starting / running the production render
- when opening / saving 3DsMax or CIE files
- any or other (dis)advantages?

Or should I use disk (A) for assets and disk (B) for projects or better the way around?
Another option is to replace disk A with a 4TB version, but is that worth the price and would I really notice a difference?

I guess most of this depends on how the data and assets (3D-models, proxies, textures, forest pack assets, ...)  are accessed, stored, written, cached, ... and it would be helpful if you could give some guidance.
I guess it's always best to use the fastest medium, but will the difference in read/write speed be really noticeable?

By the way I got this reply from Corona Support, but they also guided me here to ask for your experience ;)

As you've mentioned, it boils down to using the fastest medium as your repository, you shouldn't notice any significant slowdowns even on an (read/speed 560 MB/sec - write/speed 530 MB/sec), anything bellow 210 MB/sec should have an obvious effect in scenes that use really heavy assets, textures or metadata.

Do note that it became somewhat harder to quantify certain things with regards to loading, caching since Corona now utilizes asynchronous loading, this makes things way more complicated but quite more optimized for loading times. The biggest difference you would notice on a slow vs. fast drives is when opening a heavy scene (1+ GB of associated asset data), saving it, utilization of non-memory loaded proxies, loading or calling heavy HDRIs, STL files etc. (this doesn't include the slowdowns introduced by excess in startup scripts, user macros and high face viewport count).


Regarding the asynchronous loading of textures they suggested to wait for a dev. answer first as they are in a better position to explain what is happening.

Thanks!

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