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Messages - Tonleal

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1
Not sure what you mean  by Corona native siding materials, but it's a common issue with displacement, it's just not very good at steep, sharp corners. You can improve situation by lowering displacement screen size as suggested, but it comes at the price of increased RAM consumption and longer parsing time and the issue is still there, just less visible. Better solution would be to modify your displacement maps by blurring them, so that displacement wouldn't have to work so hard and give much better result even at default settings. The downside of that method is that it can slightly change the look, so you must keep an eye to not over done it.

I’ll give this a try. It meant that Corona’s library includes siding materials with the same issue. I don’t understand why they offer a material that doesn’t work properly in the software.

2
I think that's perfect example where using Corona pattern would make more sense than using displacement.

I will try it, thanks. But considering that even with the native corona siding materials I have this same issue I thought it would be something easier to solve :(

3
stupid question - have you adjusted Dispacememt screen size? If its at the default setting it may need to be reduced to 1 or .5 for the  displacement to stop stepping. (Performance tag of corona settings)

Yes I did, didnt solve. But it happens with the corona native siding materials too, I thought it was a commom problem for everyone who tried to apply it.

4
Hello everyone,

I'm having a recurring issue with batten definition in siding textures. Because of this, I usually prefer to model the board and batten manually rather than rely on textures.

This time, I acquired a texture that seemed perfect — but the problem persists: the batten lacks definition and appears distorted, often forming a kind of "Z" shape, even when I remove the normal map.

The displacement map also fails to provide sufficient definition for the battens, and I can’t reduce the displacement too much since I still need to maintain the volume.

What could be causing this?

Attached is an image showing how the texture should look — much more defined than what you see in my render (white version).


5
[Max] I need help! / Lathe Modifier - Texture Issue
« on: 2023-04-17, 04:23:59 »
Hi there,

I'm with a texture issue with the lathe modifier, it makes the texture separated by each triangular face, not like a single model when I try to render this table. The first image is the model view, which is right, and it supose to be the same when rendering but it's not. Does someone knows how to fix it?


6
Hi there!

It was solved!

Following the 5 solution including delete the Scatter archive which I think it wasnt being found by the uninstaller.

7
Hi guys, I'm here because I have seen this error at older versions of corona here in the Forum, but I didn't find anything about the Corona 7 and it has been took me 2 days with no resolution.

I guess you know this error, when loading 3dsmax this menssage appears, and I can't run the Corona in 3DSmax, it is like the Corona has not been installed.

What I tried:

Update the Windows 10
Update Microsoft Visual C++
Uninstall Corona a lot of times
Delete all archives related with Corona, including the appdata folder
Reinstall 3dsmax 2021

 

8
Just an att.

I deleted all the exterior blocks, and just left the interior scenes. The render 2K was finished at 10 min.

I guess some block of the exterior was killing my RAM.

Thank you all for the answers, I learned a lot with you guys.

I still don't know why the exterior render was going well, and how it could affect my interior render, but now I'm saved. Finally my client won't give up! haha

9
Do you get low RAM warning from Corona? It could be that you run out of available RAM when trying to render at higher resolution.

Everytime I run the render, independent of the scene, I have this warning, thats why 3dsmax has the highest priority on my system.

Do you have some advice in this case? Or Do I need to go to 32 gb?

I have already done a scene of a gym with 62 different blocks, and was so easy to render. This one is killing my mind to understand what is the problem.

10
I think you should investigate what is wrong with your scene that it can't render without artificial lighting. It's possible that your setup is incorrect and if you don't figure this out, next time you may do the same mistake again. If you can't find the cause of the issue on your own, then perhaps ask if someone from the support team would be willing to take a look at your scene and see if there's obvious flaws. Don't leave it like this, because you won't learn anything from that.

I was really thinking about, because I was sure it was some issues with the blocks, then I deleted the house, so all the blocks were visible at the scene, with the exterior light on everything it ran too fast.

I never had a problem like this one before, just to change de GI, or delete sobre block and it was solved.

Now I set the image to 2000px, and the image which was ready around 5 min when with 600px, now it's been five hours and continue s like this.

11
Hi, what's your exposure values on that interior shot? What are you using as your secondary GI solver, also have you tried rendering the inner-shot with some interior lighting?

Thanks for the answer.

The exposure it's around 7
I'm using UHD Cache
I tried now a interior light and it didn't work too

My last try will be to rebuild the scene in another archive.

Preferably, you would want an exposure ranging from 0-1 for your interior shots, I would start by introducing some proper interior lighting, lower that EV significantly and try this with a global material override to at least rule out any other issues. Once you are happy with the lighting, then remove the global override and see if the timings have improved.

As a side note, are you using HDRI+Sun for your overall lighting?

Hi There!

Now, I tried with more than one point of interior light, and it ran good.

I just think artificial light loses a lot of the realism T.T

But THANK YOU so much for your help! I would never find it without you.

This one took me 5 min

12
Hi, what's your exposure values on that interior shot? What are you using as your secondary GI solver, also have you tried rendering the inner-shot with some interior lighting?

Thanks for the answer.

The exposure it's around 7
I'm using UHD Cache
I tried now a interior light and it didn't work too

My last try will be to rebuild the scene in another archive.

13
Hello Guys, I'm really getting crazy with this project.

That's a image of the render after 12 hours.

I don't know why the exterior render finishes around 30 min with 3000x1500 px, and this interior, just 600x480 px is like this even after 12 hours.

I have searched a lot here but nothing has solved this issue.

I have tried:

1. Change from higher to lower values and contrariwise: GI x AA - Max sample intensity - Max ray depth
2. Delete every single block, one by one, testing, and nothing
3. Disable Displacement
4. Change the enviroment from HDRI to Corona Sky
5. Delete all the glass windows of the scene
6. The caustics wasn't enable
7. Turn of the sun (I'm using sun and corona sky)

I didn't try portals, because at Corona 6 it isn't necessary.

PC conf:

Ryzen 7 2700 Eight-core
Radeon RX 580 8GB
16 GB RAM




14
[Max] I need help! / Fur scale problem
« on: 2021-12-03, 22:44:27 »
Hi guys!

I have a sofa that has fur applied on a blanked. It runs normally when I open the object in a single window, but, when I merge this sofa in my project the fur loses its scale and gets to big.

If I select the option to not change the scale of the object when merge, the object is merged big. Then I realized that the problem is the scale of modeling (maybe it was made in mm and I'm working in cm).

How can I fix it whitout change the settings of the fur? (Its not working well, the sofa has at least 4 blanked like this)

15
Thank you all for all the answers. I will try to change the filter to Tent. Usually, I let my renders for 6 hours, in 1350x1080 at a Ryzen 7 cpu, and it stills with this blur.

Soon, I'll be back here to tell you my results with Tent.

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