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Messages - Aram Avetisyan

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1
[Max] Bug Reporting / Re: Memory leak
« on: Today at 15:25:59 »
I just updated to Corona 13 Hotfix 1 today and encountered the same issue. You're definitely not alone.

In my case, it happened in an old scene that contains many legacy materials. While using  IR Rendering, I adjusted the displacement value in the Material Editor, and suddenly experienced a memory leak. RAM usage spiked to 128 GB, and then 3ds Max crashed.

This seems similar to an issue I encountered in Corona 12 Update 1
https://forum.corona-renderer.com/index.php?topic=44083.0&utm_source=chatgpt.com
https://forum.corona-renderer.com/index.php?topic=43296.msg230075#msg230075, but with a slightly different trigger:

Corona 12 Update 1: The crash occurred while using IR and moving objects in the scene.
Corona 13 Hotfix 1: The crash happened when adjusting displacement settings during IR in a scene with legacy materials.

This issue never occurred with:

Corona 13 (initial release)
Corona 12 Update 2
Corona 12 Update 2 Hotfix 1

My cpu is  AMD Ryzen 9 7950X

Hope this helps narrow things down.

Just like fire and smoke, there is no crash without minidump. Minidump helps more than a reference to an issue.

2
I cant prove but i am sure scenes with volume material are very unstable (frequent 3dsmax crashes)

There seems to be some proof. We will investigate it. Thanks.

(Report ID=CMAX-1868)

3
Report Corona 13 Hotfix 1 : I just updated today and then tested with some project while using IR rendering I got back the same problem with sudden memory leaking. (Corona 12 Update 1) https://forum.corona-renderer.com/index.php?topic=44083.0
It never happens when I use Corona 12 Update 2 and Corona 13.

Please note, this is v14 previews thread.

You can open a new thread in 3ds Max Bug reporting/I need help groups

4
I cant prove but i am sure scenes with volume material are very unstable (frequent 3dsmax crashes)

I can't promise, but attaching minidumps makes reports better.

5
Thanks.

The cloud shadows from camera override map which has no clouds enabled is reported now.
The volume effect is already being tracked.

(Report ID=CMAX-1867)
(Report ID=CMAX-1232)

6
General CG Discussion / Re: Help with Max scripting
« on: Yesterday at 22:40:34 »
Any idea how I can change the "randomSeed" value of a CoronaMultiMap (or any node) with a script?

Ideally I can +1 the existing value, or toggle between 0/1.

Any help MUCH appreciated :)

Hi,

I would give slightly off-topic advice - do not try to "automate" everything through script, or at least see if it is worth it.
Changing multimap's seed depends on how exactly the map is going to be found - it is not a straight forwards thing, unfortunately. You either need to get/select an object, then find the corresponding multimap (can be many) and then change the seed. On the other hand, you can open material editor, locate the multimap visually and change the seed. Or you can use a controller (e.g. bezier float) to quickly change it, if opening material settings is an extra click for you. The same controller workflow would apply also for multiple CoronaMultiMaps for multiple objects and materials.

Ironically, if you want to change the seed parameter for all CoronaMultiMaps, that is a rather easy and quick line of code:
Code: [Select]
maps = getClassInstances CoronaMultiMap
for map in maps do (map.seed = 42)

7
[Max] Bug Reporting / Re: Refractive Surfaces Blackout
« on: Yesterday at 14:35:49 »
Thank you, Gentlemen.

We'll keep going with the solutions suggested by maru until any solution comes up from the engine itself.

Hey,

In fact, the solution has already come from the engine itself. Your scene has been created before we improved the camera-in-medium algorithm, hence "Use legacy camera in medium" is enabled. If you disable this, everything will render fine, even in Corona 13 (non hotfix).


8
Not sure if this only is Corona 14 related:

When using the "Use Camera scene environment" override on corona camera, the Shadowing by clouds function on the corona sun does not work as intended. It keeps using the main scene environment corona sky. Not the one I've put in the override. The lighting seems to change and sky patterns also change when using override corona sky, its just the shadowing from clouds on the sun, that's not working.

Corona 14 22august version. 3ds max 2024.2.1

Can you please send over a simple scene where this can be reproduced? I will make sure it is reported to be fixed.

9
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-30, 14:05:52 »
Hey,

Seems you got the wrong impression from the responses. Let me try to wrap this. Heads up - take the wit with some humor:

Quote
diagnosing in quotes?

Yes, as a doctor diagnosis an illness for a human being, not an artist a scene.
Don't take my word for it, The American Psychological Association defines it as "the classification of individuals on the basis of a disease, disorder, abnormality, or set of characteristics." :)

Let's agree that "scene freezes unless converted", "scene freezes with legacy mtl" is a better description than a "memory leak". No dev-level vocabulary is needed.

Quote
If so, can you reproduce such setup in a clean scene? I mean setup that will eat all memory with few simple objects with simple materials. Can you? Because I can't.
I can, please don't make me :)

Quote
I decided to rerender old scene
Software evolves, including render engines, and we called it legacy for the reason to allocate all the resources for a newer, better material model. Backward compatibility can be a pita (not the bread, the abbreviation. Not sure if APA defines it :), and is actually a significant time consideration for any new feature. That is why we encourage to move to newer CoronaPhysicalMtl, so users can avoid issues, and we can troubleshoot it and know it is meaningful, not an edge case to support a legacy functionality/feature.
You can rerender the scene(s) with the version you created it with, it should render no problem.

For all the rest you wrote - I did ask support team to see, if there is anything to investigate and improve (in fact before your long reply). There are enough "solutions" provided for devs to even look at it - use default values, use newer material. I will try to confirm if it is actually the ray(s) getting stuck jumping from glass to mirror, each time consuming more data to calculate. Your description of it - being view angle dependent - hints towards it.

You know what else fixes your scene (bug_.max), keeping everything as you sent - "fixing" the geometry (no pun intended with quotes). It may be because how it was imported or modeled, maybe because of chamfer modifier (known to cause hell with version differences), but if you apply a vertex weld modifier with a threshold of say 0.2, it will render all fine. So something related to materials and/or model(s). The scene also has material-based medium resolving - this was introduced well after CoronaPhysicalMtl became the default. Not to say disabling it fixes memory consumption, but not sure if it is even meant to work with LegacyMtl in all cases, they have different shading models.

In short, general troubleshooting steps apply well here.

And yeah, thanks for being a long time Corona user!

10
Internally, not only the color interpretation is better/fixed, but there is better color correction control for splats. Stay tuned for upcoming previews (daily builds).

11
One 3min, second 1:10

You mean first render took 03:00, second render took 01:10?
Geometry calculation is part of parsing, this is where the most of the difference should come. The other stages may be the same.

There should be clear improvement in geometry computation (and effectively total parsing time) - it used to increase slightly with each re-render/sequence. Significant difference should be seen with roughly 10-15 consecutive frames. V14 DB should be consistent in this regard.


13
"Significantly improved parsing speed, especially on CPUs with large number of threads. Geometry stage now stays consistent between renders"

Haven't noticed any improvement. Just tested 13 h1 and daily. Scene parsing in 13h1 - 1m10s, daily - 1m11s. Same.

It is not supposed to show up on any scene. CPU model is important too, say a 86 core EPYC is affected, an 8/16 core Ryzen will not see much difference. Try sequence rendering with large geometry computation and you will see the difference.

14
[Max] Bug Reporting / Re: Memory leak
« on: 2025-08-28, 13:27:37 »
Ok, before "diagnosing" something as memory leak, please make sure there is nothing wrong with the scene. There is no leak, your scene is set up to eat up memory.

Your scene has Max ray depth of 100. If you know what this is for and deliberately changed it, it is expected for memory to pile up.
Change max ray depth to default value (25) and everything will be fine, with both materials.

15
Hi,

Do you have the latest version of Anima installed? If not, please do so and try again.

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