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Messages - M.S.Referee

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1. It makes completely no sense to set bucket passes to 1 in A7.2 or any other version of Corona. You will get EXACTLY the same result as when using progressive mode and 64 passes. If bucket passes is set to 1 - then no adaptivity will be used, so there will be no advantage over progressive rendering whatsoever.

2. Can you post any examples that would confirm your thesis?

I'm sure that Bucket pass 1 is real meaningful with different samples in alpha v7.2, and it's no different 64 sample with 1 pass and 64 pass with 1 sample in v1.x, because this is not my imagination, this is the result which I have personally tested.

Yes, sure, I saved some test.

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I was already curious to ask, whether there was some smart detail included like V-ray's camera shake'n'flicker.

About flicker of animation, v1.x got no problem with UHD Cache and Path Tracing, but alpha v7.2 got this serious problem with HD Cache, and Path Tracing better than HD Cache.

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Hi, maru

Your team can do a test between alpha 7.2 and v1.x with Bucket Mode. Because it will very easy to know different and what is I called that "Checkerboard Algorithm".

Test scene type,
1). Medium shot with pure white diffuse material and Corona Sun.
2). Medium shot with pure reflection material and Corona Sun.
3). Medium shot with pure refraction material and Corona Sun.
4). Medium shot with mix those 3 type of material and Corona Sun.
Settings,
1). Turn to Bucket Mode for all test scene.
2). Set sample to 64 for pure white diffuse material, set sample to 16 for pure reflection material, set sample to 24 for pure refraction material.
3). Set pass to just 1 for all test scene.
4). Multi-pass, set sample to 1-4 and 5 pass, then do the four test for each sample setting.

Then rendering, and check look the quality and speed between alpha 7.2 and v1.x.
You will got clear feeling:
1) In alpha 7.2, the speed is true very slow with 64 sample or high, but the result is very very good, almost can't see noise. And you can check look the hypotenuse edge of antialiasing, it' so great. You still can see reflection and refraction got very good result and the speed is fast too. And Multi-pass test, the result sure good than v1.x and speed slow than v1.x.

2) In v1.x, the speed is absolutely fast than alpha 7.2, but the result never can be compared with alpha 7.2, you can clear see noise. And you can check look the hypotenuse edge of antialiasing too, it's OK.

Conclusion:
This is why I'm so missing alpha v7.2 of Corona Render, because when work with high sample of Bucket Mode, and if you want to render animations, especially with render farm, you just need to do 1 pass or at most 2 passes with 64 sample with alpha v7.2, you will got the final result. Even if you don't need to do denoise.
And for some type of material(like more reflection, pure refraction) scene, you just need to adjust sample with only 1 pass, maybe 1 min or 2, 3 mins, you will got final result.
But with v1.x of Corona Render, maybe you need ten times or series ten times passes than alpha v7.2 with same sample to got final result. Maybe you still need to do denoise.

So I don't think v1.x good than alpha v7.2 about algorithm. And the "Checkerboard algorithm" from Corona first verion to Corona alpha v7.2, and gone from Corona Daily v1.0 to now.

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I'm missing Corona Render alpha v7.2 very very much, because the algorithms, especially the "Bucket" algorithms.

Yep, alpha v7.2 is slow than v1.x, but alpha v7.2 is the real Corona Render.

Slow of alpha v7.2 is built on the premise of guaranteeing quality of this unique algorithm, it's just need to improve efficiency of the implementation of this algorithm and add new features like v1.x did.

Although v1.x is that seems to be faster than alpha v7.2, and v1.x got good new features, but v1.x lost the most important core algorithms which alpha v7.2 got, and v1.x slow than alpha v7.2 when over
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The algorithm, alpha v7.2 is "Checkerboard Algorithm" which I feel that, and this is the core of Corona Render, and this is why you can clear to get very good result just from few mins and few passes in "Bucket" mode.  For example in "Bucket" mode, if you run 10 pass with only 2 samples for each pass, even if this is pretty much get on passes and very good result.
But, in v1.x, even if you run 75 pass, it's like a joke, you still can easy saw noise.

So, algorithm of v1.x is a "Fake Fast" which I called, it's no built on the premise of guaranteeing quality of this unique algorithm, just blindly seek for quick with abandoned core algorithm. That's so bad! Even if when you have to use lots of passes to get good result like alpha v7.2 did in v1.x, in fact, it's already slower than alpha v7.2. So it's a change of more harm than good.

Just like the antialiasing of alpha v7.2 is definitely good than v1.x, especially for hypotenuse edge, alpha v7.2 can easy take great result of antialiasing hypotenuse edge(sure, including other type of edges) with few pass. But v1.x can't. (Both use 'Tent' to get result)
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So, I real hope your team back to the real foundation algorithm of alpha v7.2 for Corona Render and bring those new features from v1.x and improvement to this up of foundation, that's the real right way for formidable Corona Render, otherwise Corona Render will lose the biggest advantage forever just like the v1.x now.
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And a suggest for feature, you can make GPU to do denoise when rendering, that's maybe a new way to save speed of rendering and not affect quality.
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Thanks very much your team's hard work and made the real great render!!!
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1.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Forest Pack 4, Sample 18, Passes 1, Primitives 238M, Prepare Scene Time: 3 secends, Rendering Time 02:55. You can directly do denoise for got final picture.

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2.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Forest Pack 4, Sample 8, Passes 1, Primitives 70,950,495, Prepare Scene Time: 1 secends, Rendering Time 01:54. You can directly do denoise for got final picture.

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3.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Forest Pack 4, Sample 18, Passes 1, Primitives 68,246M, Prepare Scene Time: 42 secends, Rendering Time 05:32. You can directly do denoise for got final picture.

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4.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Forest Pack 4, Sample 8, Passes 1, Primitives 68,246M, Prepare Scene Time: 42 secends, Rendering Time 02:07. You can directly do denoise for got final picture.

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5.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Laubwerks Plants Kits, Sample 1, Passes 3, Prepare Scene Time: 01:42 secends, Rendering Time 10:57. You can directly do denoise for got final picture.

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6.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Forest Pack 4, Sample 1, Passes 2, Prepare Scene Time: 6 secends, Rendering Time 11:06. You can directly do denoise for got final picture.

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7.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Sample 1, Passes 3, 792 Copy Objects more than 81,000,000 polys, Prepare Scene Time: 4 min 13 secends, Rendering Time 01:40. You can directly do denoise for got final picture.
And this scene render with Vray 3, prepare scene need more than 30 mins, prepare GI need more than 1 hour, final rendering need about 7 mins.

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8.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1280x720, Sample 6, Passes 4, Average Prepare Scene Time: 0.1 secends, Average Rendering Time: 30 secends. You can directly do denoise for got final picture. This is a animation which got 100 frames. And finished rendering just need 50 mins.

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9.One Xeon E5 2670v1, 16GB DDR3 1333HZ Memory Single Channel, Corona Render Alpha v7.2, Bucket Mode, 1920x1080, Forest Pack 4, Sample 1, Passes 4, Primitives 3,864M, Average Prepare Scene Time: 2 secends, Average Rendering Time 00:55 - 01:25. You can directly do denoise for got final picture. This is a animation which got 240 frames. And finished rendering just need 3 hours.

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Hardware / Re: Dual E5 or i7
« on: 2015-03-19, 17:57:51 »
No doubt, Xeon CPU is still the best choice. If you got budget for Xeon, just take them!!

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Well, thanks, you are right, those feeling and test from including v7.2 version and before.

I'm no test 1.0 version yet, but I saw you said, the Bucket Mod of v1.0 is absolute good than those old version.

So, that's a big point!

And by the way, how many time you render a pass from the 18 samples setting?

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In fact, "Bucket Mode" is better than expected, but there are some point maybe can got better.

1).Improvement the performance. For now, bucket with 1 sample and does more than 3 passes, the performance will got bad, and each pass will got times time for render. And if start with more samples, more pass will = series times time to spend, for example, if I set sample to 8, pass to 2, and the first pass got 1min 40sec, but the second pass is 5min 20sec, and the total time is 1min 40sec +  5min 20sec. Well,,,, I don't know why you team code like that, and I found this algorithm just like "Chessboard Multiplication", more = series times. So, I think this algorithm maybe improvement or changed. My idea is that keep every pass is setted sample, and keep the sample range to do the fast pass. I think if like that, every pass will spend the same time, and we can do some test first, and found the best sample setting for this scene, and to set the final pass amount, and then we can got the best quality and fast render time! Follow my example, if I did the test, and to get the final sample of each pass to 1min, and I just know how many pass I need.

2).Bucket type selectively and size adjustable, that's means just like Vray can provide user to choose the different types (Top to Bottom, Bottom to Top, Checker, Left to Right, Right to Left, Random....) and also can adjust bucket size whatever you want. I think Corona should provide user to do that too. That's because different bucket type and size can got different render time for different scene, so Corona should be able user to free to alter them and got the better performance for different scenes.

So, conclusion, for me, I think Bucket more useful for production, especially for animation, and I suggest corona team more think about up the speed for animation, that's the real big reason to let people to join corona. For still image render, in fact, there are many renders can do that and if corona still put focus to still image, I think it's no a real superiority, but if people who used Corona will told everyone the same point: Corona Render is real BIG great render !! And the reason is what fast performance and great quality for rendering ANIMATION!!
That's the real domination!

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[Max] Resolved Bugs / Can't render big amounts of particles
« on: 2014-12-10, 18:28:22 »
In fact, if particles got some quantity, Corona Render will can't render.

That's more interesting.

You can do a test, got to PFLow and set birth range to 1,000,000, particle life to 100 frames and the frame go to 100 frame you will see Corona Render can't render anything. But if you go to 30 frame, it's rendered.

It's tested by Corona Render alpha v7.2 and 3dsMax2014, 3dsMax2015 and Windows 8.1

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I think many have found the same issue in every version of Corona.
You have to put the opacity map inside a corona wrapper. It`s been mentioned before although I`m not sure if it`s considered a bug or not. It is however, a bit of a pain.
Apologies if it`s since been amended.

Hi, I tied to do with lots of way, but I found there is only way to get right render, you have to save out only alpha channel to jpg and put the alpha jpg to opacity, you will got right render. And about others pictures with alpha inside, all no way.

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M.S.Referee, could you please add some pics/ scene preview?

Hi, I don't know how to post a image, but you can see this post:
https://forum.corona-renderer.com/index.php/topic,2570.0.html

This post reported the same bug, and I saw the post after I posted this....

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In fact, this bug is still there whatever old version of Corona or Corona v7.


To explain the BIG bug:

When you use a texture with alpha channel and assign to geometry, for example to leaves, and whatever you choose "CoronaMtl" or "Standard" material shader, you connected the texture with alpha to them "Opactiy", you will see the both still there alpha masked area and out alpha color and when you render, you will see the WHOLE Geomery just with a texture, no alpha masked effects or got reverse effects that the main content be masked and leave those should be masked content visible.

For example setting:

1.To create a "CoronaMtl"
2.To create two "Bitmap" nodes
3.To connect a "Bitmap" node without alpha to "CoronaMtl"  Diffuse-->Color
4.To connect other "Bitmap" node with alpha to "CoronaMtl" Opactiy-->Color
5.Assign "CoronaMtl" to your geomery
6.Render it, and you will see that bug

3dsMax version: 2014

That's so affliction, this bug directly affect the forest, grass, flowers and them use a texture with alpha to create those leaves actually.

So, please please please please please please please please!!!!!!!!!!!!!!!!!!!!!!!
Please fix this bug!!!!!!!!!!!!

If you choose to use Corona Render, no one think it no good and no fast, but do not got this bug which can killed all user down with it.

Thanks very much!!!!

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