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Messages - Steven_IAS

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General CG Discussion / Re: disappointment with corona 13
« on: 2025-07-03, 22:25:55 »
PS or is it that it has to be saved to CXR, which then need renaming to EXR and the renaming step is what causes problems?
[/quote]

Most other render engines have had this figured out since 2016. I am still not sure why Corona has not had this sorted at this point, as it is a must for any commercial render engine. I mean, Blender and Unreal even have it.

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[Max] Daily Builds / Re: Are you still using the old VFB?
« on: 2025-06-27, 23:05:03 »
I am using the old VFB not the VFB 2. I will use the VFB until 2 gets the fixes it needs, if that ever happens.

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General CG Discussion / Re: disappointment with corona 13
« on: 2025-06-27, 23:03:54 »
All I want is normal production-ready crypto mattes in 2025. I have been waiting for them since 2018.

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[Max] General Discussion / Re: VFB 2.0 Woes
« on: 2025-05-24, 00:01:58 »
Yeah, this is exactly what I am talking about. Just something tasteful and efficient. You know things are bad when I am envious of the Vray buffer.

I also miss the rotating smiley face to show you that something is happening. I know I can look at the stats, but it was such a quick thing that you notice being gone. Maybe the Corona logo can pulse or something.

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[Max] General Discussion / Re: VFB 2.0 Woes
« on: 2025-05-23, 17:08:17 »
It feels like a beta release.

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[Max] General Discussion / Re: VFB 2.0 Woes
« on: 2025-05-23, 15:29:39 »
I have changed it back. I want to be able to use the VFB 2.0, but it is just a mess of a UI design. As long as they keep the VFB 1.0 I will use it.

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[Max] General Discussion / VFB 2.0 Woes
« on: 2025-05-22, 23:30:10 »
When I updated to Corona 12, the first thing I noticed was what I consider to be one of the biggest step-backs in UI design I have seen in a very long time. The new VFB 2.0 feels like something that was not given a lot of time or care.

First, it uses 165px more on the right-hand panel. This would be fine if it were for a reason, but it just seems to be more footprint for a reason that I can't figure out. Corona team, if this is a feature that is to come, please let me know.

Another glaring issue that just hurts for me to look at is basic alignment. The IR play button doesn't even line up with the "Post" header. That 3-5 pixel error just shows a lack of quality control and sticks out when you look at this frame buffer for 6 hours a day. The biggest error to me is the text on the "stats" panel. The alignment of the Times / Scnes / UHD Cache / Performance headers is almost touching the image. While I feel there is a lot of work that needs to be done design-wise on this panel, I mocked up the bare minimum fix that I think is required to make this a usable UI in the meantime.

As many users of this render engine are involved in some form of design for aesthetics, these things matter, and it lacks a level of polish that I find surprising for a release candidate. I am thankful that I can switch back to the efficient layout of the original VFB, but I assume at some point this will be phased out.

I have attached two files that illustrate these two issues.

8
What is the scene you are trying to render? Is it an enclosed environment with many lights and cuastics? If so, then that would be why. If it is an exterior with a car sitting on a road, then that is way too long.

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[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-04-22, 18:36:16 »
That is great to hear. I am wary to try this, but if others are having success, I might update.

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[Max] I need help! / Re: Interactive rendering slows down.
« on: 2025-04-22, 17:59:48 »
Is this the official solution for this from Microsoft? I ran into this after I updated to 24H2. I was lucky enough to be able to downgrade back to 23H2, which was great since I was about to deliver a job and working under 24H2 was like stepping back a decade as far as speed on my system went.

I am on a 79540x, and it still plagued me the same way people on the 9950x have been suffering with it.

11
There is no difference in the image quality; it is just the process of having to rename the files, which is time-consuming when you are working with sequential renders. If you have to do that for 10-20 shots with 3-6 render versions, it eats up time and slows the process.

12
I am still to this day not sure why Corona has this workflow for cryptomatte. I was hoping that when they became part of the chaos group, they would adopt industry standards, but here we are in version 12, and it is still wonky. Is there some internal code issue with Corona to only use the .CXR format and not just write the crypto to a proper multichannel EXR? It just seems so odd even to use something like a CXR in the first place. If Corona really wants to be taken seriously in the 3D community, it needs to sort of these oddities that every other render engine has.

When I work with an artist who has never used Corona before, they really like it until it gets to the is stage, then they are like, what the hell is this? It is kind of embarrassing, honestly. Makes it feel like a toy and not a production render engine.

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[C4D] General Discussion / Re: ACES OCIO Config
« on: 2022-08-17, 18:07:18 »
Not yet. We got busy on a few jobs and did not want to try and figure this out during production. It's on my list to get back to.

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[C4D] General Discussion / Re: ACES OCIO Config
« on: 2022-06-07, 15:46:32 »
piotrus3333 Thank you for that I had no idea that this was hidden in the UI. This is a big help and I am going to dig into this. Most helpful. I will start to work on this. Thanks again!

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[C4D] General Discussion / Re: ACES OCIO Config
« on: 2022-06-06, 22:36:46 »
Linear is ancient at this point. Every render engine has a solution for ACES. Even if we could just get an OCIO loader of some kind? Vray has it figured out.

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