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Messages - tmsfischer

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I need help / Batch Editing CXRs - denoise only selected
« on: 2019-09-26, 18:55:50 »
Hi guys,

Is it possible to program the cxr batch file to do the denoising only on chosen Lights ( lightselect )?
Is it possible to save not all, but only a selection of render elements?

Thank you in advance!

Thank you Maru!

Hi guys,

i was wondering how to batch denoise a CXR image sequence (for an animation). Since Corona 4, the batch of NVIDIA FAST DENOISE doesn't work ( the INTEL CPU AI neither ).
With corona 3, everything worked as hell...

The last 3 lines of my edited lightmix.txt for the batch:

   Float denoise.blendAmount      = 1
   Int denoise.filterType      = NVIDIA CPU AI       // -- or INTEL CPU AI   --//
   Float denoise.sensitivity      = 1

In render setup/ scene/ denoising/ mode : i left it on NVIDIA FAST DENOISE ( as before with corona 3, it worked! ) and didn't change for "later for gather data".

Any idea ?

Thank you guys!


General Discussion / Re: NVIDIA FAST DENOISE standalone
« on: 2019-03-24, 16:57:11 »

If you wanna use NVIDIA denoise, you should not leave gather data for later, but you should leave NVIDIA fast denoise in render setup!

Than you do your render jobs on a farm ( rebusfarm in my case ) that does NOT support fast denoise,
download your CXRs
batch NVIDIA denoise,

and DONE !:)

General Discussion / Re: NVIDIA FAST DENOISE standalone
« on: 2019-03-24, 16:29:48 »
i've just given a try, works fine with high quality denoising, BUT nvidia fast denoise option is not available in Corona image editor..
any clue anyone for nvidia fast denoise in post?

General Discussion / NVIDIA FAST DENOISE standalone
« on: 2019-03-23, 23:01:49 »
Hi guys,

I was wondering, if there's any way to use the amazing NVIDIA fast denoise in some kind of "standalone" mode? Like in postprod?
We found NVIDIA denoise much more "useful" and esthetic than the high res denoise even if it isn't that precise, but unfortunately the renderfarm we are using doesn't support fast denoise, only the HQ...



I need help / VRAYPATTERN or similar?
« on: 2019-01-23, 18:44:02 »
Hi guys,

im reaching out for help...actually working on a project, and would need to have a quite specific pattern (quite big so only displacement is not enough.. ) on a quite complicated and big surface.
I was wondering if vraypattern still works ( was an amazing plugin !! ), if it is compatible with corona render


if you know about any technique or plugin similar to vray pattern  ( railclone is nice, but i have a lot of holes quite randomly on my surface .... )

Any idea?

In fact, would be nice to have an option, either affect scattered object transform or not  in scatter settings...

IMO this update affects too much the workflow of some users (like me :( ). Personnally I created my whole library  ( my speedtree vegetation lib, my object lib etc ) through 5 years and as i create everything by myself the scale is not always correct (naturally ), and also each project needs some light adjustement regarding to the proportion between scattered objects...

with this new workflow i would have to review my whole library, create a "basic scale" version of my proxies and hope not to need some of these objects in bigger or smaller version in the same scatter...   

so i repeat myself, translation sliders in Cproxy properties would be essential, please CORONA TEAM, do something!

I see Romullus, thank you for your answer! I did have this issue as well with scattered animated instances, in fact, so i got it now!

But anyway, having a little transformation slider in Cproxy parameters, would be awesome!

Hi Romullus,

Could you explain why is it a "great" improvement? Aren't we agree that the efficienty was waay better only by grabbing the object scale, rotate or whatever...  it requires at least 3 more clicks x 20 scattered objects... :) but beside jokes if i have like 20 plants to scatter ( lets say 100 MB each ) i can not give up all my proxies - duplicate them to mesh - and have a 2gb  .max file for god's sake! Saving time and even worth, autosave time could increase insanely!!! In my work flow , to be the more efficient, i found that i have to KEEP LOW file size, n° of poly-s etc etc, i like to work, not to wait! And again, im on I9 1080TI x 2 128RAM so can not really boost more my working environnement.. :)

So what do you mean by  "you don't need proxies with Cscatter anyway " ?

In fact, it is something extremely annoying,i can not even use corona scatter this way
I have to use my old laggy multiscatter ... slows down too much the viewport and the active shading
(on max 2018 i have a superoptimised 60 MB file with five multiscatter objects - 3000 objects scattered on each ), should not go like a snail on 128 GB / 1080 TI/ i9 ...

any idea on solving it?
the only thing i need is to scale my original scattered object and it scales everywhere in the scatter "instancedly"- like before :(

Of course Maru, i can, but if i want to change the proportion between my scattered objects  i have to do as i said before ( sub poly or create new rescaled proxy ... )

Hi guys,

First of all, VV Corona 3 !! The real time denoising stuff is amazing!!

I had just one issue, placing my first corona scatters....
It seems that the new Cscatter uses the original scale( 100 / 100 / 100 ) and rotation (0/0/0) of the distributed objects so i can not change any more the size of my scattered objects direclty by scaling the original one, i have to enter in sub poly mode and change directly in the sub object.
It means also that if im using Cproxies, and want to rescale one of them in my scatter i have to reexport a new proxy?? not so efficient...

Im the only one having this problem, it is normal ?

Gallery / Kentucky Owl Park
« on: 2018-11-22, 12:42:40 »
Hi guys,

This is our first post here with our latest animation for Shigeru Ban architects for a whiskey destillery :)

Rendered in corona of course,
substance painter, speedtree was used in 3D,
after effects for postproduction,

Any c&c are very welcome!
Thank you,

Tamàs & Carlotta

and some stills:

Bug Reporting / Re: Level of Detail (LOD) Utility
« on: 2018-11-22, 12:34:36 »
Hi guys,

Are you planning any updates on the LOD utilities?
Would be really useful for some huge scenes ...
Thank you!

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