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Topics - 3dboomerang

Pages: [1] 2 3
1
Hi, Im having issues with getting my rendernode working through backburner, and i'm hoping it's an easy fix:

The backburner manager is on my workstation and is giving me errors when the node starts picking up a job:

see attached "manager"

They're both (workstation + rendernode) connected to backburner, no issues to "connect":
see attached "submitting"

However, the node's server is reporting the following when trying to boot the render process:
A bunch of missing dll's from corona followed with a could not read/write to type message...
see attached "node-server"

Both the workstation and rendernode are connected to a NAS through a router which I assume assigns and handles the IP. This is a pretty straightforward process in the past and has always worked, it sets itself up automaticaly. I'm also assuming it's set up correctly because they're actualy connected and I can see them both in the backburner monitor, so I have no reason to think it's IP or v4 / v6 related...

I installed the corona render-NODE version and did the chaos licencing application, seems to work fine I reckon.

Any input appreciated.

Btw when using the workstation as a backburner server with the "normal" corona licence, it renders fine as a "node".



2
[Max] General Discussion / IR not working
« on: 2023-08-31, 11:06:44 »
I have a project that will occasionaly hang and has to be task-manager-terminated /// With work lost as a result

There's no other way around it, it'll just hang when I want to boot the IR.

Any similar experiences?


3
[Max] General Discussion / Thinking of switching to VRay
« on: 2022-09-02, 09:51:59 »
I'd never thought I'd say this, but I'm probably going to HAVE TO switch to VRay. I was a Mental Ray user and was amazed by those first versions of Corona. I mean, god damn that stuff was fresh.

Now however, I have to say I'm disappointed with the development as to the de-bugging and priorities of the general path. Please: This is NOT a rant, I'm basicly forced to move to VRay because of technical limitations in our projects.

I would LOVE some input of the dev team on this issue:
https://forum.itoosoft.com/forest-pro-(*)/fpp-corona-animated-proxies-and-scene-parsingprep-time/
https://forum.corona-renderer.com/index.php?topic=26213.0

Our latest scenes over the past year were around 60Gb RAM of usage. This is due to using Forest Pack Pro, the parsing times explode and RAM usage is killing our RAM to the limit.

So much so that now our latest project just won't render, it hits the 64Gb mark on scene parsing, and preparing geo + rendering first pass is to much, it crashes, not enough RAM, paging size is also maxed out.

I go to the FPP forums pissed, I rant there saying this is such a pain in the ass plugin. Their reply:
The difference between Corona and VRay proxies, is that Corona proxies are handled different. They are stored as a FULL MESH in the memory, and the VRay proxies have a thing called "GetRenderMesh", which I don't understand, but it's supposed to be fast.

My worry is now that we have to move to VRay if this engine supports Forest Pack Pro better in parsing times and memory usage.

They (FPP-dev team) claims to have already contacted the Corona dev team multiple times about the issue, but nothing is happening.

So my question is why? I do not want to go Vray, I'd like to use Corona, but this just puts us in an impossible position.

Can a dev-team member state whether or not this is factual and if we are going to get better processing of proxies in FPP objects, or NOT. I'm sure you can say that much, so I can make an informed decision around this. I'm not going to keep waiting around for some progress on this part of Corona if the new features that're coming out atm in the new versions, is not even something we use.

Again: Not a rant, but asking firmly: Is this being adressed, or NOT. Is this improved in the next version, or NOT?

Warm regards;

Ethan

4
Hi;

The name kind of says it all: We use different settings for brick vs vegitation vs metals ...

The presets are seeming to be handy, although I don't want "these". I want "mine". Is there a way to get manual presets going?

Example 1: Starting a new material, I want a preset with IOR 1,3 // Glossyness (not roughness) 0.6 // Translucency of 0.5
I want to be able to preset these settings and load them up for all my different material types.

I'm not sure to what degree people use the presets provided, but I tried them and I found myself using only 1: the architectural glass.
To say "You can use the presets we provide as a base" defuses the point of using a preset in which all settings are correct to begin with. If we would take a preset and still have to check all the settings and adjust them to our liking, we might as well just start from scratch, the amount of clicks are the same still. So again: I want manual presets.

Extra: CHOOSE to delete the existing maps in those channels being altered when preset is selected. Instead of "automatic delete".

Creating manual presets would allow people to have more creative and productive control over their project, and thus time.


Grts

5
[Max] I need help! / Corona Converter
« on: 2021-12-24, 14:07:00 »
Corona converter has changed it's Material Editor-reset from CoronaLegacy materials to CoronaPhysical shaders now.

Personaly, I hate the new Physical shader, the placing of slots changed and my library of 500+ mats need to be updated. I'm not here to bash the new shader or judge the choices made by the dev team. Their renderer so their choice.

I've worked with the new shader now for a while but I simply don't care for it, so I don't use it and keep using the legacy material shaders for now.

However, it would be a minimum request I believe to give the choice to people for using either in their projects. The converter now converts ONLY to physical shaders and the material reset button ONLY resets the materials to physical shaders.

Does anyone know of a script to have these back to Corona Legacy? Do I need to revert my corona renderer to a previous version for this?

I suppose the legacy shader will be removed over time and that's ok, but as long as it still stands in our projects, why remove the ability to convert to this shader immediately when bringing out a new shader.



6
"ERROR THE ACCOUNT IS TEMPORARILY UNAVAILABLE DUE TO TOO MANY FIELD ATTEMPTS IN A SHORT TIME. TRY AGAIN IN 15 MINUTES, OR CONTACT US."

So this is what I got on my screen this morning, when opening the corona image editor (not even max) to edit some images and send to the client before a meeting.

Just a great way to start the day, looking like an idiot in front of the client, having to cancel the meeting and reschedule because the rendering software decided it's a good idea to block their customers from using the software when there are to many "field attempts" which again, makes no sense to me at all. We work either on the laptop or the workstation, depending on the day, never had an issue.

But today Corona decided to be an extra annoying piece of software.

I can't open the image editor, i cant open corona in max, i cant activate the f-ing software I bought and paid for. Waited 15 minutes, tried, doesn't work. Tried 30 minutes later, doesn't work.

This is rather unforgivable and borderline to sue someone over if there's no grounded reason for initializing such a block for customers while working.

I lost time, I lost face, I lost money. And for what exacly. For a protocol I didn't know was there, don't know why or when this protocol activates, nor do I even understand why this is in place.

Sorry if this is a rant, but it's infuriating when a software screws you over. Espeacialy in front of clients. This needs to be fixed. Not even Adobe is this lame.

7
I found this on a forum of Forest Pack Pro:
https://forum.itoosoft.com/forest-pro-(*)/fpp-corona-animated-proxies-and-scene-parsingprep-time/

Any clues as to wether this has been improved? We could benefit from this... We do Arch Viz and the vegitation of Forest Pack Pro is starting to become a bottleneck. Is the Corona dev. team rather leaning towards the C-scatter for usage, or can we keep investing our time in FPP. This plugin has become more annoying to work with, in conjunction with the Corona renderer.

Is there any at all improvements in sight.. If so... From who, where...

Should we request the Corona dev.-team, the Forest Pack Pro dev.-team, the Adesk dev.-team...


8
A while back, I remember there being issues with the IR start over again when for example selecting something in the ME, while this shouldn't be a reason for the IR to start over again.

These days I'm having it ALL the time with everything. Selecting something in viewport will restart the IR, selecting a material in the ME will restart the IR, going sub-material will restart the IR,moving the UI will restart the IR

Seriously.

WHY???



9
[Max] I need help! / image batch rendering - error
« on: 2021-02-14, 11:30:03 »
Can someone help me and tell me what we're doing wrong here? Thanks!

We're getting following error: see attached

It doesn't matter if we turn the value to 0, or make a post process file without any glare / bloom enabled it just keeps giving us line errors.

Anyone?

Grts

10
Having the exclude option in render passes, instead of having them excluded through the material-shader, seems faster and easier to set up. I'm referring to our workflow, where we need ZDepth passes without the glass for example. Or a translucency pass without the trees, but only the grasses.

All these things are so much faster to achieve and break up in smaller parts by simply adding a second Zdepth pass for example, with different elements excluded.

You'd get the results you need faster and easier...

I have no IT knowledge so I'm only asking if this is a doable feature or not.

This would easily bypass the need for us to create for example masks all over the place, to cancel stuff out of post-production passes like translucency. We would immediately have the correct pass, with the correct objects in it. No need for "masking" this stuff out afterwards.

We are doing ArchViz and I'm sure other pple can use these features as well...

Grts

11
Hey, we just switched to the last corona, and in our ZDepth pass, whilst the animation was still rendering, we suddenly noticed a change. The glass was passing through, as in "ignoring it" - see first image, but now it doesn't, and takes the glass back into account. Not the desired effect...

Now that we updated, the options are different in the corona material shader, and we can no longer have the glass ignored in the zdepth pass. This was an option we had in the material editor. Now we have others like "propogate etc" but I can't seem to get a shader to pass through anymore...?

If not, we need to revert back to the last version...

Grts

12
Hi, we're currently experiencing a 100% guarantee on max freezing when using the IR. The scene just hangs. Need to force shutdown, all work is lost. So we are in a pickle.

Max 2021, last update
Corona 5 hotfix 2
Windows 10

13
Hi,

I was getting some "splots" on cars I was creating for the library, so I added more light samples, in the multiplier. To my surprise, the higher I went, not only did the splots go away, the carpaint itself became brighter.

This to the degree that it stabilizes somewhat around "50" !!! - Not much added value after this.

But 50 is insainly high for a value which's default is 2, so I'm pretty sure I'm doing something wrong.

Check renders attached, darkest one has the default of 2, then 25 samples, and 50 samples. 75 and 100 samples give nearly the same results as 50 samples.

The carpaint is made up from a Blend-shader which contains 2 corona-MTL's.
Lighting is HDRI + Corona Sun, nothing fancy.

Any idea's?

14
[Max] I need help! / 3D Studio Max - macro recording
« on: 2020-02-08, 17:30:47 »
Hi,

I'm trying to generate a script from a macro recording in 3D Studio Max - for materials

We use a general base-setup for our greenery, for example translucency "0,25"

In the macro recording however, I'm getting the following:

sceneMaterials["forest_automat_34549BD0"][#_4____VP_Japanese_Sedge_Grass_Leaf_Front_04____CoronaMtl].levelTranslucency = 0.25

Is there a written definition to have this more "generalized" in the following sense:

sceneMaterials["SELECTED MATERIAL SLOT"].levelTranslucency = 0.25

I reckon this question might be better posted in the area forums, but I wanted to try it here as well, you never know :)

Grts!

15
Hi,

To get the corona frame VFB I need to set max to "Iterative rendering mode" in the F10 window, on top.

Problem is each time max is opened, the same file, he resets it to production rendering mode.

I believe there was a way to have Iterative rendering mode by default?

Grts!

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