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Topics - pokoy

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1
I'm using the Mesher Compound object on a particle system SuperSpray object. The Mesher Compound useful when you want to use geometry based modifiers or a Corona displacement modifier on a particle system since you can't do this directly on any particle object.
Rendering works fine until geometry motion blur is enabled - in this case, Corona will hang while parsing the scene and eventually crash to desktop. Unfortunately no minidump is created.

I tested Mesher with standard animated geometry and it works fine. It looks like it's happening on particle systems only.
Is there anything that can be done about it?

Attaching a scene - Max 2020, Corona v5

To repro:
- open the scene, the layer '01_Mesher_Standard_Geometry' is visible
- render
>>> all works, motion blur works on the sphere with animated noise and the mesher object

- unhide the layer '02_Mesher_Particle_Object'
- render
>>> Corona will hang/freeze and eventually crash to desktop.

Note that if you disable motion blur in the camera it works fine.
The offending object is colored red in the viewport ;)

Additional note - it looks like the particle spray is causing problems and leads to crashes even if no mesher object is visible. If you make the motion blur to last longer - 1s for example - Max will eventually crash when scrubbing the timeline and forcing it to update while in IR. This time it crashes with the CER dialog. Attaching the minidump from that crash, too.

2
Max 2020, Corona v5

Open the attached scene, open Slate.

In the viewport you'll see a plane with an OSL noise displayed.
In Slate you'll see a map tree that is fed into the diffuse channel of a Standard Material and a Corona Material.

The plane has the Standard Material assigned, make sure viewport is set to HQ mode to display OSL correctly. Now assign the Corona Material to the plane and it will display a wrong result. It will only match the Standard Map when rendered, but we need it to display correctly in the viewport.

If you now remove the OSL noise map named 'UVW modulator' from the OSL UVW Channel map it will match the result of the Standard Material. For some reason, Corona Mtl can't display OSL correctly in the viewports if UVWs are modulated.q

3
Using Max 2020.2 and Corona v4 HF1 - CoronaCam with motion blur triggers IR to redraw as soon as the mouse pointer hovers over the viewport.
Didn't test with earlier Max versions, so not sure if it happens only in Max 2020.

4
Max + Corona v4 HF1

I stumbled across this recently (again) and saw that I've already reported this for Corona v3 HF1 and it's still present in v4... please resolve this, the problem seems to persist although I remember it being solved at some point in v2.

Repro steps:
Open the attached file, make sure both HDR files are linked correctly in Max.
- open the classic mat ed, you'll see the two environment maps in the top slots
- use either of the environment maps in the Environment override slot
- switch the used map to dome mode, render >>> block artifacts
- switch the used map to spherical map, render >>> all good

Make sure to use both maps to see how bad it can get :-/

Scene (Max 2018), textures and the resulting renders are attached.

5
So this one is surprising and caused a hang once, now crashed.
I am doing a fluid sim, the fluid sim dialog is open, and the fluid emitter selected, auto key is enabled.
I accidentally hit the 'm' button, and the material editor (classic) opens up and max crashes.

Max 2019, Corona 4 - minidump attached.

6
I have no scene for this as it sometimes works correctly, sometimes fails. Please follow these steps to reproduce:

1. create a few objects
2. Use some of these objects in a Corona Distance Map in a Material
3. Copy/Paste (not instance!) this Distance Map to another Material
4. Try to change the object assignment in the copied Distance Map (not the original)

>>> For me, the objects in the list will often 'stick', or objects will only be removed/added when I exit the Distance Map and display again. Sometimes, objects in a copied Distance Map cannot be removed at all and require you to create a new Distance Map from scratch instead of just copying it.

7
I hoped this one would be fixed for good but it seems it gets a comeback.

The dome light mode produces nasty block artifacts, see attached image.

Also attached is a zip file of a Max 2018/Corona v3_HF1 scene as repro case, and an image of the render results.
2 different environment maps are included and prepared in the material editor, please make sure to test both.

Please make sure to add this or a similar scene setup to your test scene suite. It's worth noting that the issue will NOT come up when there's a geometry under the objects (for example a groundplane) large enough to obstruct the parts of the dome map that produce the errors. Probably a reason why it hasn't been caught before release.

8
Max/Corona v3

It seems that the CoronaCam reparses scene with IR when changing the Shutter Speed when motion blur is disabled, however, reparsing should only occur with motion blur enabled. To verify that it's not something else, changing ISO/f-Stop doesn't seem to trigger reparsing and changes are visible immediately.

This is probably not visible on simple scenes where parsing is fast, please test on heavier scenes to confirm.

9
[Max] Resolved Bugs / 3ds max - AI Denoiser failed
« on: 2018-12-06, 21:58:31 »
So Max (2018) had a viewport error where it wouldn't update the viewports, but managed to recover after a files save. However, when rendering with the AI denoiser enabled, this error prompt came up:
Internal error in NVIDIA AI Denoiser. Please report this to Corona support with this info:

Error encountered during denoising.
Unknown error (Details: Function "_rtCommandListExecute" caught exception: Failed to launch DLDenoiser post-processing stage. DLDenoiser run method failed with error -27.)


I guess it's not safe to use Max after a viewport error (probably a driver crash), reporting in case it can be resolved on your end.

10
So this is something that dates way back to the first stable releases. It was mentioned a few times and reported afaik but it seems to be still there. Output shown here is from Corona 3 RC4.

If you enable sharpen/blur in Corona's VFB in Max, the output (saved to 16bit TIF here) will show serious artifacts. However, the same output, saved to CXR from Max, opened in CIE and saved to TIF will how no artifacts. See attached images and scene file (images were made brighter in PS to display the problem, max file is 2018).

Can we make sure this is fixed for v3? Basically, it means that all output from Max VFB to anything else than CXR (or TIF in any case, didn't test other formats) will show this artifacts when using sharpen/blur.

11
So this is a rather artistic setup:
- Object A uses displacement, where displacement is driven by a Object B fed into a Distance Map

Crash when moving Object B while IR is running.

I have often noticed that moving or manipulating objects used in a Distance Map while IR is running take either very long time to update or cause Max to get unstable, unresponsive, or simply crash to desktop.

Minidump attached.
Thank you!

Specs - Max 2016, Corona v2

12
Everytime I have to set up masks for RE I wish we had easier selection methods - IDs are good but hard to visualize and to find once you've set them up, selections sets are a pain with bigger scenes since it takes quite a lot of time to open, browse and select from a object list with 10 000 or more items.

I'd like to request the following selection methods:

• Layer - a drop down list of current scene layers (which updates dynamically when new layers are added or changed). All objects on a selected layer would be rendered in the mask
• Name string - a string field that accepts wildcards and multiple strings (separated by semicolons for example, like this: tree*;*car*tire*), all objects where the name begins with 'tree' and all objects where the name contains 'car*tire' would be rendered in the mask. Strings could also be separated by a comma or brackets...

Once these methods are available, they could also be added to any other place where Corona uses Include/Exclude lists - CoronaCam, RoundedEdgesMap, CScatter objects etc...
Attached is a mockup for the Mask RE (the methods should be available in any channel of course).

I know it would make it a lot easier to setup masks for me and I bet for many others, too.

13
So after playing with Fluids in Max a bit it's obvious that the current meshing solution takes a lot of time to generate and display and eats up HD space. There's a mode that sends the particles directly to Arnold without having to generate and cache the mesh.
Would it be possible to have something similar for Corona, so if you choose to render Arnold Surfaces Corona would be able to pick up the particle data and generate the mesh at rendertime?

14
A really useful addition to the Mask RE would be the option to specify a scene's layer, so any object added to that layer would automatically be added to the specified mask. This would help to keep the scene masks dynamic and would make it less tedious to set up masks.
I'm not sure how the layer selection process would be - it could be 'Pick a layer from the Scene Explorer' or open a list of currently present layers and pick one (or multiple) layers from the list... not sure what's technically possible.

Still, I'm quite certain many users would find that option really useful.

15
I remember having posted this before but for some reason can't find the threads.

In general, Corona's exclude/include lists still lack some options that would make them more convenient to work with. In addition, except for the list dialog, they have different options:

- in the Distance Map, we have a "+" and a "-" button, and the RMB 'clear list' command
- in the CoronaCam and the Mask render element Mask, we have a "+" button and the RMB 'clear list' command - for some reason, there's no "-" button here

Please can you make sure they all have the same functionalities across the entire range of Corona features and objects?

And please can you make the 'Clear List' command a bit more obvious to the user? It doesn't make sense it's available as an RMB command on the "+" button but not on the "-" button. How about introducing a "X" button, so it's quickly visible for beginners for example?

Also, if you want to check what's included in a RE Mask's list, for example, there's no way to quickly select all objects. When the list contains 1500+ objects the only way to find out is to open the list and wait... wait... wait... for larger scenes and then go through a list of thousand of names and try to find the one you're looking for.
A good solution would be to add either icons or an option when you RMB click the list which would let you:
- select objects in that list
- create a selection set based on the objects in the list (named 'exclude list selection x', for example)

Exclude/Include lists and their limited options have been a topic multiple times, I really think it's about time to make sure they finally feel complete in v2. Thank you!

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