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Topics - apjasko

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[Max] I need help! / Lights Showing Up On 'Unassigned'
« on: 2020-08-13, 14:33:44 »
I'm having a problem with lights appearing on multiple LightSelect elements. The problem is pretty straight forward. I assign a set of lights to one LightSelect element, but they also appear on my Unassigned LightSelect element. Is there a simple solution to fix this?

I'm experiencing the exact issue as discussed here:

Edit: I figured out if I uncheck "Occlude other lights" under Visibility it fixes this behavior.

My request is simple - don't eliminate option to run legacy medium resolving.

This didn't alarm me when I initially saw it. Recently I received a large, elaborate SketchUp model and was forced to use legacy medium resolving in order to save time. It would be a huge inconvenience to not have this option available when encountering such models.

Gallery / A Couple of My Latest
« on: 2018-10-03, 23:58:37 »
I haven't posted any of my work on the forum, so I thought I'd start with a couple of my most recent personal images. I think getting some feedback from the community here would be helpful. Let me know what you think.

[Max] I need help! / Ram Upgrade Affecting Performance
« on: 2018-07-16, 20:44:30 »
I'm not sure if anyone else is experiencing this issue, specifically. I have seen a recent post claiming low rays per second on new Xeons, which is exactly the issue I'm suffering from now but with old xeons.

I have two older Xeon machines which had 32gb's of RAM. In this configuration, they render at full speed without issue. I swapped in new sticks for the upgrade, and now the machines produce around 1/8th the amount of rays rendering the machines useless.

The topic on the helpdesk website doesn't offer much help here. Has anyone experienced issues like this using 2620's or 2670's? If so, how do I fix this?

I could have sworn in an earlier build of 1.7 the bump converter was working with BerconTile. I might have been imagining that, but on 1.7 HF 3 it isn't working. Is this just a limitation of the bump converter map?

I'm getting this peculiar issue I've never experienced before. My model is treating all adjacent objects as if they have a round edges bump, or something, adding a highlight from direct light on edges. Any idea what's causing this issue? I'm using 1.7 HF 3 and Max 2016. The scene is lit mostly with a Corona Sky from a large skylight above.

See attached for the problem.

[Max] I need help! / Corona DR Issue with Xref Scenes
« on: 2018-02-25, 23:49:10 »
I get this error on my nodes and Corona DR fails to run when using Xref scenes (objects too, but this case is specifically scenes).

"C:\Program Files\Autodesk\3ds Max 2016\3dsmaxcmd.exe" "C:\Users\ajaskowiak\AppData\Local\CoronaRenderer\DrData\corona_dr.max"  -continueOnError -gammaCorrection:1 -rfw:1 -sf -v:5  -postRenderScript:"C:\Users\ajaskowiak\AppData\Local\CoronaRenderer\DrData\"

I have tried using both relative and UNC paths for my Xref's and neither work. I must be doing something wrong.

So this is a totally bizarre issue that I can't resolve on my own.

I have a geometry dense interior scene and I decided to convert all furniture and other high detail objects to Corona proxy to save on file size. Once I did this to a few objects I knew were contributing to my bloated file size, I saved to see only a ~25mb drop in size (from 1,123,255 KB to 1,097,003 KB). I proceeded through the remaining objects to try and achieve a more dramatic drop. Then my next save was an outrageous 3,213,216 KB.

I then saved all necessary geometry, merged into a new scene and managed to get it down to 2,003,176 KB. I knew notetracks and animation layers can contribute to file size, so I ran "the" cleaner script and removed over a thousand animation layers. This managed to get my file size down to 1,643,785 KB. Still almost a half gig LARGER than my original scene.

After all this I tried compressing on save. This does save some of my file size, getting it down to 517,317 KB. The problem is however it takes what feels 2 or 3 times longer to save. Which isn't worth it to me.

I saved a couple selected objects into their own scenes to see how big just those files were in clean scenes. Even a single pillow was saving at over 60mb's. A Corona proxy selected and saved was close to 70mb's.

Has anyone ever experienced such a bizarre instance like this?

I'm not sure if this issue has been discussed, or if it's isolated to my hardware. I haven't experienced this on my work computer which is a dual Xeon workstation, but just my personal computer, which has a Ryzen 7 CPU.

Anyway, I have been able to replicate this issue in multiple scenes, both new files, or merged scenes. I have experienced the issue both on 1.7 and 1.7 HF2. When I have a scatter, either Corona or Forest Pack, my interactive render locks up my session of MAX constantly bringing up the round busy circle and MAX constantly will say not responding in the taskbar, then flash back to the IR, only to remain in a constant busy spin, where i'm unable to click in MAX or stop the IR. Then the cycle repeats. This forces me to close out of the session entirely. It's as if it's constantly restarting/parsing on loop but the duration of these not responding/busy cycles is the same regardless of the scene.

This issue only started within the last couple days and I haven't noticed anything that may be causing this. Am I the only one experiencing such issues or is this a common bug?

I was testing out an idea making traffic lines on asphalt using the Corona Distance map using the color inside influenced by a line with sweep modifier. It isn't working very well, the color inside tapers off in unusual ways. Is this normal?

[Max] I need help! / Question Regarding Volumetrics Pass
« on: 2017-11-29, 15:57:26 »
This isn't a pressing matter, but I was curious - is there any method where you can quickly render the volumetrics pass for compositing? When I render scenes on my personal workstation with only 32gb of RAM (I know this is low, outrageous prices are preventing me from upgrading my workstation and nodes at the moment) I can't get past the initial pass.

I haven't tested this, but maybe doing a global material override could save resources for this purpose. Though I think there would still be long render times, at which point I could just use a z-depth pass to simulate volumetric effects. Anyway I'm assuming there's no way to quickly produce this pass, I want to be wrong.

I feel like I have seen an similar issue to this on the forums but I'm posting just in case the issue was different.

Anyway, see screenshot attached. In CIE I get strange behavior from render passes, such as tonemapping seemingly sticking in the pass, despite the settings being turned off. Also I've had issues of vignetting being stuck in my render passes, such as light selects and wire color, and it impacts my ability to properly use these in post unless saved individually from the CVFB.

[Max] Resolved Bugs / Constant IR Refresh in RC9
« on: 2017-10-19, 20:17:03 »
If I move my cursor at all into a viewport while using IR, it refreshes as if I made a scene change.

Updated to RC9 this morning so I could disable adaptive light sampling as it was problematic in my current scene. Now the tilt & shift rollout no longer does anything for any Corona camera in the scene. 

It appeared to function normally until I isolated some geometry then it seemed to break the tilt.

I experienced a bug saving my Z Depth pass. When saving CXR format from Max, the z depth pass falls out of the file, not present in CIE. Also not present when auto saving individual passes to CXR from batch render. I have to save this individual pass out from the Corona VFB inside Max.

I haven't tested other CGeometry passes, but I can say for certain there's an issue with CXR including z depth. It has occurred on files saved from the 9-15-2017 (first 1.7 daily I tested on my office workstations) daily to RC1.

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