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Messages - dfcorona

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[Max] I need help! / Re: Labels On Glass Issues
« on: 2021-02-18, 00:58:50 »
Thanks again for all the help, Great Team!

[Max] Tutorials & Guides / Re: Specular To IOR (OSL)
« on: 2021-02-17, 18:51:57 »
Very cool dubcat, that MetaHuman software is amazing.  I'm also looking forward to UE 5, that might be a game changer.

[Max] I need help! / Re: Labels On Glass Issues
« on: 2021-02-09, 21:43:13 »
Sorry, not yet. We will look into it ASAP.
Anything yet Maru? This is killing out animation.

Off-Topic / 3dsmax Geforce vs Quadro Multi Viewport Speed
« on: 2021-02-09, 21:42:22 »
Hi I know there are a ton of Geforce vs Quadro threads, information, even benchmarks. This is more specific question.  Usually all the benchmarks are one viewport benchmarked with different cards.  But who works that way... Usually you are using 4 viewports at once.  So my question is for using 4 or multi viewports at once. My viewports get quite sluggish with big scenes. Of course in max reducing the 4 viewports down to 1 helps speed a lot but who works that way.  You can also move the scenes out of the way for each viewport until you need that viewport to help speed.  But I noticed a while back using a Quadro that it seemed smoother when using all 4 viewports at once.  I do not have any Quadros anymore to test. Has anyone noticed that or can confirm that?  Also with Forest pro, has anyone noticed Quadros performing better?  I know it's mostly down to drivers.  I use a 2080ti right now with Geforce drivers, not the studio ones.  Just wondering if there is a noticeable speed improvement with Quadro in these areas that I mostly work. I was going to upgrade to a RTX 3090, but you know how that story goes right now.

Here are good benchmarks, but not what I'm asking.  I'm asking if they do better with multi-viewports, muti-tasks at once.

[Max] I need help! / Re: Labels On Glass Issues
« on: 2021-02-03, 00:31:25 »
Have the Dev team had a chance to look at this yet?

[Max] I need help! / Re: Labels On Glass Issues
« on: 2021-01-27, 21:25:26 »
Okay I uploaded the scene file to you guys, It's a client project so it has to stay private.

In the Slate Material Editor you will see that there are 2 Tabs. One for "Street" & another for "Glass". The "Glass" tab has 2 material setups, one with thin, and one without thin Refraction.  So you can select the glass object with the labels on them and just apply each material to see the difference. You will see that while using thin refraction on, the glass will get darker. You can compare that to the 2 center glass doors.  Also the render time gets shorter of course because of thin refraction on. If you use a CoronaBitmap for the Alpha maps in the Mask Layers for the CoronaLayeredMTL, you will see it doesn't work correctly.  Only 3dsmax Bitmap will work right.

Another issue I brought up in another thread that is also in this scene, Is the "CoronaUvwRandomizer". If you have "high quality blending" enabled it more than doubles the render time with only one map.  This seams like a bug or can be made much more efficient.  You add a few maps in the scene with "CoronaUvwRandomizer" with "high quality blending" enabled and your render times can skyrocket.  Please see comparison times below for just one map in this simple scene.

"CoronaUvwRandomizer" with "high quality blending" ON  - 3min 55sec
"CoronaUvwRandomizer" with "high quality blending" OFF - 1min 25sec

I uploaded the File using your Dropbox Option cause the .zip file is 512MB. The file is Labled "Don Farese - Test Scene For"

[Max] I need help! / Labels On Glass Issues
« on: 2021-01-27, 07:43:21 »

I have a vehicle I am rendering that has labels that need to go onto it's windows.  I did this by using CoronaLayeredMTL. Base layer is glass, other layers are labels that pair up with UVW Map modifier with different Map Channels.  I noticed it doesn't work if I use CoronaBitmap node with the b&w alpha channels for the masks.  If I use 3dsmax bitmap it works just fine.  But I also notice it darkens the panes of glass that have labels on them. I couldn't figure out why only the glass panes with labels were now darker.  Then I finally found that if you have "Thin (no refraction)" on like I always had it darkens the glass with labels. Turn "Thin (no refraction)" off and the panes with labels now render exactly like the ones without.  Of course now my renders take way longer with "Thin (no refraction)" off.  What is going on here? is this a bug?

Kind of disappointed, was really hoping they would have released or announced 128 core Threadrippers.

[Max] I need help! / Re: UHD Cache vs 4K Cache
« on: 2020-12-23, 22:54:14 »
Thank you, moving forward with 4k Cache since it's a lot faster.

[Max] General Discussion / Re: Corona for Chaos Cloud?
« on: 2020-12-23, 22:50:35 »
Gotcha,  Yeah I would like to know more about Chaos Cloud also, especially price.  I cannot figure out what it would cost with there credit system vs say rebusfarm.

[Max] I need help! / Re: CoronaUvwRandomizer SLOW renders!
« on: 2020-12-11, 04:36:19 »
When you click the "notify" button, does it change for you into "unnotify"? I have just done that so I should get notified about your next reply here.

Waiting for examples / scene. Thanks!
Yes it changes and everything, but I receive nothing to my email. I check it when I make a post under the attachments and other options dropdown.

[Max] I need help! / Re: CoronaUvwRandomizer SLOW renders!
« on: 2020-12-10, 17:15:15 »
Hi Maru,  Thank you for the response.  As for the notify button, I always click that but never receive notifications.  Maybe I should make a ticket on that.

As for the UVW Randomizer I always render by Noise amount.  but like I said the render times greatly increase with UVW Randomizer.  Let me put something together to show you.

[Max] General Discussion / Re: Corona for Chaos Cloud?
« on: 2020-12-08, 22:47:14 »
What is the benefit of going with Chaos Cloud vs an online render farm? I thought I looked into it a while back and it was expensive compared to online render farms, but maybe something changed?

[Max] I need help! / UHD Cache vs 4K Cache
« on: 2020-12-08, 16:42:20 »
I usually always use UHD Cache for all renders in corona, but this new animation I am rendering which is a clubhouse with exteriors and interiors seem to be so slow.  The exteriors render fast so far, the interiors take a long time to calculate the UHD Cache.  Never had it take this long before. I even merged the scene into a new one thinking maybe their was an issue with the scene. I changed to 4K Cache and it calculates GI way faster.  I guess I can stick to 4K Cache, but is there any known issues with rendering an animation with it?  I'm just worried since I guess it's still testing since it's not default solution?

I'm using corona 6, not the hotfix ones because I thought I read in another thread there was a bug introduced.

[Max] I need help! / Re: CoronaUvwRandomizer SLOW renders!
« on: 2020-12-08, 16:32:32 »
Just wondering if Dev's have taken a look at this, the times seem to be way to long to render.  That's if 1 texture is used utilizing CoronaUvwRandomizer, I'm thinking multiple will be a large problem maybe.

And if a Dev responds to this post, can you see about fixing why I do not receive notifications to email about replies, I check the box every time.  I hate to think forum members or Dev's think I don't care to reply when I'm not even aware I'm getting replies.

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