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Messages - pokoy

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16
Thanks for the info!

17
I think I saw a related problem somewhere in another place where Windows defender would cause a similar behaviour. You can turn it off only to test it and then add an exception for the max task.

That could be it! I tried to turn defender off, but it didn't helped, so i turned it back on, but that's only half of the story. Soon aftert that, 3ds max crashed and after i restarted it, saving times are now back to normal. Hallelujah! I'm not going to change anything now, but if the issue will return, i will look how i can add exception on 3ds max. Thanks a bunch pokoy, you saved my day! :]

Glad it helped! I remember seeing a similar thread where it appeared out of the blue, for some reason Win defender decided to give Max some special attention :D

It might be actually good to see if it helps on my side, too, I sometimes see increased saving time without a reason... maybe it's exactly this.

18
I think I saw a related problem somewhere in another place where Windows defender would cause a similar behaviour. You can turn it off only to test it and then add an exception for the max task.

19
As a workaround, and only if the scene is static, you could render an animation with each PC rendering a different frame. The noise pattern would change on each frame giving you what you're after. Small overhead from scene data transfer, of course.

20
32 bits, exr with 16 or 32 bits floating point, tone mapping off as said above, correct mode is addition. But avoid PS, it doesn't work correctly. Use AE or anything else that actually works in 32 bits.

21
+1, rendertime would be more useful.

22
[Max] General Discussion / Re: Install Corona without Max
« on: 2020-06-20, 20:06:06 »
Guess so. The installer has an option to just unpack the files to a folder, without the need to specify a host software. I think he'll only be able to run it within the evaluation time frame, though.

23
Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
Hi,

So yeah it has changed in v6. This was part of some wider optimisations. Hopefully we can keep these changes to a minimum in the future.

Thanks,

Rowan

Ok.... Can't help but still love you guys :D

We found a way to keep the seed stable, so it wont change in v6 after all
Great, thank you!

24
I have the same problem (corona 5 3ds max 2021) only corona 3 works fine.
Please solve bugs quikly!!!!

Everybody is having this bug since Corona 3 as far as I know. If anyone does not , I would like to know .
This also seems like insanely hard to fix since it takes so long. I cannot fathom why but I trust Corona team that its hard. Those bugs are not intuitive in their complexity to solve.

I don't really understand why people expect merging to be a trivial thing in 3ds max, let alone Corona to handle it. Max has a notoriously hyperactive notification system that runs all the time and sends info forth and back all the time and is triggered almost all the time without a reason. It includes all areas when merging - file i/o, geometry, modifiers, lights, controllers, animation and keyframes, materials and maps, even the UI seems to be involved. Expecting Corona to run smoothly while merging and perform perfectly is maybe too much.
Also, there are minor changes between each version of Max. Something that worked in 2016 won't work in 2019 or 2020, and it's perfectly possible that the Corona team is not even aware of these changes because some of them may be undocumented. Or there could be bugs that no one knows about yet, why would you expect the Corona team to work around stuff when they just can't? They will probably never be able to catch up, and it may not be within their power anyway.

Please guys, stop expecting the impossible and just accept that stopping the IR by yourself prior to merging is probably the most reasonable thing to do. It's not that much of an inconvenience, is it? Let the team focus on other things instead.

25
I wonder if one could snapshot the scatterer, if yes it would be a two click task. Not sure if it works though.

27
Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
Hi,

So yeah it has changed in v6. This was part of some wider optimisations. Hopefully we can keep these changes to a minimum in the future.

Thanks,

Rowan

Ok.... Can't help but still love you guys :D

28
Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.

29
Crop factor can't be ignored just like that... sorry but this isn't true. When you have anything else than a 36mm sensor, chances are that the focal length of the lens needs to be multiplied by the crop factor since the values are typically specific to a 36mm sensor. You should be able to get this information from the specs.
When in doubt, try to get info on the field of view of the lens on your camera. When you can get this one it'll be a safer bet than uncertain info on sensor and focal length.

30
Of course having the devs look at the scene is probably the best but I remember something like this happened for me in the past, too. Look out for some stuff in your scene and convert to mesh or hide and see if it is better:
- compound objects that may create notifications and trigger and re-parsing constantly - Scatterers, Booleans or 3rd party geometry and meshing plugins etc
- Body Objects that may recalculate tessellation if you use different setting for viewports and rendering
- ProOptimizer modifier, this one did a similar thing for me in the past

Try to isolate only a group of objects at at time, render, repeat until you find the offending objects.

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