Recent Posts

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31
Something odd is happening when using CIE;

- Render a scene (with latest daily)
- Open the *.cxr file
- Load a *.conf file for LightMix (the conf file was saved from a Corona 13 version of CIE)
- Save the image
- Image lighting is saved wrong (in my case, too bright).

If I copy the image from CIE and paste it into photoshop, the image/lighting looks correct.

Not sure if this is replicable or not, but figured I should share my experience today after installing the daily.

P.S. Amazing work with the new features thus far. Absolutely thrilled to have splats in Corona (hoping the color fix is coming soon).

Cheers!
32
[Max] Bug Reporting / Re: Memory leak
« Last post by pokoy on 2025-08-28, 19:30:15 »
I think the crazy RAM usage here is the result of a few things in the scene, but they all seem to be related to the Legacy Mtl. For example, if you lower the Legacy Mtl's Fresnel IOR from 100 to the default 1.52, then it renders fine. Also, if you isolate either of the objects, it renders fine (even with the "wrong" materials and render settings).

Since the Physical Mtl is here to replace the Legacy Mtl and it already contains various fixes, I don't see a need to log this for the devs.
There's still a use case for LegacyMtl - pure reflection and refraction, PhysicalMtl always introduces some darkening. I have scene where Legacy needs to work because of this (some optical trickery that just won't work with Physical).
Also, like in my case, there are many scenes that use LegacyMtl that I need to rerender with minor changes from time to time. I'd hate to see LegacyMtl produce problems since switching to PhysicalMtl is not always possible for various reasons. Please don't let it die...
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Gallery / Penthouse on Lake Maggiore - Italy
« Last post by MattiaPenazziArchitect on 2025-08-28, 18:27:07 »
Hi everyone!!
I’d like to share with you a project by an interior designer for a penthouse in Italy, overlooking Lake Maggiore and defined by bright interiors and panoramic views of the surrounding landscape. The request was to achieve the highest possible fidelity in materials, as this is essential when presenting furniture and finishes to the client. The work focused on producing interior visualizations with great attention to material continuity throughout the different spaces and their integration with the outdoor context. The images portray the main rooms of the apartment: from the entrance to the living area, bedrooms, bathrooms, and terrace, aiming to convey the atmosphere and design choices through a consistent and elegant visual language.
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[Max] Bug Reporting / Re: Memory leak
« Last post by maru on 2025-08-28, 17:54:30 »
I think the crazy RAM usage here is the result of a few things in the scene, but they all seem to be related to the Legacy Mtl. For example, if you lower the Legacy Mtl's Fresnel IOR from 100 to the default 1.52, then it renders fine. Also, if you isolate either of the objects, it renders fine (even with the "wrong" materials and render settings).

Since the Physical Mtl is here to replace the Legacy Mtl and it already contains various fixes, I don't see a need to log this for the devs.
35
Hey guys, looks like Vantage link is working properly!

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[Max] Bug Reporting / Re: Memory leak
« Last post by v.p.vlasenko on 2025-08-28, 15:53:08 »
"your scene is set up to eat up memory" - set up to eat memory with legacy but not with physical? )))

"it is expected for memory to pile up" - I didn't expected that changing max ray depth to 100 will eat 128 GB of ram in 2-3 seconds with 2 boxes scene.
Anyway - I sent you just 2 objects. Original scene is much bigger and working completely fine without those 2 objects or when I convert materials.
And with the scene I sent you - as soon as I run material converter my scene isn't set up to eat memory anymore?

So maybe I was too hasty in calling it a memory leak, but but something definitely wrong here.
37
Nope, I mean two different scenes.
First render 180s for the first and 70s for the second scene.
+/- same for 13h1 and latest daily, so I didn't see any improvement here, at least for those 2 scenes.
38
I might have agreed to post on a forum and have others see my posts - that's about it, not more than that.
So, sure, go on and have a blast. Just make sure my posts aren't included in your 'research'.

That's not really my goal here, and if I'm in wrong here with this concept then I won't proceed with the idea. Besides, I don't even know how one would implement it and was more interested in discussing a tool that would be useful not only for me but for all the community. If it's not within forum rules then I guess there's no reason to continue this discussion.
I see. I'll try to distant myself from my negativity towards AI for the sake of constructive feedback... Let's say you were able to achieve what you want - what exactly would it help you with? Tell you what settings to use in a certain scenario? Tell you why your lighting doesn't look good or the camera renders black? There are so many different variables in almost any 3d related job, it would be impossible for an AI to correctly understand your problem and suggest a possible solution. After all, I don't think it would actually be able to be as concise as another experienced user or support staff. There's an extensive online reference plus this forum with real people who can help with almost anything you could come up with, so what exactly is missing right now that you're trying to solve?

Don't get me wrong, but your request sounds like the common 'let's throw AI at something and expect magic to happen with rainbows on the side' techbro wet dream. It can only disappoint.

FWIW, I think that the company running this place should prohibit anyone from scraping the content (or to clearly communicate it's not allowed, even if it can be worked around by simply creating a profile). After all, some people here have chosen to share private data, the staff should at least realize there's a risk of abuse of personal data by using automated tools. Just to shrug it away casually is not OK in my opinion and I'm surprised no one cares.
39
One 3min, second 1:10

You mean first render took 03:00, second render took 01:10?
Geometry calculation is part of parsing, this is where the most of the difference should come. The other stages may be the same.

There should be clear improvement in geometry computation (and effectively total parsing time) - it used to increase slightly with each re-render/sequence. Significant difference should be seen with roughly 10-15 consecutive frames. V14 DB should be consistent in this regard.

40
Tried on 2 scenes, with a lot of instances (forest pack and tyflow). One 3min, second 1:10 (this one also have hair). Should I see some difference with 18/36?

Didn't tried sequence though.
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