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51
"Significantly improved parsing speed, especially on CPUs with large number of threads. Geometry stage now stays consistent between renders"

Haven't noticed any improvement. Just tested 13 h1 and daily. Scene parsing in 13h1 - 1m10s, daily - 1m11s. Same.
52
Hi,

Do you have the latest version of Anima installed? If not, please do so and try again.
53
[Max] Bug Reporting / Re: Memory leak
« Last post by Aram Avetisyan on 2025-08-28, 13:00:51 »
Hi,

I will have a look and get back to you.
54
I have just downloaded Anima as it is included in my student license as per a recent email.
I log on to the Chaos.com site and can see that I have an available Anima license with a few months remaining before renewal.
When I open Anima, Chaos recognises that the license is now in use however Anima says I don't have a valid license available.
Am I doing something wrong here or need to activate the license?
Many thanks
55
[Max] Bug Reporting / Memory leak
« Last post by v.p.vlasenko on 2025-08-28, 12:39:19 »
Hi,
found interesting bug worth investigation.

I decided to rerender old scene, and at some point noticed that during render ram usage constatly grows and end up with max crash.

I narrowed it down to 2 objects in scene. If one of the objects is hidden, then all works fine, but if they both in scene - memory leak. Even more interesting - it's depends on viewing angle, at some angles problem aren't pronounced or even not exist.

Both objects use multi/sub-object materials with corona legacy mtl, by converting to physical - problem resolved. So I started to to convert those material one by one to physical. Seems like problem in materials marked green. When I replaced legacy "mirror" with physicalmtl "mirror" (red) the RAM usage was growing so fast that I didn't have time to click Cancel. In 2 or 3 second max used all 128 Gb and crashed.

While problem can be easily solved by converting all mtl to physical I think it worth investigation as there still a lot of legacy mtl in different model libraries and old scenes.
Attached screenshot with materials and file with those 2 objects.

Problem exists in latest daily and 13 h1.
56
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.
57
I tried with various CPUs, with V13 HF1 and the V14 daily and I am getting the expected results. Can you try with a lower number of threads used? For example 50% only.

One thing to note here is that "16 out of 32 threads" here doesn't mean that you will see only 16 logical CPUs working at 100% in the Windows Task Manager and the other 16 sitting idle. The work will be distributed between them in a more "random" way. But it should be 50% overall. 
58
Hi, I think there might be an issue with Gaussian Splats.  I attached two render comparing Vray GS vs Corona GS.  Vray's of course looks correct, not sure what is happening with Corona.

Hi,

We have already done GS color correction improvements internally, which should fix your issue too. Hopefully next daily will have it.
59
I was able to repro this and have reported it internally for our devs to investigate and fix.

(Report ID=CC4D-1135)

Thank you. Hope this can be fixed in the upcoming preview builds.
60
Hi, I think there might be an issue with Gaussian Splats.  I attached two render comparing Vray GS vs Corona GS.  Vray's of course looks correct, not sure what is happening with Corona.
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