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[Max] General Discussion / Re: Path Tracing always as Secondary GI Solver
« Last post by maru on 2025-07-08, 15:26:52 »
I agree with PT+PT for exteriors.
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@394452216@qq.com - is it possible that the scene was originally made in some super old version of Corona?
Try this:
1. Open the development/experimental stuff rollout - here is how - https://support.chaos.com/hc/en-us/articles/4528523195537
2. Make sure that you have "texmap filtering" set to "all but opacity"
Once you do that, the blur parameter and render resolution should have no effect on the appearance of the opacity map (or minimal).
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[Max] General Discussion / Re: Path Tracing always as Secondary GI Solver
« Last post by pokoy on 2025-07-08, 15:07:23 »
If time is not a concern I'd stick to PT/PT. Even on exteriors, caching might result in a less detailed GI. If you don't know the difference you might not notice but from all side-by-side tests I've done PT/PT just looked better.

On interiors, I had a few cases where both secondary cache solvers would result in splotchy areas no mater what I did. While the 4K cache always produced better results, last time I looked there was still no documentation for it available so if you need to to tweak something you really don't know what the parameters do.
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[Max] General Discussion / Re: Path Tracing always as Secondary GI Solver
« Last post by maru on 2025-07-08, 14:58:23 »
My advice would be to stick to defaults. You can get a really tiny bit of extra realism, but you risk adding lots of extra time to your rendering.
In Corona, using the cached GI doesn't come with some visible drawbacks like back in the old renderer times, you don't end up with things like missing contact shadows.
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[C4D] I need help! / Re: TEAM RENDERING ISSUE - PLEASE HELP!
« Last post by maru on 2025-07-08, 14:54:21 »
Which version of Corona are you using?

Can you open one of the problematic scenes on both machines and render it locally, without TR? Does it render ok?

What is your RAM usage when running TR? Perhaps it's some kind of memory leak?
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[C4D] General Discussion / Re: Texture with UDIM
« Last post by iacdxb on 2025-07-08, 14:27:19 »
ahhhh... no one tried it....?

...
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You're welcome! I did accidentally do the same thing myself a couple of times (using the auto install, and so erasing my other installs), so I learned fast haha! Glad you have it all up and running now :)
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General CG Discussion / Re: Texture Archive
« Last post by hurrycat on 2025-07-08, 13:26:02 »
For one workstation the best way is to have everithing in an internal NVME SSD (project files + library).
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TBH i would love yo hear more of the process of that since i use 4K and path tracer, like how much of a difference in accuracy would you gain in using 2 Path tracers. i understand that it's scene-dependent, but are you gaining accuracy at the expense of more time in the render only?
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[Max] General Discussion / Path Tracing always as Secondary GI Solver
« Last post by Mr.White on 2025-07-08, 11:07:31 »
I've been wondering over the last few days if it makes any sense to always use Path Tracer as the secondary GI solver. I am aware that in some scenes it is better suited (few bounces / outdoor scenarios) and in others not (more bounces / interiors)

The idea was that I always want to have as unbiased a solution as possible. I accept longer render times for this.

Now my question: Is it “worth it” or are the differences so marginal that it makes no sense? Are there any experiences or opinions here? I would very much appreciate feedback here. Thank you!

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