Recent Posts

Pages: 1 ... 8 9 [10]
91
[C4D] General Discussion / Re: Blocking the sun like in Blender
« Last post by burnin on 2025-08-31, 01:53:33 »
Irrational.. illusion.. delusion.. movies.. what's the purpose in saying all this?

Here...

btw, how's it goin'?
92
Ideally there would be a full scene memory report available from corona like the texture memory useage csv, but for materials and geometry.

Thats a good idea.

In the mean time I suppose the only thing I can think of is the old 50/50 way (remove 50%, hit render), do it again until the speed jumps up significantly, then you know which chunk to investigate.

Another idea which could give you more info (for geometry, and other info too), export one of those chunks as fbx (ascii not binary), then open the fbx with notepad. This will give you a tonne of info about the objects and its data but you would probably need a custom parser to get the data you want sufficiently, unless you dont mind scrolling though millions float values lol.
93
[Max] I need help! / Re: CORONA Render identity
« Last post by 394452216@qq.com on 2025-08-30, 14:57:40 »
I finally found out that this happens when 3DS MAX is run with administrator privileges. What is the reason for this?
94
[Max] I need help! / CORONA Render identity
« Last post by 394452216@qq.com on 2025-08-30, 14:09:54 »
With the same max cr version and an empty scene (only a gray blank background), why does "identity" appear?
95
[Max] Bug Reporting / Re: Memory leak
« Last post by Aram Avetisyan on 2025-08-30, 14:05:52 »
Hey,

Seems you got the wrong impression from the responses. Let me try to wrap this. Heads up - take the wit with some humor:

Quote
diagnosing in quotes?

Yes, as a doctor diagnosis an illness for a human being, not an artist a scene.
Don't take my word for it, The American Psychological Association defines it as "the classification of individuals on the basis of a disease, disorder, abnormality, or set of characteristics." :)

Let's agree that "scene freezes unless converted", "scene freezes with legacy mtl" is a better description than a "memory leak". No dev-level vocabulary is needed.

Quote
If so, can you reproduce such setup in a clean scene? I mean setup that will eat all memory with few simple objects with simple materials. Can you? Because I can't.
I can, please don't make me :)

Quote
I decided to rerender old scene
Software evolves, including render engines, and we called it legacy for the reason to allocate all the resources for a newer, better material model. Backward compatibility can be a pita (not the bread, the abbreviation. Not sure if APA defines it :), and is actually a significant time consideration for any new feature. That is why we encourage to move to newer CoronaPhysicalMtl, so users can avoid issues, and we can troubleshoot it and know it is meaningful, not an edge case to support a legacy functionality/feature.
You can rerender the scene(s) with the version you created it with, it should render no problem.

For all the rest you wrote - I did ask support team to see, if there is anything to investigate and improve (in fact before your long reply). There are enough "solutions" provided for devs to even look at it - use default values, use newer material. I will try to confirm if it is actually the ray(s) getting stuck jumping from glass to mirror, each time consuming more data to calculate. Your description of it - being view angle dependent - hints towards it.

You know what else fixes your scene (bug_.max), keeping everything as you sent - "fixing" the geometry (no pun intended with quotes). It may be because how it was imported or modeled, maybe because of chamfer modifier (known to cause hell with version differences), but if you apply a vertex weld modifier with a threshold of say 0.2, it will render all fine. So something related to materials and/or model(s). The scene also has material-based medium resolving - this was introduced well after CoronaPhysicalMtl became the default. Not to say disabling it fixes memory consumption, but not sure if it is even meant to work with LegacyMtl in all cases, they have different shading models.

In short, general troubleshooting steps apply well here.

And yeah, thanks for being a long time Corona user!
96
Gallery / Re: Limestone House in forest
« Last post by MICHAŁ ŁACH on 2025-08-30, 02:38:36 »
And more!
97
Gallery / Re: Limestone House in forest
« Last post by MICHAŁ ŁACH on 2025-08-30, 02:37:54 »
here are more photos
98
Gallery / Limestone House in forest
« Last post by MICHAŁ ŁACH on 2025-08-30, 02:30:02 »
These are my latest renderings created for a client who designed a house nestled in the middle of a forest in Poland, not far from Kraków. The project emphasizes a strong connection with nature, blending modern architecture with the surrounding landscape.
99
[Max] I need help! / Re: Any scene debugging tools/scripts out there?
« Last post by Jpjapers on 2025-08-30, 00:23:31 »
Yeah ive tried forensic, its a great tool but not really what i need for this. Im getting really high parsing times all of a sudden on a live project and so far ive not managed to track down why. Ideally there would be a full scene memory report available from corona like the texture memory useage csv, but for materials and geometry.
100
[Max] Bug Reporting / Re: Memory leak
« Last post by v.p.vlasenko on 2025-08-29, 23:55:05 »
Thanks for the detailed reply Tom.

Quote
There are very very few situations where a Max Ray Depth of more than 25 will make any visual difference, less where that difference would be necessary.
Volumetric clouds, the difference isn't that big, but it's there. So for the main scene (from which I exctracted 2 problematic objects) I increased max ray depth.

As for IOR - it used for mirror, and the second object is glass shower screen. Before physicalmtl the only way to do mirror was to increase IOR.

Quote
As mentioned, we do try and maintain backward compatibility, but it is always a possibility that something - especially where the settings are quite extreme - now causes slow rendering or a crash where it didn't before.
I'm completely fine with that, if some old scenes may crash and nothing can be done then it's ok. As said above for me problem could be easily solved just by deleting problematic objects (or converting mtl to physical), as they aren't visible anyway. But I decided to report it as something similar may happen to me or someone else in future due to the huge amount of models that use legacy mtl, like maxtree libraries or a lot of other models available on the market and then it would be harder to figure out why that happening.

As for tyflow, here link to thread:
https://forum.corona-renderer.com/index.php?topic=43809.msg231702#msg231702
Pages: 1 ... 8 9 [10]