Author Topic: Daily Builds 1.5  (Read 162234 times)

2016-09-02, 18:28:18
Reply #360

GabaCGStudio

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new daily with interactive light mixing is out!

and the new list of bugs is out ! :]

2016-09-03, 02:39:11
Reply #361

arqrenderz

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looks ULTRA powerfull!!!! :)

2016-09-03, 08:23:01
Reply #362

lacilaci

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"lightselect" super easy to set up and really seems powerfull. Haven't even noticed any performance penalty, I guess there is none?

2016-09-03, 08:44:11
Reply #363

Christa Noel

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yeah, corona lightmixer need no lag or delay on updating the light values. so, is it possible for hoping bloom/glare works like this?
I see color limitation in lightmixer's color selector, I cant slide or pick a full white 255 255 255, is it by the design? I can slide to full white only by first pick any color on the very top of hue box and slide the saturation to the very left.
and again, will vray has interactive lightmixer too this time, like they did when we have denoiser first? :P

edit:
increasing spinner value in LightMixer doesn't affect the shadow in object with shadowcatcher mtl. reported on mantis.
and, when render is finished I cannot enter values of LightMixer intensity multiplier with number button at top of alphabet button (keyboard) including backspace. it works only with number pad.
« Last Edit: 2016-09-03, 09:30:32 by noel20 »

2016-09-03, 11:32:04
Reply #364

Ryuu

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I see color limitation in lightmixer's color selector, I cant slide or pick a full white 255 255 255, is it by the design?

This was a bug. It is already fixed for the next daily.

2016-09-03, 16:11:09
Reply #365

antanas

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Is it me or do the current (late august and so on) dailies consume less ram but do way more virtual\hdd caching than the ones before ? If I'm not mistaken and if it's indeed is the case it is really great especially for rendernodes which often have less ram than the main pc's - strange thing is I don't recall this behaviors mentioned in the changelogs.

2016-09-03, 22:48:38
Reply #366

Tanakov

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I just checked the new daily, tested the mixer a bit and Im literaly amazed, shocked and cant wait for monday to go to work to have some fun with it.
Using Corona since 2014-01-02
https://www.behance.net/Gringott

2016-09-04, 06:01:30
Reply #367

Christa Noel

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I see color limitation in lightmixer's color selector, I cant slide or pick a full white 255 255 255, is it by the design?

This was a bug. It is already fixed for the next daily.

Yes thanxx!! Congrats for the new lightmixer fieature, its really really awesoommee!! :D

2016-09-04, 11:37:46
Reply #368

rambambulli

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Whooo!!  Really great Ondra.You guys are the best.

2016-09-04, 13:43:37
Reply #369

johan belmans

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I have not played around with 1.5.
But, is it possible to save and load Post Production (glare, bloom, highlight compression, ....) settings in a separate xml file?

2016-09-04, 14:02:27
Reply #370

Flavius

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Light mixer is pretty awesome! Love it!  Bloom intesity value scale, makes more sense now, less sensitive, much better.

ONE THING though, any chance to have a check box to apply/NOT apply the bloom'n glare on the WireColor CMasking element? Actually, I don't think I'll ever need the glare on the masking elements...

EDIT: Second thing...is it me or while rendering a high res final image, the Frame Buffer is more sluggish, freezes(for 2-3 seconds) and the whole screen flickers, especially when panning zooming in? I'm running the latest Daily build..compared to 1.4 .

Thanks!
« Last Edit: 2016-09-04, 14:31:47 by Flavius »

2016-09-04, 16:54:00
Reply #371

antanas

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 Well, tested Lightmixer in a real life scenario, what to say it is an amazing tool which will revolutionize our workflows, still, as always, there's a room for improvements and here are my thoughts on those which I think are the most necessary:

 1. Grouped light+object support is simply a must - idk who in their right mind will separate the light objects from the rest of the lamp models in real life usage scenarios but I surely won't do that under any circumstances, not to tell what lamps are more than often made by using light object + some ies as a light source itself + self illuminated material on a bulb which of course should both be inside the same group for ease of moving, rotating, adjusting, instancing\cloning and even reusing them later.
 For now adding groups with lights inside is not supported not for material nor for object ones, which makes using lightmixer in real life scenes such as this https://www.flickr.com/photos/119850875@N05/29368457581/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/28824417114/in/datetaken-public/ , https://www.flickr.com/photos/119850875@N05/29340216172/in/datetaken-public/ a real chore.

 Solution: well, if due to some sort of yet another 3ds max's limitation, simple evaluation of all light emitting objects inside an added group is not possible to do using that max's exclude\include list (the one used used right now), then maybe some sort of a separate script which could automatically open selected groups add only light objects and light material containing ones from those group to the appropriate render element's list and then close those groups back, could help - not the best solution but surely beats doing that manually. Maybe such a script with a separate panel and gui (something akin to ecximer's lighlister) would be even handier to use and would help handling all of those lights and lighmixer channels\lightgroups in a more appropriate and way more understandable manner than the current need of doing all of that inside the render elements - how to do and design that script's\panel's ui is a whole different matter\discussion of course, but I think it could benefit all of us quite a lot ))

 2. Light mixer states (or something like that) - some sort of savable and custom nameable state list (not unlike the history one) which could simply store and load the values and color adjustments of lighmixer's channel sliders and colors is most surely needed - why ? well, imagine one needs to do some renders of different lighting conditions, like night illumination only\decorative lights only\flood light only\daylight only or some other combinations of them all across multiple cameras with the same results\intensities\colors across those camera\views\renders - the rest is obvious I think ))

 3. Lighmixer does need some separate exposure and post controls - not necessarily a separate ones, as they could be saved inside the above suggested light mixer states as well and loaded\applied automatically when user switches between the beauty pass and lighmixer one or between the lightmixer's states - that would surely make life way easier when rendering something with completely different lighting conditions and thus different exposure and post processing requirements like I mentioned above. Of course the exposure differences can be compensated by simply adjusting the channel value sliders but the other post processing values like highlight compress, white balance or even glare and bloom will not be affected so probably that could be a good solution.

 4. Lightmixer itself surely does need some separate on\off toggle either inside render setup ui or somewhere inside the vfb or inside both - why ? Simple - using it (or any render channels for that matter) increases ram usage quite a lot thus there might be some scenarios which will require to be able to quickly turn it off, well like DR rendering when some of the nodes have less ram than the main pc. Yeah, yeah - I shouldn't be such a greedy sob and buy more ram for those nodes, but sadly it's not always possible - for exampe I've got some i7 920 up to i7 980x's in my puny farm which are old but still quite capable cpu's and the maximum amount of ram which can be crammed inside those is 24gigs (which I already did)) but some scenes require more ram and much, much more sometimes - the scene, which renders I've posted above, requires about 10 gigs to render without the Lighmixer channels and around 19-20gb's when 8 of those are enabled so you could easily imagine how fast one can get those out of ram crashes on nodes. Yeah one could go through the render elements disabling them one by one but that can be quite tedious to do especially when one is in some sort of deadline induced frenzy state )) so having the ability to quickly turn on\off all those light select elements without turning off the rest of render elements is surely needed, especially when there will be more of those channels in some bigger scenes.

 Hope I did at least some right thinking and at least some of those improvements could be approved and made, well, of course, I don't think that some "polishing" of those ideas is not necessary as they are pretty crude first glance type ones, so fellow Corona users, write what you think about those, maybe some of you could suggest some better ideas for making this wonderful tool even more suitable for different types of workflows and usage scenarios.   
« Last Edit: 2016-09-04, 17:03:07 by antanas »

2016-09-04, 18:26:59
Reply #372

Bormax

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Light mixer is cool!
But didn't find the way how to include corona sun if it is inside daylight system,
And after render has been stopped I can't put values to Light mixer using keyboard, only spinners do work

2016-09-04, 22:33:04
Reply #373

blank...

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3. Lighmixer does need some separate exposure and post controls

Please, for the love of rendering, don't do this! Last thing we need is yet another setting / combination / dialog / place to tweak clusterfuck that exposure already is.

2016-09-05, 01:34:08
Reply #374

antanas

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 Well, honestly, I do like the exposure and post settings the way they are right now, maybe all of them are a little hard to grasp from the start but when you've got the knack of them, they surely are a capable ones, way more capable than the ones in any other renderers I've used past the years so I would disagree quite much on the clusterfuck epithet )
 About adding some separate controls for lighmixer, well I did suggest it may be a good idea to make it as a non separate one too. Well, the workflow using that could be as follows - do some initial rendering to see how it looks in general - go to the lighmixer adjust the mixer's channel values for one of the needed light combos - go to post tab adjust exposure and post settings which will match\look good for that combo go to lighmixer again and save both those settings as a preset\state - then adjust the next combo and post settings for that one - save under a different name, and the next one and so on until you'll get all the needed ones, then simply do some bath or manual rendering from all the cam's you need without the need to tediously setup each lighting combo and it's post processing settings anew for each camera and for each of the light combos, each time trying to match those new ones to the ones rendered before.
 I'm suggesting\talking from quite a long term Maxwell renderer's usage experience - it has lighmixer, alright, and it's even a lot easier to setup than the current implementation of Corona's one, true, but it has no presets\states (or at least it didn't the last time I used it) and this process without the presets\states can be quite tedious for many camera renderings and can quickly loose it's "glow" after some time of heavy usage.
 For the mentioned batch rendering - I'm sure some good soul, well, maybe even corona's dev's themselves, can make some custom, corona oriented multi cam batchrender script which could take those supposed lightmixer's presets\states into account, automatically apply selected ones and save the results as a separate images. I myself almost never use batch rendering - don't know why, maybe I still don't trust crashy 3ds max too much )) but I think such capability would be quite useful for those of us who use it. Still, I guess, everyone has their own needs and workflows, hell, I even know a guy who models using grid snapping - he sets it to be 1cm dense and happily gets at it, grid snapping only, for god's sake, and he thinks of us, (well, he even expresses it occasionally) non grid snapping users as of some sort of artistic\non-self-controlling perverts if you can you believe that ))