Author Topic: Beta 1 feedback  (Read 4444 times)

2018-02-07, 14:35:03

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
hi corona team,

i'm doing my first real project with corona (b1) now, and i must say it works very nice and reliable!

one thing i noticed until now is that sometimes when i update a materials texture
and select render material to get an update in the viewport, this update does not work.
sometimes the viewport gets confused and all objects are rendered invisible.
if you save and re-open the file, all is ok again.

secondly, it seems that render instances do render even if they are disabled!
the generator switch (red cross) is not sufficient to disable, you must set the render bit to disabled/red, too)
this might be something to fix

third is that i get a lot of double materials if i copy & paste objects from & to the scene
maybe that can be catched somehow...

still, the beast is great and i had my project set up in no time!
if you keep up this work, you're blowing away the complete competition! poor them ;)

best, index

ps. one thing that i miss a bit in corona is a coating layer
doable by a layered material of course, but such materials are a pain in c4d
because in practical work you copy and paste objects and layered materials
loose connections etc.
« Last Edit: 2018-02-07, 15:55:44 by indexofrefraction »

2018-02-07, 21:53:46
Reply #1

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
ups, sorry... maybe this should be in bugreporting?
could a mod move it?

2018-02-08, 18:14:12
Reply #2

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
with my ongoing project, more stuff and ideas come up...

vfb
   not a bug, but a handcursor (to move the pic) like in pictureviewer would be nice
   another idea: for the bottom left: instead of only passes: time elapsed / passes / noiselevel
        (possibly the same output to picture viewer)

        when saving you cant choose the bit depth...
        that would be nice at least for tif and png!

cxr files
   is it possible to auto / batch save cxr files?
   in a batch process it would be nice to be able to post process everything at the end!
   for that cxr must probably be selectable under save formats in the render settings (?)
   renderfarm support possible? (rebus, etc)

lut folder
   the lut file path is stored in the c4d file
   this causes problems when rendering a mac file on windows
   (path lost, must re-select the file in the lut folder)
   idea: only use the saved path, if the file (basename) is not in the default folder.
   or have a default path in the settings, and check there before reporting an error

lut setting
   the lut is not present in the camera tag? is there a reason for that?
   
« Last Edit: 2018-02-08, 18:18:53 by indexofrefraction »

2018-02-08, 18:58:31
Reply #3

TomG

  • Administrator
  • Active Users
  • *****
  • Posts: 6152
    • View Profile
Batch editing CXR with the CIE is possible using scripting - https://forum.corona-renderer.com/index.php?topic=16428.0

It allows batch denoising and post-processing to be done.
Tom Grimes | chaos-corona.com
Product Manager | contact us

2018-02-08, 20:41:00
Reply #4

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
Batch editing CXR with the CIE is possible using scripting - https://forum.corona-renderer.com/index.php?topic=16428.0

It allows batch denoising and post-processing to be done.

but how can i render an animation and get a cxr for each frame?
with b1 you can only save a cxr manually in the vfb

i dont want to do an animation, but rather render a batch of takes for example.


2018-02-08, 21:02:44
Reply #5

TomG

  • Administrator
  • Active Users
  • *****
  • Posts: 6152
    • View Profile
Ah I see, so it's not the batch processing of CXRs that's the issue but the batch saving of them - yes, not currently possible as CXR is not in the C4D file save formats. Sorry, I was looking at the "batch processing later" part, and not thinking about the saving stage :(

On the file options like bit depth, that ones on the bug tracker at https://corona-renderer.com/bugs/view.php?id=2506

Tom Grimes | chaos-corona.com
Product Manager | contact us

2018-02-09, 02:49:01
Reply #6

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
yes.. if this is doable (add crx to the save file formats),
then it would probably also work with renderfarms....
altough they might complain about file sizes :P

2018-02-09, 11:49:34
Reply #7

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
After getting my final renders

8000x4000px
3 Images
batch rendered

i'd reduce the glare&bloom if i could

i hope adding crx to the save file types is possible
and makes it on the todo list :)


... to have that said too, corona b1 was very flexible and stable for me
i worked a week on a project. 6.7mio polygons, no crash at all.
some quirks as mentioned above, but the workflow is great!


2018-02-09, 13:00:08
Reply #8

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
for clarity i split up the feature request to the right forum
and gather the bugs only described above again here:

luts
   the connection to luts gets lost when opening a mac file on windows (and vice versa, i guess)
   idea: only use the saved path, if the file (basename) is not in the default folder.
   or have a default path in the settings, and check there before reporting an error

render instances
   should not render if their generator bit (red cross) is disabled!
   in b1 you must set the render bit to disabled/red, which should not be the case

viewport
  sometimes whe you update a material texture/shader
  and select render material to get an update in the viewport, hte update does not work.
  it also happens that all objects are rendered invisible in the viewport and you're stuck with that
  if you save and re-open the file, all is ok again.

materials
  you get a lot of material doubling if you copy&paste from and to the file

denoising
  it seems to me that denoising does not consider a region render
  and denoises the full image (very slow if only a small region was rendered)
« Last Edit: 2018-02-09, 13:10:50 by indexofrefraction »

2018-02-12, 11:21:20
Reply #9

houska

  • Former Corona Team Member
  • Active Users
  • **
  • Posts: 1512
  • Cestmir Houska
    • View Profile
Hi IOR and thanks for the detailed report!

The lut path issue was reported by someone already and it causes issues in TR as well. We'll need to look at it.

Render instances should not behave in the way that you describe. That's surely something to fix!

As for the saving of CXR from picture viewer, we aware of this and it's planned some time in the future.

2018-02-12, 22:37:56
Reply #10

indexofrefraction

  • Active Users
  • **
  • Posts: 115
    • View Profile
As for the saving of CXR from picture viewer, we aware of this and it's planned some time in the future.

thanks houska, but i'm not 100% sure if i'm understood right about the CXRs...

i didn't think of just saving from picture viewer, but to have CXR selectable as save file format from the render settings, so that they work with the normal c4d (batch) rendering process locally and also on farms. this just to clarify again, but maybe we're talking about the same thing anyway. :)

2018-02-13, 09:47:49
Reply #11

houska

  • Former Corona Team Member
  • Active Users
  • **
  • Posts: 1512
  • Cestmir Houska
    • View Profile
Yes, it's the same thing. To be able to save CXR anywhere from C4D, we have to add it to the supported formats. Then, it will be selectable from the picture viewer, in render settings, etc...