Author Topic: Corona Renderer 4 for 3ds Max - Daily Builds Discussion  (Read 29880 times)

2019-05-02, 15:48:42
Reply #345

rowmanns

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Okay, thanks.

As Ryuu said here: https://forum.corona-renderer.com/index.php?topic=22530.msg148170#msg148170 the calculated noise level can vary and be bit off, however I agree it shouldn't change this drastically just by enabling the HQ denoising.

Testing with a pass limit ensured that the HQ denoiser was not having a general effect on the speed of the renders, and that it seems to be limited to rendering with a noise limit.
With my tests using a pass limit I found that the reported noise level was roughly the same after the 30 passes, whether the HQ denoising was enabled/disabled which was not the case when using a noise limit.

Please find my results below:

Code: [Select]
Test 1: HQ Filtering, HQ denoising 5% noise limit
Render time: 5.43 minutes
Passes: 110
Reported Noise: 4.90%

Test 2: HQ Filtering, No denoising 5% noise limit
Render time: 29 seconds
Passes: 15
Reported Noise: 4.79%

Test 3: Normal Filtering, HQ denoising 5% noise limit
Render time: 1.11 minutes
Passes: 30
Reported Noise: 4.90%

Test 4: Normal Filtering, No denoising 5% noise limit
Render time: 18 seconds
Passes: 10
Reported Noise: 3.58%

Test 5: HQ Filtering, HQ denoising 30 pass limit
Render time: 1.14 minutes
Noise Level: 3.44%

Test 6: HQ Filtering, No denoising 30 pass limit
Render time: 1.10 minutes
Noise Level: 3.40

Test 7: Normal Filtering, HQ denoising 30 pass limit
Render time: 1.11 minutes
Noise Level: 1.82

Test 8: Normal Filtering, No denoising 30 pass limit
Render time: 1.08 minutes
Noise Level: 1.84

We will continue to look into this.

Cheers,

Rowan

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2019-05-02, 18:09:05
Reply #346

PROH

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Hi Rowan. I can confirm that a pass limit set to 30 gives an end result with approximately same time and end noise level. BUT the noise calculations up till this is highly weird when the HQ denoiser is on :(

Test 1 - Normal filtering, no denoiser, 30 pass limit

reported noise level after 5 passes:      7,17%
reported noise level after 10 passes:     3,58%
reported noise level after 15 passes:     2,72%
reported noise level after 20 passes:     2,29%
reported noise level after 25 passes:     2,02%
reported noise level after 30 passes:     1,84%

Test 2 - Normal filtering, HQ denoiser, 30 pass limit

reported noise level after 5 passes:     21,06%
reported noise level after 10 passes:   10,11%
reported noise level after 15 passes:     7,45%
reported noise level after 20 passes:     6,21%
reported noise level after 25 passes:     5,44%
reported noise level after 30 passes:     1,82%

It seems to me, that there's something wrong with the noise calculation during rendering when the HQ denoiser is on, no matter what limit type (noise or passes) you use. The jump between the noise levels at 25 passes and 30 passes is simply unrealistic.

Hope this helps

Edit: Just made a quick test showing, that when using Intell AI denoiser, the reported noise levels during rendering matches the reported levels with no denoiser. So ATM Intell AI is the Denoiser to use when rendering with noise level limit.
« Last Edit: 2019-05-02, 20:18:31 by PROH »

2019-05-03, 13:16:58
Reply #347

Dippndots

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I just saw this line in the Trello for Corona 4 bugfixes: "Fix CoronaProxy bad performance, memory usage in some situations"

Does "in some situations" have anything to do with loading proxies over 10Gb Ethernet? We've been troubleshooting a slow to open max file where removing the proxies (held on a server via 10GBe) seems to remedy the problem.

2019-05-03, 18:23:57
Reply #348

thilima3d

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Hello guys... is it normal to have all this shadow difference between Water Without Caustics X Water With Caustics? It seems to be changing IOR when activated...
I´m Also using the new caustics solver on Corona Render Setup




2019-05-03, 18:26:12
Reply #349

TomG

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I would say this is because light from the light source is actually now being refracted (which is what caustics do, bend light), while previously light from the light source was not being refracted (only the ray from the camera was being refracted, determining what you saw through the water, but not determining how light from light sources was bent by the water). But, would need the devs to say for sure :)

2019-05-03, 18:35:23
Reply #350

thilima3d

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I would say this is because light from the light source is actually now being refracted (which is what caustics do, bend light), while previously light from the light source was not being refracted (only the ray from the camera was being refracted, determining what you saw through the water, but not determining how light from light sources was bent by the water). But, would need the devs to say for sure :)

I thought the same. But it looks like bent too much in this case. Let see what the devs will say. Thanks a lot Tom
« Last Edit: 2019-05-03, 18:40:46 by thilima3d »

2019-05-03, 18:45:35
Reply #351

TomG

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I have seen the same in my test scene with a pool, but didn't ask about the extent of the difference - so it will be good to see what the answer is :)

2019-05-03, 20:58:48
Reply #352

Fluss

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Light seems to be a bit overbent, indeed. Difficult to see since the light direction is not parallel to the camera. Here is a great simple tool to get an idea : https://phet.colorado.edu/sims/html/bending-light/latest/bending-light_en.html

2019-05-04, 02:40:33
Reply #353

Ondra

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if  light is coming from left, yes, this seems correct - just think how short your legs appear when you stand in water, this is the same illusion
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2019-05-04, 18:41:24
Reply #354

Rendermonkey

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Hey Corona Team,
don't know exactly if this is the right place to post but because of my problem is with the latest nightly I think I rather post it here.
I have some weird problem with the CoronaColor map in one of my latest projects
I use Corona Color Picker, not sure if this may have to do anything with it.
Anytime I try to use a specified RGB value for a dark black blue (attached ->my values)
the color will be ignored and I get a totally different color (attached -> wrong values)
this seems to happen only in the very dark, low RGB levels.

So if I put in RGB 15/15/30 I get 21/21/28
...and if I put in HSV 163/30/30 I get 0/0/21

This happens only in sRGB color space not in linear.
Is this something that has to do with color math?




2019-05-04, 18:50:48
Reply #355

romullus

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Unfortunatelly it is known limitation of 3ds max. It's nothing new, Corona colour picker has always worked like that.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2019-05-04, 18:54:54
Reply #356

Rendermonkey

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No, I think that its not the color picker, if I put in the values into a standard Max color map the values are kept!

So it has to do with the CoronaColor map, i assume?

Just for forensic I also tried the VrayColor Map and voilà the same error...

Well, i's also not working if I try to put in the values direcly into the diffuse color field...
« Last Edit: 2019-05-04, 19:06:57 by Rendermonkey »

2019-05-04, 19:04:27
Reply #357

romullus

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Uncheck sRGB checker and the values will stay exactly as you entered. It is when sRGB enabled, 3ds max has problems with it. You can observe this "phenomena" live, in Corona colour map adjust colour with Corona picker (sRGB enabled) and watch how values will jump to the nearest integer in result color preview.
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2019-05-04, 19:07:50
Reply #358

Rendermonkey

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So why is this working in standard 3dsMax color map?
...and no, if I put in the HSV value of 167/30/20 in linear color space the values are also changed.
sometimes also the Sat Value in HSV just jumps from input 50 to 255!

Well of course I just use the standard max color map, but this is no solution.
I think, if I render out 32bit this color value should not be cropped to next integer because it makes a viewable difference.
« Last Edit: 2019-05-04, 19:25:55 by Rendermonkey »

2019-05-04, 20:20:30
Reply #359

romullus

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So why is this working in standard 3dsMax color map?

In standard colour map or standard colour picker?

There is a discussion or two on the forum where it is explained why it's happening. I didn't manage to find it quickly and i don't have time for more thorough search at the moment. Maybe someone from support will help to explain things after weekend is over.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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