Author Topic: Different output when using batch render 3ds Max 2015  (Read 9964 times)

2015-08-05, 15:07:11

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
Hi guys,

as the title says I am getting a different output when render the scene using the batch render option. Any reason for this happening? It happens with Corona 1.1 and 1.2

Have a look at the image uploaded.


2015-08-05, 15:16:40
Reply #1

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 13675
  • Marcin
    • View Profile
Can you show how you are using batch render? Are you rendering from different cameras? Are all of them the same? CameraMod involved?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-08-05, 15:20:29
Reply #2

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
Hi maru,

very simple as you can see from the screenshot.

I select the place where to save the image and then specify the file format (I tried jpg, exr and tif). Select the camera and Export to .bat.

I am using the same camera and this happened with all the 4 cameras I used. No CameraMod involved.

The same thing with a simpler scene.

Many thanks for your help.

2015-08-05, 15:25:28
Reply #3

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
Forgot to mention that I am doing rendering on my computer, so I am not using a different pc to render the image.

EDIT:

I get these error messages when running the batch file:

Code: [Select]
MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 977: while defining phenomenon declarat
ion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, int
erface "layer0_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 981: while defining phenomenon declarat
ion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, int
erface "layer1_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 985: while defining phenomenon declarat
ion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, int
erface "layer2_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 989: while defining phenomenon declarat
ion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, int
erface "layer3_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 993: while defining phenomenon declarat
ion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, int
erface "layer4_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 997: while defining phenomenon declarat
ion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, int
erface "layer5_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 1001: while defining phenomenon declara
tion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, in
terface "layer6_bump_map" is a shader

MENTAL RAY LOG: ***WARNING*** API  0.0     10 MB warn   30
2021: iray_layered_material_max.mi, line 1005: while defining phenomenon declara
tion "iray_layered_material_phen_2": type conflict: "Map" is a color texture, in
terface "layer7_bump_map" is a shader

However, all the materials are Corona.
« Last Edit: 2015-08-05, 15:46:58 by CiroC »

2015-08-05, 16:17:55
Reply #4

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 13675
  • Marcin
    • View Profile
It looks like different gamma is applied. Do you have gamma settings configured exactly like this? https://coronarenderer.freshdesk.com/support/solutions/articles/5000515647

Are you sure there are no other kinds of materials in the scene? You can check that by going to material editor > get material > scene materials. Or you can also use Corona Converter script.

I will check this later and if it is reproduced, it will be reported as a bug.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-08-05, 16:33:04
Reply #5

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
It looks like different gamma is applied. Do you have gamma settings configured exactly like this? https://coronarenderer.freshdesk.com/support/solutions/articles/5000515647

Are you sure there are no other kinds of materials in the scene? You can check that by going to material editor > get material > scene materials. Or you can also use Corona Converter script.

I will check this later and if it is reproduced, it will be reported as a bug.

Thanks maru.

I actually did that initially, when I saw the errors. I used the Corona Converter just in case. However, for the small test I did with the cube, I only have two materials and they are Corona.

You are right, it looks like a different gamma is being applied. It was a pain in photoshop to correct this issue. I can upload the simple scene I created along with the Batch file that I used.

Let me know if there is anything else I can do to help. :)

2015-08-05, 17:10:58
Reply #6

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 13675
  • Marcin
    • View Profile
Ok, there is definitely some problem. I will be a bit chaotic here but I am just noting everything not to forget it.
-cannot use batch when ir is running
-batch saves with wrong gamma both when ran from 3ds max, or from .bat - probably it works like when DRing, color mapping/gamma is not applied?
-when rendering from .bat the file name is wrong, maybe intentional
-sometimes it does not want to run at all


it looks like it can be fixed by adding some parameters to batch file, so it looks like this:

Code: [Select]
@echo off

rem ---------------------------------------------------------------------------
rem -- View01
echo Rendering Batch: View01
3dsmaxcmd -gammaCorrection=1 -gammaValueIn=2.2 -gammaValueOut=2.2 D:\Corona\TESTS\batch\b.max -batchRender:View01 ^
    -outputName D:\Corona\TESTS\batch\1.jpg -camera PhysCamera001

now if we could add these params to 3dsmaxcmd (maybe there is some config for that?) it would be cool, because now we would have to add these lines to every job in the batch
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-08-05, 23:22:34
Reply #7

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
Thanks Maru. I will have a go tomorrow and report back to you.

2015-08-06, 09:43:24
Reply #8

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
Hi Maru,

It is working with the new code. I am using 3ds Max 2015 and I assume that the "-camera PhysCamera001" parameter is related to 3ds Max 2016 right? The new physical camera?

The code I used was this one and it worked:

Code: [Select]
@echo off

rem ---------------------------------------------------------------------------
rem -- View01
echo Rendering Batch: View01
3dsmaxcmd -gammaCorrection=1 -gammaValueIn=2.2 -gammaValueOut=2.2 ^
    D:\Corona\TESTS\batch\1.jpg^
    -batchRender:Cam1 -outputName TESTS\batch\1.jpg ^
    -camera Camera001

Another thing I tried was saving a Preset with the Corona settings, but 3ds Max still uses a wrong gamma. The only thing I find strange is that when I used Mental Ray this didn't happen, but on that instance I used 3ds Max 2012 if I am not wrong.

2015-08-06, 10:39:49
Reply #9

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 13675
  • Marcin
    • View Profile
Yes, physical camera is a Max2016 feature. Generally you need to copy the -gamma params. Batch problems are already reported on Mantis, so let's hope they will be fixed soon.
Maybe you can use Backburner for the job you are doing? Or if it's just rendering from different angles, you could place one camera in different places for each frame, and render those frames normally.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-08-06, 15:03:37
Reply #10

CiroC

  • Active Users
  • **
  • Posts: 506
    • View Profile
    • Portfolio
No problem. I will add those parameters when rendering.

I tried to use Backburner here, but with some many network policies there is no way backburner would connect. Looking forward to see if the next build will solve this.

Thanks for your help maru