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Messages - quizzy

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1
Bug Reporting / Re: max crash when rendering
« on: 2020-01-16, 10:02:28 »
i've done some more research on it as well... The offending map is the Gradient Ramp map. As soon as you put one in the volume material, and the material is set on inside volume, max crashes. So no more gradient ramp maps in my volume materials.
And just tested the checker map. This one also crashes max. So my guess is all 2D maps will give the same error when the vol material is set on Inside Volume.

2
Bug Reporting / Re: max crash when rendering
« on: 2020-01-07, 11:58:39 »
any news?? I kinda like to upgrade to version 5

3
Bug Reporting / Re: max crash when rendering
« on: 2019-11-19, 17:18:49 »
"great" news it crashes at your setup as well...

4
Bug Reporting / Re: max crash when rendering
« on: 2019-11-19, 16:07:31 »
I'm uploading now. 1 GB (with all the textures) the filename is temp_quizzy.rar

cheers for looking into this.

5
Bug Reporting / Re: max crash when rendering
« on: 2019-11-19, 14:47:15 »
merging the max file in an empty scene crashes max as well

6
Bug Reporting / Re: max crash when rendering
« on: 2019-11-19, 14:27:07 »
i've narrowed it down a little by preparing an uploadable file. With all textures disabled/removed the IR and render work perfectly. also the denoiser. So it must be in one of the textures... hmmm...

8
Bug Reporting / Re: max crash when rendering
« on: 2019-11-19, 12:46:29 »
ow dear.. just reverted to corona 4 HF 1 and now it works.. oopsie..

I could upload the max scene, but not with assets and textures, would that be helpful? If so, where to upload?

9
Bug Reporting / max crash when rendering
« on: 2019-11-19, 12:26:34 »
either with interactive or offline rendering, max just crashes. I dont know what is going on, but here are the log files:
max2017 and corona 5


Total: 0, actual: 0   CoronaMax invoke
Total: 0, actual: 0   Current FPS: 0
Total: 0, actual: 0   IR_DEBUG: Node stats: 8865 0 0 0; Times: camera: 5 scene: 1522 frame-frame: 118452;
Total: 0, actual: 0   RenderHandler:: render thread invoke
Total: 428, actual: 428   REPORT: unchanged: 0, Prim: 2857, Inst: 0, Mtl: 0, Env-tentative: true
Total: 428, actual: 0   Core::renderFrame before onFrame
Total: 3114, actual: 2686   Core::renderFrame after onFrame
Total: 3261, actual: 147   TreeScale built: nodes 268627, time 145 ms
Total: 3261, actual: 0   CoronaCore:RenderFrame: after directLight
Total: 3261, actual: 0   CoronaCore::renderFrame: after GI precompute
Total: 3261, actual: 0   CoronaCore::renderFrame: before render

And:

2019-11-19 12:20:18  Parsing scene
2019-11-19 12:20:18  ====RENDER STARTED====
2019-11-19 12:20:18  Core build timestamp: Nov  5 2019 10:01:23
2019-11-19 12:20:28  SYS INFO:  OptiX Version:[7.0.1] Branch:[r436_08] Build Number:[27108309] ABI Version:[22] CUDA Version:[cuda100] 64-bit  Display driver: 436.15 Devices available: CUDA device: 0     0000:08:00.0     GeForce RTX 2060     SM count: 30     SM arch: 75     SM clock: 1830 KHz     GPU memory: 6144 MB     TCC driver: 0     Compatible devices: 0     RT core version: 10 Peer-to-peer islands: {0}   
2019-11-19 12:20:28  Parsing scene took 9.965 seconds
2019-11-19 12:20:28  Calculating displacement
2019-11-19 12:20:28  Preparing geometry took 0.188 seconds
2019-11-19 12:20:28  Preparing geometry
2019-11-19 12:20:31  Embree: memory usage: 460.6 MB. Total embree build time is 2372ms, top level commit took: 5ms. There are 2857 embree geometry groups, 6053 instances, 2851/0/0/6 tri/animTri/hair/custom objects
2019-11-19 12:20:31  Preparing geometry took 2.496 seconds
2019-11-19 12:20:31  Preparing lights
2019-11-19 12:20:31  Preparing lights took 0.146 seconds
2019-11-19 12:20:31  Rendering initial pass

10
i'm sure compared to writing a complete awesome renderer, this should be easy.. ;-)

I've just added a maxscript line to the copy-paste script, before it merges the file:

CoronaRenderer.CoronaFp.stoprender()

This will stop the interactive renderer before merging.

11
corona 5 in max 2017 is worse as in corona 4.

While in 4, max just crashed and you could save a _recover max file, now 3dsmax completely hangs, without the option to save.

A lot of artists, myself included, may rely heavy on the CTRL-V  CTRL-C  script, which uses a merge file method.

I'm sure that this is an easy fix, so please make this a priority.

12
any news on this bug?

13
Bug Reporting / Re: BUG: Batch render issues
« on: 2018-12-13, 16:52:33 »
i've moved the camera a little bit and now it renders ok. so for now its good. Is there a private place where I can upload this file maybe? Expect it to be a couple of GB's

14
Bug Reporting / Re: BUG: Batch render issues
« on: 2018-12-13, 14:54:12 »
this happens in pass 15 of rendering.

15
Bug Reporting / Re: BUG: Batch render issues
« on: 2018-12-13, 14:38:55 »
2 more images rendered locally

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