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Messages - TomG

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Hardware / Re: Threadripper Builds
« on: 2019-07-17, 14:08:27 »
Ah how I remember dreaming of one day owning an SGI machine! Thank goodness those days passed :)

Hi! This is only the first implementation of the universal Lister, and right now it doesn't list the sun, a known shortcoming, sorry.

I haven't looked at the set up here, but I do know that Particle Flow lets you add things like deflectors, to bounce particles off of, so that could be done. Also, it allows you to spawn new particles when a particle hits something, so you could also set it up that way, so that an original rain drop particle can trigger a "mini explosion" of smaller particles, so it could be done that way too. Now, whether that's contained in the setup, or was what was used in this scene, I can't say :) But it would be possible to set it up so that the particle flow took care of all of that!

The error says Corona is not activated - be sure to run the Corona Licensing Server for instance (my preferred way of getting licenses out to the slave machines)

You could just set the light to have directionality, and apply a global volume material. Of course anything with volumetrics takes longer than without volumetrics, as you are asking the render engine to do significantly more calculations. Be sure to have single bounce only enabled.

I need help / Re: CXR File Save
« on: 2019-07-15, 14:14:29 »
Not sure if it helps, but you can just rename the file from .cxr to .exr, and anything that can load .exrs will load it (rather than doing the File/Open As).

« on: 2019-07-12, 16:06:37 »
Awesome, thanks Alexandre! :) That way you aren't dependent on just one person being able to have time to have a look - I appreciate it!

« on: 2019-07-12, 15:45:39 »
Just a quick note, did you submit the scene via the private uploader too? As I noted in my private message, that's the only way for support / developers to have access to it (and trackable, connected to this thread). Thanks!

« on: 2019-07-11, 20:31:11 »
We'd need to know something about your scene set up (ideally, the scene itself, but at very least screen grabs of the settings). e.g. which version of Corona, is this the new Fast caustics solver, did you change anything in the developmental/experimental section, and so on.

I need help / Re: IR RENDER CRUSH 3DSMAX
« on: 2019-07-11, 20:27:06 »
The linked post has a second section, on how to collect the minidump if the Autodesk error report window is not available; it can be forced from the Process Explorer.

Bug Reporting / Re: Displacement artifact
« on: 2019-07-11, 20:25:42 »
Right, in the final render it will look correct, as displacement will be calculated for that particular view and then the view won't change. You could use World displacement instead, but that would use significantly more memory and pre-processing time, so not recommended (but then when you move the view, displacement would have been calculated for the whole scene so the new view will look correct also - quite a price to pay for just being able to move the view in IR, though, and is there for an option in other situations :) )

Hardware / Re: Threadripper Builds
« on: 2019-07-11, 20:21:42 »

Hardware / Re: Threadripper Builds
« on: 2019-07-11, 20:19:56 »
In some tasks, the CPU doesn't know for sure what data it will need to fetch from memory next, resulting in a microsecond delay that lets it cool down while that data is fetched once it does know what it needs. In a task like denoising, everything is known as to what comes next, so it can all be prefetched and the CPU never pauses, even for microseconds, so it's temperature goes up as it really is working flat out :)

I need help / Re: Render Time Boolean - Distance Map Issue
« on: 2019-07-11, 16:34:11 »
You need to create a second CoronaDistance driven boolean set up, but this one reverses the effect and is the inverse, preserving the edges only. Those two together will give the appearance of a solid boolean.

I need help / Re: Volumetric shader
« on: 2019-07-10, 13:58:38 »
Those are super cool! To be honest, it should work with animated parameters in the perlin, and rotating object, I can't see why it wouldn't. Maybe building the rotation first, then adding in the animated parameters?

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