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Messages - NormAndTheGang

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1
Hi Aram,

thanks for the workaround but unfortunately it'll likely break most of the output since we're also using the Corona 9 tonemapping.

Alternatively, do you know if there is a way to export the lightmix and postprocess conf files from 3dsmax in maxscript? That way we could automate the creation of the conf files, always save them with the same name as the file we're trying to extract and build that in our in house batch exporter.

Thanks,

Chris

2
Hi all,

We just upgraded to Corona 9 and love it so far!

We are just running into a small issue with the batch CXR converter (from this: https://support.chaos.com/hc/en-us/articles/4528237016721-What-is-the-Corona-Image-Editor-)
Before Corona 9, when you did not include a config file for the post or lightmix, Corona would just export the images with whatever was set in the CXR.
With the new version, if we don't save a config file and then load it in the batch script, it just ignores any post/lightmix adjustments that were done and saved in the CXR.

My questions are:
-Is there a way to force the CoronaImageCmd to use existing settings from the CXR file it's exporting from?
-If that's not possible, is there a way in maxscript to save config files for the lightmix and post so we can automatically generate config files? (I've checked the doc and multiple sources online and haven't found anything unfortunately)

Thanks in advance for your help!

Chris

3
Got it, Thanks Frood and Maru for your help.

I think I'm going to modify your code slightly so it tries 3 times when running into an error. That way there won't be any infinity loop if the file is actually corrupted but I might get all my passes out.

Hopefully the dev team finds some time to fix it soon :)

Chris

4
Hi guys,

We're having the same problem. Is the Corona team working on patching the error?

Were you guys able to find a workaround by catching the error in the batch file? If so, would you mind sharing your batch file?

Thanks!

Chris

5
Hey guys,

We've been having the same issue for about a month now.

When we render without distributed rendering there isn't any problem but when we render locally with distributed rendering or through deadline with DBR have this problem more and more often. I'd say it's about 20-25% of our render that are having this issue.
It's becoming a real problem as with tight timelines we can't afford to have an image render for 4-5 hours and not be able to use it one time out of 4.

I just saw the minidump message so next time it happens I'll send it your way.

Chris


6
[Max] I need help! / Re: Really slow render for animation
« on: 2018-10-09, 22:36:03 »
Hi guys,

thanks so much for your suggestions we'll have a look at them and try to improve the speed of the scene.
We'll let you know how it goes but I think removing all the Vray things in the scenes will most likely help.

Thanks,

Chris

7
[Max] I need help! / Really slow render for animation
« on: 2018-10-02, 15:55:51 »
Hi everyone,

We're working on an animation with Corona 2.0 and 3dsmax.
At 1920x1080, most of our scenes takes between 1-2 hours to render on our renderfarm (to get to a noise level of 2.0) but we have a scene that takes 13 hours per frame.

I've tried to remove any unused geometry, collapse railclones, simplify some materials but it still is very slow.

We're lighting the scene with a Corona sun and Sky and some Corona lights.

I looked at the Corona tutorial of Common mistakes but it didn't really help...

What do you typically look at when trying to debug a Corona scene?

I archived the scene and saved it here if you have any time to have a quick look.
http://www.mediafire.com/file/zq441t76czhi79g/Anim_INT-Lobby_06.zip/file

Thanks in advance for your help!

Chris

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