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Messages - maru

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Could you post some real life reference? I am sure there is a loooot of different holographic foil types.

Bug Reporting / Re: Error Loading Settings in CIE
« on: Yesterday at 15:10:23 »
We are aware of this and working on a solution. According to our tests this happens only in the following scenario:
1. Open a CXR file in CIE V4 HF1
2. Go to the Post tab in CIE
3. Go to Custom denoise...
4. Select the nvidia denoiser or intel AI denoiser
5. Click denoise and wait for it to complete
6. Save the post settings conf file somewhere
7. Press the Load... button
8. Load the conf fine you just saved
9. Observe the error message

The only workaround we know of is to restrain from using the above workflow.

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Feature requests / Re: Caustics implementation in VFB
« on: Yesterday at 15:03:58 »
I think this is another one of those "not impossible" feature requests. :)
So the easiest way to "split" caustics from the rest of the image would be probably to have them as a separate LightMix element, right? But what if we have multiple lights in the scene, each casting its own set of caustics? You would have to control the caustics effect globally (on/off) and additionally for each separate light, which gets really complicated.
I'm not saying this will never happen, but definitely can't tell when we could expect it.

Currently you can enable the "Only in caustics element" checkbox and have beauty and caustics separately. Then you can composite them in post.

General Discussion / Re: Caching fluid or people
« on: Yesterday at 14:50:46 »
Sorry, but I do not understand what this is about. What exactly do you mean by "caching a scene with fluid or animated people"? Can you give an example of this?
What is this "cache increment"? How is it typically used?

Is it Corona 4 or 4 HF1?
What exact objects are you deleting?
Are you running IR in the floating VFB or docked in viewport?
Next time it happens, can you capture 2-3 minidumps using both the Autodesk Error Reporting window and Process Explorer? (points 1 and 2 here: )

General Discussion / Re: IR CPU
« on: Yesterday at 11:09:23 »
IR and regular rendering in Corona are almost the same.
Corona likes both many threads and high frequencies, so ideally you need a CPU with as many cores as possible and as high frequency as possible. That is why Benchmarks are very accurate for predicting performance:

AMD CPUs definitely offer amazing price-performance ratio. The new 3rd generation Ryzens are totally crazy, and somewhere near September 3rd generation Threadrippers should appear.
The only place where Corona uses GPU at all is the NVIDIA AI denoiser.

Why Corona 3 instead of 4?
Are you using the NVIDIA denoiser in regular rendering or in IR?

If you do it like this, it should definitely work:
- Enable the NVIDIA denoiser in Render Setup > Scene > Denoising
- Render your image
- Stop rendering
- Press and hold on the "Save" icon in the VFB and select "Save CXR..."
- Then open the resulting image in CIE and denoise it again using the NVIDIA denoiser

It is not impossible, but I don't think this is something we could achieve in foreseeable future.

I need help / Re: Need a help!
« on: Yesterday at 10:51:59 »
This button should do the trick.

We will need more details - a sample scene, a minidump,....

What I am aware of is that IR now crashes if you reset your scene or load another scene while it's running. We already have it logged.

I checked the scene again, and here are my conclusions:
- The scene itself is designed in a way that is hard to render for our caustics solver (at least at its current stage of development). I can understand that users may want to render similar scenes, so I will report it to our dev team for further investigation (Is there some instant fix in the scene itself? Should we improve the solver? ...)
- I tried rendering the scene for 15 minutes at a lower resolution (~1024px), and I did not manage to get acceptable quality, even after heavily adjusting render settings.
- Here are some things that can be done to "fix" the scene and lower rendering time:
   - Simplify the materials - for example, usually there is no need to use triplanar map and bump maps in every liquid material
   - The background / ground material should not have any advanced properties like reflectivity or refraction (if possible, of course)
   - Caustics should be enabled only for the materials which really need them
   - Corona Light can be used instead of Corona Sun (sunlight is very sharp and intensive)

Other than that, I understand that this scene can be seen as a kind of benchmark for Corona caustics, but in this case I don't think there is a way to render them to a good quality other than just letting them bake for a really long time.
I used Corona 4 HF1 on an i7 6700.

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I need help / Re: Phoenix FD splash support?
« on: 2019-07-15, 11:02:53 »
Thanks Maru. Hopefully they will get support soon. Finding some of the Phoenix sims quite slow so maybe v4 will have everything when that comes out.
Just to clarify: I meant Corona Renderer 4, which is already out:
So I was not able to reproduce your issue with the Ocean map not being listed.

« on: 2019-07-12, 17:15:14 »
Here are my findings:
1) User box instead of plane for the pool water. It *should not* cause any issues, but better safe than sorry.
2) Unplug the RaySwitch map from the pool water reflection/refraction color. For some reason it seems that just plugging it cuts rays/s by half. So just use pure white or some specific color, if possible. It will be best not to use it at all.
3) Bump map on the water surface seems to be too strong, so it scatters caustics in all directions. Lowering the bump intensity to something like 0,1 helps greatly. You can also try using displacement instead of bump (autobump will take care of the rest and it is enabled by default).
4) Optionally: use 3ds Max native noise maps instead of Siger Noise. There is nothing wrong with using them, but they are definitely more detailed and more resource-heavy than standard maps.
Another thing is that the scene is quite large compared to the area which is visible and which should show caustics. It's a known issue that caustics will render slower/look worse in large scenes, and we already have a feature request logged for rendering caustics only in specified area (e.g. on specific materials only, or within some specific radius).

Let me know if those hints help or not.

I need help / Re: Phoenix FD splash support?
« on: 2019-07-12, 16:03:50 »
By the way why phoenix ocean map hidden in incompatible list if it work well with displacement?
It should be listed as compatible in Corona 4 (checked here and it's fine).

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