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Messages - dj_buckley

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I need help / Re: DR Hangs on Save before Render
« on: Today at 02:00:58 »
I jumped the gun, the file was just rendering locally and not via DR, and thats only because I hadn't closed the file locally.  Compress on save corrupted the file and I can't reopen it.  Oh the joys

I need help / Re: DR Hangs on Save before Render
« on: Yesterday at 23:58:32 »
I've just changed one setting and it's now working.

I've turned on 'Compress on Save', while it takes longer to save, at least it renders.  It's also made the file about 3GB smaller.

From what I can tell, as soon as the file size goes above 4.2GB, it just hangs during save on render over DR?

I'd still be keen to know if there's a file size limitation

I need help / Re: DR Hangs on Save before Render
« on: Yesterday at 23:09:33 »
Sorry to bump this but I'm stuck

I need help / DR Hangs on Save before Render
« on: 2019-04-19, 14:31:41 »
So my scene file is pretty large - just over 4GB.

If I save it to the NAS it saves fine, takes less than a minute.  As soon as I press Render though, it does the autosave which I believe it needs for DR, and then hangs at this point?

Any ideas?  Are there any file size limitations with DR?

It's not memory issue

I need help / Re: RenderMask v5.82.3
« on: 2019-03-14, 15:32:24 »
It's because it's a VRay only script.  As far as I'm aware, it's bucket based, so won't work with a progressive renderer like Corona.

Masking in Corona isn't the best, but if you set up your Mask Elements, that should be good enough.

I need help / Re: HDRI reflection strength
« on: 2019-02-27, 09:40:37 »
If you look at the example Max files that come with PG Skies, the Highlight compression is set to 20, and the contrast to 3. I believe this is how they combat the bright reflections.

Yep, HC set to 20 would literally destroy an image full of textures too.  It would be way too flat

I need help / HDRI reflection strength
« on: 2019-02-26, 08:45:36 »
Can anyone with a bit of technical knowledge explain why some HDRI's are way too strong in reflections and some are way to dull.

For example, I often find getting the lighting/exposure right with PGSkies results in super bright reflections, but yesterday I was experimenting with the Poliigon HDRI's and found the opposite.  Once lighting and exposure looked correct, the reflections were incredibly dull?

General Discussion / Re: Frosted glass noise
« on: 2019-02-21, 23:25:08 »
Why can't you use denoising on a render farm? It should be possible.

You can but ONLY if you're saving to CXR

I need help / Re: Creating lemon or orange rinds for Corona
« on: 2019-02-18, 00:47:42 »
Helix - Extrude - Shell

Then move a few verts around, bends, tapers, noise modifiers to get the variations?

I need help / Re: Corona Bitmap - Real World Scale Display
« on: 2019-02-15, 16:42:18 »
See attached screenshot and Max file.

Box on the left 500x500x500 -  Texture Loaded through CORONA Bitmap Loader, Bitmap Real World Scale - Ticked, Scale 1500mm x 1500mm, UVW Map Modifier - Box - Real World Scale Ticked

Box on the right 500x500x500 -  Texture Loaded through STANDARD Bitmap Loader, Bitmap Real World Scale - Ticked, Scale 1500mm x 1500mm, UVW Map Modifier - Box - Real World Scale Ticked

Box on the right is what I expect to see.

I need help / Corona Bitmap - Real World Scale Display
« on: 2019-02-14, 23:17:33 »
Is it a known issue that Corona bitmap doesn't display textures correctly when real world scale is used inside the bitmap

Can converter do it on a single map?  I don't necessarily want to convert every map in the scene as I've had issues with TIF files not converting properly

Feature requests / Corona Bitmap - 'Keep old map as sub Map'
« on: 2019-02-08, 16:45:37 »
Is this possible, if I have a standard bitmap in a map slot, and then I decide I want to use the Corona Bitmap instead, it'd be nice if it allowed me to use the existing bitmap as a sub map, rather than automatically opening explorer and forcing me to navigate for the map again and then redialling in all my scaling/tiling settings.

Feature requests / Re: CoronaBitmap: Blur at 0.01 by default
« on: 2019-02-08, 16:43:07 »
Would it really benefit to have it at 0,01 by default? Are there some common issues with 1,0?
I am guessing (but just guessing) that having all textures with blurring set to 0,01 by default could result in some flickering artifacts due to hard edges (in animations).

To get the nice details in your textures, especially these days where closeup vignette style shots are part and parcel of a suite of marketing images for architecture/interiors.  A blur value of 1 is no where near detailed enough.

Feature requests / Re: Bump mapping improvements
« on: 2019-02-08, 16:41:20 »
+ 1 on this, although not sure it's a Corona issue, maybe more a Max one.  I find to get the bump right, I HAVE to use a Corona Bitmap, and even then going lower than 0.1 isn't great.

I've had some instances where setting the blue to 0.01 on finer bump maps like wood grain on floors, the bump just doesn't work regardless of the multiplier value.

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