Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Rhodesy

Pages: [1] 2 3 ... 5
General Discussion / DR with backburner
« on: 2019-04-18, 14:35:24 »
Am I right in thinking that its not possible to use DR with backburner, rendering a single image? You either have to use DR that includes the host workstation OR backburner with a single node rendering the image but you can still use your workstation?

We currently use MM for our scene units in Max, largely as a crossover from traditional CAD drafting and architectural conventions in the metric world. But Maxes default is CM and every asset we buy seems to come as cm. We also sometimes get issues with drawings off the working plane - which perhaps we would get less of if we used CM? Also even in a medium sized scheme I get massive Z-fighting in my perspective view and I wonder if this is just because of the way Max handles small units in a bigger scene?

Anyway it would be interesting to hear what others have their units set to as I'm thinking maybe we should switch if people are getting less problems sticking with CMs.


I've been using corona since A4 and have tried to follow all the advice and tutorials along the way which are mainly max tutorials. Just recently we've been looking at max and corona for max. So a news flash for me has been that the 180 rgb for white walls in max is not the same as 180 (or 70% default material) in C4D. I had no idea max didn't just use srgb as well. Both c4d and max just show rgb in the colour selector. I realise max has the corona colour picker which is great for getting wysiwyg srgb colours but when the tutorials say you should use values like 180rgb for white walls that is actually 210rgb in c4d! Maybe everyone else knew this but I've been using 180 srgb for my whites.

Strangely enough when I use 180RGB (210 srgb) I find I get some strong burn outs and have to clamp quite a bit. I think there should be some clearer advice or highlighting of the differences between the rgb in max and c4d.


Hi Im a long time C4D/Corona user but starting to bite the bullet and learn max. Just installed the corona demo and trying out some materials. I to get the right brightness calibration for a scene I have put a plane in and a simple cube, a corona sun and sky and a camera with -3EV and 3 highlight comp. I have put on a white material to both the objects with level 1 and RGB value 180. Also a reflection gloss of 0.4. I have set up the same scene in C4D with a white value of 70% whit equates to RGB 179, so close enough.

Anyway when rendering and right clicking on the face of the cube in direct sun in C4D I get values between 230 and 240 RGB which looks about right to me but in max they are burnt hard up against 255. Both these scenes are set up as close as I can but its hard to get a specific sun angle in MAX (is there a degree gizmo for rotation and height in the max version?)

Anyway, any clues on this and which is correct would be helpful as I want to get an accurate start on these materials and both to look the same in C4D and Max.


Off-Topic / Learning Max coming from Sketchup / C4D
« on: 2018-07-10, 23:17:49 »
So Ive used many apps over the last 15+ years, ArchiCAD/FormZ/Sketchup all exporting geometry to C4D and rendering with various render engines for Arch Viz. But for a long time I cant help but think I really should be switching over to the industry standard and suck up my dislike for Autodesk. When I first started with C4D (circa 2003) the fight for arch viz was still strong with its connection plugins to archicad, sketch n toon and even the 'visualise' flavour of c4d they released. But they started to drift more into motion graphics and max grew in to the default for arch viz. So everything arch viz related in both assets and plugins is all max and i'm getting a bit sick of it so if I cant beat 'em and all that.

I've tried the demo of max and find bits OK and others a bit backward compared to the simplicity of sketchup. And other bits I just dont have a clue about. Scouring the internet for tutorials I'm amazed to find so little out there of any quality including previews of some of the paid stuff! Does anyone know of any decent arch viz related tutorials that focus just on the modelling? Some of the better stuff out there look to quickly get you to the rendering phase but I'm not interested with that as I'm hoping to transfer my corona knowledge from C4D to Max.

Any help would be appreciated. I know some of the big hitters switched from Sketchup (PG and JT) and not looked back so I'm guessing its the right way to go.


I know for sure we cant have denoising with rendering a still image with team render but is that still the case with rendering an animation - ie each node rendering a full frame at a time? I've not re-set up my team render so just wonder if its worth doing for an animation project or should I just set the frames off manually and have denoise on.

Also does anyone know if Rebus render farm uses TR for rendering or their own proprietary system that might allow denoising if TR doesnt?


Bug Reporting Cinema 4D / render region geometry shift
« on: 2018-05-16, 19:32:25 »
Not had this before myself but I think I have seen others report similar. Ive done a camera match of a building and the wireframe in the viewport is good but if I go to render a region of the viewport there is a substantial shift in the geomerty. The camera uses film offset (done with C4Ds camera calibrator tag) but ive not noticed issues before using offset. Thank god the full render frame renders out correct so this is just viewport.

Beta 1 and Beta2 second DB.

I've just revisited the colour correct shader and it gives much much better results over the C4D filter shader. Especially for brightening and darkening textures. Just one thing still missing is a quick HUE slider and I think that would replace the filter shader entirely. I know you can use the colour mix shader but that is a bit more cumbersome and tricky to get right I find compared to a nudge of a hue slider for creating variations of a shader - like a leaf.

Just checking I've not missed how to activate this sampling pass to help with scene optimisation - is it yet to be implemented in the C4D version?


Octane looks to have introduced full interactivity in the c4d viewport - so you can directly select and move and adjust objects in a rendered view which is cool. If this could be stably introduced in corona this could really help overcome the current limitations of viewport OGL representation which is currently very slow and limited.


The tool tip essentially says the higher the number the more complex the scene. But is there an acceptable range that we should be in for a 'standard' but detailed scene over which we should be considering trouble shooting our setup? Also is there a way to show the biggest problem areas in a scene visually like a sampling pass?


Im rendering out quite a big scene (Beta 1) which hits 70GB RAM usage during the initial few passes. But when I check back on it it's only using about 40GB with the CPU still at 95%. Its denoising now and the RAM has peaked up a bit to 50GB and back down to 37GB but nowhere near the 70GB. There is 128GB on the machine so its not disk swapping. Is this to do with adaptivity? Great that it comes down but annoying it has to break the 60GB mark to start with so I can render on one of our 64GB nodes.

Having said that I have had this work in my favour before when I was rendering a scene which started off disk swapping and really slow on a 64GB node but I left it overnight anyway and in the morning the scene had actually rendered OK.

Im just listening to the latest CGGarage podcast about Vray cloud and it sounds amazing. But it makes me realise just how far away from this sort of thing we are on a local level with TR!

They are describing how after initial upload it just detects changes in the scene - like IR does and that you can also use progressive rendering which means you can check your scene after a few passes to see if everything is OK. Basically its like final frame rendering with IR features. I imagine its the same for rendering flythrough frames where 99% of the scene doesnt change. I dont know if on a local level, Vray Swarm is quite there yet but I'm sure this tech will roll out across all vray platforms soon. And they support all the common plugins.

I dont know what is coming with Team Render but I cant help but think it is a limited system and reliant on Maxon.

Our current option is the 'scanline' style packets of build up where a pre-set number of passes is reached and there is no denoising available. This means we might not be able to spot any mistakes until 3/4s of the way up the image and we have to render for longer as we dont have denoise (but I know this feature will come). It can also take ages to package up and send out over the network and if you are wanting an animation it has to regenerate the whole scene each frame which can easily take 5-8 mins before it starts rendering so its really prohibitive to use. We've just bought a 10GBe network (yet to set up) so I'm hoping that is going to help but it will still require the whole scene to be set out and fired up each time.

I have never used the max version of corona - is progressive rendering available there on distributed?

I know there is a strong argument for Team Render and compatibility but I really wish there was an equivalent of Vray standalone / swarm and I would happily work within a set number of provided corona shaders that covered the major features like randomisation and a handful of key noise shaders. Ultimately I would love a universal material format so we could use materials created in .max for bought assets.

Sadly it all feels like a long way off. Even when we get the feature complete TR version with denoising and noise thresh its still not an ideal solution for using on a daily basis mainly due to scanline style preview and time taken on making changes / restarting the render which can take an age on a big scene. Is there any tech you can collaborate on with ChaosGroup now you are all one?


Im using beta 1 and of recent releases denoising has worked fine for me with lightmix but in this particular scene / file its just not denoising my lightmix pass. I have 7 lightmix selections and each one has denoise ticked. Corona does denoise them at the end of rendering (I have it set on 0.4) but my lightmix layer looks as grainy as it was before denoise. If I go through my lightmix layers I can see they have denoised but the main lightmix pass which I would use as my base in photoshop is still grainy.

Has anyone got any ideas as to what I'm missing? Unfortunately I cant share the file and its massive!

Any idea if render farms will start supporting beta1 now that stage has moved on to the RCs? Currently most are stuck way back in Alpha 6 saying they only support official builds. Can we say beta 1 in an official build now? Im sure its probably more stable than it used to be on A6.

Pages: [1] 2 3 ... 5