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Messages - zules

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61
Gallery / Re: big islands
« on: 2017-05-02, 19:32:23 »
+1, nice job, but missing sand & rocks ! Trees trunks floating are even visible at some place .... ;)

62
Off-Topic / Re: Working via distance
« on: 2017-05-02, 18:11:23 »
Hi,

i'm also trying to set this production pipeline.

First, I bought a Dell laptop 9550 able to handle some great 3D files, but also to render some pics in low res to test.

Second, is having your assets & projects files on a server or NAS, with WAN access.

Third, imo, is organising your assets into proxies into library in .max or .c4d files. This allow you to have large amout of assets in small size of .max/.c4d  files.
Then, when you merge them into your scene on your laptop far away on a trip, you basically download small proxies instead of heavy poly objects to merge them into your project, from your server / NAS.

Fourth, you will need a VPN to connect under security to your internet/server at your office.
Basically, your box/server allow you to enter a LAN network through a secured VPN connexion.
I'm actually facing this hard part : how to handle IP adress of LAN nodes, into a distant laptop into Max through a WAN connexion.... :D

Fifth, I think you need to set a FTP folder to save your final renders, then add it like a network drive onto your laptop (or through VPN ?) to easily get access to it.

I think in this way, you don't need a strong internet WAN line with optic fiber or high transfer, because you just send into rendering light .max / .c4d files, connecting to your assets on your LAN through proxies before rendering.
You just need to download then render elements, so less than a Gigoctet for a still pics in 4K.

Looking for somenone who can validate or correct my thinking !

JG




63
I need help / Re: Memory optimization - discuss please
« on: 2017-04-24, 17:20:39 »
The RAM usages described here are probably expected. Each render element requires some RAM. Denoising requires extra render elements, which are not visible to the user. Adaptivity also requires additional RAM (that's why RAM/CPU usage may be changed every 5 passes).

That's interesting... so you could add a check box to render but hide Lightselect RE or not ? Maybe I didnt see how to do that already..?
Using PSDManager, I'm removing those RE everytime from it...

64
I need help / Re: Very long pre-calculation...
« on: 2017-04-24, 17:17:10 »
Yes that's what I did many times... but even... now it's better !

Also, what px sizes do you think is better for a 4k render ? It's not very clear to me...

Thanks !

65
I need help / Re: Very long pre-calculation...
« on: 2017-04-21, 14:07:06 »
Thanks !

I isolated and detached all the stone poly visible from camera and applied displace only on them instead of the whole object.
I also passed the displacement screen size from 2px to 4.

Now the render takes around 3h30 to finish at 2% Noise Level.

66
I need help / Very long pre-calculation...
« on: 2017-04-20, 15:57:39 »
Hi there,
I'm having a rude moment on a professionnal project... This is a not-ending rendering ! :D

12hXX something for a 4K picture, with displacement but not so much nor huge vegetation nor nothing special...

See the first rending, over, to see the actual scene.
Then, the pre-calculation never ending on an update for the same project.

For the scene :
- stone is displaced
- corona sun & sky
- HDRI override reflection
- Vegetation & car & characters in proxies

Nothing special I gess ?

I'm rendering it on a bi-xeon 2630v2 32Go RAM + 4 Nodes with i7 4790 16Go RAM... so pretty good set-up for a still work in 4K.

Can you help me to optimize this scene ?

Thx !

JG

67
Also, me again, is it logical for you to add an option "convert instance to corona proxy" ?
Or a dialog asking the user if he wants to convert only the selected object, or also its instances.

I'm familiar with this script on Vray : http://www.scriptspot.com/3ds-max/scripts/instancestovrayproxy
I use it for Corona too, keeping the same destination folder as the original one used with the script when converting the whole scene.

68
- Auto rename Object when exporting (instead of only yes/no about overwritting)
That is possible but pretty messy. I could just add a random number at the end but I'm not really a big fan of that. Will think about it :)
>> I agree on the messy vision, but when you export lots of object such as complete scene of desk+furniture+pens+++++, there is always stuffs like circle001, line 024, box 035... and sometimes it runs smoothly, but you can also ficnish with box on desk, pens for chair backplate etc... messy too. And those shapes already have a messy number at the end... so box_024_001 is really messier ? :D

You should learn how to better organize your scenes / assets instead of requesting to propagate your messy workflow into proxy exporter script. Did you know that there is handy rename objects tool in 3ds max? ;]


>> I dont know about any tool like this, your welcome to tell me ;)
Also, I think I organize my scenes pretty well, i'm here speaking about imported object made by other people. When you drag & drop complete sets of stuffs to populate a scene, you cant really control all the names of every objects, and it would be a time killer and such a boring stuff to do so. Also, IMO, renaming merged stuffs is a non-sens in a production workflow, you better spend your time producing renders than renaming objects, same opinion as setting Vray more than rendering with it (that's why i'm here ;) )

Actually, i'm quite surprised that this workflow (keeping proxies in max scene files) is considered as specific. I don't work much with proxies, so maybe i don't know something, is there a better way to keep proxy and its material in on place? It must be much more convenient to merge proxies from max files with already assigned materials, then to hassle with material libraries, isn't it?
[/quote]

>> I don't know any other way to do so, and I didn't invented this way of dealing with proxies & shaders, people showed me it was the best way to do it (by merging .max file to conserve bitmap path etc not drag & drop). I allow you to create full sets of stuffs (different living room, offices, 3D peoples, trees etc) in max's files, then convert it all into proxies, then import it in any other scene without having to deal again with objects, conversion, path pbs etc. I think that's boring to do once, but when done correctly it allow you to populate scene very very quickly, with no regards on paths pbs with rendernodes etc if stocking those .max files on a network drive.

69
Thanks for your input zules!

- Auto rename Object when exporting (instead of only yes/no about overwritting)
That is possible but pretty messy. I could just add a random number at the end but I'm not really a big fan of that. Will think about it :)

>> I agree on the messy vision, but when you export lots of object such as complete scene of desk+furniture+pens+++++, there is always stuffs like circle001, line 024, box 035... and sometimes it runs smoothly, but you can also ficnish with box on desk, pens for chair backplate etc... messy too. And those shapes already have a messy number at the end... so box_024_001 is really messier ? :D

- A path selector that retain previous used path (as 3dsmax do in a drop menu ?)
I'm using standard max dialogs for the path selection but I can save the last used path and open the browse dialog at that location.

>> Yes that can be great. Would love to see your workflow with 3ds path, because I see the menu, how to add new path and save it, but to use it with proxy exporter... nope.

- Maybe a favorite menu to retain prefered folders of exportation (cf previous point)
see previous point ;)
- Auto rename material ? (
I don't quite understand that request

>> I dont remember why I wrote that... ashame !

- An option to save selected new exported proxies into a new 3DSmax file (I work like this, to just have to merge a .max file into a scene, containing collection of proxies).
That's quite a specific workflow. I don't think there are a lot of users doing it this way. I try to keep the general purpose tools as clean as possible and not to clutter it with too many options. That's also in a way why corona is as successful as it is I think ;) But if you can find a bunch of other people desperately craving for that feature then it is of course possible to do.

>> I agree, that's mine but maybe note everyones. Forget it ! :D

70
Resolved bugs / Re: ObjectID and Forrestpack
« on: 2017-04-02, 13:31:39 »
After reading everything I could found about Mask/FPP/C_Mask... what is the best solution to having RE C_MASk for FPP object ?

Object ID on object
Object ID on FPP object (the "F" squarred object....?)
Else...?

Thanks, i'm a bit lost into all those solution and the different topics.

Regards

71
General Discussion / April fool
« on: 2017-04-01, 12:34:48 »
Let's hope you guys get back from Comic Sans MS font into Corona FB :D

Nice one :D

72
Wow thanks !

73
Hello !

After some weeks of use, I've got some ideas about the proxy exporter that make sens for me, maybe you too ? :)

- Auto rename Object when exporting (instead of only yes/no about overwritting)
- A path selector that retain previous used path (as 3dsmax do in a drop menu ?)
- Maybe a favorite menu to retain prefered folders of exportation (cf previous point)
- Auto rename material ? (
- An option to save selected new exported proxies into a new 3DSmax file (I work like this, to just have to merge a .max file into a scene, containing collection of proxies).

My 2 cents ! :)

74
I need help / Re: Memory optimization - discuss please
« on: 2017-02-21, 11:59:32 »
Any newness about RAM usage of Corona ?

My render node, i7 / 16Gb RAM always get alerts for ram usage, when my 32Gb Workstation get also full pretty quickly...

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