3ds Max :: Final Gather Process Halting In Recalculation
May 26, 2011
I've got a scene set up with a lot of objects (about 680 of them), and about a million polys. I'm in the process of trying to render out the animation and I'm running into some problems.
When I am attempting to recalculate my final gather maps so I can interpolate between frames and reduce flicker in the final animation, it is halting at different frames depending on what final gather settings I'm using, but halting with every setting I've tried.
This last time I tried it with "Low" default settings (.4, 150, 30, 0 bounces) and it stopped on frame 90 at 99.9% of "computing final gather points". With other settings it has stopped at frame 102 at 95.4%, and on another setting frame 87 at 66.5%. The most common percentage to halt at has been 99.9% of Computing Final Gather Points, but the frame number it halts on and the percentage varies.
The halt is repeatable and happens at the same exact spot in the animation depending on the settings. So if I use "Low" (.4, 150, 30, 0) it will always stop at frame 90 at 99.9% Computing Final Gather Points. The other settings will produce the same result over and over as well. I also attempted to re-start the precalculation from the frame that it halted on (after deleting the previous FGM file for that frame). Frame 90 still halts at 99.9%... or frame 102 halts at 95.4%... etc...
I can, however, get frame 91 to complete it's final gather map if I set the sequence to pick up on the next frame and go from there.I will attach an image of the model/scene I'm currently working on.
I'm trying to optimize the rendering time on pre-rendering my Final Gather map.
I've set it to every 5 frames and halved the resolution of my FG map compared to the final render but I'm wondering if some of the other roll-outs such as the Image Precision, Soft Shadows, Glossy Reflections and Refractions make a difference to the FG map. Can I knock these settings down a notch or two, or do I have to keep them the same as the final render?
After I installed design 2011 student version, I can't move the final gather presets or for that matter there are no presets available to change. And the values go erratic often. I switched to scanline and back to MR but that doesn't rectify it.
And also there are no geographic locations available in my daylight system
I am working with a network and it works for standard rendering.
I want to use it to pre-generate the FG maps. I have tried the "generate now" button, but that makes the FG calculate locally on the current machine... even with Net render checked.
When I try doing a render using the frames just as junk, it renders out, but does not save the FG map.
If I generated FG maps with interpolation of every 3 frames and I use read FG points at every 2 frames. Would this be wasting my time? Would it be better if I just set it to 0? Once it starts rendering it comes up with warning signs saying it can't find specific FG maps which is understandable. Would max have to generate new ones (because this would be a waste of render time) and if it does can I somehow just tell it not to?
It is an animation that I am rendering (moving car and moving camera).
Max 2013 now can't read or write final gather maps. I get an error cannot open map file. I have tried using a unc path \server name. I had the problem previously whan I moved to win 7 and I got around it by turning off my UAC. But that is off.
I am trying to write a layer gathering and changing program that will store a lists of layers based on layers they need to be changed to. I am writing it in C# and the part that is killing me is I need to store the old layers before I convert them so that way in the future the program will automatically know to change those layers to the appropriate layer.
I am trying to use an .xml file to permanently store the layers, and a serializer to read the layers into a dictionary so that I can search and see if I have already come across a layer.
I know that sounds very convoluted so let me simplify the problem. We have our layers which are only 7 layers. We get drawings from outside sources and they have their layers. Their layers correspond to one our 7 layers. We have a list showing which of their layers correspond to one of our layers. When we get drawings with layers we've never seen before, we need to search through the list to confirm it isn't already there and if it is not present, then ask the user to which of our layers their new layer should be associated.
I want to store the data in a xml file in a manner similar to this <ourlayertheirlayer> ourlayer1, somerandomthintg ourlayer1, anotherrandomthing ourlayer1, thisrandomthing ourlayer2, whatisthis ourlayer2, whoisthis ourlayer3, whycantifigurethisout ourlayer3, canyoufigureitout</ourlayertheirlayer>
Then I want to serialize the xml file and save the data in a Dictionary<string,string> type whre the first string is one of our layers and the second string is their layer.
I want the data in the xml file to persist between application sessions, but the dictionary would be filled each the program is started.Later in the program I will use the Dictionary to gather all the objects based on their layer, the second string in the dictionary, and convert them to our corresponding layer, the first string in the dictionary.
I am having trouble setting up my types in C# though. How do I create an xml serializer that will read ourlayer, theirlayer from an xml file and save it to a Dictionary. The data doesn't have to be in the xml file in that format either, I just can't think of an easier way than commas to sepearte the two pieces of data.
public class OursTheirs{ public List<string>[,] goToDict { get; set; }}public class oursTheirsComma{ public string commaPresent { get; set; }}public static class SerializeAddToDict{ public static string getFromXML(string xml) { XmlSerializer xmls = new XMLSerializer(typeof(string)); return xmls.Deserialize(new StringReader(xml)) as string; } public static List<string>[,] ParseXML { //Stuff here
I haven't figured out to convert the string to a //List<string>[,] where the first column is one of our 7 layers,second //column their layer } //Then some other stuff here to add the stuff to a dictionary}
How the PMS color palettes "simulate" on screen how the color will print on different substrates (glossy vs matte vs uncoated paper). That's great for comps, but if you convert it to CMYK to print it, and the values are representing a "simulated" color it won't look correct (by that I mean come close to matching the spot color). For example, the uncoated palette simulates the color by making them appear a bit washed out on screen - pretty good visual simulation. But it might do so by adding black and cyan to orange for example, etc. - effectively dulling the original color.
So if I convert that to CMYK within the new Pantone + color palette, and then send it to the printer - it won't appear as it did on screen, it will dull the end color even more because it's converted the color to the dull simulated version - what a disaster! It's only doing half the job - showing us what it should look like on screen. In order to be truly efficient for design professionals the CMYK conversion might remove black and cyan completely to effectively brighten the color in the final output on uncoated paper. I would prefer it just stick to the standard conversion, which Pantone did have as a standard palette option (PMS to process), and then I can adjust if I think it's necessary.
Any corporate branding system will likely start with a PMS spot color palette for the identity. Then it will build into many different adaptations - full color brochures, large format banners and trade show graphics, website, advertising. So any corporate branding system will need to have PMS, CMYK and RGB versions of their main corporate color palette. There was a standard for these translations that was automatically consistent in the Adobe software and that is now all over the place, so it relies on individuals manually adapting the color mixes for final use - what a great way to screw things up.
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My guess would be to first define a method that gathers the layers from the drawing and saves them to an array. For example i would have multiple arrays for the different layers to which I want to convert the old layers, string [] 0layer, string [] walllayer that contains all of the layers to be changed to layer 0 and wall layer. Then I would compare the layers in the drawing to those arrays, if they are not present in any of the arrays, the program would prompt the user and ask which layers they want to change the existing layer to and add it to the appropriate drawing. Then all of the layers in those arrays would be changed to the different new layers.
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Note, these drawings are not my intellectual property and are being used for personal reasons only.
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