Corona Render Settings for Animations in 3ds Max

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Go to the Render Setup to adjust animation settings in Corona. Make sure, you have Corona Render set up. ` Now, I will use the Active Time Segment option. It is exactly the number of frames through which I have my camera animated, let me show you. Ok, so it takes 45 frames. Now, I will go back to the first frame. Next, make sure you have the correct output size set up. Then, we need to choose the location where our frames will be saved. Check the ‘Save File’ option and choose the location. I always create a separate folder for each shot, we can call it ‘Shot_01’ for instance. You can name it whatever you like. I always choose the .exr format as it saves more information than .jpg for example. 16bits/Channel. Ok, next go to the scene and you should set one of the limitations here. Otherwise, the image will render until you stop it. And you definitely don’t want to stop every frame manually in an animation! So you can either choose pass limit, noise level limit, or time limit. This time, I will set up a noise level limit. Typically, I use 5% but this is not a rule. It’s always best to test one of the frames first to know the best value. Sometimes you will need less noise, other times higher value will be good enough. Now, Denoising. I always use Corona High Quality. Similar situation with the Amount value, I will use 0.5 but it’s always better to test it first as it will vary depending on the scene. Remember that it’s not good to use too much denoising as you will lose too many details! Ok, next go to the Performance tab as we need to set up the Global Illumination. By default, it is Path Tracing for both Primary and Secondary Solver. But for animations, as the time is crucial here, we will use UHD Cache as a Secondary solver because it typically speeds up rendering. Talking about render time, Rebus Farm is the sponsor of this video. They are the render farm we use if we need to render quickly and don’t have time to use our computers. They are perfect for arch-viz artists because they support all the popular software. But most importantly, they have all the plugins we need, so there won’t be any unpleasant surprises. They’ve created a software plugin, so everything can be set up in your application, 3ds max in my case. It checks the scene and automatically uploads it to the farm, and after rendering it’s done, it downloads everything to your local folder. There are no hidden costs, you know how much you will pay for every render if you use their cost estimation tool. They are also great people! They are always there for us if we need something. They have 24/7 human support, and the best part is that this time you can get 10% free RenderPoints on top of one purchase at RebusFarm when you use the code ava10. Please note it is limited to one purchase per person. I will put the link to their website in the corner and in the description below, so you can check them out and get your bonus render points. Ok, let’s go back to the GI setting… And now, we need to adjust the UHD Cache settings. We need to change the preset to Animation (flicker-free). Ok, now I will show you two methods depending on the scenario we have. Up to this moment, everything is the same for both cases. The first scenario is the safest option when we have an animation with moving lights or objects. In this method, we use settings as they are by default, so we use ‘Calculate from scratch’ for ‘precomputation’ and ‘Discard’ for ‘After render’. Now, when using this mode, the cache will be always calculated independently for each frame. By the way, we can of course add Render Element in both scenarios if we want to. Anyway, we can hit the Render button. Ok, let’s focus on a few important things. After the ‘Preparing geometry’ stage is finished, and Computing GI starts, we can notice that the UHD cache precomputation begins to count up. The stage took 9 seconds in this case. What does it mean for us? For this animation, we will spend almost 7 minutes just for the precomputation stage. It may not sound a lot to you but imagine that 45 frames of this scene are just a part of a whole animation! And after that, the renderer is starting to the actual rendering of the image. Why is it important? Because we can save up lots of time if we only can reduce the time of precomputation. Good news! It’s possible. And this is the second method! By the way, during the rendering process, all the files will be saved in the selected previously folder. Now, the time for the second method that we use typically with the camera fly-through, without any moving objects or lights. This method is divided into two stages. Firstly, we want to calculate UHD Cache just for the first frame and use the same file later for others frames as well. To do so, we need to change ‘After render’ to Save to file’. And then, choose the correct location for the file. Now, we can use the trick and change the time limit to 1 second, so the image will render only for this short period of time. And hit the render button! Ok, so the UHD Cache is calculated now. Ok, 1 second of rendering, and we’re going to the next frame. We can cancel rendering as the file we wanted is already saved. Let me show you. Here it is! We can delete this file as we need to render it from scratch. And now, we’re going to the second stage. Let’s go back to the previous settings, so let’s set the noise level limit to 5%. Next, in the Performance Tab, change ‘Precomputation’ to ‘Load from file’. We don’t have to change the path as it is the path to the file we saved previously. And click the render button now! You can notice that after preparing the scene, we have the rendering stage straight away, the UHD cache precomputation is 0 sec. Please note that you can try using the second method with the moving objects or lights as in some cases it may perform well. The first method is safer though. Now, we need to wait for all the files to be rendered and ready to combine into one video. To learn more about animations, download our free ebook. Also, watch my other videos on this topic, here are my suggestions. Bye, bye!
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Channel: Arch Viz Artist
Views: 48,233
Rating: undefined out of 5
Keywords: tutorial, training, architectural visualizations, cgi, rendering, render, 3d image, 3d visualization, architecture, 3ds max, autodesk, vray, v-ray, corona, corona renderer, animations, 3d render, architectural visualization artist, 3d artist, art rules, camera, lighting, lighting setup, materials, photorealistic, corona render, corona tutorial, corona render 3ds max, corona render tutorial, reduce render time, corona render settings 3ds max, corona render 3ds max tutorial, corona 8 tutorial
Id: ySmYwbxtzHc
Channel Id: undefined
Length: 6min 43sec (403 seconds)
Published: Wed Sep 21 2022
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