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:CoronaRendererHelpdeskfor3dsMaxplugin
Traditionally, users had to choose to either use unbiased algorithms without any caching and wait long
time for all renders, or use biased caching algorithms, and deal with splotches, missing shadows, and
sensitive input parameters. Corona merges the best of both worlds. Its cached solution, called UHD
Cache, is significantly faster than plain path tracing, but does not suffer from artifacts, missing contact
(https://corona-renderer.com/stuff/helpdesk/uhd/solvers-uhd.jpg)
UHD Cache is a global illumination solver. Corona offers two kinds of GI solvers which can work together:
1. Path Tracing - unbiased solution - should always be used as a primary GI solver. As a secondary GI solver, it is useful mainly in exterior
scenes, where UHD Cache would require longer precomputation times and wouldn't be able to improve rendering speed.
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30/12/2016 HowtouseUHDCacheforanimationsandstills?:CoronaRendererHelpdeskfor3dsMaxplugin
(https://corona-renderer.com/stuff/helpdesk/uhd/solvers-
pt.jpg)
2. UHD Cache - slightly biased, cached solution, which speeds up rendering - should be used (but doesn't have to) as the secondary GI
solver in scenes where GI is dominant (e.g. interiors, scenes with many light bounces). In such scenarios it greatly improves render speed at
(https://corona-renderer.com/stuff/helpdesk/uhd/solvers-
uhd.jpg)
UHD Cache may be used for both still images and animations, even with moving geometry or light sources. However, it is usually required
1. Calculate from scratch - using this mode, the cache will be calculated independently for each frame, and either discarded after the
rendering stops, or saved, depending on the "After render" setting. The saved cache file can then be re-used.
(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-calculate.jpg)
2. Load from file - this will load a previously saved cache file specified in the "Filename" field. No precomputation will be done. If the file
is not found - a new one will be computed from scratch, and an error message will appear.
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(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-load.jpg)
3. Try to load + append - this will first load a previously saved cache file specified in the "Filename" field and then the precomputation
pass will run on top of it. The loaded and computed caches will be merged. If the file to load is not found - the precomputation will begin
anyway.
(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-try-
append.jpg)
You should use the default settings. Generally, "splotches" should not appear when using the UHD Cache. If you encounter them, they should
(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-still.jpg)
For animations:
Always use "Animation (flicker-free)" preset. If you want to save the time required for precomputation of each frame, you can render UHD
Cache for one frame from the middle of the animation and then re-use it for all the other frames. You can also use combination of "Try to Load
+ Append" and "Save to file" functions to render the cache incrementally. This should be done for several frames of the animation. For
example for 400-frames animation, you can set 3ds Max to render every 50th frame to render the UHD Cache only for 8 frames.
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(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-
animation.jpg)
(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-animation.jpg)
Using the "Animation (flicker-free)" preset and calculating UHD Cache from scratch for each frame is the safest solution. However, you may try
using the precomputed UHD Cache solution (see #1), as it may also perform well in some scenarios.
Troubleshooting
A: To emulate the "do not render final image" option, set "time limit" to 1 second in Render Setup > Scene > General Settings >
(https://corona-renderer.com/stuff/helpdesk/uhd/timelimit1.jpg)
Q: How to create a cache file for an animation that will be rendered on a render farm?
A: Save the cache file in a location accessible for the render nodes using "calculate from scratch" + "After render: Save to file"
(https://corona-renderer.com/stuff/helpdesk/uhd/uhd-network.jpg)
Examples
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1. Image rendered with Path Tracing as primary and UHD Cache as secondary solver.
16 passes
Render time: 01:56 - notice the image quality in comparison to other examples, especially in the areas where GI is dominant
(https://corona-renderer.com/stuff/helpdesk/solvers/pthd.jpg)
2. Image rendered with Path Tracing as both primary and secondary solver.
16 passes
(https://corona-renderer.com/stuff/helpdesk/solvers/ptpt.jpg)
16 passes
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(https://corona-renderer.com/stuff/helpdesk/solvers/ptnone.jpg)
4. Image rendered with both primary and secondary solvers set to "None (biased)".
16 passes
(https://corona-renderer.com/stuff/helpdesk/solvers/nonenone.jpg)
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