Author Topic: Corona Road map for 1.7  (Read 45127 times)

2017-09-01, 10:48:11
Reply #60

LuckyFox

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That would be awesome! A "small" thing that will make thousands happy!

2017-09-06, 18:17:52
Reply #61

magmatik

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Hi everyone,
is it normal that the roadmap is no more to be seen on Trello (https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d).
The page is fully white (except the blue Trello header).

Where is the roadmap to be seen ?

I'm specifically interested in knowing when will materials stacking be available.

Thx in advance.

edit: Trello is working again. Was probably down for a few minutes.
Still interested in any information about materials stacking.
« Last Edit: 2017-09-06, 18:30:08 by magmatik »

2017-10-02, 16:31:15
Reply #62

sprayer

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While i won't cry for clipper or slicer
did you try Texture Object Mask? it works fine with corona and with plane it gives more options even for fast texturing

2017-10-18, 16:42:25
Reply #63

aerowalk

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So...is the 18th of October is actually a "beginning of October 2017" ? ...

2017-10-18, 16:50:36
Reply #64

pokoy

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So...is the 18th of October is actually a "beginning of October 2017" ? ...
I think it's more important for 1.7 to be rock solid.

2017-10-18, 17:06:30
Reply #65

Ryuu

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Yep, we're still trying to fix the most serious bugs in the new light sampling code. Sorry for the delays.

2017-10-18, 18:12:40
Reply #66

Juraj

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Compared to almost every single other software out there with "it's ready once it's ready" this is pretty much non-issue :- ) I am super glad the approximate timeline exists.

Bugs are tough, just look at the game dev these day, 100s of testers for months...and they still come out buggy. So far the final releases of Corona has been super stable.
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2017-10-18, 21:55:50
Reply #67

Ondra

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no reason to sugar coat this, we hit major obstacle in the new direct light solver. Turned out, it does not work with some of the nonphysical fakes we allow. We tried working around it, but this is something impossible to do for 1.7. So we will make the solver optional, off by default. Release is scheduled for next week. I am now working on daily build containing the change, and some other changes.
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2017-10-18, 23:59:06
Reply #68

Njen

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Ondra, are you able to list the situations when we should disable the light solver, and when we can enable it?

2017-10-19, 10:39:16
Reply #69

alexyork

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Don't worry chaps. Take your time and make it rock-solid however long it takes. Stability > All.
Alex York
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2017-10-19, 11:11:24
Reply #70

Frood

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Don't worry chaps. Take your time and make it rock-solid however long it takes. Stability > All.

+1


Good Luck

Never underestimate the power of a well placed level one spell.

2017-10-19, 11:33:45
Reply #71

Christa Noel

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hi Ondra, don't worry, you're still the man ;) and we're still here with you to help you make our Corona like what alexYork said ROCK-SOLID.
and now I'm with Njen question,
what i guess now is in the next stable direct light solver, there will be no reasonable situation which makes us don't need direct light solver.
but while there is a switch / checkbox there, when do we need to check it? when we don't?
I'm just confused with what are nonphysical fake things and transparent lights?

2017-10-19, 12:13:42
Reply #72

cecofuli

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In my opinion, to avoid any confusing behavior (as we see already now), the new "Adaptive Lights" should be removed, until it will be 100% fixed.
Or, maybe, moved in the experimental rollout.
It shouldn't be added in a STABLE release.
It's a non-sense to add something EXPERIMENTAL inside an OFFICAL release =)