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Messages - dj_buckley

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481
Oh there was an earlier point that almost got lost here - about Chaos' recent rebranding and new ecosystem approach and where was Corona in that. Can't tell you much, because then.... I would be fired ;) But just so you know, there will be more information about this kind of topic very soon. Umm so this time it is "look forward to stuff in the future" as my post after all!

Sounds interesting and as I thought, I knew you wouldn't be able to say too much, I wasn't necessarily highlighting the merger as a negative thing, but I appreciate how these business deals work, and it's never easy to speak publicly about those dealings

482
And this highlights one of the bigger issues at play.  The merger.  Tom didn't address it in his response to me and I doubt they can say too much.  Chaos has been all singing and all dancing recently in terms of marketing and their new branding etc, and there was barely a hint of a mention of Corona in there.

And yes the majority of new features released of late seem to be half implemented with lots of work still to do, I've already mentioned the features, yet they're available and working in other engines.  This is the primary cause of the frustration imo


483
Just one side note though, in terms of making business decisions, we (I) do make decisions based on future offerings.  Why?  Because I simply don't have the time to be chopping and changing, relearning new engines etc, so I want something I can rely on for the forseeable and not have to think about it again for a while.  So with a bi-annual release schedule, it makes absolute business sense to look forwards at an available roadmap when deciding to make something my software of choice for the next year or so.  I don't really want to be analysing my setup twice a year based on what has or hasn't happened.

Imo it's an easy solution, change the frequency of official releases to annual rather than bi-annual.

Out of interest do any other software packages have a publicly available roadmap?  Corona is the only one I seem to check, and primarily because it's the only one i know exists

484
Perfect response, cheers Tom

485
Hi Tom

I think the general frustration (although I speak for myself) with items being moved on the roadmap is the wait between releases (i actually think it's quite short - every 6 months'ish), but we're mostly not developers, we're users, so checklists don't really have timeframes to us as we don't appreciate how long these things take.  If it's been shelved because it's going to take a month beyond your planned release date to complete, then i'd rather the V7 release be delayed for a month, than wait a further 5 months to see it in V8.  The dailies simply aren't practical for a lot of us using Corona in production, I personally don't have budgets (both time and financial) to run the risks of using dailies in a live production environment.  So we have no option but to wait for the final stable releases.

Things have been moved plenty of times, as already mentioned the clipper, I think the reaction is different this time, because it's a big feature, it's literally the number 2 most wanted feature after GPU/Hybrid rendering, and there have been major lengthy discussions about it on the forums.  Not only that, but the fact half of the checklist items have been ticked off, makes us, as users, believe it's 'happening'.  Which it is, just not when we thought it was.  And the worst part, was this news was broken to us by another user, not one of the Corona Team.  Your last statement was "we believe in sharing and being open with the community" - but you weren't.  It was a community member who shared/highlighted it.  I appreciate the roadmap is tentative, and things get moved etc etc, but when you can see something being ticked off, you have no reason to believe it won't be in the release.  Had you emailed every paying customer, before taking it off the roadmap, with a note to say, "unfortunately ... bla bla bla" i honestly don't think you'd have got this reaction.

I'd rather each release have one big new feature, and the rest of the dev time spent on fixing previous big features that still don't work perfectly i.e. adaptive light solver, displacement, caustics

Take caustics for example, first introduced in V4, it's still painful to use and no plans for improvements until V8, 4 releases (over 2, nearly 3 years), that's a long time - which is probably where the 'supposedly' slow development comments come from.

Things like Material Library Content updates, and faster colour pickers, and new UI's etc are all nice to have's but not essential, and the take development time away from the essential stuff imo

I have no idea how these things work etc, but the takeover by Chaos, was met with a mixed reaction at the time, but I think people settled at the idea of, hopefully it means access to more resource, more cash injection so more/faster/better development, they even said it themselves in the Q/A about the merger, yet it currently doesn't feel that way, almost the opposite, and that takeover/merger was 4 years ago.

As Bluebox has said, although a few people disagree, but he's right on many levels.  This isn't personal at all.  Archviz is a small industry and it's easy to get 'friendly' with others, but at the end of the day, if you strip back the friendly nature of the industry (fanboyism as some might call it) you're a business and we're trying to run businesses on your product that we pay for, so we have every right to be frustrated/disappointed on a basic level.  Just as customers would in any other industry.  Plenty of analogies have already been used, but they all apply.  In the world of todays 'subscription model' you rely on roadmaps for decision making as a business.

486
It's not people being ungrateful, it's a completely natural and expected reaction to being let down. 

Imo just make the roadmap private and completely eliminate everyones expectations.  I must admit, from a business perspective it's a bit shit to let paying customers see the roadmap with these features on, keep them interested, get them excited enough to keep them paying their subs, just to pull features at the last minute.  You set yourselves up for a case of over promising and under delivering.  Which is never good.  If I did that, i'd fully expect my clients to be disappointed and at worst, not bother coming back.

Tone Mapping was the one feature I was waiting for, that and fixing displacement. The only reasons I've kept my subscription alive and not switched yet.

Like people have already pointed out, it's mostly disappointing because these things already exist in other available engines and have done for some time.  We're not expecting something ground breaking, merely expecting the software we pay for to at least be 'current'.  As far as I can tell, Corona no longer has a USP or any redeeming feature to keep me from switching back to Vray or moving over to FStorm or some other render engine.  Tech is a fast moving space, so if your customers are disappointed or leaving, you can only survive off loyalty for so long imo.  If you can't keep up, you get left behind, it's that simple.








487
[Max] Resolved Bugs / Re: Shading error
« on: 2021-06-02, 21:52:42 »
Is this actively being worked on and investigated?  I remember raising this issue over a year ago, and then again in November.  At the minute it's just another new feature that doesn't quite work.  I now leave it turned off.  In a live production environment it's too hit and miss to chance it and leave a render going only to come back and discover it's got these issues, because there's no guidance on specific setups where we might encounter it.  It's just a case of press render and hope the render doesn't have artifacts when you come back to it.  Safer to just leave it off permanently imo until it's fixed.

488
[Max] I need help! / need help with a problematic scene
« on: 2021-05-18, 10:12:58 »
Working on a scene at the minute, it's no different in terms of setup to any other images I create, however, this one seem to be throwing a few problems.  See attached.

I'm getting this a lot when using IR, I've never had this before IR is generally smooth and not blocky like this.  I'm on Max2021 and Corona 6 (latest version).

The scene is also taking much longer than normal to render than previous scenes of a similar nature.  Does the screenshot give any clues?

489
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-05-12, 11:18:14 »
Regarding the old displacement not coming back - I posted here a while back for something to check, the old displacement was much better at hiding these issues when problems arose.

https://forum.corona-renderer.com/index.php?topic=26398.60

490
[Max] I need help! / Re: Light Leaks
« on: 2021-05-08, 15:25:48 »
Both valid points, the shell doesn't work for a number of reasons, it's not so much the extra geometry.  As a modified it's fine but in this situation and how I tend to model, it's not practical.

If I detach the ceiling, how would I get that nice chamfer where the walls and ceiling meet :)

As I say it might just be something that happens and the only solution is to model the outer walls.  I just wondered if it was something that can be avoided on a technical level.

Thanks for the replies.

491
[Max] I need help! / Light Leaks
« on: 2021-05-06, 23:43:38 »
I'm currently experiencing the light leaks issue on intersecting objects and thin geometry.  I've searched the forums and the general response seems to be 'add a shell modifier'.  The most recent post I found was 2017, so I just wondered if there has been a fix for it since then, you know for those times when a shell modifier isn't practical (in my case) and to avoid spending time modelling uneccessary geometry?

I'm working on an apartment interior, the walls, ceilings and door/window openings are one piece of geometry, all created from an extruded spline with flipped normals, so the shell modifier screws that up.  I'd rather not have to model the exterior walls each time when they'll never be seen, for a couple of reasons really.  Mainly because using Corona has taught me I need to be ultra efficient with scenes so adding geometry that won't be seen seems counterproductive.  It'd be nice if it just didn't happen because I can't see any reason why it shouldn't just work in theory, but I'm far from technical.  I don't know if it's technically possible for it not to happen i.e. it can't be fixed

492
[Max] Resolved Bugs / Re: Adaptive Light Solver Issues
« on: 2021-04-30, 18:40:11 »
Just resurfacing this, have the adapter light solver issues in this thread been fixed for Corona 7?

493
[Max] Daily Builds / Re: Displacement behaviour Phoenix map
« on: 2021-04-27, 10:27:35 »
This is what concerns me most about removing the old displacement.  Although I'm yet to try the Dailies, I've never had success with 2.5D but I've always been able to fall back on the old displacement at the expense of RAM.  To remove it completely seems crazy unless you're 100% confident that the new 2.5D is completely seamless.  I'd say 90% of my scenes use displacement, the old displacement, so if this 1 feature in Corona 7 isn't seamless then the release will be redundant for me because I won't have the old one to fall back on.  It's very common to have to dig up old files in Arch Viz, because designs change over the course of years and the duration of a building construction timeline.  I'm working on one of those projects now, and funnily enough it's the same one that triggered my dislike of 2.5D.

494
[Max] I need help! / Re: Creating a perfect pillow fur
« on: 2021-03-31, 20:31:39 »
Ahh I didn't realise it was VRay Fur, apologies - I believe this Rug uses standard Max Hair and Fur although from experience it takes ages to render with Corona https://www.designconnected.com/category/Carpets/Chali-Rug_p8460

495
[Max] I need help! / Re: What am I doing wrong?
« on: 2021-03-31, 00:43:13 »
mferster has given you some good advice there that should help solve the issue, but if you're happy to share the scene I'm sure someone would take a look and give you some pointers

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