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Topics - edub

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these are just 4 of the warning/ error dialogues that pop up on start-up...  I didn't screenshot them all....  S26 starts up after, but is still missing several Corona plugins (see last image)

We work collaboratively on files, which means I might need to open a file that someone else created.  We have been experiencing crashes when trying to open certain files.  Stil started after we installed RC2. I have tried rolling back to the daily from 2/2, and had brief success when opening a file that didn't open w/ RC2, but then it caused a crash the next time I tried.  We have experienced this on 3-4 different work stations now. Not entirely sure this is the fault of Corona (if not then it would have to be a C4D problem, which never existed until now).

A separate issue is that the Chaos Licensing system is only working sporadically. 

there was a notice to update the cosmos browser (Chrome, WIN10) - can't remember exact message...  afterwards I can't see any materials in Cosmos...  is this something with the Corona, or Cosmos, or what?

[C4D] Daily Builds / Cosmos assets object scale
« on: 2022-02-10, 00:06:11 »
first of all - thank you for supporting the Chaos Cosmos library - that's exceptional news!
I have noticed that assets are imported with the proxy object axis scale set to 10.  I don't know if this is something that is a work-in-progress (like the glossiness parameters), but this is a huge issue because when you use the proxy in a cloner or scatter, the way it's handled is as if the scale is=1, which means the object is 10x too small.
If I run the "reset scale" on the proxy to make it=1, then it will be too small.
Why are the proxy scales set to 10?  I hope this will be fixed, sooner, rather than later?

edit:  Apologies, but I missed the other thread about the Cosmos browser, and the fact that the problem was already identified by Cinemike, here:

Not sure if this is a bug, but I hope it's not a feature!  In v5 the z-depth was apparently treated as a "mask", and this functioned very nicely.  Why was this removed?

[C4D] Feature Requests / Material "invisible to z-depth"
« on: 2021-01-29, 01:51:40 »
as the title says, i hope this is self-explanatory.  It used to be possible (in v5) to have a material be invisible to Z-depth (for archviz with a lot of glass, this is kinda essential). 
Not sure when, or how, this was decided to be removed, but I really hope you can bring this back, so I don't have to render a separate z-depth pass for every single view I render (roll-eye emoji).

I hope I am explaining this problem accurately, but please refer to this thread for the same issue:

This always annoyed me, but i finally was able to give exact description:

In VFB editor window>Tone mapping>exposure...  let's say I have a value of -1.5 for my EV, and now I want to adjust this with a new value, so I double-click the input field to select everything....  except the "-" sign is NOT selected.  So, normally I would quickly input a new value - let's say -3, to make the adjustment....  but the value is not accepted in the field - it stays the same as before, except now the whole value, including the "-" sign is selected, so if i enter "-3" again, it will work this second time.
If the first time, I just enter "4" it will register as "-4", because the "-" sign is still there.

I know the work-around is to not double-click, but instead use the backspace to erase the existing value, and then enter the correct value...  but who has time for that? LOL

I know this is probably the most ridiculous bug report ever, but it has caused my frustration to no end ;)

When I work in a typical archviz scene, I might have a camera with a specific (non-default 6500[K]) white balance (e.g. 8000[K]), which also makes my viewport have this color. adjustment..  I just don't find the need to have this white balance adjustment made in the viewport, as it actually makes it harder to get proper overview of materials.  I would prefer to be able to deactivate the white balance in the viewport (as a camera tag setting).

Since corona glass material shows black in viewport, my fix is usually to have the object properties set to x-ray.  This used to work in Corona4, but no longer works.
Archviz workflow is suffering.

When I have my final output resolution set for 4k, and I start interactive render w/ VFB I get a *huge* window that is larger than my monitor resolution.  When I make scale the window smaller, the rendered image still stays at the final render res, and I now have to scroll to see all parts of the image - I can't just zoom out and contain the while image in the window.  This makes for extremely annoying workflow - constantly having to resize my render setting output for the purposes of the VFB.
Please make it how it is in max (I'm no fan - actually never used it myself, but only seen it demonstrated), as this seems to be hugely beneficial in workflow optimization. 
Please note my other feature request re: "Real Zoom" which is a totally different scenario than described here.

Real Zoom – When enabled, scrolling will not function in zooming the pixels of the rendered image but will move closer or further from the rendered geometry.

this allows you to do a "2D detail zoom", to check material behavior, etc on a more detailed level. 

- There seems to be duplicate "Material ID"option.
- Names do not correspond to those mentioned in the daliy build changelog:

Renamed randomization modes in UVW randomizer:
"Instance" -> "Objects"
"Material ID" -> "Texture tag index"
(!) "Material GID" -> "Material ID"
"Object GID" -> "Object buffer ID"

If I use corona materials in the scene, the constant shader viewport mode looks all black.

Seems that the Helpdesk login is broken.  I try login with the same id and password as my Corona Customer Zone - but it doesn't work.  I also can't not seem to change my password fro the Helpdesk site, or even create a new ticket (all because I can't login to begin with)...  can anyone explain to me how this helpdesk is supposed to work?

I remember reading some post where someone mentioned that the C4D node editor (R20) was better than the Corona node editor...  but I never tested it.  It seems that I can't find any references to that.
Is it supported with Corona materials?

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