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Messages - mp5gosu

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16
[C4D] Feature Requests / Re: Vector Displacement
« on: 2019-10-08, 11:31:35 »
Got lost again, huh? ;)

17
Great! Thanks guys. Invaluable developers! :)

18
[C4D] Bug Reporting / Re: bugs with B2
« on: 2018-11-12, 14:51:38 »
Regarding plugins: The sole purpose of bug reporting is to make sure that it works on an unaltered environment. Using plugins, you can never make sure what breaks what.

Still, we'd like to support reasonably-written plugins, so bug reports like this are still very useful to us!

Sure, I understand that - but shouldn't this then be in a completely new category? Like 3rd Party issues/bugs?
I can imagine that testing any sort of plugin with Corona may be a nightmare and probably has effect of finding bugs solely related to Corona ?

19
[C4D] Bug Reporting / Re: bugs with B2
« on: 2018-11-12, 12:15:41 »
Regarding plugins: The sole purpose of bug reporting is to make sure that it works on an unaltered environment. Using plugins, you can never make sure what breaks what.

21
This seems like a bug to me. The caustics rays should indeed use the shading normal, not the geometry normal.

22
So, this has been here since the early days of the Corona MP manager.

The manager still misses many implementations for the treeview it is made of, like Ctrl+copying, rearranging multiple items, etc.
Also, multiple treeview nodes cannot be edited at once, like enumerating them via the built-in expressions like "1+num" etc.

I'd really like to see this fixed, it is stilly very annoying for everyday work. ;)

Cheers,
Robert

23
[C4D] Resolved Bugs / Re: Multipass switch inconsitent
« on: 2018-11-07, 19:43:09 »
Sorry for the delay,

instead of screenshots I made a screencapture of what I'm talking about.

Hope, this helps.

24
Ah, that sounds plasubile to me! Thanks for that hint. With this, I can at least tell my colleagues some kind of reason why this happens. ;)

25
Dammit. This somehow breaks our pipeline when rendering our projects.
Even full console and debug out does not give any warnings or errors.

Let me explain our infrastructure, maybe you guys can work something out with that.

So, we own different file servers (Win Server 2012 if I remember right), of course HyperV hosts.
Those are then used to create data shares. Thos data shares are then aliased as Network drives to our local workstations.
For (a practical) example:
I'm working on "scene.c4d". This scene is located at the following path: "R:\project_xy\01_c4d\". So the full path expands to something like "\\MYFILESERVER\\Rendering\\project_xy\01_c4d\scene.c4d".
Now when selecting an IES light, the usual popup shows up, asking me to make it relative. If I click "no", the path will be absolute, which works: "R:\library\ies\light.ies"

If I'm choosing "yes", a "ies" folder is created at the correct project location and the IES is copied ("project_xy\ies\light.ies"), the path in the Corona light then shows "./ies/light.ies" - which does NOT render.
Like posted on Mantis, it works on local drives, so I'd assume there's something wrong with an internal UNC representation or whatever you guys use.

As always, if there's something else I can come up with, please let me know!

edit: May it be possible for you to provide a debug function that simply prints to console out or program output (to print it to the debugger) the final IES path when rendering? With this, I may be able to nail down the problem.

26
Hey Tom,

thanks for your efforts. I was actually also thinking about all points you mentioned before I created this topic, but a simple fact cannot be ignored: If it is visible directly, it must also be visible in single-bounce reflections unless explicitly excluded... So I'd also assume it's a limitation or bug. We're using area light dummies of course.

However, it is tidy and a working IES reflection would become useful. ;)

27
Please see item #2957 on Mantis.
Seems like Mantis isn't used anymore?

28
See here:
The area of IES lights become invisible to reflections. I'd assume, they stay visible.
Thje first image shows the scene setup. It's a plane with 100% reflective glossy material.
--
Full-speed non-debug version
Build timestamp: Oct 31 2018 17:14:41
Version: B2 (core 3)
Cinema version: CINEMA 4D Studio R19.068 S
Plugin status: initialized successfully

29
[C4D] Resolved Bugs / Re: Multipass switch inconsitent
« on: 2018-10-22, 10:08:48 »
Sure, here you go:

Full-speed non-debug version
Build timestamp: Sep 18 2018 20:31:27
Version: B2 daily Sep 18 2018 (core 3 (DailyBuild Sep 18 2018))
Cinema version: CINEMA 4D Studio R19.068 S
Plugin status: initialized successfully


I'm going to make some screenshots within the next days to better visualize the problem.

30
Seems to be alredy fixed in DailyBuild Sep 18 2018.

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