Author Topic: Post-1.0 Daily builds changelog  (Read 39739 times)

2015-07-16, 18:15:28
Reply #30

Ondra

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a small daily build :D This is more or less finished version 1.2. We are releasing daily build only now because we had to refresh anti-piracy checks first

Bugfixes
  • Fixed problems with instancing sometimes being parsed incorrectly when using WSM
  • Fixed crashes caused by interactive + displacement texmaps
  • Installer/uninstaller now reports running dr server/licensing server in addition to running 3dsmax
  • Fixed crash when using empty RaySwitchMtl in global volume mtl slot
  • Fixed linked object being wrongly included in masks of their parents
  • Fixed saving VFB as monochromatic PNG
  • Fixed freeze when using subdivide mod + geometry motion blur
UI changes
  • Max UHD cache precision changed to 20
  • CoronaScatter now has “enable” checkbox
  • New button “Duplicate to mesh” in Corona proxy
  • Added “Remove selected” and “Clear” options to material override UI via right-click menu
  • Implemented checkbox “Override EV” for CameraMod
  • ColorMap is now the default selected tab in VFB. It is also shown first in the list
  • When dragging, VFB spinners now reset to the last value before dragging started when right-clicking (not to the parameter reset value).
  • Changed defaults motion blur segments to 6/3
  • Distributed rendering slaves now use all available CPU cores by default, even if number of threads is changed on the master PC. This behavior can be changed via a string option: https://corona-renderer.com/wiki/string_options
  • Only active MultiMap submaps are now displayed in slate (based on number of submaps)
  • “Show VFB” action will now always bring Corona VFB to the foreground, even if it is already displayed under some other window
Tweaks
  • “Area to Render: Selected” is now supported
  • Added support for 3dsmax atmospheric effects
  • Added maxscript get-only property for CoronaNormal gamma warning
  • textures in CScatter now supports vertex color as well as other extra mapping channels
  • Submaps/Submaterials in various Corona plugins are now properly displayed in track views Removed because it caused long saving times bug. Will be reintroduced later using a different method
  • MultiMap now has 100 maximum slots (some of them are accessible only via maxscript)
  • Added seed spinner to MultiMap
  • New standalone corona sun - targeted
  • Fixed unexpected results when assigning geometry-based Corona texmap into environment slot or CTexmap render element
  • Added “override enviro distance” option to z-depth render element
Shading changes
  • Opacity is now evaluated as mono by default. Old scenes load and evaluate as before by default (there is legacy checkbox). This will make it easier to use single texture as both diffuse and opacity mask (e.g. leaf textures)
  • Bump is now 4 times less strong by default (value 1.0). Old scenes are loaded with 4 times higher bump amount to compensate
  • Removed obscure/unexpected behavior from Light Mtl (reflections getting brighter when “emit light” is off). Old scenes load and evaluate as before by default (there is legacy checkbox)
CoronaBitmap bugfixes/features
  • Compressed TGA supported
  • Faster sampling of opacity maps
  • Fixed incorrect blurring of stretched textures
  • Fixed CoronaBitmap working incorrectly with CoronaScatter
  • Cropping visually with a popout window is now possible
New displacement
  • Added Corona Displacement modifier
  • Displacement now keeps edges together
  • Added support for texture filtering
  • Added adaptivity
  • New algorithm that creates nicer meshes hopefully with less artifacts

the build will be uploaded later today.
« Last Edit: 2015-07-28, 11:14:30 by Ondra »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-21, 19:58:37
Reply #31

Ondra

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  • Removed unnecessary parameters from displacement UI
  • Removed memory usage spike when using displacement
  • Fixed bug with displacement modifier + interactive causing crashes via memory exhaustion
  • Improvements in 3dsmax fog effect support
  • 2016 build with Physical Camera support (initial implementation)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-22, 22:13:15
Reply #32

Ondra

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  • fixed bug with CoronaBitmap sometimes not working with CoronaScatter
  • CoronaMultiMap Slate slots are now always numbered the same as in the texmap UI
  • new Sun now correctly loads old scenes with animated sun rotation/elevation
  • updated corona converter script to v1.15 (will be included in the installer)
  • DR server now sends its version to nodes (should help with DR debugging)
  • added some logging to license activation process (should help with licensing debugging)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-23, 20:03:44
Reply #33

Ondra

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  • fixed bug causing crashes when loading particular EXR images
  • re-introduced smooth normals in the displacement
  • (will be included in installer) New proxy exporter. Does not crash on undo, preserves object properties, better performance, automatically removes quad menu option when uninstalled
  • fixed portals working incorrectly with CoronaBitmap
  • atmospherics no longer crash when deleted in interactive rendering, and partially interactively respond to changes (unfortunately 3dsmax API is pretty bad here)
  • censored password when printing CoronaActivation.txt contents into the licensing log
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-27, 13:17:12
Reply #34

Ondra

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1.2 RC1
  • fixed legacy scenes sometimes not loading 1:1 in new build
  • fixed camera mod vs. physical camera priority (camera mod now always overrides physical camera)
  • fixed bug with physical camera settings remaining active after re-rendering from different view
  • fixed bug with physical camera DOF sometimes rendering different than expected.
Any testing is appreciated. Thanks
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-27, 18:04:33
Reply #35

Ondra

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1.2 RC2
  • UI tab order fixed in few dialogs
  • Gave proper credit to deadclown for the new proxy exporter
  • Fixed photographic exposure when using physical camera
  • Fixed material loading of some older scenes
  • Fixed crashes when using CoronaMultiMap in displacement slot
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-28, 13:43:15
Reply #36

Ondra

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RC3
  • FIxed long saving times in some scenes
  • physical camera DOF scale fixed
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-04, 11:52:02
Reply #37

Ondra

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  • Fixed some rare NaNs
  • Made sun optionally targetted
  • Fixed crashes when opening scenes containing Corona sun made in older builds - please test


--> released as 1.2 hotfix 1 release
« Last Edit: 2015-08-06, 19:14:59 by Ondra »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-06, 19:17:45
Reply #38

Ondra

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starting 1.3 with some features. Bugfixes will follow later
  • fixed Self-illumination sometimes giving incorrect reflected intensity. Now it should always give same results regardless of PT/AA samples, and when rendering in unbiased mode, it should give same results (although noisier) as light emission.
  • Fixed CoronaBitmap changes sometimes taking too long (and blocking UI)
  • Added object-space/uvw-space anisotropy
  • Getting rid of visible transition between displacement tessellation levels
  • Added “strictness” to the collision avoiding mode of Corona Scatter. It relaxes the self-intersection constraint a bit, making it possible to fill an area with almost non-intersecting instances
  • Added Corona Layered Mtl
« Last Edit: 2015-08-06, 19:27:20 by Ondra »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-07, 00:14:28
Reply #39

Ondra

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  • Removed "with AA" checkbox next to "render elements only". Replaced with working per-element antialiasing checkbox ("Enable filtering")
  • Increased antialiasing quality of the first pass
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-17, 17:39:44
Reply #40

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Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-27, 18:37:19
Reply #41

Ondra

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Updated licensing server is out. It will not try to send requests with empty username/password to our server (which could cause temp bans when too many unsuccessful attempts occur)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-27, 21:31:28
Reply #42

Ondra

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New daily... highly experimental. If you save scene in it, and then go back to stable/old daily, you will lose rounded corners settings in CoronaMtl

  • Fixed rare crash when opening old scenes with invalid CoronaLight
  • Missing CoronaBitmap will render red with warning, instead of black
  • IOR value < 1 will now render as 1/value, so you can use LDR maps without using output manipulation
  • Rounded corners moved to separate map. More improvements like include/exclude coming soon
  • Fixed google chrome freezing up when rendering with Corona
  • Hopefully fixed freezing of interactive rendering when editing materials in mtl editor
  • Fixed some NaNs caused by fauilty texmap plugins
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-28, 01:16:10
Reply #43

Ondra

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added advanced “render selected” - render mask by Include/exclude list. Behaves differently with "clear VFB" option on/off. Very experimental, will need some tweaking, but you can already have some fun with it.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-08-28, 20:48:14
Reply #44

Ondra

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Added animated proxy
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)