Author Topic: release 0.23  (Read 18748 times)

2014-04-16, 00:39:27
Reply #15

blankvisual

  • Active Users
  • **
  • Posts: 8
    • View Profile
Also worth mentioning, my material swatch looks like default lambert always.
--------------------------------------------------------------------------------
Would be nice if HDRI file type was supported. But we can always convert stuff to exr so thats no priority.
-------------------------------------------------------------------------------

2014-04-16, 00:41:50
Reply #16

blankvisual

  • Active Users
  • **
  • Posts: 8
    • View Profile
Ok, i jumped the gun on physical camera settings. Seems like you have it under the camera already, when you can please add Fstop?

2014-04-16, 12:14:41
Reply #17

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
Thanks a lot for this feedback.

- the window->RenderingEditors->Corona is not supported yet, the error will disappear in future releases.

- At the moment only shader creation via hypershade works as desired. And here I think the one in the corona section does not automatically create a shading group, if so you will have to use the one in the maya section.

- Did you try the maya default location for fstop? e.g. Camera->Depth of Field -> fStop? It should work.

- Swatches rendering is always done with maya software at the moment. I have to implement a seperate render process with a default sphere what is a lot of work and it has a low priority for me.

- File format usage is limited until I am able to implement OSL.

I'll have a look at the IOR and other problems.

2014-04-16, 12:17:07
Reply #18

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
Concerning IOR, does the firstOne.ma example in the example files work?

2014-04-18, 16:49:07
Reply #19

ohsnapitsjoel

  • Active Users
  • **
  • Posts: 54
    • View Profile
Great new release!  I have only had a little time to use it yet but it's looking great! 
My only issue so far is the image appearing in the render window as unfinished. I reported this before, but it may very we'll be that the image is just loaded from disk before the image is saved as finished(?). I'm away from my computer fora few days, but I'll post more details when I get home.

2014-04-19, 20:01:02
Reply #20

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
Could you please check if the image on disk is correct? I ask this every time someone reports this problem, but I never get an answer. I ask because it is possible that I stop the bucket display too early, but the image saved to disk is ok.

2014-04-21, 05:58:27
Reply #21

ohsnapitsjoel

  • Active Users
  • **
  • Posts: 54
    • View Profile
Yeah, the image saved to disk is fine. 

2014-04-21, 10:11:22
Reply #22

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
Thank you for checking. I'll find a way to display the correct image.

2014-04-22, 19:05:56
Reply #23

juang3d

  • Active Users
  • **
  • Posts: 636
    • View Profile
Finally someone that has been able to check it!!

I happened the same to me, but I lost the disk image (I did different tests and the one with the problem was just in memory)

Cheers!

2014-04-23, 00:51:42
Reply #24

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
That's strange because even if you cancel a rendering, it always saved an image to disk. Well, except if maya crashes completly.

2014-04-24, 22:40:17
Reply #25

juang3d

  • Active Users
  • **
  • Posts: 636
    • View Profile
Yes, but it is overwritten every time I launch a render.

I noticed the problem after doing different tests, that's why I had the pic in memory but not in disk :)

Cheers!

2014-04-25, 09:45:52
Reply #26

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
Ah, okay. This makes sense.

2014-04-26, 16:22:22
Reply #27

ohsnapitsjoel

  • Active Users
  • **
  • Posts: 54
    • View Profile
I just realized, I don't know how to make emissive materials emit enough light to illuminate my scene.  In my Blender exporter, I've got an Emission Strength property by which I multiply the emission color, so instead of, say, RGB of 1, 1, 1, you can multiply it by the strength value and it ends up something like 250, 250, 250.  Is there something similar in Corona for Maya?

2014-04-26, 16:28:43
Reply #28

ohsnapitsjoel

  • Active Users
  • **
  • Posts: 54
    • View Profile
Also, is normal mapping / bump mapping implemented yet? 

2014-04-28, 16:08:36
Reply #29

haggi

  • Moderator
  • Active Users
  • ***
  • Posts: 335
    • View Profile
Bump or normal mapping is not yet implemented. It will come in one of the following releases.

In maya you are not restricted to the slider values for colors. Just type in 10000 for the slider value and it works.