Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2014-07-26, 18:18:03

Title: [ARCHIVE] Pre-1.0 Daily builds
Post by: Ondra on 2014-07-26, 18:18:03
This daily builds system was discontinued after the release of Corona 1.0. Now everyone with FairSaaS or Box with Subscription license can access daily builds without making any requests first. This thread is preserved only as an archive.

We have implemented a new system for daily builds, because the old one stopped working: there were hundreds of people in it, but only a small fraction was actually active and provided us with some feedback. This means all current activations were removed and new ones will be issued.

Daily builds are available at this URL: https://www.dropbox.com/sh/kgzu0cqy903ygmb/08v9Ehdplt (https://www.dropbox.com/sh/kgzu0cqy903ygmb/08v9Ehdplt) - folders with date in the name contain complete builds for 3dsmax 2012 - 2015, with assert and legacy versions for 2013-2014. I can start making builds for other versions if needed. Alternatively, I can share the folder with you directly in dropbox if you include your dropbox email in the request

When first running daily build, it ask for a licence. To get it, you either need to be invited, or send a request to info@corona-renderer.com containing:
Long-time users that I know personally can of course skip last point, but we would like them to also provide the rest of the info

The application must be in english (not google-translated) - we are interested only in english-speaking testers. We cannot utilize feedback in other languages. Applications in any other communication channel (private messages on forum, facebook, ...) will be ignored! We are looking only for commited professional users who are able to provide good feedback and report bugs. Casual users should use stable build (Alpha v7, Alpha v7.1, etc.) instead! We will request users to test some specific build from time to time - for example before launch of next stable version. Inactive testers will be removed from daily builds.

We will let you know if we approve your application. If we do not reply within a week, you can consider the application to be rejected. We unfortunately do not have enough time to answer everyone.
Title: Re: Daily builds
Post by: Ondra on 2014-07-26, 18:22:34
As a compensation for the inconvenience, the first build containing SSS/volumetric scattering was just uploaded :D
Title: Re: Daily builds
Post by: Chakib on 2014-07-26, 23:35:48
Done ! :p

Can't wait to test your new baby guys, you rock !
Title: Re: Daily builds
Post by: kumodot on 2014-07-27, 00:39:35
Done too. Waiting for the Xmas mail with authorization. :)
Title: Re: Daily builds
Post by: Ondra on 2014-07-27, 00:42:02
good thing you mentioned it also here, the email went to spam for some reason :/
Title: Re: Daily builds
Post by: Ondra on 2014-07-27, 00:56:51
Everyone should be activated. I'm making new daily build with some improvements for media
Title: Re: Daily builds
Post by: xt13r on 2014-07-27, 06:02:00
Yeeeah! Can't wait to test SSS)
Title: Re: Daily builds
Post by: Javadevil on 2014-07-27, 08:44:43
Sweet will test !

Damn the request code isn't working.

cheers

Title: Re: Daily builds
Post by: Bigguns on 2014-07-28, 07:48:46
Hey Keymaster I sended you an email, I'm waiting it for months I really want to try it out :) and that SSS shader is it aSSS shader or also a Skin shader? Anyway can'T wait to test it out :)
Title: Re: Daily builds
Post by: Ondra on 2014-07-28, 09:52:09
activated next batch
Title: Re: Daily builds
Post by: lmikkelb on 2014-07-28, 15:49:53
mail with info sent. cant wait to try the sss. cheers!
Title: Re: Daily builds
Post by: Deivs on 2014-07-28, 18:13:43
I also want to try SSS, Yeahhh! :)

Mail sent.
Title: Re: Daily builds
Post by: juang3d on 2014-07-28, 23:40:40
I will apply, but I wont right now because I don't have time until I finish my current project, but I will :)

Cheers.
Title: Re: Daily builds
Post by: orsobruno on 2014-07-29, 12:45:13
Same as me, i will apply, but i just haven't enough time right now :) anyway...well done guys!
Title: Re: Daily builds
Post by: fire3d on 2014-07-29, 16:49:52
Email sent, i have a lot of time for trial & error  operations :)
Title: Re: Daily builds
Post by: jjaz82 on 2014-07-30, 20:05:48
Done :D I also want to try SSS and all future features that Ondra will decide to implement :)
Title: Re: Daily builds
Post by: Siahpoosh on 2014-08-02, 11:49:33
hey Keymaster
i sent my request code via mail  , but didnt respond .
Title: Re: Daily builds
Post by: Chakib on 2014-08-22, 15:45:04
I've sent a 2nd request key for my second pc, first time I will try distribued rendering with Corona :)
Title: Re: Daily builds
Post by: ikercito on 2014-08-22, 18:19:24
I'm applying for the latest build too, hope i can get to test it! Thanks
Title: Re: Daily builds
Post by: Levian on 2014-08-23, 11:35:55
Good afternoon.
I sent a request to mail the license.
corona requires a license after changing the BIOS and CPU.

new Id 33ef7fd0501e000a4796007f9f024dde

thank you very much
Title: Re: Daily builds
Post by: pokoy on 2014-08-25, 16:01:06
Nevermind, solved!

------------
So, I'd like to get the request code on my slave machines but since max is not licensed on them I am getting not the point where the activation window with the request code pops up. Is there a way to get a request code on a machine without having to start max?

Answers very appreciated, thanks!

------------
Title: Re: Daily builds
Post by: Ondra on 2014-08-28, 13:15:20
Dropbox have finally added the read-only folder sharing. I can once again start sharing the folder directly in dropbox (not via web), if you send me your dropbox username
Title: Re: Daily builds
Post by: romullus on 2014-08-28, 15:40:10
Does it means, i have to sign up dropbox if i want to access dailies in future?
Title: Re: Daily builds
Post by: Ondra on 2014-08-28, 15:45:27
you can still use the current web access. But if you have dropbox installed, you will have all builds automatically delivered to a folder on your hard drive... which is more comfortable ;)
Title: Re: Daily builds
Post by: pokoy on 2014-08-28, 15:52:58
That would be the e-mail address, correct?
Mine is mg@mswee.net

Thanks!
Title: Re: Daily builds
Post by: Ondra on 2014-08-28, 16:31:59
yes, I need just  dropbox email to invite people
Title: Re: Daily builds
Post by: pokoy on 2014-08-28, 16:46:05
Got the invitation, thanks!
Title: Re: Daily builds
Post by: davius on 2014-08-28, 20:17:26
Yay! Here's mine davidcalmeida@gmail.com

Let's put corona in the fray!
Title: Re: Daily builds
Post by: davius on 2014-08-28, 23:20:35
Right, invitation received and daily installed, now do your magic, please Keymaster ;)

My bitcoin wallet -> d40ce6ac124bfafd020518335b0d23d9 (I wish)

Cheers!
Title: Re: Daily builds
Post by: fire3d on 2014-08-30, 01:29:21
my dropbox: info@3dimpact.de

regards


Title: Re: Daily builds
Post by: BlessOd on 2014-08-31, 09:57:47
Hi.
I updated my hardware and loses license.
sent a couple of e-mails but no response :(
probably email went to spam.

cba2fad77596859b3b3fe01e7b5b359a
Title: Re: Daily builds
Post by: Ondra on 2014-08-31, 12:21:04
When I came back to my inbox and saw 5 emails from the same name, I just deleted them because I thought it was some crazy spam. I will add the machine, but I need to know the email registered with the first licence.
Title: Re: Daily builds
Post by: BlessOd on 2014-08-31, 12:46:07
When I came back to my inbox and saw 5 emails from the same name, I just deleted them because I thought it was some crazy spam. I will add the machine, but I need to know the email registered with the first licence.

I send request from the email registered with the first licence.
thanks!
Title: Re: Daily builds
Post by: kumodot on 2014-09-02, 05:54:07
My dropbox mail : marcelo@3donline.com.br
Title: Re: Daily builds
Post by: Stanislav_But on 2014-09-04, 10:46:28
Hi, Ondra!
My dropmail: archdizs@gmail.com
Title: Re: Daily builds
Post by: Polymax on 2014-09-04, 12:14:51
My too please :)
Mviz@rambler.ru
Title: Re: Daily builds
Post by: zzubnik on 2014-09-04, 12:45:03
Is it possible to have the daily build installed along-side the release version?

Title: Re: Daily builds
Post by: Ondra on 2014-09-04, 13:32:54
Is it possible to have the daily build installed along-side the release version?
you could do that in theory with some scripting
Title: Re: Daily builds
Post by: zzubnik on 2014-09-04, 13:38:29
Thanks Keymaster. I'll probably make a .bat file to swap between the two versions. it should be easy enough.


Title: Re: Daily builds
Post by: kregred on 2014-09-04, 13:39:53
Hi, Ondra!
My mail: kregred@yandex.ru
Thanks in advance
Title: Re: Daily builds
Post by: johan belmans on 2014-09-04, 14:21:05
Is it possible to have the daily build installed along-side the release version?

This is the way I do it:
https://forum.corona-renderer.com/index.php/topic,2796.0.html (https://forum.corona-renderer.com/index.php/topic,2796.0.html)
Title: Re: Daily builds
Post by: ecximer on 2014-09-04, 16:54:35
You will take me aboard?
ecximer at gmail.com
Title: Re: Daily builds
Post by: hglr123 on 2014-09-04, 21:45:03
My dropbox email is:
nastev_at_orkastudio.com

BR Ondra!
Nik
Title: Re: Daily builds
Post by: Dom74 on 2014-09-04, 23:54:31
Hi Ondra,
here's mine : d.frattali@free.fr
can you link me please.
Thanks
Title: Re: Daily builds
Post by: hglr123 on 2014-09-05, 00:20:22
Ondra thanks for Dropbox :)

Could I ask you for my second PC?
Request key is:
7b25d6196c5257c16cb01ad8fbdc1ecf

Thanks in advance mate!

BR!
Nik
Title: Re: Daily builds
Post by: Ondra on 2014-09-05, 00:54:36
please send all activation requests at the mail in the first post, and only from your email address you used for the first activation.
Title: Re: Daily builds
Post by: vkiuru on 2014-09-06, 09:44:50
Hi guys,

I know it's saturday and all but I'd really appreciate if one of you found the time to answer my request that I mailed you. I've got a really big space that would greatly benefit from volumetrics and my deadline is on monday. Thanks!

EDIT: a Thank You is in order! Great!
Title: Re: Daily builds
Post by: Dom74 on 2014-09-06, 12:50:19
Thanks Ondra.
Title: Re: Daily builds
Post by: romullus on 2014-09-08, 00:09:09
Does lack of new daily builds in recent month is because of hard work on getting C4D version to public, or it means you are preparing for first commercial release and there isn't gonna be new features until then?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-08, 00:21:53
Does lack of new daily builds in recent month is because of hard work on getting C4D version to public, or it means you are preparing for first commercial release and there isn't gonna be new features until then?

Well, i think the reason is because Ondra spent two weeks being at Siggraph and then recovering from jetlag. Afaik, he's already working hard on new stuff ;)
Title: Re: Daily builds
Post by: Ondra on 2014-09-08, 09:57:54
New daily build is up. Features the new embree, bugfixes, and new handling of glossy surfaces, which is more accurate than before.
Title: Re: Daily builds
Post by: juang3d on 2014-09-09, 13:36:36
Does the new embree accelerate things?

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2014-09-09, 14:00:06
yes ;)
Title: Re: Daily builds
Post by: Bigguns on 2014-09-09, 23:14:15
May I ask when the skin shader will be made :) I have some character waiting it haha.
Title: Re: Daily builds
Post by: davius on 2014-09-09, 23:40:34
Is this "new ebree" new instructions from Intel or changes you made to Corona itself? Testing here and so far so good!
Title: Re: Daily builds
Post by: pokoy on 2014-09-10, 01:11:28
Don't want to be a pain but could you post a more detailed changelog here (or in the changelog thread) just so we know what exactly is different and we don't panic and post bug reports? Thanks!
Title: Re: Daily builds
Post by: Ondra on 2014-09-10, 09:40:37
There was a lot of changes, but mostly in internal stuff users dont care about. Overall only visible change should be speed improvement and getting darker results with materials with very low glossiness and/or strong bump
Title: Re: Daily builds
Post by: Ondra on 2014-09-10, 15:10:52
GGX build is up. It shades glossy reflections in a different, and IMHO more plausible way. Try it out, do some comparisons, hunt bugs, etc. ;)
Title: Re: Daily builds
Post by: Bigguns on 2014-09-10, 15:43:22
Wow :) thank's for adding GGX :) . I would like also you to incorporate ABC shader, mainly because we can adjust the tail wich we cannot with GGX. So instead of having 2  or 3 layers of reflection to get the effect we want with abc we can have just one.
Title: Re: Daily builds
Post by: romullus on 2014-09-11, 00:19:04
Tested GGX on simple spheres. I'm quite impressed! Can't wait to see how it will look in real life scenario.
Title: Re: Daily builds
Post by: maru on 2014-09-11, 12:28:52
Yup, it is impressive! I'd love to see some good renders (like Juraj's works) enhanced with this, even just for comparison.
Title: Re: Daily builds
Post by: Juraj on 2014-09-11, 14:12:22
Yup, it is impressive! I'd love to see some good renders (like Juraj's works) enhanced with this, even just for comparison.

I desperately can't wait to try, just need to finish few pictures in A7 for Friday so I am avoiding possible trouble :- ) I thought someone would post their sooner.
Title: Re: Daily builds
Post by: daniel.reutersward on 2014-09-11, 14:33:47
Can´t wait until the GGX shader finds its way to a public build (no daily builds access)! :) And I´m also a bit surprised no one has displayed any renders with GGX.
Title: Re: Daily builds
Post by: lacilaci on 2014-09-11, 15:26:27
Can´t wait until the GGX shader finds its way to a public build (no daily builds access)! :) And I´m also a bit surprised no one has displayed any renders with GGX.

Yeah, I'm bit surprised too, I guess everyone is just too busy atm. Also it is not enough just switch from standard to ggx to get proper results.. Some of my materials, mainly rough reflections looked way more rough with just switching to ggx so more tweaking is needed..
Title: Re: Daily builds
Post by: daniel.reutersward on 2014-09-11, 15:46:53
Can´t wait until the GGX shader finds its way to a public build (no daily builds access)! :) And I´m also a bit surprised no one has displayed any renders with GGX.

Yeah, I'm bit surprised too, I guess everyone is just too busy atm. Also it is not enough just switch from standard to ggx to get proper results.. Some of my materials, mainly rough reflections looked way more rough with just switching to ggx so more tweaking is needed..

Yes, I guess so too. Good to know, however I´m really looking forward to be able to try it and looking forward to see some renders with it, been waiting for it for a while! :)
Title: Re: Daily builds
Post by: Ondra on 2014-09-11, 16:29:58
Fast comparison

GGX have longer "tail" of the reflection, meaning while highlight are still equally sharp, there is much larger halo around them. Overall, the GGX BRDF has nicer properties and looks like is slightly faster.
Title: Re: Daily builds
Post by: pokoy on 2014-09-13, 21:42:07
Really great additions in the latest db's, GGX and mappable corner radius is fantastic and 'finished blend support' does sound good, too. I am travelling right now so had no chance to test but look forward to it.

One thing I have encountered when I tested the former (not the latest) db against 7.1 was that 7.1 was way faster, maybe even twice as fast. It may have to do with the fact that in the scenes I have rendered I use almost only Blend materials (all with mapped Diffuse, Reflection amt, Glossiness, Bump etc.), and lots of them. Is this known behavior or should I have a closer look and try to track down what causes it?
Title: Re: Daily builds
Post by: Juraj on 2014-09-13, 21:48:28
Had not yet time to install, will do so tomorrow, but found this:

http://adaptivesamples.com/2014/06/23/ashikhmin-shirley-distribution/

Compares GGX, Ashikmin and Beckman model. I had no idea what Corona had, I honestly thought it was blinn with some addition to enable anisotrophy, but as we've seen in ggx thread in general section, Corona already behaves with glossy shaders much nicer than Vray does with default blinn (but then again, Ward is almost nice, except for loss of energy, it's always considerably darker around edges).
So I guess that's why the difference isn't so prominent, but according to those comparison charts, it is, but it's vastly more noticeable in very rough materials, when GGX correctly shades rough metal to look almost as lambertian (correct behaviour), whereas, Shirley, looks more like odd sheen. Same with glossy shaders, the rough one looks more natural.

Can't wait to try it !
Title: Re: Daily builds
Post by: Ondra on 2014-09-13, 21:58:33
Corona used slightly hacked Ashikhmin-Shirley model. Currently it is switched to GGX, and if nobody discovers any fatal flaw, will stay that way
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-13, 22:44:58
Really great additions in the latest db's, GGX and mappable corner radius is fantastic and 'finished blend support' does sound good, too. I am travelling right now so had no chance to test but look forward to it.

One thing I have encountered when I tested the former (not the latest) db against 7.1 was that 7.1 was way faster, maybe even twice as fast. It may have to do with the fact that in the scenes I have rendered I use almost only Blend materials (all with mapped Diffuse, Reflection amt, Glossiness, Bump etc.), and lots of them. Is this known behavior or should I have a closer look and try to track down what causes it?

Try very recent daily build, and if the problem persists, then mail Keymaster with the scene. New DB should be slightly faster, or at least as fast as 7.1. If it's any slower, then theres hidden bug somewhere ;)
Title: Re: Daily builds
Post by: pokoy on 2014-09-14, 15:41:40
Thanks, will test the new DB and see if it got better.
Title: Re: Daily builds
Post by: Bigguns on 2014-09-15, 00:39:44
What about ABC model Keymaster?  The big advantage is that you can adjust the tail, wich we cannot with GGX.. so we will have to blend some GGX reflection layer to get multi pole reflection we want.. would be very cool to get ABC too, it's better to me since you can adjust it and no need to have many layers to get the effect wanted. What do you think?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-15, 09:10:50
I think the idea with GGX was to implement more modern BRDF. Not to go back to blinn and phong times where people had to adjust 3 different parameters to fake out what they wanted. There will be real layering system (something like MILA/Cycles/Octane) implemented at some point, so creating proper layers should not be much of a problem.
Title: Re: Daily builds
Post by: Bigguns on 2014-09-15, 16:54:01
Sounds good for the layering system can't wait!  But so far as I know ABC shader is more recent then GGx no? here it says : "ABC" is a brdf model proposed in 2012 by Joakim Löw, Joel Kronander, Anders Ynnerman, Jonas Unger

Here a link to a guy  that made a plugin for vray, look at the tail, very cool! you can really adjust it for you own need :)  http://www.shlyaev.com/rnd/37-cpp-category/55-abcvray    so you can create like many reflection lobe with only one layer of reflection, it's more accurate that multilayer and it should render faster then multilayers reflection.

As he says :  ABC has sort of separate controls over specular peak and tail. It is possible to have sharp peak and long tail with this model like those in chrome metal.

Let me know what you think, GGX is good, but this one feel more.. next gen if you want, ABC can do what GGX do bbut GGX can't do what ABC do and I really think Corona should be at the forehead of everything and get the best. No one would complain of one more shader model in Corona :) 

And since the mentality of Corona is to  have a simple and straight forward workflow, I think it suit it perfectly to get that nextgen shader (before everyone else.. oups I think renderman already included though ^^ ) because with that shader we don't really need ( maybe rarely in some special case) us to have multi layers to get what we want.  To me, ABC BRDF is the best so far.
,t
Title: Re: Daily builds
Post by: Bigguns on 2014-09-15, 17:34:46
hmm and more recently, there is a new (august 2014..) shader model that emerged ... is it even  better then ABC shader? http://www.cs.virginia.edu/~gfx/pmwiki/index.php?n=Pubs.Brady2014DNA

Too technical for me, I let Keymaster figure it out :)

Shaders model are very very important for a renderer ,lot's of renderer out there underestimate that fact.
Title: Re: Daily builds
Post by: Bigguns on 2014-09-15, 18:22:51
Me again haha. If you think this post is not in the right lpace you can move it .

I think Keymaster you should really integrate the papers of this guy, there are the best I have seen  http://www.eugenedeon.com/

hair and skin shader are really good.. Weta used his work in their own renderer... I can see a skin shader like that but upgraded, with the first layer wich is refractive so we can see the fur connecter into the skin going  through (like in reality) and it with ABC reflection model ... that would be the killer skin shader of any apps!

some paper links:
http://cgg.mff.cuni.cz/~jaroslav/papers/2014-zerovar/
http://s2014.siggraph.org/attendees/talks/sessions/sampling

Apparently what renderman has made on the skin shader model is more accurate then the one of  eugene :  http://renderman.pixar.com/resources/current/rps/improvedSubsurface.html


Also his work on : Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals   look's very interesting... I let you check it Keymaster I'm sure it worth  integrate these.

anyway lot's of cool stuff to nitegrate :)

Title: Re: Daily builds
Post by: Ondra on 2014-09-15, 18:25:43
hmm and more recently, there is a new (august 2014..) shader model that emerged ... is it even  better then ABC shader? http://www.cs.virginia.edu/~gfx/pmwiki/index.php?n=Pubs.Brady2014DNA

I saw the presentation of that paper at siggraph. I actually had the same idea 3 years ago, but never got around to implement it. Too bad :/.

The basic idea behind these papers is trying to fix measured data as closely as possible. Which is cool, but there are still some harsh facts:
1) using better fit for some measured data will not make you a better artist. What is currently in Corona is probably "good enough". I doubt BRDF alone would ever prevent you from achieving what you want in Corona, once GGX is in. Most of the times, the difference is not even visible.
2) BRDFs that are good fit for some measured data might not be good fit for other data, and may not be customizable or simple to use
3) the more advanced BRDF, the worse it is for importance sampling. Good importance sampling is essential for fast rendering. There  are some very advanced models that capture reality well, but since we cannot importance sample them, they are unusable in reality (unless you want to get 10 times more noise than before). Corona uses Ashikmin-Shirley and GGX, two BRDFs for which good importance sampling strategy is known, and that have intuitive parameters.

tl;dr: BRDFs are now probably good enough and it is time to deal with more pressing matters.
Title: Re: Daily builds
Post by: Ondra on 2014-09-15, 18:29:35
Me again haha. If you think this post is not in the right lpace you can move it .

I think Keymaster you should really integrate the papers of this guy, there are the best I have seen  http://www.eugenedeon.com/

hair and skin shader are really good.. Weta used his work in their own renderer... I can see a skin shader like that but upgraded, with the first layer wich is refractive so we can see the fur connecter into the skin going  through (like in reality) and it with ABC reflection model ... that would be the killer skin shader of any apps!

some paper links:
http://cgg.mff.cuni.cz/~jaroslav/papers/2014-zerovar/
http://s2014.siggraph.org/attendees/talks/sessions/sampling

Apparently what renderman has made on the skin shader model is more accurate then the one of  eugene :  http://renderman.pixar.com/resources/current/rps/improvedSubsurface.html


Also his work on : Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals   look's very interesting... I let you check it Keymaster I'm sure it worth  integrate these.

anyway lot's of cool stuff to nitegrate :)

Dude, slow down ;)


anyways... you are linking paper by Jaroslav, who is now also developing Corona. In fact he did the SSS and GGX implementation in Corona. The last paper you mentioned is already implemented in Corona's GGX. It is not new BRDF, but optimization of GGX, and the reason why GGX is usable in production rendering.
Title: Re: Daily builds
Post by: Bigguns on 2014-09-15, 19:38:53
Thank's a lot for the reply Keymaster, it clarify's some things, I'm not a programmor so I'm sending you things that I found look good and will be good in Corona but it's you that know if it worth it and all those details :)

Do you have any idea when the skin shader will be ready to test in the dailybuilds? :) I can't wait sorry, I have characters begging for it haha



Edit : I'm very please to know it's  Jaroslav Křivánek doing the SSS integration :) I'm confident it's going to be quickass skin shader as the rest of Corona is :)
Title: Re: Daily builds
Post by: Ondra on 2014-09-15, 20:13:39
sorry, no ETA on the skin shader. It will be sometimes next year. For now, the basic SSS can be used for skin too.
Title: Re: Daily builds
Post by: Bigguns on 2014-09-16, 02:18:14
Ho sad news :(

No the basic sss right now just look like plastic.. nothing to compare with a true skin shader. In volumetric mode it get closer to a skin shader.. but we can't use textures.. so..

I will have to wait a true skin shader, I think you underestimate the importance of that ( or maybe it's just impossible for now to do because of some constraint I don't know ^^ ). Vray took years to get one.. and it was only used for archiviz and those kinds of things.. because no studio in the VFX could use it without a skin shader (and hairs is really important too) except if they could write their own.. anyway , but now that they have one we have seen Vray growing more and more in VFX production Studios..(and artist like me that do characters, before most peoples were using Mr ONLY for that reason.. now that vray has a good skin shader.. what happened to MR... quite dead..)  To me skin shader and good sss is as important as GGX or any other mtl. I think you should get it the sooner so peoples can do super realistic render in Corona while in Alpha.. it would make big studio and peoples want to try Corona and you'll sell a lot of it if you have a good skin shader that has made his proof (by having some nice character render in your gallery) in the first release.

It's just based on my observations and friends in the fields but I think it represent a lot of peoples. I know archviz guy don't care that much about it but big studios and C.A. do.
Title: Re: Daily builds
Post by: lacilaci on 2014-09-16, 08:33:50
Ho sad news :(

No the basic sss right now just look like plastic.. nothing to compare with a true skin shader. In volumetric mode it get closer to a skin shader.. but we can't use textures.. so..

I will have to wait a true skin shader, I think you underestimate the importance of that ( or maybe it's just impossible for now to do because of some constraint I don't know ^^ ). Vray took years to get one.. and it was only used for archiviz and those kinds of things.. because no studio in the VFX could use it without a skin shader (and hairs is really important too) except if they could write their own.. anyway , but now that they have one we have seen Vray growing more and more in VFX production Studios..(and artist like me that do characters, before most peoples were using Mr ONLY for that reason.. now that vray has a good skin shader.. what happened to MR... quite dead..)  To me skin shader and good sss is as important as GGX or any other mtl. I think you should get it the sooner so peoples can do super realistic render in Corona while in Alpha.. it would make big studio and peoples want to try Corona and you'll sell a lot of it if you have a good skin shader that has made his proof (by having some nice character render in your gallery) in the first release.

It's just based on my observations and friends in the fields but I think it represent a lot of peoples. I know archviz guy don't care that much about it but big studios and C.A. do.

Relax. I think that it is better for everyone to wait until Ondra and Jaroslav have as much time as possible to dedicate it to building some super nice skin shader which could be actually used in big production, instead of doing it quickly and then quickly fixing it every year and still nobody would want to use it cause someone would have better, faster and easier to use alternative...

And for the characters, there is still no hair shading (which i guess will also take a while to do, if it's meant to render quick and be usable) so skin shader wouldn't really find that much use right now.

I'm not saying by this that it is not important, but because it is important, it will be better if development takes enough time to do it right.
Title: Re: Daily builds
Post by: tomislavn on 2014-09-16, 08:42:17
Skin shader is not quite that important for a renderer that is marketing itself as an arch-viz/product viz solution - For those branches a simple sss shader is enough, for now :) Then again, when Corona grows up completely and goes into commercial flow, I am sure that a lot of those "additional" features will follow. Same happened to V-Ray. You cannot have it all over night.

I would rather want to see some real dispersion added so I don't have to fake it or use v-ray for it :)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-16, 09:13:09
Ho sad news :(

No the basic sss right now just look like plastic.. nothing to compare with a true skin shader. In volumetric mode it get closer to a skin shader.. but we can't use textures.. so..

I will have to wait a true skin shader, I think you underestimate the importance of that ( or maybe it's just impossible for now to do because of some constraint I don't know ^^ ). Vray took years to get one.. and it was only used for archiviz and those kinds of things.. because no studio in the VFX could use it without a skin shader (and hairs is really important too) except if they could write their own.. anyway , but now that they have one we have seen Vray growing more and more in VFX production Studios..(and artist like me that do characters, before most peoples were using Mr ONLY for that reason.. now that vray has a good skin shader.. what happened to MR... quite dead..)  To me skin shader and good sss is as important as GGX or any other mtl. I think you should get it the sooner so peoples can do super realistic render in Corona while in Alpha.. it would make big studio and peoples want to try Corona and you'll sell a lot of it if you have a good skin shader that has made his proof (by having some nice character render in your gallery) in the first release.

It's just based on my observations and friends in the fields but I think it represent a lot of peoples. I know archviz guy don't care that much about it but big studios and C.A. do.

1, there is absolutely no difference between VolumeMTL and CoronaMTL when it comes to  SSS. Only difference is naming, But if you either set CoronaMTL opacity to 0, OR set refraction level to 1 and IOR to 1.0, CoronaMTL volume will behave exactly same as VolumeMTL.

2, First Corona release will not be aimed at VFX, so that's why Skin shader is not a priority. It's way down on the priority list. Sure we can have skin shader, but we would have to give up one of lot more important things, such as flicker-free secondary GI, multilayered material or interactive rendering.
Title: Re: Daily builds
Post by: Ondra on 2014-09-16, 09:34:36
yep, volume mtl will be probably removed, it is now causing too much confusion.
Title: Re: Daily builds
Post by: juang3d on 2014-09-16, 11:14:26
Hey the skin shader can be used in character animation too... And that is not VFX.

IMHO Corona should not be targeted towards arch in its first release, everybody does the same thing, I think Corona is able to deliver a better product that can demonstrate it's enabled for other tasks, even without skin shader, which I don't think is so so important while you have SSS.

But hey, it's just my opinion, Keymaster and team know their product better than anyone :)

Cheers!
Title: Re: Daily builds
Post by: tomislavn on 2014-09-16, 11:19:39
Hey the skin shader can be used in character animation too... And that is not VFX.

IMHO Corona should not be targeted towards arch in its first release, everybody does the same thing, I think Corona is able to deliver a better product that can demonstrate it's enabled for other tasks, even without skin shader, which I don't think is so so important while you have SSS.

But hey, it's just my opinion, Keymaster and team know their product better than anyone :)

Cheers!

I wouldn't worry too much about it - Pretty sure its gonna have it all, sooner or later :)
Title: Re: Daily builds
Post by: Ondra on 2014-09-16, 11:23:38
I would like a ton of things. But we are working on a limited budget: monetary, time, and energy. So we have to make compromises, like the first release being archviz-oriented.

To be honest, lately I am getting frustrated from getting feature requests or suggestions that are outside any realistic time plan, always supported by that one sentence/paragraph "and this is the most important thing because...". There are like 40 of those floating around. Please realize that we are also only people and while there are many important things, we cannot handle them all at once.
Title: Re: Daily builds
Post by: zzubnik on 2014-09-16, 11:38:29
I would like a ton of things. But we are working on a limited budget: monetary, time, and energy. So we have to make compromises, like the first release being archviz-oriented.

To be honest, lately I am getting frustrated from getting feature requests or suggestions that are outside any realistic time plan, always supported by that one sentence/paragraph "and this is the most important thing because...". There are like 40 of those floating around. Please realize that we are also only people and while there are many important things, we cannot handle them all at once.

There will always be too many suggestions from users, you guys seem to know what you are doing, so keep on as you are. There's always time later to expand on what you have built. Everyone I've showed Corona too has been stunned; you are doing something right!
Title: Re: Daily builds
Post by: juang3d on 2014-09-16, 11:53:28
Hey Keymaster don't understand me wrong, I don't mean you have to add any feature more to have a character animation based mnarketing for Corona, Corona has the most importnat things for that, Render Elements, shadow catcher, motion blur in deformable objects and camera space and SSS... what else do you need to conform a character animation oriented render engine? It's not a VFX render engine because it lacks some basic features for it like a proper volume material with density inputs or the ability to render billions of particles points in a superb speed, but that is VFX, character animation is a completely different thing, and any small/medium studio can deal with it using corona in it's current state (using HDCache with the corrent setting syou won't get any flicker)

Yes a skin shader could be good, and as you say tons of things could be good, but what I mean is that there is no need to orient Corona towards arch&viz exclusively, Corona is capable of doing much more in it's current state.

Cheers.
Title: Re: Daily builds
Post by: agentdark45 on 2014-09-16, 12:01:29
I would like a ton of things. But we are working on a limited budget: monetary, time, and energy. So we have to make compromises, like the first release being archviz-oriented.

To be honest, lately I am getting frustrated from getting feature requests or suggestions that are outside any realistic time plan, always supported by that one sentence/paragraph "and this is the most important thing because...". There are like 40 of those floating around. Please realize that we are also only people and while there are many important things, we cannot handle them all at once.

There will always be too many suggestions from users, you guys seem to know what you are doing, so keep on as you are. There's always time later to expand on what you have built. Everyone I've showed Corona too has been stunned; you are doing something right!

This.

All of my friends in the industry have been blown away by Corona - even the die hard Vray users. Keep up the good work guys! Personally I feel Corona has all of the features it needs at the moment to produce a wide range of images, expansion can happen later on.
Title: Re: Daily builds
Post by: tomislavn on 2014-09-16, 12:07:53
I would like a ton of things. But we are working on a limited budget: monetary, time, and energy. So we have to make compromises, like the first release being archviz-oriented.

To be honest, lately I am getting frustrated from getting feature requests or suggestions that are outside any realistic time plan, always supported by that one sentence/paragraph "and this is the most important thing because...". There are like 40 of those floating around. Please realize that we are also only people and while there are many important things, we cannot handle them all at once.

Do not take it too seriously :) it is always gonna be like that. There is no place for frustration with Corona, even in its alpha state it still has all the predispositions to become a top dog. For me, it is already a finished product (arch-viz, product-viz) so I can't say anything but thank you!
Title: Re: Daily builds
Post by: pokoy on 2014-09-16, 12:22:52
Try very recent daily build, and if the problem persists, then mail Keymaster with the scene. New DB should be slightly faster, or at least as fast as 7.1. If it's any slower, then theres hidden bug somewhere ;)

Just to follow up on this, the new DB is on par with (or even better than) Alpha v7.1, the noise I saw with an earlier DB has improved a lot. Very happy, good work once again from you guys!
Title: Re: Daily builds
Post by: romullus on 2014-09-16, 13:02:09
I've encountered NAN/INF pixels with sep 12 build. Didn't do anything fancy, just played with SSS material. At some point NAN pixels occur and from there on, it was impossible to get rid of it. I've tried to override basic material, changed lighting, even hide all geometry, but those pixels remained. Eventually i saved scene under different name, restarted max, opened that same scene and NAN's were gone. I've tried hard to make to show them back, but no luck.
Title: Re: Daily builds
Post by: Bigguns on 2014-09-16, 19:18:28
Ok guys,

I'm too pressed to get the skin shader hehe. For sure there is things right now more important to do and time is limited, I totally understand that. It's just that I like so much Corona and I was curious to see what I could get out of a corona skin shader with my characters.. because I know it will be awesome :)   anyway I will have to wait. Rome was not build in one day! 

So far, Keymaster you'r doing very good with Corona and without a doubt it has a bright future :)
Title: Re: Daily builds
Post by: juang3d on 2014-09-16, 23:05:47
Bigguns why don't you mount your own skin shader with several blend materials and several Corona materials with SSS? Maybe you can achieve something similar to what you want/need :)

Cheers
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-17, 09:46:32
Bigguns why don't you mount your own skin shader with several blend materials and several Corona materials with SSS? Maybe you can achieve something similar to what you want/need :)

Cheers

Because volumes can not be blended (at least at the moment).
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-17, 09:48:20
I've encountered NAN/INF pixels with sep 12 build. Didn't do anything fancy, just played with SSS material. At some point NAN pixels occur and from there on, it was impossible to get rid of it. I've tried to override basic material, changed lighting, even hide all geometry, but those pixels remained. Eventually i saved scene under different name, restarted max, opened that same scene and NAN's were gone. I've tried hard to make to show them back, but no luck.

Try to run that scene with assert build, and let it go on for at least half an hour. :)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-17, 09:51:10
To others: No one said corona will always remain Archviz oriented. You misunderstood that. Just first commercial release of Corona will be Archviz oriented, because for Archviz, Corona has more or less complete feature set (or will have before release). If Corona targets the market for which it is most suited, it should provide good financial base to pursue expansion to other markets ;)
Title: Re: Daily builds
Post by: romullus on 2014-09-17, 11:01:38
I've encountered NAN/INF pixels with sep 12 build. Didn't do anything fancy, just played with SSS material. At some point NAN pixels occur and from there on, it was impossible to get rid of it. I've tried to override basic material, changed lighting, even hide all geometry, but those pixels remained. Eventually i saved scene under different name, restarted max, opened that same scene and NAN's were gone. I've tried hard to make to show them back, but no luck.

Try to run that scene with assert build, and let it go on for at least half an hour. :)

Ok, will do.
Title: Re: Daily builds
Post by: juang3d on 2014-09-17, 13:43:44
Because volumes can not be blended (at least at the moment).

Didn't know that :)

But if at some point we can blend them, we can assemble some kind of skin material, right?

Cheers.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-09-17, 14:00:09
Because volumes can not be blended (at least at the moment).

Didn't know that :)

But if at some point we can blend them, we can assemble some kind of skin material, right?

Cheers.

AFAIK blending of volumes is very hard thing, and quite bad hack internally. So chances are optimized skin shader will be introduced lot sooner than ability to blend volumes (if ever).
Title: Re: Daily builds
Post by: Bigguns on 2014-09-17, 20:41:22
juang3d :

To get a good skin shader, it's not just to stack on sss layers ... it needs dedicated mathematic to make the behavior of light into the material behave like in skin.. yes you can stack on some sss layer in  vray let's say, but it will not give you a realistic result..  already with a decicated skin shader it's not perfect.. imagine  just stacking standard sss..
Title: Re: Daily builds
Post by: romullus on 2014-09-17, 23:02:54
I've encountered NAN/INF pixels with sep 12 build. Didn't do anything fancy, just played with SSS material. At some point NAN pixels occur and from there on, it was impossible to get rid of it. I've tried to override basic material, changed lighting, even hide all geometry, but those pixels remained. Eventually i saved scene under different name, restarted max, opened that same scene and NAN's were gone. I've tried hard to make to show them back, but no luck.

Try to run that scene with assert build, and let it go on for at least half an hour. :)
So, i rendered that scene with assert build for an hour and no oddity happened, so i guess it was just random fluctuation :]
Title: Re: Daily builds
Post by: juang3d on 2014-09-18, 01:10:10
@Rawalanche @Bigguns
Ok, understood both of you, thanks for the info :) then I hope we have a skin shader sooner or later, but I think pretty neat things can be achieved just with SSS .

Cheers!
Title: Re: Daily builds
Post by: Dimer on 2014-09-27, 15:15:46
HI!!
New bild (2014-09-27) is crash 3ds max 2014, when I open mat editor.
Title: Re: Daily builds
Post by: mirokurcik on 2014-09-27, 15:22:28
also

2014 release
2015 release
2013 assert (in max2014)

ME crash.
Title: Re: Daily builds
Post by: Ondra on 2014-09-27, 15:47:54
there was a small error, I'll rebuild it
Title: Re: Daily builds
Post by: Chakib on 2014-09-27, 15:53:51
HI!!
New bild (2014-09-27) is crash 3ds max 2014, when I open mat editor.

here too ( legacy )
Title: Re: Daily builds
Post by: Ondra on 2014-09-27, 16:04:43
fixed
Title: Re: Daily builds
Post by: Dimer on 2014-09-27, 16:13:42
Thanks!!! Tested
Title: Re: Daily builds
Post by: Juraj on 2014-09-27, 19:53:00
Hi Dimer, any review ? I am on previous daily (23), deep in deadline for VeniceAD project, which I should show on latest features imho, but is all stable ?
Title: Re: Daily builds
Post by: Stanislav_But on 2014-09-27, 21:29:41
caught this in max 2014
Title: Re: Daily builds
Post by: Chakib on 2014-09-27, 22:29:31
caught this in max 2014

Here too, must stop render and it returns normal and see the passes :)
Between nice new feature guys :p !
Title: Re: Daily builds
Post by: Dom74 on 2014-10-02, 16:01:07
from the last build :
Build timestamp: Oct  2 2014 14:48:15
Corona version: Daily build post-A7, Maxsdk version: 2014
exception error when start rendering
Title: Re: Daily builds
Post by: Ondra on 2014-10-02, 16:11:33
the build is probably just not stable, but can you send me the scene just to be sure?
Title: Re: Daily builds
Post by: Dom74 on 2014-10-02, 17:27:39
sure, where ?
Title: Re: Daily builds
Post by: Ondra on 2014-10-02, 23:39:37
I'm dropping a build with the new interactive rendering support. It will be officially announced on saturday. Until then I need to do as much testing as possible (of the interactive and everything else).

There are 2 ways to turn on interactive: either click interactive button in main render settings, or change one of the viewports to "Extended ->Corona Interactive" to start with a docked interactive window.


BTW: You can turn it off by right clicking into the interactive window and selecting some other view type.
Title: Re: Daily builds
Post by: arqrenderz on 2014-10-02, 23:51:51
Best news Ever!!!! it feels like my birthday!!
Title: Re: Daily builds
Post by: Dom74 on 2014-10-03, 01:07:51
The interactive window do not catch the proper render size from the common settings panel, the with and height are correct only if I launch a render first, also,
all action on the VFB restart the rendering process (ex: open tools tab, change tab, modify exposure, etc...).
Changing viewport change interactive view, this is not easy to modify lights or objects position using another view, can you introduce a "lock viewport" to maintain
the interactive rendering in a specific viewport or camera while working on another view ?
The interactive button is located on the displacement frame, must be in the interactive tab.

Sorry, I forgot to mention the interactive mode is a great addition.
Title: Re: Daily builds
Post by: lacilaci on 2014-10-03, 09:06:12
Seems pretty stable unless you switch away from progressive mode during rendering.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 09:43:08
You should primarily use viewport VFB for interactive. Use floating window only if you need your preview on the other monitor. Lock viewport is already in 3ds Max, so you do not need Ondra to implement it. It's that small padlock icon with "View" drop down in render settings next to the render button.
Title: Re: Daily builds
Post by: tomislavn on 2014-10-03, 09:52:19
Just one quick question: Does Corona interactive mode supports all the features from standard Corona production render, or does it have some limitations like for instance V-Ray RT?
Title: Re: Daily builds
Post by: prin on 2014-10-03, 09:58:19
For Interavtive Render everything is ok for me all smooth&stable
Transform model = Pass
Transform camera = Pass
UVW Map & Resize = Pass
Create Model on screen = Pass
Proxy Model = Pass
Change Material = Pass
Change Lighting = Pass
HDRI = Pass
Sun+Sky = Pass
Corona Light with IEs = Pass
Large Scene = Pass
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 10:08:26
Tomislavn: supports all

Fun things to try:

Try to create coronascatter, pick distribution objects and scatter objects, change base objects, instance amount, scattering distribution and transformation parameters. All of that while interactive rendering running. You will be surprised! :)
Title: Re: Daily builds
Post by: tomislavn on 2014-10-03, 10:17:36
Great, thank you for info Rawalanche, sounds promising! :)

Is there an estimate yet when could the next public alpha release come out, like A8? I would really like to try all those new daily build thingies :)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 10:24:49
Great, thank you for info Rawalanche, sounds promising! :)

Is there an estimate yet when could the next public alpha release come out, like A8? I would really like to try all those new daily build thingies :)

No more alphas. Next version will be commercial.

EDIT: Talking about 3ds Max version here... ;) C4D may have quite a few more alphas before it's ready.
Title: Re: Daily builds
Post by: tomislavn on 2014-10-03, 10:26:43
No more alphas. Next version will be commercial.

EDIT: Talking about 3ds Max version here... ;) C4D may have quite a few more alphas before it's ready.

Oh wow! That's some great news :) - Guess that might happen quite soon then!

EDIT: Or maybe not considering the license for the last alpha lasts until the end of the year :( - I was already like in the picture below :D

Title: Re: Daily builds
Post by: pokoy on 2014-10-03, 10:29:05
I usually hate mondays, but this time I have something to look forward to :)
Great news guys!
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 10:46:07
I usually hate mondays, but this time I have something to look forward to :)
Great news guys!

I am not really sure which time zone you are in, but it's Friday over here :D
Title: Re: Daily builds
Post by: zzubnik on 2014-10-03, 10:51:47
OMG. I am in love with the interactive rendering. I've never seen it so well implemented, or so fluid. This is a huge step forward.

Title: Re: Daily builds
Post by: pokoy on 2014-10-03, 11:19:33
I usually hate mondays, but this time I have something to look forward to :)
Great news guys!

I am not really sure which time zone you are in, but it's Friday over here :D

Bank holiday in Germany today, not going to be in front of my PC before Monday.
Title: Re: Daily builds
Post by: romullus on 2014-10-03, 11:31:23
That is some exciting news!

A few gripes from me:
* adjusting colormap does restart interactive rendering
* setting interactive in viewport, locks this viewport so it's not that much useful

Other than that, this feature feels very stable and mature. Great job!
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 11:44:48
setting interactive in viewport, locks this viewport so it's not that much useful

what you mean by this?
Title: Re: Daily builds
Post by: romullus on 2014-10-03, 12:20:43
I mean i can't navigate in interactive viewport. Zoom, pan, doll - all that interaction is not available.
Title: Re: Daily builds
Post by: zzubnik on 2014-10-03, 12:26:44
It's not a viewport, it's a VFB in this mode, so it is not interactive by nature.
Title: Re: Daily builds
Post by: tomislavn on 2014-10-03, 12:27:42
Is it still possible to apply for daily builds or are applications of that kind closed for now? :)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 12:29:21
I mean i can't navigate in interactive viewport. Zoom, pan, doll - all that interaction is not available.

It is, but you probably have locked viewport. Open render settings, and on the left of Render button, check if padlock icon is enabled ;) Of course you need other viewport to navigate, you can not navigate directly in VFB. So make sure in render settings, that your viewport is not locked, and then set viewport layout to display two or more viewport, and use one of the to move around ;)
Title: Re: Daily builds
Post by: zzubnik on 2014-10-03, 12:33:21
Ignore my previous reply. I thought he meant when you had used the viewport as the extended viewport with the render in it,
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 12:37:18
In both cases view transformation will work. Both floating window and extended viewport. But you can not navigate directly in VFB. You need to use other viewport, which interactive will synchronize navigation with. It can be perspective view, orthographic view or Camera. All of those will work :)
Title: Re: Daily builds
Post by: zzubnik on 2014-10-03, 12:38:56
..  you can not navigate directly in VFB.

That's what I was trying to say.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-03, 12:41:39
..  you can not navigate directly in VFB.

That's what I was trying to say.

Yep, i was just confirming what you said, so others know :)
Title: Re: Daily builds
Post by: Dom74 on 2014-10-03, 13:59:18
You should primarily use viewport VFB for interactive. Use floating window only if you need your preview on the other monitor. Lock viewport is already in 3ds Max, so you do not need Ondra to implement it. It's that small padlock icon with "View" drop down in render settings next to the render button.
Ok, got it, works well, thanks, I'm not familar with activeshade options.
Title: Re: Daily builds
Post by: romullus on 2014-10-03, 15:23:11
I mean i can't navigate in interactive viewport. Zoom, pan, doll - all that interaction is not available.

It is, but you probably have locked viewport. Open render settings, and on the left of Render button, check if padlock icon is enabled ;) Of course you need other viewport to navigate, you can not navigate directly in VFB. So make sure in render settings, that your viewport is not locked, and then set viewport layout to display two or more viewport, and use one of the to move around ;)

That! One of the first things i always do, is lock viewport. Thank you.

Btw, max crashed when i was playing with motion blur and interacive. Will try to reproduce that.
Title: Re: Daily builds
Post by: romullus on 2014-10-03, 16:07:21
Interactive rendering:

1. MB don't reflect shutter speed changes, unless some additonal changes is made.
2. turn MB on and try to create some primitives in viewport = crash
Title: Re: Daily builds
Post by: Ondra on 2014-10-03, 17:04:19
* adjusting colormap does restart interactive rendering

fixed, same for changing tabs
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-03, 17:13:51
Interactive don't stops with limitation of passes or time  ((
It would be more comfortable for work and CPU
Title: Re: Daily builds
Post by: maru on 2014-10-03, 18:38:46
It's beautiful! :D
Title: Re: Daily builds
Post by: arqrenderz on 2014-10-03, 19:33:58
Any chance to post some videos? or its under "nda" until SOA??
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-03, 19:54:53
Why?
The one and the same map used in both cases
Title: Re: Daily builds
Post by: Ondra on 2014-10-03, 21:23:33
New build is up, fixing most of the interactive issues. Commence testing!
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-03, 21:43:20
i got this error message when i run 3dsmax 2014 ?
(http://i.imgur.com/5b3wRwp.jpg)
Title: Re: Daily builds
Post by: Ondra on 2014-10-03, 21:55:43
try installing from the new .exe
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-03, 22:41:54
thank you keymaster , its great update ,
there is an issue , interactive mode was not updating when changing material by clicking on the type of material:

(http://i.imgur.com/CYqbu5R.jpg)

you need to restart vfb or drag material to object  for updating new material
Title: Re: Daily builds
Post by: maru on 2014-10-03, 22:44:55
-DOF does not work when rendering from a camera
-motion blur does not work
-selection frame is not visible when LMB dragging in other views (selecting multiple objects with mouse)
Title: Re: Daily builds
Post by: Ondra on 2014-10-03, 22:47:00
are you sure about the motion blur? Did you use the latest build (.exe installer)?
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-03, 22:53:24
MB , DOF works for me , i used exe installer .
Title: Re: Daily builds
Post by: maru on 2014-10-03, 22:54:01
are you sure about the motion blur? Did you use the latest build (.exe installer)?
Strange, now it works. It stopped working after I added a camera and switched to it (C key). Then I restarted the Corona viewport and now it works again. See the rectangular selection bug. Yes, I am using latest build.

btw, displacement works so nice :>
Title: Re: Daily builds
Post by: romullus on 2014-10-03, 23:14:07
OMG, this beast eats everything i throw at him.

Found some little funny glitch, while testing displacement. Wouldn't call it a bug, though.


Btw, after recording this vid, i cuted it in vdub, recompressed and all this time i didn't realise that interactive is still running. Mighty impressive!
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-03, 23:28:27
i got much clean result with interactive , is there any difference in calculation ? look at this tests ( RT = interactive , PT = path Tracing ,  HC = HD cache ) :
at 4 min :
RT Passes 219
PT Passes 79
HC Passes 84
Title: Re: Daily builds
Post by: romullus on 2014-10-03, 23:46:48
I'd say, set all multipliers to 1 in Render>Corona settings>Interactive rendering tab and then do comparisons.
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-04, 00:11:05
I'd say, set all multipliers to 1 in Render>Corona settings>Interactive rendering tab and then do comparisons.
its still faster than others , now all parameters are 1.0  , and passes 99 with less noise than others .
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-04, 01:23:41
Here is CoronaConverter_v0.19 in the pack but actual version is v0.20
Aalso when open render setup (f10) the interactive restarts.
Also this https://forum.corona-renderer.com/index.php/topic,4751.msg36848.html#msg36848 still here and it's happens because sky is not used when "use corona" chosen.
Also after "interactive mode" canceled and if "native 3dsmax vfb" was chosen the VFB is not rendered but process is running

fuf...  enough? (;
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-04, 02:05:51
Looks like the button "to Do nice" become more and more simple (;
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-04, 11:32:07
OMG, this beast eats everything i throw at him.

Found some little funny glitch, while testing displacement. Wouldn't call it a bug, though.


Btw, after recording this vid, i cuted it in vdub, recompressed and all this time i didn't realise that interactive is still running. Mighty impressive!

It's not a bug, nor a glitch. Can you imagine how incredibly slow would interactive feedback be, if displacement got recalculated during every camera movement? The idea is to have button (ideally right in the interactive VFB), which will, when clicked, recalculate displacement from current point of view :)
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-04, 13:25:46
Bug with "use max env./use corona env." happens with regular render too
Also all slots of Corona environment reseted after closed and reopened the scene

ps: Oh! Sorry but I forget write I use interactive in one of viewports - not in VFB.
Title: Re: Daily builds
Post by: Dom74 on 2014-10-04, 16:27:37
In the last build (with installer):
Build timestamp: Oct  3 2014 21:16:57
Corona version: Daily build post-A7, Maxsdk version: 2014
Material override not working.
Title: Re: Daily builds
Post by: Adanmq on 2014-10-04, 17:30:13
I´m using the exe version.

I think it´s normal but, during live rendering, i have some difficult to move complex geometry. Simple objects works great but whit complex ones moving, rotating, select objects drops the max viewport FPS or even freeze for a second or two.

If i "stop" interactive FB to make some changes, i need to reopen it because play button launch the normal render not the interactive one.
Title: Re: Daily builds
Post by: Adanmq on 2014-10-04, 17:40:22
Using MAX extended viewport instead of Corona FB. "Show Safe Frames" works fine in any non perspective/camera view, but it´s not working in the perspective/camera ones.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-04, 17:59:34
Interactive rendering is just a toy to play with for now. It's nowhere near production ready due to two limiations:

1, If you move, rotate or scale any geometry, this geometry has to be re-translated from Max to Corona. That means if you have 2 million poly car, and you move it, it's as if you were starting entire new render and translating scene from scratch.

2, Changing ANY material parameter makes ALL of the geometry this material is applied to re-translate. So if you have large scene, with say 5 million polygons, and you apply just gray CoronaMTL to all the objects, changing any parameter of that CoronaMTL means entire scene has to be re-translated from the scratch.

These problems are fixable, but according to Keymaster, it will take quite a while to get them fixed.
Title: Re: Daily builds
Post by: antanas on 2014-10-04, 20:28:24
Hi, I'm having some issues some are similar to those people been reporting on page 8 - with 3dsmax freezing on material editor opening except for one difference - it does so when substance textures are used and does not with substance free scenes.
Even stranger - interactive render works but regular one crashes on render end\stop - this happens not only with the last "interactive .exe" build but with previous ones too yet it does not happen with earlier "pre-interactive" (2014-09-12 for example)
 
Here what it looks like with from 2014-10-02 to 2014-10-03 both .exe and non .exe version :
 crash on render end\stop
 on mat editor open http://clip2net.com/s/j1LvK2 - max freezes while still I'm able to save open some menus etc.
 while interactive render used http://clip2net.com/s/j1MNJD - materials using substances become black in actual working viewport + max crashes if material editor is opened

Here what it looks on 2014-09-12 :
 mat editor works as it should http://clip2net.com/s/j1N6RF - no freezes no crashes no interactive render (for obvious reasons), still occasionally materials using substances become black in viewport

build 2014-07-24 (pre "new-policy" daily) which was the one the scene was worked on before had none of the above issues

Maybe it's got something to do with that material's complexity http://clip2net.com/s/j1Nw5T - that material's setup is still worked on and as a result does look a bit too complicated and messy but it is actually quite simple and does not have to necessarily involve substances (which I don't use regularly anyways) and it does or will produce some nice results for lazy unwrap\texture paint haters like me or at least such is the intent :) 

Other than those quite scene\material specific issues interactive render is really helpful addition.
   
Title: Re: Daily builds
Post by: Ondra on 2014-10-05, 10:29:34
can you report it on mantis/in bug reporting section and include example scene causing problems?
Title: Re: Daily builds
Post by: xt13r on 2014-10-05, 12:00:53
Interactive rendering is really good!
But when I'm using it  as activeshade window in one of viewports and when try to close and back to perspective, 3ds max is crashing without any alerts. Well, this happens on heavy scenes with loads of geometry(my current scene i'm working is 7 million polys).
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-05, 13:14:12
Interactive rendering is really good!
But when I'm using it  as activeshade window in one of viewports and when try to close and back to perspective, 3ds max is crashing without any alerts. Well, this happens on heavy scenes with loads of geometry(my current scene i'm working is 7 million polys).

It's ok works for me
Scene from Ludvig "sample interior scene". Upped with "subdivide" to 20 mln
Title: Re: Daily builds
Post by: antanas on 2014-10-05, 16:30:07
can you report it on mantis/in bug reporting section and include example scene causing problems?

Done. Attached scene via dropbox link. Hopefully not too excessive description\information - never used mantis before so sorry if it is.
Title: Re: Daily builds
Post by: pokoy on 2014-10-06, 10:49:42
After having only a short play with interactive rendering all I can say is that it rocks sooo much. Finally an engine without switching between interactive and normal rendering, very responsive, with full feature parity. Congrats!
Title: Re: Daily builds
Post by: snakebox on 2014-10-06, 10:59:26
After having only a short play with interactive rendering all I can say is that it rocks sooo much. Finally an engine without switching between interactive and normal rendering, very responsive, with full feature parity. Congrats!

This is my experience too! So awesome! I am a little confused about what the interactive rendering settings actually mean.  GI/AA 0.25 default? how does that compare to the default 16 (out of between 2 - 64) in the normal render settings?
Title: Re: Daily builds
Post by: Ondra on 2014-10-06, 11:06:17
the main settings are multiplied by this value in interactive tab for interactive rendering. So 0.25 means 1/4 of the main value (16/4 = 4 by default) is used
Title: Re: Daily builds
Post by: snakebox on 2014-10-06, 13:11:58
the main settings are multiplied by this value in interactive tab for interactive rendering. So 0.25 means 1/4 of the main value (16/4 = 4 by default) is used

Ah I see, excellent.. aaany particular reason why 4 is default instead of 16 ?
Title: Re: Daily builds
Post by: Chakib on 2014-10-06, 13:34:11
I have to say I LOVE the new interactive rendering, I use the legacy build and it doesn't slow down a lot and I had lot of fun using it  !

A+ Great job guys :) !
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-06, 13:48:58
the main settings are multiplied by this value in interactive tab for interactive rendering. So 0.25 means 1/4 of the main value (16/4 = 4 by default) is used

Ah I see, excellent.. aaany particular reason why 4 is default instead of 16 ?

Larger GI/AA value means less noise, but also that pass takes longer to complete. That's not much of a problem for regular rendering, but for interactive, you need fast feedback. So while with GI/AA at 16, you get clean pass, you get that clean pass after relatively long time. If you use GI/AA 1, you get super fast, but also super noisy pass, which is sometimes too noisy to determine what you are looking at, especially in interiors. So value of 4 seems to be perfect balance between noise amount and feedback speed for interactive ;)
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-06, 16:49:29
I would say that more uncomfortable is the wait of parsing than the wait of 1 or 0.25
Title: Re: Daily builds
Post by: johan belmans on 2014-10-06, 17:01:32
Hi

Just tested IR, great tool. Will be very handy for me!
Some questions/remarques:
-Spherical camera: IR is not showing the viewport of a Spherical camera. Is this supposted to be?
-2D Pan Zoom: IR is not showing the zoomed in version of the Viewport. If this would be possible, this would be handy for me.
-Safe Frame: I work a lot with safe frames, IR is not taking them in account. Will it be possible in the future?

cheers
Title: Re: Daily builds
Post by: jonas007 on 2014-10-06, 17:08:25
keymaster ..please activate my daily build..i sent you a email with the code of my computer... im sorry if i m in the wrong place asking you for this .  please send me a PM ..
Title: Re: Daily builds
Post by: Ondra on 2014-10-06, 17:56:08
it is not possible to show spherical viewport in 3dsmax. Corona does not manipulate any viewport other than its VFB in any way (if I understand it correctly)
Title: Re: Daily builds
Post by: pokoy on 2014-10-06, 18:34:44
it is not possible to show spherical viewport in 3dsmax. Corona does not manipulate any viewport other than its VFB in any way (if I understand it correctly)

Matching the safe frame would be really needed, though. Hope max supports that.
Title: Re: Daily builds
Post by: xt13r on 2014-10-06, 22:32:09
ok, it seems like i have 2 repeating problems.
1. When i cancel render process, 3ds max crashes without any error messages. It happens only on a big heavy scenes, but not always.  I was unable to determine how and why it happens, but it happens often (well, i think every 5-6th time when i hit stop render button).
2. DR don't want to work correctly, on slave machine DR repeating starts and stop, starts and stop without any effect for the whole render process.
All this errors happens with the latest Oct 3 2014 build, Daily build post-A7, 3ds max 2014 sp5.
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-06, 23:06:07
Interesting bug)
if interactive viewport works with viewport from camera which use clipping and you change viewport to perspective you will get perspective with clipping as it was used in camera
Title: Re: Daily builds
Post by: Juraj on 2014-10-07, 00:24:46
I tested it only at 2.am before speech but for me it worked quite great, was almost surprising as I expected very little ( :- D .. sorry, VrayRT experience) , was decently large scene (Icelandic house) too. Lot's of fun, will keep using this from now on.
Title: Re: Daily builds
Post by: dubiella on 2014-10-07, 05:03:37
I can't get interactive in VFB... viewport isn't usable.
Works only in viewport interactive. I've tried in other computers... same thing!
Did I making something wrong?
Title: Re: Daily builds
Post by: snakebox on 2014-10-07, 05:16:42
Quick question to you other daily testers. What would the implications to to running the daily build on a work station but the stable 7.1 on render nodes? does it go very badly in general or only if new features are used?

Basically we are here in the office contemplating running the daily because things like interactive rendering is really useful for every day use, but updating all the nodes every time would be a nightmare.

Thanks everyone!
Title: Re: Daily builds
Post by: kregred on 2014-10-07, 08:55:07
Did I making something wrong?
yep
Title: Re: Daily builds
Post by: johan belmans on 2014-10-07, 09:18:34
Quick question to you other daily testers. What would the implications to to running the daily build on a work station but the stable 7.1 on render nodes? does it go very badly in general or only if new features are used?

Basically we are here in the office contemplating running the daily because things like interactive rendering is really useful for every day use, but updating all the nodes every time would be a nightmare.

Thanks everyone!

Check this https://forum.corona-renderer.com/index.php/topic,2796.0.html (https://forum.corona-renderer.com/index.php/topic,2796.0.html)
Works excelent!
Title: Re: Daily builds
Post by: dubiella on 2014-10-07, 20:16:47
Did I making something wrong?
yep
wow!
thnx kregred!
Title: Re: Daily builds
Post by: snakebox on 2014-10-08, 05:30:22
This might be an odd question, but I have noticed that the daily builds seem to be released off set to the different versions of max? Like the 2015 version currently is 2 days old, and the 2014 is a few hours old? Is this just because development is happening on 2014 and it takes that bit of extra time to compile it for 2015 ? or is it totally unrelated ?   I'm just curious! :-)
Title: Re: Daily builds
Post by: pokoy on 2014-10-09, 13:27:55
Just a quick question, I am using the 2012 and 2014 builds from the latest stable daily folder '2014-10-02'. I've noticed here that it's recommended to install the 'Corona daily build SOA1.exe'. What's different in that one? I had no startup issues and things run mostly fine (besides two crashes), that's why I'm asking.
Title: Re: Daily builds
Post by: Ondra on 2014-10-09, 13:40:43
the SOA build is a build we have distributed at the SOA event. It is not special in any way.
Title: Re: Daily builds
Post by: pokoy on 2014-10-09, 13:44:16
Ok, thanks for claryfying!
Title: Re: Daily builds
Post by: jonas007 on 2014-10-09, 14:15:25
Im sorry keymaster for being anoying in any way, iv already send you a PM and i sended some emails, with no reply wath  so ever, are you having some problem in sending or creating the activation codes for this last build,.... i really wanted to take a ride in this one....
im i out ...???  for any chance.. please send me a a PM or post a reply ... just to know what is my "position" in this one ....
Title: Re: Daily builds
Post by: Ondra on 2014-10-09, 14:17:15
When there is no reply, it means the application was not accepted - probably the reasons listed were not compelling enough, sorry.
Title: Re: Daily builds
Post by: snakebox on 2014-10-09, 14:46:15
I have a question about the Precomputation setting in the latest daily builds.

I understand what the 3 different options do, but I can't seem to find a way to only calculate the secondary GI by itself, so I can then load it from files as part of a full render ?

I assume that you don't have to do the full render first, to save the files, and then do a full render again while loading and blending the files?

Thanks!
Title: Re: Daily builds
Post by: jonas007 on 2014-10-09, 14:49:51
ok thank you for your quick reply keymaster .....  ill keep it up with  7.1 .....   just one question are whe near to the new Alpha build  ???
when ????
Title: Re: Daily builds
Post by: juang3d on 2014-10-10, 11:57:42
Jonas, I think we are nearer to the release build :) (November)

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2014-10-10, 16:57:08
Does anyone has any scene with a lot of noise from highly directional/IES lights? Can you share it with me?
Title: Re: Daily builds
Post by: nehale on 2014-10-10, 18:59:42
Hi key master I have a question about: New UHD Cache for Animations

Is this one faster and more accurate than HD Cache with less flicker? Or what exactly is different?
Title: Re: Daily builds
Post by: Ondra on 2014-10-10, 19:25:07
we have still to make the cache, so I guess we will see how it goes. But the main goal is to make it usable with animations, and we are confident we can make that happen.
Title: Re: Daily builds
Post by: juang3d on 2014-10-11, 11:00:11
Do you have in mind just a camra flying or a complete animation cache system so we can use it with complex characters that make use of SSS and such things?

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-10-11, 14:26:08
complete animation would be nice, but we will probably start just with camera anim
Title: Re: Daily builds
Post by: snakebox on 2014-10-11, 15:00:43
complete animation would be nice, but we will probably start just with camera anim

please try hard to deliver a complete cache system for animation... even jobs that traditionally were just camera movement, these days are full of other things moving, curtains, leaves, water, snow, people, cars anything.  anyway, massively looking forward to future updates!
Title: Re: Daily builds
Post by: padre.ayuso on 2014-10-11, 15:04:11
complete animation would be nice, but we will probably start just with camera anim

Thanks! This is what I was looking for! I had written another post somewhere but this answers my question. Is this available now?
Title: Re: Daily builds
Post by: blank... on 2014-10-11, 20:39:44
Does anyone has any scene with a lot of noise from highly directional/IES lights? Can you share it with me?

You mean like this?
(http://i.imgur.com/GlG961z.png)

It's just a simple test scene with a simple test IES, i'm sure you're more than capable of creating it, but here it is :)

Btw. material override is still broken.
Title: Re: Daily builds
Post by: Ondra on 2014-10-11, 22:25:57
this is a synthetic one, we are looking for something more... natural ;)
Title: Re: Daily builds
Post by: kregred on 2014-10-12, 09:32:26
different shape of light from the same ies with coronalight (right)  and photometric light (left)
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-12, 09:54:07
Keymaster , i sent you an interior scene .
Title: Re: Daily builds
Post by: Ondra on 2014-10-12, 10:36:21
thanks
Title: Re: Daily builds
Post by: DKulakov on 2014-10-12, 11:14:53
Noisy Pict - Disk light with IES (LC default - 2)
Clear Pict - Sphere light with IES (LC - 4)

Can be done so that the disk was also clean

Scene:
https://yadi.sk/d/fG4ObBq5bwntN
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-12, 12:20:33
Keymaster , i found something interesting in light sampling , watch this :
Title: Re: Daily builds
Post by: maru on 2014-10-12, 12:24:58
What were you moving in that video? If it was a light being turned on/off then I would say this is normal because more lights = slower rendering. Also, what were your render settings?
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-12, 12:29:25
What were you moving in that video? If it was a light being turned on/off then I would say this is normal because more lights = slower rendering. Also, what were your render settings?
no i didnt turn off light , it will happen when i have some lights in near to each other , so if i move lights further from each other it will solve , in this test i have directional lights in opposite direction . see this topic :
https://forum.corona-renderer.com/index.php/topic,5497.msg37717.html
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-12, 12:46:47
i just moving light , watch this one :
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-12, 14:29:37
Low intensiveness of light reflections with coronaIES and very low intensive of second reflections((
Even with more brightness of coronalight than photometric light
I show photometric light as example
Title: Re: Daily builds
Post by: DKulakov on 2014-10-12, 14:46:27
Another point
The closer the light source - the more noise
Title: Re: Daily builds
Post by: Bigguns on 2014-10-14, 09:29:52
Is it me or.. I never succeded in maknig work the displacement for my character in corona using the displacement option in the corona mtl... the mesh get hole.. and when I play with the water level it desappears..etc .. only problem.. I tried everything.. never work..  is bugged  ??
Title: Re: Daily builds
Post by: Ondra on 2014-10-14, 09:30:58
New daily build: https://forum.corona-renderer.com/index.php/topic,942.msg37877.html#msg37877
Title: Re: Daily builds
Post by: romullus on 2014-10-14, 09:43:35
Is it me or.. I never succeded in maknig work the displacement for my character in corona using the displacement option in the corona mtl... the mesh get hole.. and when I play with the water level it desappears..etc .. only problem.. I tried everything.. never work..  is bugged  ??
That's the way water level works. I found this quite strange at first, but now i think it is logical - if you don't want geometry to be cutted away, you should use texmap clamping instead.
Title: Re: Daily builds
Post by: cecofuli on 2014-10-14, 09:51:52
Thanks Ondra.  A question:

(*) stability of noise pattern (with PT+PT)

Does it mean in animation? (I think you remember my thread on noise pattern)

Thanks!
Title: Re: Daily builds
Post by: Polymax on 2014-10-14, 10:01:17
Heavy scenes my parsing test... speed up  - from 100 sec to 10 sec. But old scene requires a reset. Excellent result!
Title: Re: Daily builds
Post by: DeadClown on 2014-10-14, 10:05:05
changed IOR texmap handling.. meaning what? Again black to white is mapping 1 to 100 ?
Title: Re: Daily builds
Post by: Alessandro on 2014-10-14, 10:21:22
While I was having some tests with last daily build, I found this, the kind of occlusion around the teapot is generated by rounded corner shader. The scene is just some teapots on a box, default corona material with just a rounded corner value. Also the teapot unsmoothed surface is because of rounded corner shader.
Title: Re: Daily builds
Post by: romullus on 2014-10-14, 10:56:00
I like new IOR handling - very straightforward to use and predictable results!
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-14, 10:58:34
changed IOR texmap handling.. meaning what? Again black to white is mapping 1 to 100 ?

Nope, same thing that MR and Vray do now. Basically, if you take output map with output amount of 1.6, you will get IOR 1.6 when plugged into fresnel IOR slot. If you plug just regular bitmap there, then as long as bitmap output stays at 1, material will have no reflection, because fresnel IOR will be in range from 0 to 1. Vray and MR can do some sort of inverse fresnel (values under 1) so, plugging map there will give you some weird sort of reflection, but nothing usable.

General workflow is this: If you have say checker texture, where black squares should mean IOR 1.5, and white squares IOR 5.2, then you connect your checker texture as a mix amount of mix texture, and in white slot of the mix texture goes output map with 1.5 output amount, and in the black slot of mix texture goes output map with 5.2 output amount :)

And again, it is consistent with other renderers, so when it comes to something like say.... material converter (*wink*) then there is no need for any conversion at all, except rerouting map from original material's IOR slot to Corona's Fresnel IOR or IOR slot :)
Title: Re: Daily builds
Post by: DeadClown on 2014-10-14, 11:33:29
I see, thanks for the explanation. I've just been trying it out and didn't get anything else than no-reflections-at-all which in my opinion is a bit counter intuitive (if you don't know how it works) - but, well, if all the other kids do it... ;)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-14, 11:50:48
Previous model would not show black when map was plugged in, but it was near to impossible to map exact IOR numbers you need, which was IMHO a lot more severe problem :)
Title: Re: Daily builds
Post by: pokoy on 2014-10-14, 11:58:01
Scene parsing - the speed up is fantastic.

Unfortunately, interactive doesn't start at all for more complicated scenes, max just hangs with 0% CPU usage. Tested with 2 scenes that both worked with the previous build. Using it on a very simple scene works, but I'm also seeing some temporary hangs for 10+ seconds.
Title: Re: Daily builds
Post by: Chakib on 2014-10-14, 12:13:18
New daily build: https://forum.corona-renderer.com/index.php/topic,942.msg37877.html#msg37877

Thanks i'll test it  once at home, can't wait to see the parsing speed improvement.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-14, 12:37:39
I cant even get new build to work. So there's indeed something wrong.
Title: Re: Daily builds
Post by: pokoy on 2014-10-14, 12:49:30
There's an issue with 'Global Volume Material' slot in the Environment rollout not updating when unchecked, assigning a different map there is reacting occasionally only. I think this didn't worked reliably before as well, but not really sure.
Title: Re: Daily builds
Post by: ecximer on 2014-10-14, 12:52:17
In interactive mode Multiscatter(1.3.2.3) not updated automatically.
Title: Re: Daily builds
Post by: Javadevil on 2014-10-14, 13:14:50


I can get scenes to render, but doing anything in the material editor crashes the file.
Title: Re: Daily builds
Post by: pokoy on 2014-10-14, 13:41:49


I can get scenes to render, but doing anything in the material editor crashes the file.

Just tested, can't even open the material editor (classic) on the scenes that don't render.
Title: Re: Daily builds
Post by: antanas on 2014-10-14, 15:23:07
On the bright side:
Multithreaded scene parsing is really, really fast, which is awesome
Interactive mode is quite stable and relatively fast and responsive even on 12mil poly interior scene which got some proxies like this http://c2n.me/j5o0kY on top of those 12mil polys, not to say how fast it is on exteriors or simpler scenes 

On the notsobright side:
The problem with procedural material containing coronaAo+substance textures which I reported on page 12 (and mantis) got even worse - with latest daily max crashes on that file open (same on max2014 and 2015), maybe if I'll get some spare time I'll try to rebuild that or similar material on current daily and see how it goes
Got some crash changing displacement (screen size) in render setting while interactive renderer was running - yet probably that's not a bug, just some sort of limitation and if so it could probably be wise to lock those settings during the render and maybe even display some kind of warning pop-up about it
DR is still not working as with the earlier post 2014-09-12 dailies but probably you're aware of that already
Title: Re: Daily builds
Post by: kregred on 2014-10-14, 16:05:12
Build timestamp: Oct 14 2014 02:21:33
Corona version: Daily build post-A7, Maxsdk version: 2014
PFlow not work
Title: Re: Daily builds
Post by: maru on 2014-10-14, 17:40:39
Interactive rendering is great for tuning parameters like sun and sky or material glossiness. How about adding pass limit also to the interactive window? Adaptivity in interactive mode would be something...
Also, ability to select render region in interactive view and some pause button to quickly enable/disable interactive view.
Sorry for posting it here but I don't want to add new topics in feature requests as interactive rendering is a very early addition.
Title: Re: Daily builds
Post by: Siahpoosh on 2014-10-14, 17:50:45
i cant install , i got Error Loading Plugin-in DLL again
Title: Re: Daily builds
Post by: pokoy on 2014-10-14, 17:54:03
Also, ability to select render region in interactive view and some pause button to quickly enable/disable interactive view.

I agree, this would be fantastic to have.
Title: Re: Daily builds
Post by: Ondra on 2014-10-14, 19:04:16
Guys, there is too much feedback - can you please use the bug reporting section, or mantis? I cannot keep track of everything here :/.

Also posting a scene would be nice :D
Title: Re: Daily builds
Post by: DeadClown on 2014-10-14, 19:10:37
I personally would prefer if daily build testers only used mantis . Helps other testers to see what has already been reported and keeps the forum bug reporting section to non-daily-build bugs...
Title: Re: Daily builds
Post by: pokoy on 2014-10-14, 19:21:22
Sure, makes sense. I only don't know what else to post, since the only reproducible thing in my case is that the scenes are complex. I'll try to nail it down somehow tomorrow and post in mantis.

If I want to share a scene and it's heavy, I assume best approach is to upload to some place and send the a mail with the link, right? Which e-mail address to use in that case?
Title: Re: Daily builds
Post by: Ondra on 2014-10-14, 19:22:44
use ondra@corona-renderer.com

you can also use https://corona-renderer.com/upload/ if you dont mind splitting into 128MB chunks
Title: Re: Daily builds
Post by: romullus on 2014-10-14, 20:27:59
Noticed that IR quite often has problems with updating some maps, especially deeper nested ones. Don't know if it's worth reporting?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-14, 20:53:26
Definitely, IR should be 100% problem free, so report absolutely everything.
Title: Re: Daily builds
Post by: johan belmans on 2014-10-14, 21:15:09
Hi

I found a bug in build Build timestamp: Oct  3 2014 21:15:09.
Overide material is not working anymore.

In the latest build 14/10 it is working.

Can anyone explain how to use Mantis?

edit: tested feature in latest build
Title: Re: Daily builds
Post by: DeadClown on 2014-10-14, 21:32:56
Can anyone explain how to use Mantis?


Under "My view" you can see a list of recent bugs that have been reported by you or other people. You can also have a complete list under "View Issues" with ways to filter and sort ALL bugs that have been reported.
Title: Re: Daily builds
Post by: Ondra on 2014-10-14, 21:42:08
Hi

I found a bug in build Build timestamp: Oct  3 2014 21:15:09.
Overide material is not working anymore.

In the latest build 14/10 it is working.

Can anyone explain how to use Mantis?

edit: tested feature in latest build
https://corona-renderer.com/bugs
- register and just go nuts ;)
Title: Re: Daily builds
Post by: Ondra on 2014-10-14, 22:05:32
new build, should fix freezing 3dsmax and issues with text field inputs. Currently in _201x folders, will move it to dated folder later.
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-14, 22:33:49
Hi Ondra!
It's still restart interactive render when f10 open/close
I think it small bug not need to be written in Mantis)

and also, if it's important, in interactive don't working AA on the superbright places
Title: Re: Daily builds
Post by: Ondra on 2014-10-15, 00:11:54
unfortunately due to the way 3dsmax is written, it is very difficult, or impossible, to make the render not restart.

Interactive currently sets internal AA to 1, I will remove this to make it as close as possible to the final rendering.
Title: Re: Daily builds
Post by: Bigguns on 2014-10-15, 04:21:35
I think I found a bug, using a rectangle corona light, when I use the directionability ( it was a 0,78 and power to 1 ) , it make's a LOT of noise all over :S anyone got that too ? is it a know bug ?
Title: Re: Daily builds
Post by: DKulakov on 2014-10-15, 08:14:01
I think I found a bug, using a rectangle corona light, when I use the directionability ( it was a 0,78 and power to 1 ) , it make's a LOT of noise all over :S anyone got that too ? is it a know bug ?
yes, it is a serious obstacle% (
Title: Re: Daily builds
Post by: johan belmans on 2014-10-15, 09:10:19
Can anyone explain how to use Mantis?

Thanks Ondra and Deadclown
Title: Re: Daily builds
Post by: maru on 2014-10-15, 10:16:49
I think I found a bug, using a rectangle corona light, when I use the directionability ( it was a 0,78 and power to 1 ) , it make's a LOT of noise all over :S anyone got that too ? is it a know bug ?
I don't think it's a bug. It will also make noise in normal render. IR has just less sampling so it will produce more noise.
Title: Re: Daily builds
Post by: Ondra on 2014-10-15, 10:22:33
the directional light sampling will be improved soon
Title: Re: Daily builds
Post by: cecofuli on 2014-10-15, 11:32:52
Hi Ondra,
IR freeze with simple cellular map as displacement map.
Last Daily 2015
In attachment the files

=)
Title: Re: Daily builds
Post by: Juraj on 2014-10-15, 12:22:12
For me all works well, but I don't do disp much at all so now.

Anyway, some good news, the heavy scene that took 50 seconds to do parsing on single core in SOA (but 2.2-2.4Ghz Xeon IvyBridge core only), and I think like 50sec plus on my i7 workstation (so single core of 3.6Ghz maybe in turbo),
now takes between 3-4 seconds to parse only. Here's screenshot :- ) I mean it without disp, it can't get much heavier than this so, it works, seem stable enough for me.

Did a comparison, on same machine (4930k, 48GB ram, SSD,etc..), after second render (and third,etc.. to avoid texture caching to interfere), the difference is brutal, it's literally 4seconds vs 50+ seconds (makes sense, it's 1 vs 12 threads).
Might do a Xeon (40 3.2Ghz threads :- ) ) soon too.
Title: Re: Daily builds
Post by: Chakib on 2014-10-15, 12:30:10
Interactive render is fine here for me and yes it  restarts without even pushing the F10 button after some minutes, but it's ok i can deal with that.

I've found a bug : If you stop and close the interactive render fb and you put a new resolution, it doesn't update and it takes the old res like stuck on it, but if run a normal render and you close it then you run again the interactive render, now it takes the new resolution without problems.

Parsing speed is faster than before, I'll try some heavy scenes and see again, thanks guys !
Title: Re: Daily builds
Post by: pokoy on 2014-10-15, 12:36:59
So, stability improved with the build update yesterday, but interactive mode is randomly buggy. Can't point out something reproducible but got random hangs in general. Also, visibility updates sometimes fail when hiding/unhiding layers.
So it's back to usable but not as stable as it was for me before the new build.

Sorry for not reporting via mantis, I just have nothing really obvious to fill in right now.

Scenes parsing is so impressive. Good stuff, again :)
Title: Re: Daily builds
Post by: lacilaci on 2014-10-15, 13:23:48
Well for me everything seems to work just fine parsing is super fast, the only thing I saw was some random crashing on some pretty old scenes(3-4 months back), but resaving seems to fix that..
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-15, 14:13:35
If anyone finds anything reproducible then please report it ASAP. Interactive should really become rock solid.
Title: Re: Daily builds
Post by: Polymax on 2014-10-15, 21:57:09
Well for me everything seems to work just fine parsing is super fast, the only thing I saw was some random crashing on some pretty old scenes(3-4 months back), but resaving seems to fix that..
try reset settings.
Title: Re: Daily builds
Post by: Ondra on 2014-10-16, 01:14:07
New build is on the way, fixed a lot of problems in the interactive rendering, but there will surely be some new problems, so keep testing ;)
Title: Re: Daily builds
Post by: snakebox on 2014-10-16, 07:48:39
Cool, yeah my interactive rendering crashes instantly when I try using the build from 2014-10-14

I am actually getting a lot of random instability both using interactive and normal rendering, Max crashes to desktop every 2nd time I press render.

Both using the build from the 14th and the 16th. 

tried to get the dump files but nothing was there.

I have a file now that if I open it, presses render everything works... I stop it, press render again, it will crash to desktop. just happened 4 times in a row.

Anyway running 3ds max 2014 design, 16GB ram, windows10 preview.

I have attached the dump files here:
Title: Re: Daily builds
Post by: johan belmans on 2014-10-16, 09:20:36
Anyway running 3ds max 2014 design, 16GB ram, windows10 preview.


whoow you dare to use windows 10 preview..... brave
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-16, 11:05:03
Very little in windows core has changed, so W10 should have no impact on corona stability.
Title: Re: Daily builds
Post by: johan belmans on 2014-10-16, 11:13:08
aha that's good to know
Title: Re: Daily builds
Post by: xt13r on 2014-10-16, 12:33:50
Cool improvements in interactive! It becomes very stable now!
But it still crashes sometime. Right now i've got crash (3dsmax simply closed without any warnings) after i tried to change colormap values.
Dailybuild from 16 oct.
Title: Re: Daily builds
Post by: Ondra on 2014-10-16, 12:34:41
ok, please try to reproduce it and tell me exactly how it happened ;)
Title: Re: Daily builds
Post by: pokoy on 2014-10-16, 12:37:08
Fired up latest build, loaded up a massive airplane model, 19 mio polygons altogether. It's running so smooth it's hard to believe. No crash so far, I'll keep testing.

After trying some other RT engines in the past I had no hope that I'd see this one day. Completely compatible with all the 3rd party maps, every texture is highres, complicated material trees and all that, running here in front of me in that speed and ease. I guess a 'thank you' is in order, so thanks for getting this to the point where it feels like it's finally the future I've been waiting for ;)
Title: Re: Daily builds
Post by: xt13r on 2014-10-16, 13:27:16
ok, please try to reproduce it and tell me exactly how it happened ;)
Sorry, try to reproduce it but i can't find what is the reason of crash.
I have a question. Is it normal behavior of interactive, when i choose any object in scene, simply choose it without changing any properties or materials - interactive rendering restarts. each time when i choose anything it restarts.
Title: Re: Daily builds
Post by: snakebox on 2014-10-16, 13:44:51
Anyway running 3ds max 2014 design, 16GB ram, windows10 preview.


whoow you dare to use windows 10 preview..... brave

If you look past the obvious visual changes to the UI I think you will be hard pressed to find any feel, compatibility issues etc with win10 preview.  Some small apps needs an update but otherwise everything runs exactly like win8.1.

Anyway I have found the latest build to be very flaky.. at least on my laptop (also win10) haven't tested on my desktop yet.
Title: Re: Daily builds
Post by: cecofuli on 2014-10-16, 13:55:35
Again, with the 16 Ott release, during the IR, if add a cellular map, 3ds max freeze.   
Title: Re: Daily builds
Post by: xt13r on 2014-10-16, 13:56:25
Ok. Just right now i  got max crash while interactive rendering after one simple action: i've tried to attach simple object to the group.
I don't know is this a bug or what.
And after i restarted 3dsmax and try to repeat all these steps - all works fine for me, object attached to the group and corona continues interactive rendering process.
Title: Re: Daily builds
Post by: snakebox on 2014-10-16, 15:58:20
Ok. Just right now i  got max crash while interactive rendering after one simple action: i've tried to attach simple object to the group.
I don't know is this a bug or what.
And after i restarted 3dsmax and try to repeat all these steps - all works fine for me, object attached to the group and corona continues interactive rendering process.

try and start the interactive... then stop it, then start it again. 99% of the time I seem to able to crash max/corona by doing this.

edit: oh and not just with interactive.. the last 2 builds also seem to do a lot with regular rendering. open file -> render = everything is great. stop it, restart rendering = instant crash
Title: Re: Daily builds
Post by: Ondra on 2014-10-16, 18:01:15
I found and fixed some crashes during both interactive and regular rendering, when using displacement. They will be fixed shortly, and are already fixed in the _2015 folder builds
Title: Re: Daily builds
Post by: xt13r on 2014-10-16, 19:04:44
Ok. Just right now i  got max crash while interactive rendering after one simple action: i've tried to attach simple object to the group.
I don't know is this a bug or what.
And after i restarted 3dsmax and try to repeat all these steps - all works fine for me, object attached to the group and corona continues interactive rendering process.

try and start the interactive... then stop it, then start it again. 99% of the time I seem to able to crash max/corona by doing this.

edit: oh and not just with interactive.. the last 2 builds also seem to do a lot with regular rendering. open file -> render = everything is great. stop it, restart rendering = instant crash

well, seems like for me everything works perfectly with latest 16 oct build. stoped and started render 9-10 times,but 3dsmax is still working fine)
Title: Re: Daily builds
Post by: xt13r on 2014-10-16, 19:12:57
Keymaster, is that normal for interactive render that when i change smthng in scene, for example move camera, process of interactive rendering holds for a few seconds(2-3-5 sec) and only after that start to update picture. Is it because of heavy scene(i tested it with 6 million polys scene)?
And do you plan to reduce this period of hold?
I know, this is not the main problem, but if interactive render will become really interactive and instantly responsive - corona will become even more perfect (long live Corona! \0o0/ )
Title: Re: Daily builds
Post by: Ondra on 2014-10-16, 19:18:43
sometimes the parsing takes a long time, there is nothing I can do about it, except for trying to optimize some specific cases, or switching to better 3D software...
Title: Re: Daily builds
Post by: DeadClown on 2014-10-16, 20:00:39
You may also have HDCache active. I tested IR with my cathedral scene and it's quite responsive as long as I don't use HDcache (which otherwise introduces a ~5 sec delay)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-10-16, 20:15:53
You may also have HDCache active. I tested IR with my cathedral scene and it's quite responsive as long as I don't use HDcache (which otherwise introduces a ~5 sec delay)

That's strange. As long as those multipliers in interactive rollout are set at their defaults, HDcache should progress fast... Maximally one second. Well... assuming you use interactive just in a viewport, and not as a full resolution floating VFB :)
Title: Re: Daily builds
Post by: DeadClown on 2014-10-16, 20:20:35
You would be surprised how long it takes in a normal render :D , compared to that 5 seconds is amazingly fast ;) It's a quite complicated interior light situation with few small openings - that takes time.
Title: Re: Daily builds
Post by: Ondra on 2014-10-16, 20:23:15
aaaand another build is up. It should fix most of the random crashes.
Title: Re: Daily builds
Post by: snakebox on 2014-10-17, 07:35:51
aaaand another build is up. It should fix most of the random crashes.

A bit better. I am still getting super random crashes using normal rendering.

Just rendered 3 frames, all perfectly and when the last frame filed saved, max crashed to desktop.

renders are fine but... a bit odd.

Edit: yeah there seem to be a problem stopping rendering now..  just got another crash, from manually stopping a render.
Title: Re: Daily builds
Post by: pokoy on 2014-10-17, 17:29:54
aaaand another build is up. It should fix most of the random crashes.

Can't comment on that since I had no crashes with the previous build. But the new one feels less responsive for me. I am getting irregular short hangs and selecting objects in the viewport will restart rendering, this wasn't happening with the previous build. Nothing critical, but less snappy.


Edit:
Something I noticed that during these short hangs all the cores of the CPU are at 100%. I had similar, but fewer, short hangs with the previous build, and funnily only one core was at 100%, all the others were idle. Don't know if it's important but it's certainly a difference.
Title: Re: Daily builds
Post by: marioteodoru on 2014-10-17, 18:41:04
Is there a way to pause IR? At some point I've seen something like minimize window, but i can't find it anymore. It just disappeared.
Title: Re: Daily builds
Post by: Stanislav_But on 2014-10-17, 20:43:50
Is there a way to pause IR? At some point I've seen something like minimize window, but i can't find it anymore. It just disappeared.

yep
if VFB with IR have closed but wasn't stopped IR continues and it is impossible to open and stop it
Title: Re: Daily builds
Post by: Chakib on 2014-10-17, 23:24:31
Here too,  after i tried IR with the latest build,  once i go to normal render and stop it : vfb disappears and when you push "show vfb"  it doesn't show it.  Looks like IR is running somewhere.
Title: Re: Daily builds
Post by: pokoy on 2014-10-18, 11:31:56
FWIW, the latest build had way less noise for the same render time compared to the earlier build, so that is a good thing. Normal rendering had comparable noise level but was a bit less noisier in very dark areas.
Title: Re: Daily builds
Post by: Ondra on 2014-10-18, 23:27:58
more stability fixes today
Title: Re: Daily builds
Post by: xt13r on 2014-10-19, 01:39:20
Found bug in interactive render.
When trying to disable Emit light in CoronaLightMtl while interactive render is active - 3ds max always crashes.
Tested it 6 time, each time 3dsmax crashed.
Dailybuild from 16 Oct.
Title: Re: Daily builds
Post by: lacilaci on 2014-10-19, 11:02:04
Found bug in interactive render.
When trying to disable Emit light in CoronaLightMtl while interactive render is active - 3ds max always crashes.
Tested it 6 time, each time 3dsmax crashed.
Dailybuild from 16 Oct.

same on build from 18 Oct.
Title: Re: Daily builds
Post by: juang3d on 2014-10-20, 14:30:06
I have a scene that makes max crash while in interactive rendering working.

I have a mesh with a shell object, if I activate the checker to change the material ID of the border max hangs out forever, 0% at CPU.
I tried to reproduce it in a standard scene with a cube but in that simple scene it works, so I think you will need my scene to catch the problem.

What was the link to privately send scenes? (it's from a current project)

Cheers!
Title: Re: Daily builds
Post by: romullus on 2014-10-20, 14:57:18
What was the link to privately send scenes? (it's from a current project)

https://corona-renderer.com/upload/
Title: Re: Daily builds
Post by: Ondra on 2014-10-20, 14:58:27
which build? There were more fixes in the 19th build
Title: Re: Daily builds
Post by: gabrielefx on 2014-10-20, 16:41:30
e-mail sent
sorry for the delay
Title: Re: Daily builds
Post by: juang3d on 2014-10-20, 16:56:51
I downloaded it and installed it today, so the "Build timestamp: Oct 19 2014 19:46:51"

I have to finish some things for a delivery to a client, I'll upload an archive later.

Cheers!
Title: Re: Daily builds
Post by: gabrielefx on 2014-10-20, 17:15:38
found an issue (license related):
if I try to install the latest build and is not authorized yet, if I try to open the material library that contains a previous saved Corona material library, Max (2014) hangs or crashes (slate)
Material library doesn't show up also if I'm using Octane or Vray.
It's ok if in the material map browser we don't have saved Corona libraries.
I reverted to the previous Corona auth. dlls.

regards
Title: Re: Daily builds
Post by: juang3d on 2014-10-20, 17:30:21
Ok, I just uploaded a file, but it is because another bug, similar one I think.

1413818677_corona_bug_scrub_timeline.zip

Here are the repro steps:

- Activate the IR
- Scrub the timeline - everything goes Ok, you see the animation.
- now select the "MSH_innerBox" object, select the morpher modifier
- scrub the timeline... max is locked.

I think the bug in the other scene may be the same, I'll prepare an archive as soon as I can.

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 04:01:15
Two things before I go to bed.

I'll have to send you the request codes for my farm tomorrow, in the farm I don't have max licenses, you had a request code tool, right?
Where can I get it?

And the second thing, some of my nodes uses legacy cpu's, is there a legacy build of the latest daily? I can update if it's needed since I saw you uploaded a build 2 hours ago.

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2014-10-21, 09:54:35
how many nodes do you have?
What 3dsmax version do you have on the legacy nodes?
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 10:42:21
Around 8 I think ( I'm going to the farm now, it's in a different office, so I'll tell you exactly).

And it is Max2015.

Cheers!
Title: Re: Daily builds
Post by: vkiuru on 2014-10-21, 10:44:44
Using the new build, tried out realtime rendering. I altered a bitmap in Photoshop that was applied to a object in the scene, and when I saved the texture in PS Max crashed instantly.

I'm sorry for not reporting this through Mantis, I'll try and use it in the future should I run into more problems.
Title: Re: Daily builds
Post by: pokoy on 2014-10-21, 10:47:24
Afaik, this will happen when you use any other renderer, I guess it's more a general 3dsmax behavior than a specific Corona/IR behavior.
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 11:19:41
Keymaster, 10 nodes and I'll be adding one more tomorrow.

Cheers
Title: Re: Daily builds
Post by: blank... on 2014-10-21, 14:11:16
Afaik, this will happen when you use any other renderer, I guess it's more a general 3dsmax behavior than a specific Corona/IR behavior.

Are you answering to vkiuru, crash after image is changed in PS?
If yes, then - no. It will not crash max, at least not with mental ray. You can change texture as much as you want, and after hitting save in photoshop result is automatically updated in max.
Title: Re: Daily builds
Post by: pokoy on 2014-10-21, 14:41:44
Afaik, this will happen when you use any other renderer, I guess it's more a general 3dsmax behavior than a specific Corona/IR behavior.

Are you answering to vkiuru, crash after image is changed in PS?
If yes, then - no. It will not crash max, at least not with mental ray. You can change texture as much as you want, and after hitting save in photoshop result is automatically updated in max.

I know that it always crashed for me when max was rendering (not with Corona, not sure how that affects rendering in mray though) - when you're normally working in max, this would just update, correct.
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 15:42:34
I tried to install the daily build in a node and start max without license but it asks me about the trial and I can't get the request code :P

Cheers.
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 15:55:23
I've launched a simple render via back burner and I think I can gather the codes that way, I'll send them after lunch.

Cheers!
Title: Re: Daily builds
Post by: pokoy on 2014-10-21, 16:04:37
Is it just me or is the latest build really slow with rendering materials in the material editor (classic). Anyone else getting this?
Build timestamp: Oct 19 2014 19:45:14
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 16:21:41
Too bad, the backburner trick did not work in the ones with the need of a legacy build :P (They crash before the request the code)

Cheers.
Title: Re: Daily builds
Post by: blank... on 2014-10-21, 18:26:07
when you're normally working in max, this would just update, correct.

Sorry, i was thinking of normal work in max too, not while rendering.
Title: Re: Daily builds
Post by: Ondra on 2014-10-21, 19:58:09
I've added the 2015 legacy build to 19th folder
Title: Re: Daily builds
Post by: juang3d on 2014-10-21, 23:30:52
Legacy nodes rendering, thanks!

Cheers!
Title: Re: Daily builds
Post by: xt13r on 2014-10-22, 06:17:54
Don't know why but with the latest builds Distributed Render don't work for me. On the render nodes it simply starts 3ds max and immediately stop it, and repeat this two steps endless without any result.
Any ideas why is it happens?Or how can I find the reason?
Title: Re: Daily builds
Post by: Alessandro on 2014-10-22, 11:49:51
Don't know why but with the latest builds Distributed Render don't work for me. On the render nodes it simply starts 3ds max and immediately stop it, and repeat this two steps endless without any result.
Any ideas why is it happens?Or how can I find the reason?

same for me.
Title: Re: Daily builds
Post by: antanas on 2014-10-22, 12:31:59
Don't know why but with the latest builds Distributed Render don't work for me. On the render nodes it simply starts 3ds max and immediately stop it, and repeat this two steps endless without any result.
Any ideas why is it happens?Or how can I find the reason?

same for me.

same here :(
Title: Re: Daily builds
Post by: Alessandro on 2014-10-22, 15:02:03
No, I was wrong!!!
With 2014-10-19 release on Max 2014 I can distribute render with no problems.

Sorry for previous post, it was me :(
Title: Re: Daily builds
Post by: snakebox on 2014-10-23, 09:05:45
Is it just me or is the latest build really slow with rendering materials in the material editor (classic). Anyone else getting this?
Build timestamp: Oct 19 2014 19:45:14

did you solve this? I am running the 19build on 20 computers here at the office and only 1 hangs and dies when I open the material editor.  Not sure why or if there is scripts or anything that could affect it ?
Title: Re: Daily builds
Post by: pokoy on 2014-10-23, 09:24:29
It doesn't hang, it's just very slow. Could you try on a scene with a lot of materials (200+ or so...)?

This only happens with a lot of materials in the scene though and it affects the whole app, so even orbiting/selecting etc get really slow. If I close the mat editor, everything's back to normal again.
Title: Re: Daily builds
Post by: snakebox on 2014-10-29, 05:39:28
I am having some odd crashes where if I:

1. open render dialog
2. change settings (or not)
3. press the render button in the render dialog

- Max will crash to desktop shortly after while corona normally parses the scene.

However!!

if I:
1. open render dialog
2. change settings
3. close render dialog
4. press F9 to render last

Everything works and renders perfectly fine.

This just happened 4 times in a row in the same scene.  I have no idea why this would happen but I'm sure there is things flagged when the render dialog is open compared to not, just like how a lot of things becomes really slow with the current build, when the material editor is open.
Title: Re: Daily builds
Post by: juang3d on 2014-10-29, 16:03:54
If I enable BiDir engine while I have active the interactive rendering max crashes completely, build 19th October.

This happens each time I try it, so it should be a simple bug to catch.

- Open max
- Create a plane and a teapot
- Activate Corona
- Change the environment to Corona environment so you have light in the scene
- Enable interactive rendering
- Change from Pathtracing to Bidir engine
- Max crashes

Most of the steps are probably irrelevant, but I put them here because is what I did to ensure that it was a general bug, not a scene related one.

Cheers!
Title: Re: Daily builds
Post by: blank... on 2014-11-01, 14:12:43
use ondra@corona-renderer.com

you can also use https://corona-renderer.com/upload/ if you dont mind splitting into 128MB chunks

I just sent you an email, i can't upload to uploader because of my shyte upload speed. Subject is "Corona - possible bug", in case it goes to your spam folder :)
Title: Re: Daily builds
Post by: snakebox on 2014-11-03, 04:42:34
I am a little confused.. I see in the changelog there is a new version, yet there is nothing new on the daily drive. I did grab a slightly newer version at home, but now here at work everything is gone and only the 19th build is there?  am I missing something or is this new build not actually available?

Thanks
Title: Re: Daily builds
Post by: Ondra on 2014-11-03, 13:26:57
It will be available when I finish new licencing
Title: Re: Daily builds
Post by: snakebox on 2014-11-03, 13:51:39
Oh! new licensing?  just a new way to control it? or does it mean anything for people already part of the daily builds?

Thanks :)
Title: Re: Daily builds
Post by: Ondra on 2014-11-03, 13:58:01
daily build users will have to reactivate. This time it will be more automatical. We must test the licencing system for the commercial release.
Title: Re: Daily builds
Post by: hglr123 on 2014-11-03, 15:14:43
Waiting for test the new license system :)
Title: Re: Daily builds
Post by: xt13r on 2014-11-03, 18:15:40
Great! Waiting for new builds to test!
Title: Re: Daily builds
Post by: xt13r on 2014-11-03, 18:34:59
Found some strange bug...or not. Well, don't know exactly what's happening, but i will try to explain.
In scene have object with assigned material, where diffuse map is PSD from Photoshop. In interactive render when changed texture in photoshop and save PSD-file after that went to 3dsmax, and after update 3dsmax crashes in those moment.
But the problem is that i can't find exactly when and why this happens. Seems, like it happens on some heavy PSD-files. This happens for me for 3 or 4 times, but working with scene and PSD-files for a long time.
Title: Re: Daily builds
Post by: Dimer on 2014-11-03, 19:07:21
Great news, waiting for the new buld,аnd test new license system.
Thanks!
Title: Re: Daily builds
Post by: romullus on 2014-11-04, 11:34:53
Found some strange bug...or not. Well, don't know exactly what's happening, but i will try to explain.
In scene have object with assigned material, where diffuse map is PSD from Photoshop. In interactive render when changed texture in photoshop and save PSD-file after that went to 3dsmax, and after update 3dsmax crashes in those moment.
But the problem is that i can't find exactly when and why this happens. Seems, like it happens on some heavy PSD-files. This happens for me for 3 or 4 times, but working with scene and PSD-files for a long time.

It's the same as with regular render - if bitmap in use was modified while rendering, Corona crashes max. I tested how mental ray behaves in such situation out of interest. It turned out that 3ds max simply don't see any updates in bitmaps while rendering is going on. Maybe it's because MR locks max's interface while rendering and Corona don't.

edit: - yep, locking 3ds max while Corona rendering, seems to cure problem with crashing on bitmaps updates. Btw, i found a bug - should one try to launch interactive rendering with lock 3ds max during render checked, max gets unresponsive. I'll report it on mantis.
Title: No more Dailies?
Post by: pokoy on 2014-11-10, 09:59:32
I wonder why there are no recent dailies anymore, is it because we're very close to a release or is there anything else holding you back from releasing them to the testers?
Title: Re: Daily builds
Post by: romullus on 2014-11-10, 10:13:47
(http://cdn1.share.slickpic.com/u/Romullus/Misc01/org/Look-up_web/web.jpg)
Title: Re: Daily builds
Post by: johan belmans on 2014-11-10, 10:17:10
daily build users will have to reactivate. This time it will be more automatical. We must test the licencing system for the commercial release.

You may count me in!
Title: Re: Daily builds
Post by: arqrenderz on 2014-11-15, 00:31:56
Damm this days are like Months!!!!
Title: Re: Daily builds
Post by: snakebox on 2014-11-16, 05:42:06
yeah really looking forward, but I would rather wait to the last day of nov and then have some of the many small stability quirks ironed out than get it a week earlier and then its not 100% stable. :-) 

But certainly looking forward!
Title: Re: Daily builds
Post by: juang3d on 2014-11-19, 13:17:44
Hey guys, any news on this (and the commercial release)?

Testing the animation cache system before it's released could be great :)

Also, do you have some surprise under the hood even for Daily Build users?

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-11-19, 15:24:59
working on it...
Title: Re: Daily builds
Post by: Sam75 on 2014-11-19, 23:36:06
I just installed windows 10, corona licensing doesn't work anymore, does it mean I need a new key ?
Title: Re: Daily builds
Post by: snakebox on 2014-11-20, 01:06:14
I just installed windows 10, corona licensing doesn't work anymore, does it mean I need a new key ?

Yes it does. You will need to register your computer ID again.
Title: Re: Daily builds
Post by: cecofuli on 2014-11-26, 12:41:08
I think it is a good idea to create Macro for "Start Interactive" and "Show VFB".
It can speed up the entire workflow.

Thanks!
Title: Re: Daily builds
Post by: Ondra on 2014-11-26, 13:13:17
both functions are exported, you can easily do it in maxscript
Title: Re: Daily builds
Post by: cecofuli on 2014-11-26, 13:21:08
Thanks Ondra, I didn't know. But I, and I think 80% of Corona Users, doens't know how to do this.
So, for the commercial version, I think you should create a Macro not only for this two important tools.
But, also, for to create a lights (sun and lights), fractal, scatter, proxy, Corona listener, converter, Autofocus,  etc... and, create a real Corona Toolbar, with icons.
It will be more "professional". I suggeted the same to vlado, 3 or 4 years ago. And, he added it in the VRay 3.0.
This is very useful also for newbie people.
Title: Re: Daily builds
Post by: Alessandro on 2014-11-26, 14:25:34
Thanks Ondra, I didn't know. But I, and I think 80% of Corona Users, doens't know how to do this.
So, for the commercial version, I think you should create a Macro not only for this two important tools.
But, also, for to create a lights (sun and lights), fractal, scatter, proxy, Corona listener, converter, Autofocus,  etc... and, create a real Corona Toolbar, with icons.
It will be more "professional". I suggeted the same to vlado, 3 or 4 years ago. And, he added it in the VRay 3.0.
This is very useful also for newbie people.

+1 for me.
I think every Max user shoud have to be a little "technician", but often I found it's not so true. So you have to decide if you want your sw to be well-used by everyone or just by someone. IMHO I actually prefer to be part of someone ;) but maybe it should be more professional to create some useful icons toolbars (as Cecofuli wrote).
Title: Re: Daily builds
Post by: snakebox on 2014-11-27, 00:26:19
New daily build ! yaaa!!!!!  for max 2011 and 2012.... derp :P  can't wait!
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 00:46:09
sorry, I am just compiling A7.2...
Title: Re: Daily builds
Post by: snakebox on 2014-11-27, 00:48:06
sorry, I am just compiling A7.2...

But but.. I want to test your new improvements.. it's nearly xmas (sort of.. but what ever) :P   if 7.2 is the same as 7.1, I feel my selfish tester needs are more important ;)  haha it's been 5 weeks, im just a bit too excited for new things!!
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 01:07:59
it is just waiting for the licencing. It is implemented, but I need to make it a bit hacker-unfriendly.
Title: Re: Daily builds
Post by: snakebox on 2014-11-27, 01:11:59
it is just waiting for the licencing. It is implemented, but I need to make it a bit hacker-unfriendly.

So the builds currently up there, isn't the new daily build?

(http://i.imgur.com/X8O4dvm.jpg)
Also says its the legacy version.

I understand that I should wait a little... but :p   I can't...
Title: Re: Daily builds
Post by: snakebox on 2014-11-27, 06:08:00
Anyway testing it, it seems like the 7.2 (legacy) has the exact same speed as the old 7.1A.

@keymaster If you could please drop a post here when the new daily build is ready? That way we don't have to keep checking the dropbox folder hoping ;)  Thanks! looking forward.
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 11:44:23
yes, it is exactly the same as A7.1, but it will work 2 months longer.

I will announce new daily builds here and on facebook
Title: Re: Daily builds
Post by: Bigguns on 2014-11-27, 12:13:40
Great news :p

Is the sssr going to make it in one of those builds that i can try soon ? Im working on a tmnt and i could use corona for it maybe :)
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 12:20:47
It is present in the dailies - we may only do some additional speed or UI improvements
Title: Re: Daily builds
Post by: Bigguns on 2014-11-27, 13:12:32
hmm ok just downloaded the latest  revision and I dont see it . Is it the sss volumetric that you call SSSR?  or it's an other shader but I can't find it ?

EDIT : Also, in the latest build, the sss volumetric is gone in the corona shader :S and the sss volumetric has less option, only one color left to play with, no GGX in the shader :S I'm I missing something? I downloaded the latest 7.2 release for 3dsmax 2013

EDIT again.. : It's the old Corona basic shader, there was a fuck in the upload ,I swear :S Can you double check it please Keymaster? I would like to try that SSSR!
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 17:23:28
the build in _201x folder is just me preparing the A7.2 - you should use the one from 2014-10-19
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 19:42:15
I am uploading Alpha v7.2 RC1. Only difference from A7.1 is that it will work until 1.3. 2015 and that the logo has changed. Please test if there are any differences from A7.1. It should be 100% compatible with A7.1 scenes and DR, both ways.
Title: Re: Daily builds
Post by: maru on 2014-11-27, 20:55:12
Where is interactive rendering? :O
Title: Re: Daily builds
Post by: Ondra on 2014-11-27, 20:58:26
probably in build that is not "100% compatible with A7.1" ;)
Title: Re: Daily builds
Post by: maru on 2014-11-27, 21:01:54
Oh. Got it. -_-
Title: Re: Daily builds
Post by: Bigguns on 2014-11-27, 23:07:40
Hi Keymaster,

I downloaded the one you said, yeah stuff of A7.1 are back, but I don't see the SSSR , is it the volumetric SSS that you call SSSR ? I want to know ^^
Title: Re: Daily builds
Post by: snakebox on 2014-11-27, 23:12:04
Hi Keymaster,

I downloaded the one you said, yeah stuff of A7.1 are back, but I don't see the SSSR , is it the volumetric SSS that you call SSSR ? I want to know ^^

SSS I don't believe is in 7.1 / 7.2 only in the nightly build.
Title: Re: Daily builds
Post by: cecofuli on 2014-11-27, 23:13:52
I think that  A7.2 is the same as A7.1. The difference is only a new expiry time. So, no IR, no SSS etc... nothing new.
I think we have to wait the new daily commercial version for testing new tools.
Title: Re: Daily builds
Post by: Bigguns on 2014-11-27, 23:55:42
Ok then Keymaster can I have acces to a version that contain it? if I can do a nice character render I will do it :) Would be good for the launch of Corona :)
Title: Re: Daily builds
Post by: snakebox on 2014-11-28, 02:11:27
Ok then Keymaster can I have acces to a version that contain it? if I can do a nice character render I will do it :) Would be good for the launch of Corona :)

Dude you already have access to it, go to the dropbox folder and get the latest daily build from the 19th.

There will be a newer one in a couple of days probably but the last one has the same stuff in it.
Title: Re: Daily builds
Post by: romullus on 2014-11-28, 12:44:53
Will daily builds expire on 2014 12 31 or it will be extended for couple months like alpha does?
Title: Re: Daily builds
Post by: snakebox on 2014-11-28, 16:04:09
Will daily builds expire on 2014 12 31 or it will be extended for couple months like alpha does?

I got the impression there will be a new daily build with extension before that?
Title: Re: Daily builds
Post by: Ondra on 2014-11-28, 16:10:01
daily builds will switch to the 1.0 licencing that will allow to control them per-person
Title: Re: Daily builds
Post by: Bigguns on 2014-11-29, 03:22:06
Hi there,

it's really misleading.. I don't see anything called nightlybuild. I know tried to download the 7.2 RC1 installer.. and it's the old shader ( no more volumetric sss... no GGX ). And when I download the 2014-10-19 , it's with the volumetric sss but no SSSR or anything new... is there something hiding somewhere? or I don't have acces to the nighlybuild?

Title: Re: Daily builds
Post by: snakebox on 2014-11-29, 04:21:36
daily builds will switch to the 1.0 licencing that will allow to control them per-person

Is there any rough idea of when this will happen?  like days? weeks? after xmas? 2015 ? 

I imagine that studios like ours will have to re-register all 25 nodes again when this happens?
Title: Re: Daily builds
Post by: juang3d on 2014-11-29, 08:39:28
Bigguns 7.2 is the same as 7.1 except with an extended license.

There is no new daily build right now, Keymaster will announce it here when time comes.

Cheers!
Title: Re: Daily builds
Post by: Bigguns on 2014-12-01, 09:14:20
Thank's man for the info!!
Title: Re: Daily builds
Post by: kumodot on 2014-12-01, 18:51:35
So, the 7.2 extended the time by 3 days ? Am i missing something ? Or this date (1.3.2015) means  1 March 2015 ?
Title: Re: Daily builds
Post by: romullus on 2014-12-01, 19:15:29
Yes, it means march 1st. Not january 3rd.
Title: Re: Daily builds
Post by: kumodot on 2014-12-01, 19:18:41
   Tks. lol

Yes, it means march 1st. Not january 3rd.
Title: Re: Daily builds
Post by: Ondra on 2014-12-01, 20:18:34
(http://3.bp.blogspot.com/-DvR9GRAGjJI/Uiy9exi-5ZI/AAAAAAAAG3k/1c83NGBr9XY/s1600/America.png)
Title: Re: Daily builds
Post by: form on 2014-12-02, 13:37:48
(http://3.bp.blogspot.com/-DvR9GRAGjJI/Uiy9exi-5ZI/AAAAAAAAG3k/1c83NGBr9XY/s1600/America.png)
haha ace
Title: Re: Daily builds
Post by: kumodot on 2014-12-02, 19:59:39
  Lol. Do you wanna talk about Imperial Metric System to relax ? lol

(http://3.bp.blogspot.com/-DvR9GRAGjJI/Uiy9exi-5ZI/AAAAAAAAG3k/1c83NGBr9XY/s1600/America.png)
haha ace
Title: Re: Daily builds
Post by: pokoy on 2014-12-05, 12:14:42
Is there any chance of releasing a daily that fixes the extremely slow material editor rendering, even if it's the only fix in the new db?
Title: Re: Daily builds
Post by: cecofuli on 2014-12-05, 12:18:49
Pokoy, did you read my thread? I had your same problem.

https://forum.corona-renderer.com/index.php/topic,6067.0.html
Title: Re: Daily builds
Post by: pokoy on 2014-12-05, 12:31:59
I am not using Multi/SO-Mtls, except for maybe 2 or 3, but a lot of BlendMtls instead. For me it gets really slow with around 200+ materials.

That's why I'm asking for a fix on at least this bug. The latest Daily works just fine otherwise.
Title: Re: Daily builds
Post by: cecofuli on 2014-12-05, 12:36:35
Maybe there were some problem in the old DB with many materials . I'm using the old DB (Oct 16 2014 ). That's why I have slowdown. I don't want to install the new DB cause I'm afraid to use it with my old projects ;-)
Title: Re: Daily builds
Post by: pokoy on 2014-12-05, 12:42:53
As far as I remember there were problems with CPU threading (at least it looked like this to me) with 2 or 3 of the dailies available in the dropbox folder, they were using 100% occasionaly without any visible reason or would just freeze max. Some were better, some were worse but the last has the most stable IR for me, unfortunately mat-ed is really slow in that build.
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 00:06:09
aaaaand we are back! Everyone in daily builds should get an email with login
Title: Re: Daily builds
Post by: DeadClown on 2014-12-06, 00:38:14
Activation works like a charm!
Didn't test much yet, but it seems you're either working on bucket mode or just have decided to make it easier to explain how it works :D
Well, seems like I got a little bit of maxscript work to do.
Title: Re: Daily builds
Post by: romullus on 2014-12-06, 01:38:59
Activation went successfully, but whenever i'm launching render setup window, i'm keep getting "WTF: Error in listbox" message. After closing it, everything works fine.
Title: Re: Daily builds
Post by: Dom74 on 2014-12-06, 02:30:26
Activation works well, tested briefly render and interactive mode, no problem.
Title: Re: Daily builds
Post by: davius on 2014-12-06, 06:11:56
Did not update yet, but one thing worries me. In the brief change log you talked about changes in Corona Maxscript references and that most scripts should break :P

Is it possible to get a list of what has changed in this matter? I ask this because I happen to be cleaning and improving the SlateConnector and I rely heavily on CoronaMtl properties :)

Thanks!
Title: Re: Daily builds
Post by: Dimer on 2014-12-06, 07:56:49
Hi!!! What is the problem ? But the activation was fine, thanks!
Maybe this is due to reinstall windows ?
Title: Re: Daily builds
Post by: kregred on 2014-12-06, 08:06:42
Hi!!! What is the problem ? But the activation was fine, thanks!
+1 also the error window. The activation was normal
Title: Re: Daily builds
Post by: ecximer on 2014-12-06, 08:47:03
+1
Title: Re: Daily builds
Post by: snakebox on 2014-12-06, 08:52:28
So fucking Excited!!
Title: Re: Daily builds
Post by: Siahpoosh on 2014-12-06, 09:54:01
Hi!!! What is the problem ? But the activation was fine, thanks!
+1 also the error window. The activation was normal

same here , but activation works fine
Title: Re: Daily builds
Post by: snakebox on 2014-12-06, 09:59:06
Hi!!! What is the problem ? But the activation was fine, thanks!
+1 also the error window. The activation was normal

same here , but activation works fine

Again, same here. works fine though..

Btw @keymaster Why is DR broken? because the daily using the old DR and the is a version mismatch or ?   haven't had time to test it. cheers
Title: Re: Daily builds
Post by: Siahpoosh on 2014-12-06, 10:01:26
woow , you did a great job on direct sampling . its very fast and clean now.
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-06, 10:42:18
Quote
Is it possible to get a list of what has changed in this matter?
join to

and is it last changes in maxscript or planed some more changes in the future?
Title: Re: Daily builds
Post by: xt13r on 2014-12-06, 10:48:09
Hello to everyone. Just got my email and was very excited!
On the first run i've got same error on start, but after entering license data everything works fine.
But I have a problem.
Render process periodically becomes very laggy, everything on computer holds and begins to slow down very much for 30-50 seconds, after that it comes back to normal behavior. It happens for me as in normal render so in interactive. Is this happens only for me or anyone other have the same problem?
On the previous build from 19 oct everything works fine.
Title: Re: Daily builds
Post by: xt13r on 2014-12-06, 10:52:32
aaaand, ok, everytime i change render engine to something else and then get back to corona - 3ds max shows me this error message "WTF. Error in listbox". License already installed.

UPD. And it shows me this message every time I open Render setup window
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 10:55:52
ok, if your login was not working, try it now.
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 11:09:01
and the popup is fixed... I will make a build immediately
Title: Re: Daily builds
Post by: xt13r on 2014-12-06, 11:16:19
Emmm...Login is working fine, as i understand. The same problem with error messages.
I catch it on the video to show exactly what happens.
Title: Re: Daily builds
Post by: johan belmans on 2014-12-06, 11:32:30
Good morning all

activation went fine here!

things I noticed:
-Noticed a littel typo: Within GI (F10) in the Secondary Solver option HD Cache has changed into UHD Cache. But in the tooltips (all of them) it is still HD Cache.

I experience some saving issues:
The following items I wrote down while trying to narrow down teh problem:

*After opening a previous file made with Alpha 7.2, I experience some saving issues after playing around with latest build (5-12-2014). I receive the message that "Max is unable to rename temporary scene file" ......"possible Max file is corrupt......". It only happens when you switch between Progressive mode and Bucket mode and change the amount of pases and back to Progressive mode.
*It does not happen with a new file.
*It does happen to a new file when switching between the different rendering modes for a number of times.
*Problem solved after rebooting the system.
*But: It happens again to a new file when switching between the different rendering modes for a number of times. This time Max cannot save the file because it cannot save a BackUp file.

*Current conclusion: I guess there is something wrong with the .$sv files ....
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 11:38:19
new build is up
Title: Re: Daily builds
Post by: johan belmans on 2014-12-06, 11:52:07
I experience some saving issues:
The following items I wrote down while trying to narrow down teh problem:

*After opening a previous file made with Alpha 7.2, I experience some saving issues after playing around with latest build (5-12-2014). I receive the message that "Max is unable to rename temporary scene file" ......"possible Max file is corrupt......". It only happens when you switch between Progressive mode and Bucket mode and change the amount of pases and back to Progressive mode.
*It does not happen with a new file.
*It does happen to a new file when switching between the different rendering modes for a number of times.
*Problem solved after rebooting the system.
*But: It happens again to a new file when switching between the different rendering modes for a number of times. This time Max cannot save the file because it cannot save a BackUp file.

Still experiencing these issues with build 6-12-2014

Edit: Did the same test with Alpha 7.2 and did not have those issues.
Title: Re: Daily builds
Post by: DeadClown on 2014-12-06, 12:57:46
Is it possible to get a list of what has changed in this matter? I ask this because I happen to be cleaning and improving the SlateConnector and I rely heavily on CoronaMtl properties :)

Here are the properties for CoronaMtls before (left) and after: https://www.diffchecker.com/dac4xo9p
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-06, 13:26:46
Is it possible to get a list of what has changed in this matter? I ask this because I happen to be cleaning and improving the SlateConnector and I rely heavily on CoronaMtl properties :)

Here are the properties for CoronaMtls before (left) and after: https://www.diffchecker.com/dac4xo9p

oh
Great thanks Martin!
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 13:58:21
I see there are some mistakes:
 .texmapAbsorption (mapamountAbsorption) : float
 .texmapScatterColor (mapamountScatteringColor) : float

please report any other inconsistencies you find
Title: Re: Daily builds
Post by: xt13r on 2014-12-06, 16:47:45

*After opening a previous file made with Alpha 7.2, I experience some saving issues after playing around with latest build (5-12-2014). I receive the message that "Max is unable to rename temporary scene file" ......"possible Max file is corrupt......".

*Current conclusion: I guess there is something wrong with the .$sv files ....

I have same problem. Simple save file didn't work, 3dsmax shows this error and works only saving as new file with new name.
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 16:48:11
I've fixed the saving problem and I am updating the build
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-06, 17:00:34
It still happens(

(https://d2oawfjgoy88bd.cloudfront.net/54364efe007791474216c91f/54364f6438d38714186a3baa/548327de38d387459de3ccdc.png?Expires=1417968078&Signature=E1-0NbKr1ZdM8JiIRrDKrzprBGK7XlaNHwH9xulTELfRQYlEeM04ABCzfudgTu8FVG5stkXqSVsABwC7jOlzWEmf8NmuG6jCvJLBIaS0B4-jAuKaPHouDT-RRiRKgjLep4XP19K0uMSnHxmHKBaRc-Xsl3XB-Vu418PyDMqhncNubOfugNJ3UfYw7Rkups-lNPby~IiM7vv8hCH7-RKvGdr7r0Fjiy11LA6o3fI3zaFmTuOCLBWV8L66gQtiuuyaPu2X54B~FqGqXXi5MM9WviKwrp0vx57CjxOjWzEXazrM1IyRoI11zmpax2kZpNqrzTuWo63BSP9faQdireJ6gg__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA)

file was merged with a new scene and system had rebooted, but..
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 17:02:54
The build is not up yet. Try in 5 minutes
Title: Re: Daily builds
Post by: t4si on 2014-12-06, 19:13:39
I made some tests of direct light sampling. The new builds are much cleaner in most areas of the rendering, but now there are problems in darker regions. It seem the firefly's need longer to go away. And somehow the indirect illumination is cleaner as well.
Title: Re: Daily builds
Post by: juang3d on 2014-12-06, 19:34:56
Cool!

I will have to wait until I finish the render of my current project, next week probably.

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 21:56:15
Improved noise pattern stability: https://forum.corona-renderer.com/index.php?topic=6117.new#new
Title: Re: Daily builds
Post by: blank... on 2014-12-06, 23:17:53
Keymaster, a quick question: should we re-report bugs that are the same as in previous build, i'm guessing you keep some sort of bugs database, but it doesn't hurt to ask :)

Btw, regarding VFB not respecting resolution with interactive (on Mantis), fastest solved bug ever! :D
Title: Re: Daily builds
Post by: Ondra on 2014-12-06, 23:23:35
It is fast to solve if I dont have to do anything ;)

You should not re-report bugs that are already active in mantis or here on the forum, maybe just drop a simple line that they are still present.
Title: Re: Daily builds
Post by: lacilaci on 2014-12-07, 10:49:59
Alright guys call me stupid, I was not here for a week or so, I'm traveling and I got the email. But where to log-in? :D I go to buy licence online but site is not working and activating fair saas needs activation key.. Sorry for lack of brains.
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-07, 11:17:20
Alright guys call me stupid, I was not here for a week or so, I'm traveling and I got the email. But where to log-in? :D I go to buy licence online but site is not working and activating fair saas needs activation key.. Sorry for lack of brains.

Hi lacilaci,
login is your e-mail
Title: Re: Daily builds
Post by: lacilaci on 2014-12-07, 11:25:08
Alright guys call me stupid, I was not here for a week or so, I'm traveling and I got the email. But where to log-in? :D I go to buy licence online but site is not working and activating fair saas needs activation key.. Sorry for lack of brains.

Hi lacilaci,
login is your e-mail

Hi, I know that but where should I log-in? :D If I go through "buy licence online" site is not working. Am I missing something?
Title: Re: Daily builds
Post by: form on 2014-12-07, 13:00:09
are you guys still accepting people to test daily builds?
Title: Re: Daily builds
Post by: Utroll on 2014-12-07, 15:19:25
are you guys still accepting people to test daily builds?
https://forum.corona-renderer.com/index.php/topic,4751.msg32334.html#msg32334

... or you mean is it still possible ? I guess someone would have closed or notify a closure otherwise,
but I cannot be more affirmative.
Title: Re: Daily builds
Post by: xt13r on 2014-12-07, 19:58:47
ohh god, interactive render in latest build is not working very good. when i'm changing bitmap textures in materials while IR working - max hangs and don't respond.
Title: Re: Daily builds
Post by: Ondra on 2014-12-07, 21:17:51
DR is back by the way
Title: Re: Daily builds
Post by: Ondra on 2014-12-07, 21:27:30
ohh god, interactive render in latest build is not working very good. when i'm changing bitmap textures in materials while IR working - max hangs and don't respond.
Can you be more specific? Maybe provide a scene? It seems to be working here.
Title: Re: Daily builds
Post by: xt13r on 2014-12-07, 21:55:15
ehhm? ok. sorry, i can't reproduce it again, seems like it was some random crashes.
But it still sometimes crashes (time to time, not every time) while i'm changing bitmap file in photoshop and saving it, and when interactive render is going.
Title: Re: Daily builds
Post by: davius on 2014-12-07, 23:19:39
Is it possible to get a list of what has changed in this matter? I ask this because I happen to be cleaning and improving the SlateConnector and I rely heavily on CoronaMtl properties :)

Here are the properties for CoronaMtls before (left) and after: https://www.diffchecker.com/dac4xo9p

Thanks a bunch Martin! :)

Also installed the latest build (2014-12-07) on 3dsMax 2013 64 bit and licensing went flawlessly and fast. Did not notice any bug so far, still playing around :P
Title: Re: Daily builds
Post by: snakebox on 2014-12-08, 04:16:32
we here find that interactive rendering still crashes a lot.. not as much as before, but still a lot.. like 6-7 times in a 3 hour time span of just using it normally.. having it hoping, adjusting light, textures, camera etc (the usual stuff).

Every so often it just hangs, and eventually crashes max to the point where force closing it all is the only option.
Title: Re: Daily builds
Post by: rickeloy on 2014-12-08, 13:30:41
Hey, all!
Finally took the time to install the latest daily (been playing with 7.1 and 7.2) and it doesn't give me a request code for activation. It simply shows the full UI and gives me the Activate Licence button, but no code (at least I couldn't find one).
Should I install and older daily?
Cheers
Rick Eloy
Title: Re: Daily builds
Post by: xt13r on 2014-12-08, 13:33:50
ok. with latest build something strange happens with DR, seems like it moves camera. I mean i've set up animated camera, with different views. And for some unknown reason it render views with shifted camera.
Title: Re: Daily builds
Post by: romullus on 2014-12-08, 15:01:11
Hey, all!
Finally took the time to install the latest daily (been playing with 7.1 and 7.2) and it doesn't give me a request code for activation. It simply shows the full UI and gives me the Activate Licence button, but no code (at least I couldn't find one).
Should I install and older daily?
Cheers
Rick Eloy
If you are beta tester you should've receive a letter with activation code.
Title: Re: Daily builds
Post by: rickeloy on 2014-12-08, 15:25:45
Tks for the reply, romullus!
Well, I'm not a beta tester, I wanted to apply to, though. I sent an e-mail with all the info earlier, but still Ondra asks for the request code and that's what's missing in the latest build (or at least so it seems).
Title: Re: Daily builds
Post by: lacilaci on 2014-12-08, 15:39:43
Hey, all!
Finally took the time to install the latest daily (been playing with 7.1 and 7.2) and it doesn't give me a request code for activation. It simply shows the full UI and gives me the Activate Licence button, but no code (at least I couldn't find one).
Should I install and older daily?
Cheers
Rick Eloy
If you are beta tester you should've receive a letter with activation code.

Well, and I only got some login and password which I don't know what they are for :D
Title: Re: Daily builds
Post by: DeadClown on 2014-12-08, 15:53:42
Updated the Material Converter for the latest daily builds, testing would be very appreciated :)
https://forum.corona-renderer.com/index.php/topic,126.msg41990.html#msg41990 (https://forum.corona-renderer.com/index.php/topic,126.msg41990.html#msg41990)

@lacilaci:
Download and install the build, go to Corona Settings F10, About rollout, "Activate license" button, and use the email + code to activate a FairSaas license.
Title: Re: Daily builds
Post by: Ondra on 2014-12-08, 17:26:53
I need to update daily builds instructions. In the meantime, please report any specific problems you encounter with the new build, especially with the IR
Title: Re: Daily builds
Post by: cecofuli on 2014-12-08, 20:26:08
Maybe I'm stupid, but with the last version, I'm not able to set a precise resolution for IR.
Now we can resize in real time the VFB during IR, but, for example, if I want 640x640, or 1000x100 px with IR, it isn't possible.
Also, inside VFB now, we cannot zoom.
Title: Re: Daily builds
Post by: Ondra on 2014-12-08, 20:43:35
in the IR mode, VFB is locked to 1:1 zoom, and the render size is derived from the VFB size - if you resize the window, render restarts with new resolution. This is a design we have internally agreed to be the best.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-08, 20:46:17
Maybe I'm stupid, but with the last version, I'm not able to set a precise resolution for IR.
Now we can resize in real time the VFB during IR, but, for example, if I want 640x640, or 1000x100 px with IR, it isn't possible.
Also, inside VFB now, we cannot zoom.

Why do you need precise resolution for IR? IR is not a tool to produce final image. There's no need to have exact resolution. Actually opposite. It's a big benefit to be able to resize IR window on the fly, so you can get larger image at the cost of speed, or vice versa.
Title: Re: Daily builds
Post by: DeadClown on 2014-12-08, 21:00:16
Well, I understand it. I like to know the resolution too - or at least the exact Image Aspect, since save frame isn't considered by IR and it doesn't really help me if my image composition and all of this stuff is not the same as in the viewport. Some people may not find that important, I do.
How I do it: quick render to have the VFB at the correct size and then start IR.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-08, 21:15:15
Well, I understand it. I like to know the resolution too - or at least the exact Image Aspect, since save frame isn't considered by IR and it doesn't really help me if my image composition and all of this stuff is not the same as in the viewport. Some people may not find that important, I do.
How I do it: quick render to have the VFB at the correct size and then start IR.

Those are two completely unrelated things. IR not respecting safe frame is a bug, which has to be resolved. That's all.

Imagine a scenario where you do your preview/final renders at a certain resolution, and use IR to tweak scene. You will constantly have to keep changing resolution between small IR friendly one, and large production/client preview one. Right now, you can simply resize IR VFB to have any size you want. Either have it small and get very fast feedback, or large to check how it looks in higher resolution. Without need to restart it at all, and without need to change your resolution and having to remember to change it back before production render. It also eliminates many mistakes. For example launching IR rendering at some ultra high resolution, or having VFB scaling it down to 1:2, seeing still small window and wondering why IR suddenly became twice slower.
Title: Re: Daily builds
Post by: DeadClown on 2014-12-08, 21:29:44
I didn't understand that was a bug. I thought that was intended behavior.
I'm aware of that resolution swapping nonsense, but since a fixed image aspect is not possible right now there is simply no alternative to the way I suggested - be it a bug or not.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-08, 21:34:41
I didn't understand that was a bug. I thought that was intended behavior.
I'm aware of that resolution swapping nonsense, but since a fixed image aspect is not possible right now there is simply no alternative to the way I suggested - be it a bug or not.

This one should be gone soon, i hope :)
Title: Re: Daily builds
Post by: cecofuli on 2014-12-08, 22:38:40
Rawalanche: is very important! For example, now I'm working to positioning 10 camera view inside my apartment, with camera clipping, camera correction modifier etc...
With this "strange" (odd) behavior of IR, it's impossible to see correctly what I'm doing.
So yes, It's much better if IR will working in accordance with the  output resolution and aspect ratio.
Without, IR will lose 80% of its possible usages.
Title: Re: Daily builds
Post by: romullus on 2014-12-08, 23:00:08
Is there a limitation maximum resolution to interactive in VFB ? It's impossible to maximize it:

Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-08, 23:38:42
Without, IR will lose 80% of its possible usages.

No, it won't. Read carefully previous posts. Resolution and aspect ratio are two different things. Yes, you need correct aspect ratio to set up your cameras correctly, but no, you don't need exact resolution for interactive rendering. And neither camera clipping, nor camera correction are anyhow related to resolution or aspect ratio.
Title: Re: Daily builds
Post by: cecofuli on 2014-12-08, 23:58:38
Rawalanche, ok, but with IR, now, I'm not able to have the same resolution that I have with Production render.
For example, I'm not able to render in IR with resolution 800x200. Look at my video.
Maybe I wrong something...

EDIT: also, the impossibility to zoom inside IR VFB is a great loss =(
Title: Re: Daily builds
Post by: Ondra on 2014-12-09, 01:19:16
Without, IR will lose 80% of its possible usages.
oh COME ON! Please do not be that guy.
Title: Re: Daily builds
Post by: cecofuli on 2014-12-09, 01:22:39
Ondra, sorry, I didn't want to offend someone =( Ok, not 80% =) , but we will lose a lot of potentiality of IR.
Did you see my last video? It's a clear example how IR isn't so useful if it will not respect the resolution.
Please, think well about what me and DeadClown said
Title: Re: Daily builds
Post by: snakebox on 2014-12-09, 03:06:32
@keymaster When you guys test the interactive rendering, do you do it on setups with all the most common plugins installed? like forest pack pro, vray for hdri and so on ?

I can't seem to find a direct pattern but here at the studio we have certain scenes that crash A LOT at seemingly random times, using IR. It can be anything from moving a light source or adjusting a texture to updating an xref.  At the same time, it also happens that I can work on a scene while changing stuff for 40mins without any problems, then the next project we open it and move a tree, BAM crash to desktop. Since there are no direct error reports coming out on what causes the crash I am purely guessing here.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-09, 09:13:21
I think there's just some confusion. I really think you want just correct aspect ratio, so that you can set up your composition with correct safe frame. Not actual exact resolution. So for example with 1.778 aspect ratio you can have resolutions like 720*405, 1280*720, 1440*810, 1920*1080 and so on :) So if you resize VFB, resolution will change, but aspect ratio will remain the same.
Title: Re: Daily builds
Post by: cecofuli on 2014-12-09, 10:52:07
Yes Rawalanche, but also resolution is important. And, much better if, with the same exact resolution, I will be able to draw a region, like in VRay.
So ASPECT RATRIO + RESOLUTION + DRAW REGION = perfect IR

Why? Because, with IR, I will be able to render exactly like in Production render, but with the flexibility of IR itself.
Like IR is now, I can have just a raw (very raw) preview on-the-fly, but without correct aspect ration and resolution.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-09, 10:53:56
Yes Rawalanche, but also resolution is important. And, much better if, with the same exact resolution, I will be able to draw a region, like in VRay.
So ASPECT RATRIO + RESOLUTION + DRAW REGION = perfect IR

Why? Because, with IR, I will be able to render exactly like in Production render, but with the flexibility of IR itself.
Like IR is now, I can have just a raw (very raw) preview on-the-fly, but without correct aspect ration and resolution.

Now you are just not making any sense...
Title: Re: Daily builds
Post by: cecofuli on 2014-12-09, 11:07:28
Explain me why.
Do you know jhow IR in VRay works? Ok, IMO it's much better that IR in Corona is now.
I preferred Corona IR in Daily 16 oct 2014.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-09, 11:27:51
Explain me why.
Do you know jhow IR in VRay works? Ok, IMO it's much better that IR in Corona is now.
I preferred Corona IR in Daily 16 oct 2014.

Vray one uses old activeshade method. Sure it does what  you want, but that doesn't mean it's a best way. I am not saying we don't need region draw tool or correct aspect ratio, but precise resolution has more drawbacks than benefits. Once correct safe frame and region draw get's implemented, then you can always do what DeadClown suggested. Make a quick production render, so VFB snaps to the right size, and then once you run IR, it will run at last remembered resolution. But you will always be able to make it smaller or larger if you need to (while keeping aspect ratio correct of course).

I think your idea about how IR should work is quite old school. It's not just a tool that does automatic F9 key press for you when you work on your image in VFB from your rigid camera view. It's meant more like rendered viewport, where you can actually move and look around, a do a lot more than just sit in your camera view and tweak image from there. Sure you can, but you should not be limited just to that. You need to start thinking of it more like viewport that uses Corona as renderer, rather than VFB with automatic re-render after changes.
Title: Re: Daily builds
Post by: cecofuli on 2014-12-09, 11:51:27
Mmm... I don't agree 100% with you.
I used Daily 16 oct 2014 and I was satisfied. With actual version I'm not so happy.
But we will see that users will say ;-)
Title: Re: Daily builds
Post by: davius on 2014-12-09, 13:43:26
After the 3 days licensing period, what will we need to do? Revert to the old dailies?

BTW - launching a new version of the Slate Connector in the coming days. The new naming in the CoronaMtl convention is quite simpler and easier to predict now. Tip my hat!
Title: Re: Daily builds
Post by: ecximer on 2014-12-09, 13:45:52
Vray one uses old activeshade method. Sure it does what  you want, but that doesn't mean it's a best way. I am not saying we don't need region draw tool or correct aspect ratio, but precise resolution has more drawbacks than benefits. Once correct safe frame and region draw get's implemented, then you can always do what DeadClown suggested. Make a quick production render, so VFB snaps to the right size, and then once you run IR, it will run at last remembered resolution. But you will always be able to make it smaller or larger if you need to (while keeping aspect ratio correct of course).
+1
But ...
If it was possible scroll of more zoomed image, this would be the best tool, IMHO. =)
Title: Re: Daily builds
Post by: DeadClown on 2014-12-09, 13:46:49
After the 3 days licensing period, what will we need to do? Revert to the old dailies?

From the email you got:
Quote
You will find a login below that you can use on multiple machines multiple times. The login will be stored after first entry, and subsequent activations should be done automatically, as long as you are connected to internet.
Title: Re: Daily builds
Post by: davius on 2014-12-09, 14:13:42
Ahhh! Now I got it!! It gives me 3 days of offline use if I'm unable to reach the internet, but will auto "rearm" itself once connected again.

Well, I see a problem with it right off the bat - imagine a weekend where you stopped working on friday and will only come back on monday (or if an extended holliday takes place even later). You can turn your PC on just to find out you can't use Corona if you get any connections problem in that day. A little longer period would diminish the chances of this occurrence greatly, like a week or two.

You will never be truly free of this possible issue, but if that can be reduced further by simple measures then I think it's a good idea.

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-12-09, 14:40:47
updated DB info in the first post - request keys are now automated, you do not need to send them.
Title: Re: Daily builds
Post by: antanas on 2014-12-09, 18:44:27
Ahhh! Now I got it!! It gives me 3 days of offline use if I'm unable to reach the internet, but will auto "rearm" itself once connected again.

Well, I see a problem with it right off the bat - imagine a weekend where you stopped working on friday and will only come back on monday (or if an extended holliday takes place even later). You can turn your PC on just to find out you can't use Corona if you get any connections problem in that day. A little longer period would diminish the chances of this occurrence greatly, like a week or two.

You will never be truly free of this possible issue, but if that can be reduced further by simple measures then I think it's a good idea.

Cheers!
That issue bothers me too and very much so, just for a little different reason - stupid and irrelevant to the most of "normal" people one, yet quite real and not to tell how annoying for me:
 Well the reason is - I live in such a crapland where our "great and glorious" fuhrer (old, bad, kgb spawned, c***s***ing megalomaniac fa***t actually :) ) can decide that going to internets what are outside the crapland itself can "stir peoples minds" too much or some other idiotic nonsense like that and thus decide to limit or even ban normal internet's. To spice things up, I happen to live in that certain not-so-long-ago conquered/thieved/acquired/returned (whatever one prefers to call it) province/region and that in itself is quite internet stability unfriendly place due to a quite chaotic ,to say the least, financial and political situation here. Hope that will never happen, but who could have guessed this situation will end up this way a year ago or so ...
 So yes given those conditions, that type of activation is not the best method for me, and the SAAS licensing type in general. I would pretty much prefer some BOX floating/network licence, like the one Itoo products have for example. It is almost internets independent - one activation and you're good to go for a year or whatever your subscription period is and then keep all those updates acquired during that period for indefinite amount of time, plus I can change/replace (and that happens sometimes) hardware on my main pc as much as I like as this licencing server is running on different pc, hell I can even use any of my monitor equipped pc's for actual + network rendering while doing some other stuff (work in an archicad, gaming whatever) on my main one.
 So yes again I'm concerned about those 3 days without the internet's and gtfo thing pretty much too.     
Title: Re: Daily builds
Post by: Ondra on 2014-12-09, 22:59:07
this is only for daily builds before release, because the activation needs to be tested
Title: Re: Daily builds
Post by: antanas on 2014-12-10, 00:20:15
Whew, am I glad to hear that :)
Title: Re: Daily builds
Post by: antanas on 2014-12-10, 00:50:45
 Hmm, I wanted to do some sort of a bug report/feature request for some sort of a material/effect, mat id function which works on instances as I have run into this issue here http://forum.itoosoft.com/index.php?topic=2606.0 Still, I am not sure if I don't miss something, maybe if it's just RailClone's way of doing things, well of not compatible with Corona's way of doing things sort and even which of the two I should do at all :) Maybe there is some kind of workaround/method of which I just don't know about as I haven't owned RC before and somehow over the years just haven't ran into instancing + material id randomization problem/behaviour, but it is there, of course, due to the way instances work in the first place. The only thing I'm sure of is that v-ray got something that works in those cases - yet not sure what exactly as I haven't used it in quite a while.
Sorry to plague this thread but I'm just not sure if it is a bug or if it should be a request if it's not the one or is it possible at all - I did search the forum through and through but didn't find anything I could recognize as being related to that, well only this https://forum.corona-renderer.com/index.php/topic,3448.msg25271.html#msg25271 sounds quite related due to a similar symptoms (huge ram consumption with no apparent reason) yet the thread is rather old and nobody replied anything there so I decided to ask it here - sorry again :)
Title: Re: Daily builds
Post by: lacilaci on 2014-12-10, 08:50:19
Updated the Material Converter for the latest daily builds, testing would be very appreciated :)
https://forum.corona-renderer.com/index.php/topic,126.msg41990.html#msg41990 (https://forum.corona-renderer.com/index.php/topic,126.msg41990.html#msg41990)

@lacilaci:
Download and install the build, go to Corona Settings F10, About rollout, "Activate license" button, and use the email + code to activate a FairSaas license.

It works now. The problem was that I was on a very slow and unstable connection. And I guess, for that reason i didn't get the pop-up asking for login details but instead the old one asking for activation code. This got me confused and i thought that I should enter the login details some place different and then later when I get back on better connection corona would just verify the licence and activate.

But when I got back home to a finally working internet it showed me the popup for login details right away.
Title: Re: Daily builds
Post by: pokoy on 2014-12-10, 14:36:52
So... finally did some brief testing of IR (db from 2014-12-09), and on production scenes it's ironically the worst IR experience I had so far with Corona. Submitting the issues seems not useful on Mantis, I'd rather like to post it here, mainly because I'd like to see if I'm alone with the issues:

- material editor performance is better when the scene has many materials (200+) but it's still quite slow. Every action has a 2-3 seconds delay, far from workable state imo
- IR doesn't get beyond pre-processing state, instead it loops so when it starts rendering, it immediately goes back to pre-processing. CPU load is always one core, thus never really gets beyond 3% here

As I said, I am getting these issues with 3 production scenes, and they're fairly different. A fresh scene with a small number of object/lights/materials works fine, but that's not the real world scenario.

I am alone seeing this, especially the not functional IR on production scenes?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-10, 15:21:56
- material editor performance is better when the scene has many materials (200+) but it's still quite slow. Every action has a 2-3 seconds delay, far from workable state imo

Others are bugs, but this one just does not make sense. Of course either IR or Material editor will hang. You are doing two renderings at once. That's a nonsense. I think material editor previews should be completely disabled when IR is running. When you are interactively tweaking anything in your scene, then there's no point of looking at the material editor, when you have preview right in the interactive window, which is a lot more accurate since you see how it looks right in the scene, not just on some random shaderball.

Maps thumbnails should still draw, as those are almost free to render, but materials previews themselves should be completely disabled as long as IR is running. Otherwise  both material editor and interactive rendering will suffer from it.

There's currently checkbox to disable material editor rendering when IR is running in IR settings rollout, but it doesn't seem to work :(

As for other problems, if you want to get them resolved very quickly, them be sure to send Ondra the scene.
Title: Re: Daily builds
Post by: pokoy on 2014-12-10, 15:29:19
Of course either IR or Material editor will hang. You are doing two renderings at once. That's a nonsense.

I probably should've specified that this is without any rendering or IR, sorry for not making this clear.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-10, 15:44:34
Of course either IR or Material editor will hang. You are doing two renderings at once. That's a nonsense.

I probably should've specified that this is without any rendering or IR, sorry for not making this clear.

Ohhhhhhhhhhhhhhh, nevermind then. Sorry :)

Anyway...  really, if you can scramble up any scene where the problem is reproducible, that's really the fastest and most efficient way to get things that annoy you fixed.
Title: Re: Daily builds
Post by: pokoy on 2014-12-10, 16:01:48
Of course either IR or Material editor will hang. You are doing two renderings at once. That's a nonsense.

I probably should've specified that this is without any rendering or IR, sorry for not making this clear.

Ohhhhhhhhhhhhhhh, nevermind then. Sorry :)

Anyway...  really, if you can scramble up any scene where the problem is reproducible, that's really the fastest and most efficient way to get things that annoy you fixed.

Yep, I figured that would be best, however I really can't share that particular scene and any other scene I have is not 'massive' enough to trigger the issue.

I guess the other problem with restarting IR should be happening for others since I am seeing it here with every scene so far, that's why I posted this here. For example, I wonder if it has to do with the fact that my PC is a dual CPU machine.
Title: Re: Daily builds
Post by: crowinhand on 2014-12-10, 17:08:37
Hi everyone!

Maybe this bug that i found is not new to you, but i didn't have time to read all the way back to find a post with this issue.
So the problem is in falloff. It works only in diffuse slot :(
What should I do? )))
Title: Re: Daily builds
Post by: Ondra on 2014-12-10, 17:32:18
Hi everyone!

Maybe this bug that i found is not new to you, but i didn't have time to read all the way back to find a post with this issue.
So the problem is in falloff. It works only in diffuse slot :(
What should I do? )))
submit a simple example scene in the bug reporting section ;)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-10, 18:59:35
Yep, I figured that would be best, however I really can't share that particular scene and any other scene I have is not 'massive' enough to trigger the issue.

I guess the other problem with restarting IR should be happening for others since I am seeing it here with every scene so far, that's why I posted this here. For example, I wonder if it has to do with the fact that my PC is a dual CPU machine.

Could you at least try to create synthetic scene of similar complexity? It's difficult if not impossible to hunt those bugs down unless there's a scene to reproduce them.
Title: Re: Daily builds
Post by: t4si on 2014-12-10, 21:41:24
For me the IR is working just fine. Only 1 crash in three different scenes since 3 days. I can live with that for now.

But there is one other ting to suggest. It would be nice to have an option to set time/passes for the IR to stop rendering if there were no changes to the scene/view.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-10, 21:42:21
For me the IR is working just fine. Only 1 crash in three different scenes since 3 days. I can live with that for now.

But there is one other ting to suggest. It would be nice to have an option to set time/passes for the IR to stop rendering if there were no changes to the scene/view.

Yup, that's planned :)
Title: Re: Daily builds
Post by: Dom74 on 2014-12-10, 21:47:55
IR is crashing often for me, when tweaking materials, especially with forest pack pro multi-materials, crash and return to windows.
Title: Re: Daily builds
Post by: snakebox on 2014-12-10, 23:53:25
IR is crashing often for me, when tweaking materials, especially with forest pack pro multi-materials, crash and return to windows.

same here
Title: Re: Daily builds
Post by: pokoy on 2014-12-11, 10:25:19
Yep, I figured that would be best, however I really can't share that particular scene and any other scene I have is not 'massive' enough to trigger the issue.

I guess the other problem with restarting IR should be happening for others since I am seeing it here with every scene so far, that's why I posted this here. For example, I wonder if it has to do with the fact that my PC is a dual CPU machine.

Could you at least try to create synthetic scene of similar complexity? It's difficult if not impossible to hunt those bugs down unless there's a scene to reproduce them.

I think it's actually not necessary - after some more testing it turns out that even on very simple scenes (plane + teapot + light, 1 material) IR freezes every 10 seconds, CPU usage jumps up and down, and it takes anything from 2 to 20 seconds to come back so you can navigate in the scene - unfortunately it's completely unusable here, the only thing I haven't come across yet is crashes like described by others. It just doesn't make sense to bother and create a scene for this as it will fail anyways.

If it's working without problems for others - and it seems it does - then what exactly is going wrong here? Is it related to different hardware setups? I imagine it'll be close to impossible to create a robust IR that works for all people then.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-11, 10:51:48
Yep, I figured that would be best, however I really can't share that particular scene and any other scene I have is not 'massive' enough to trigger the issue.

I guess the other problem with restarting IR should be happening for others since I am seeing it here with every scene so far, that's why I posted this here. For example, I wonder if it has to do with the fact that my PC is a dual CPU machine.

Could you at least try to create synthetic scene of similar complexity? It's difficult if not impossible to hunt those bugs down unless there's a scene to reproduce them.

I think it's actually not necessary - after some more testing it turns out that even on very simple scenes (plane + teapot + light, 1 material) IR freezes every 10 seconds, CPU usage jumps up and down, and it takes anything from 2 to 20 seconds to come back so you can navigate in the scene - unfortunately it's completely unusable here, the only thing I haven't come across yet is crashes like described by others. It just doesn't make sense to bother and create a scene for this as it will fail anyways.

If it's working without problems for others - and it seems it does - then what exactly is going wrong here? Is it related to different hardware setups? I imagine it'll be close to impossible to create a robust IR that works for all people then.

Combination of Hardware, OS and 3ds Max version would be helpful in this case... I've actually got several of such freezes too, but i was never able to reproduce them.
Title: Re: Daily builds
Post by: Dom74 on 2014-12-11, 12:09:12
If this can help, my configuration is :
Win 7 X64 - 3DSMAX 2015 SP2 - CPU I7 3930K - 32 GO ram - 1 Titan / 2 GTX 780 TI
Title: Re: Daily builds
Post by: pokoy on 2014-12-11, 12:20:03
My PC setup:

Dual Xeon E5-2650 v2, 64GB RAM, GeForce GTX770
Win7/64, Max 2014

Btw, I've been testing 2 simple scenes and had no issues... But as soon as there's more geometry and higher polycount IR starts to hang/freeze, up to a point where it doesn't render anymore and loops through pre-processing like I described above. See mantis bug report #671 (https://corona-renderer.com/bugs/view.php?id=671 (https://corona-renderer.com/bugs/view.php?id=671)) for a screengrab of the task manager when this happens.
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-11, 15:12:35
Hi, for me its not only ir, on a complex multi sub object material the 3dsmax crashes or stays not responding when i open or try to render, ive left it for a night to see if it responds and nothing happend, this problem presents on a heavy exterior and also a regular interior scene.
Title: Re: Daily builds
Post by: Alessandro on 2014-12-11, 15:52:02
I've installed 7.2 and the last daily build just now (2014-12-09), we have just finished a job, a boring problematic one, so I could not test it before...

It works fine, licence works fine, go to have some tests and I'll report if I'll find some problems.

Edit: one note, as in previous builds, if you change render resolution and start IR again, it not uses the new resolution. You have to run a render, stop it and then IR will use the new res. It is very boring..
Title: Re: Daily builds
Post by: romullus on 2014-12-11, 16:06:11
Edit: one note, as in previous builds, if you change render resolution and start IR again, it not uses the new resolution. You have to run a render, stop it and then IR will use the new res. It is very boring..
There's no need for such actions anymore. Change resolution of IR on the fly by resizing VFB itself. Whole concept has changed.

BTW, why there's limitation on vertical VFB size? Sometimes i find minimal VFB size still too big for my needs.
Title: Re: Daily builds
Post by: Ondra on 2014-12-11, 16:07:56
because of the side panel
Title: Re: Daily builds
Post by: romullus on 2014-12-11, 16:11:34
Ahh, i shoud've guessed. Is there a way to introduce scroll bars or it'll be too complicated?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-11, 16:15:51
Ahh, i shoud've guessed. Is there a way to introduce scroll bars or it'll be too complicated?

Not really complicated. But quite inconvenient and ugly. Minimal vertical size fits even on the super tiny screens (1366*768 laptop LCDs) so i don't see much of a reason of making it even smaller. If it's because of IR, just run it in a viewport ;)
Title: Re: Daily builds
Post by: romullus on 2014-12-11, 16:31:18
Nevermind then, i can live with it :]

Found two issues with native VFB an IR. If native VFB is chosen and IR is running:
  1. ..live VFB scaling not working.
  2. ..doing repeated sequences of interactive and normal renderings, creates new VFB windows and leaves old ones opened. I can make video if my description is unclear.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-11, 16:32:42
What would be the reason to use native VFB instead of Corona one?
Title: Re: Daily builds
Post by: romullus on 2014-12-11, 16:47:50
I honestly don't know. Just trying to break something and report if i succeed :]
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-11, 17:00:32
I honestly don't know. Just trying to break something and report if i succeed :]

Yes, that's always good. I am just thinking about how many people would be made angry, if option to use native VFB was completely removed and there would be only CoronaVFB. Ondra would have to work out compatibility with VFB+ plugin though...
Title: Re: Daily builds
Post by: DeadClown on 2014-12-11, 17:19:07
Yes, that's always good. I am just thinking about how many people would be made angry, if option to use native VFB was completely removed and there would be only CoronaVFB.

At least me ;) . Don't ever break any fallbacks. There are sometimes reasons (be it a plugin like vfb+ or deadline or backburner or pipeline dependent tools for the standard vfb or whatever) to use the Standard framebuffer.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-11, 17:30:27
Yes, that's always good. I am just thinking about how many people would be made angry, if option to use native VFB was completely removed and there would be only CoronaVFB.

At least me ;) . Don't ever break any fallbacks. There are sometimes reasons (be it a plugin like vfb+ or deadline or backburner or pipeline dependent tools for the standard vfb or whatever) to use the Standard framebuffer.

If you always keep legacy, you may end up like Vray, or worse, like Mental Ray. There should be done clean up every once in a while, but result should never be worse than previous state. Here i am thinking just about removing possibility to select it in UI, but it would not be completely gone, so network rendering managers could still use it. Right now, it would make most sense to simply move the entire dropdown menu into devel/debug settings, and make some trigger which would activate it in case VFB+ is installed.

Of course this can only happen when there's nothing that native VFB can do but CoronaVFB not, which is not the case yet, but hopefully will be soon.
Title: Re: Daily builds
Post by: form on 2014-12-12, 01:34:25
DR question, apologies if its been covered.
I installed the latest build 12-09 - My dr nodes are reporting licence not present in the maxlog, render aborts, how do you fix this?
Thanks
Title: Re: Daily builds
Post by: snakebox on 2014-12-12, 02:42:12
DR question, apologies if its been covered.
I installed the latest build 12-09 - My dr nodes are reporting licence not present in the maxlog, render aborts, how do you fix this?
Thanks

you have install the latest build, start max and activate the license if you haven't
Title: Re: Daily builds
Post by: snakebox on 2014-12-12, 02:56:14
any chance the other max versions will be uploaded today?  Really badly need that Deadline fix :?
Title: Re: Daily builds
Post by: form on 2014-12-12, 03:05:15
Quote
you have install the latest build, start max and activate the license if you haven't

I've done that, both can render (tested in max after activating). open drserver on them, receives scene, fires max and then closed loopback connection
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 10:28:01
to activate licence without starting 3dsmax:

create a file %LOCALAPPDATA%/CoronaCorenderer/CoronaActivation.txt

whit contents:

email:password
Title: Re: Daily builds
Post by: antanas on 2014-12-12, 14:19:56
My PC setup:

Dual Xeon E5-2650 v2, 64GB RAM, GeForce GTX770
Win7/64, Max 2014

Btw, I've been testing 2 simple scenes and had no issues... But as soon as there's more geometry and higher polycount IR starts to hang/freeze, up to a point where it doesn't render anymore and loops through pre-processing like I described above. See mantis bug report #671 (https://corona-renderer.com/bugs/view.php?id=671 (https://corona-renderer.com/bugs/view.php?id=671)) for a screengrab of the task manager when this happens.

Hi maybe it's a stupid suggestion but could it be max autosave in action ? it usually kicks in in quite inappropriate moments (why couldn't autodesk made some mouse activity dependant one is a good question) at least for me I'ts the real showstopper when using interactive especially on some geometry heavy scenes and especially when those are populated by many forestpack/railclone/multiscatter objects. Plus if you use railclone, check this http://forum.itoosoft.com/index.php?topic=2606.0 - quite a nasty issue/behaviour which can lead to some quite unpredictable results when rendering using Corona or something else which isn't v-ray, thankfully it's partially fixed in 2.4.1 beta and that's not some my own case specific issue, as most of their standard library objects use material id operator too ...
Title: Re: Daily builds
Post by: pokoy on 2014-12-12, 14:33:46
Hi maybe it's a stupid suggestion but could it be max autosave in action ? it usually kicks in in quite inappropriate moments (why couldn't autodesk made some mouse activity dependant one is a good question) at least for me I'ts the real showstopper when using interactive especially on some geometry heavy scenes and especially when those are populated by many forestpack/railclone/multiscatter objects. Plus if you use railclone, check this http://forum.itoosoft.com/index.php?topic=2606.0 - quite a nasty issue/behaviour which can lead to some quite unpredictable results when rendering using Corona or something else which isn't v-ray, thankfully it's partially fixed in 2.4.1 beta and that's not some my own case specific issue, as most of their standard library objects use material id operator too ...

No, not the case unfortunately, and it wasn't an issue with the older build for me where auto-save kicked in, did its job and IR just continued. Also not using RailClone nor any other plugins, no complicated modifier stacks, very simple materials. It happens just after the launch of IR and is really not related to auto-save as far as I can see.

I guess it's one of the rare cases where it's difficult to pinpoint the exact reason. Hope it'll be resolved, after all it worked way better with earlier builds for me.

Anyways, great job from the dev team in general, regardless of IR this engine already saved me tons of time and made some things possible that I wasn't able to get right before. Lots of happy pixels! ;)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-12, 14:35:22
Hi maybe it's a stupid suggestion but could it be max autosave in action ? it usually kicks in in quite inappropriate moments (why couldn't autodesk made some mouse activity dependant one is a good question) at least for me I'ts the real showstopper when using interactive especially on some geometry heavy scenes and especially when those are populated by many forestpack/railclone/multiscatter objects. Plus if you use railclone, check this http://forum.itoosoft.com/index.php?topic=2606.0 - quite a nasty issue/behaviour which can lead to some quite unpredictable results when rendering using Corona or something else which isn't v-ray, thankfully it's partially fixed in 2.4.1 beta and that's not some my own case specific issue, as most of their standard library objects use material id operator too ...

No, not the case unfortunately, and it wasn't an issue with the older build for me where auto-save kicked in, did its job and IR just continued. Also not using RailClone nor any other plugins, no complicated modifier stacks, very simple materials. It happens just after the launch of IR and is really not related to auto-save as far as I can see.

I guess it's one of the rare cases where it's difficult to pinpoint the exact reason. Hope it'll be resolved, after all it worked way better with earlier builds for me.

Anyways, great job from the dev team in general, regardless of IR this engine already saved me tons of time and made some things possible that I wasn't able to get right before. Lots of happy pixels! ;)

You should contact Keymaster. He will be able to set up a remote debugging session with you and see whats going wrong right on your computer. It would be really great to get these rare bugs squished ;)
Title: Re: Daily builds
Post by: snakebox on 2014-12-12, 14:39:07
@keymaster Is it possible that the "computing secondary GI" is broken in the latest build from the 12th?  I just installed it on a super heavy and unstable scene.

2014-12-12 build doesn't generate any Rays/s like 8 or 25 and hangs.. sits there pretending to do something but I can't stop it and close the render dialog. Have force kill max.

Just went back to the 2014-12-09 build... instantly found more than 1mill rays/s and is building the secondary GI as I am typing this.  (how ever deadline is broken in this build).
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 15:00:03
Do you have HD or UHD cache selected? Try selecting HD. I am doing some changes in UHD right now
Title: Re: Daily builds
Post by: snakebox on 2014-12-12, 15:03:17
Do you have HD or UHD cache selected? Try selecting HD. I am doing some changes in UHD right now

That may be it.. been using UHD since it was added. So much cleaner for most jobs.
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 15:11:43
really? Do you have some specific comparisons? I didnt thought it was ready for testing, but if it is already better, I would like to see where ;)
Title: Re: Daily builds
Post by: snakebox on 2014-12-12, 15:14:16
really? Do you have some specific comparisons? I didnt thought it was ready for testing, but if it is already better, I would like to see where ;)

well maybe it's not? I guess I was really just assuming that the changes to the Direct Light and the static noise was part of the new UHD? But is this not the case? Would I get these things with the "old" too ?
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 15:17:15
no, you will get the static noise/direct light changes with ALL gi methods
Title: Re: Daily builds
Post by: snakebox on 2014-12-12, 15:18:14
no, you will get the static noise/direct light changes with ALL gi methods

excellent! my bad then! may I ask what is "new" about the UHD then? just out of curiosity.  Btw I will test the latest build again on the same scene, using the old HD
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-12, 15:18:58
no, you will get the static noise/direct light changes with ALL gi methods

excellent! my bad then! may I ask what is "new" about the UHD then? just out of curiosity.  Btw I will test the latest build again on the same scene, using the old HD

Pretty much nothing... It should be identical to HDcache at the moment.
Title: Re: Daily builds
Post by: lacilaci on 2014-12-12, 15:21:58
UHD cache is not working for me either on latest build(12.12.) HDcache works fine.
Title: Re: Daily builds
Post by: Alessandro on 2014-12-12, 16:04:44
There's no need for such actions anymore. Change resolution of IR on the fly by resizing VFB itself. Whole concept has changed.

Thanks Romullus, now I understand some other posts from Cecofuli.
I think it's not a great idea to work in this way. It's wonderfull the capability to change resolution just resizing VFB, very quik vay to work, but it's so bad to loose the aspect ratio defined in render setting. We do a lot on render for industrial photography and it's a must to respect certain size/aspect, so this new way to freely resize the VFB is actually not good for me. I have the same problem I had before, to modify VFB resolution and mantain the aspect ratio I must to set the new resolution in render setting, start and stop a render and then restart IR.
Any options to modify this?

Edit: maybe a flag in VFB or just behind IR button to lock aspect ratio during VFB resizing should be a great gift for the new year ;)
Title: Re: Daily builds
Post by: pokoy on 2014-12-12, 16:52:43
So, for anyone interested in the IR loop that I'm seeing, I have created a test scene which reproduces the behavior here:

https://corona-renderer.com/bugs/view.php?id=671 (https://corona-renderer.com/bugs/view.php?id=671)

Have a look in the notes, there's a link to the file. Not sure why it shows '0000018:0000009,5' in there, it's meant to be '9,5' in case you wonder.

I'd be interested to see if anyone else can reproduce it. For me it'll always fail once poly count for the rendered content exceeds ~10 mills polys, regardless of object count, lights, materials etc.
Title: Re: Daily builds
Post by: romullus on 2014-12-12, 17:11:06
Created teapot with 16M faces and got same sympthoms as you described.
Title: Re: Daily builds
Post by: Juraj on 2014-12-12, 17:17:13
Is DB working and stable again right now ?
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 17:26:23
it should be much more stable than last daily (19.10.)
Title: Re: Daily builds
Post by: Juraj on 2014-12-12, 17:33:13
Same idiotic mistake I did with you on FB, sorry, DR. I don't know why I keep writting DB for whatever reason :/

Distributed rendering, as my life hangs on it :- ).
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 17:35:57
Corona DR is now working, and should work the same as in 19.10. UHD cache might not be working, so you should switch manually to HD cache if UHD is selected
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 17:48:31
I will make a build with HD cache selected by default, that will be probably the best solution
Title: Re: Daily builds
Post by: Ondra on 2014-12-12, 18:31:28
New daily build is up, HD cache is back by default, while UHD is being worked on
Title: Re: Daily builds
Post by: pokoy on 2014-12-12, 18:32:29
Created teapot with 16M faces and got same sympthoms as you described.

Thanks for checking! Good to know it's reproducible for others so it can be fixed in the end.
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-13, 23:52:12
Round one error, after convert vray material to corona and sometimes a vray normal map its applied corona render crashes 3dsmax, solution: temporarily assign your primary render as standard, change vray normal map to corona map and then assign corona render again, hope this solves some issues, thins only happens with new daily build
Title: Re: Daily builds
Post by: cecofuli on 2014-12-14, 15:43:44
Ondra, what's the real difference between HD and UHD?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2014-12-14, 15:56:23
Ondra, what's the real difference between HD and UHD?

None at the moment. It's under development, so UHD cache option is currently there for Ondra, not for testing. ;)
Title: Re: Daily builds
Post by: romullus on 2014-12-16, 17:04:34
Keymaster, could you swap HD and UHD in secondary solver, so HD would be #3 and UHD - #4. Whenever i open old scene with HD Cache as sec. solver, it gets replaced with UHD Cache and in december 12 build UHD is totally broken.
Title: Re: Daily builds
Post by: Ondra on 2014-12-16, 20:12:49
try newer build, UHD is working and is no longer default

edit: maybe I should make the newer build first :D
Title: Re: Daily builds
Post by: snakebox on 2014-12-17, 00:48:58
try newer build, UHD is working and is no longer default

edit: maybe I should make the newer build first :D

So when you say working, does that mean we should test it ? and if so, what's different about it? Aka what are we looking for when testing it?
Title: Re: Daily builds
Post by: Ondra on 2014-12-17, 01:33:40
do not test it yet, focus on the interactive and scene parsing instead ;)
Title: Re: Daily builds
Post by: snakebox on 2014-12-17, 01:36:24
do not test it yet, focus on the interactive and scene parsing instead ;)

Alright, will do.
Title: Re: Daily builds
Post by: Alessandro on 2014-12-17, 09:41:57
During HD computing there is no preview. Btw, previz flag is active ;)
Title: Re: Daily builds
Post by: pokoy on 2014-12-17, 15:08:42
do not test it yet, focus on the interactive and scene parsing instead ;)

Getting the same IR pre-processing loop problems as described above with the latest db (2014-12-16).

Edit:
Material editor speed with large scenes has improved in the latest both db when compared to the older ones from October - that's great. It's still not as fast as I'd like it to be but it's definitely back to workable again.
Title: Re: Daily builds
Post by: form on 2014-12-17, 16:32:19
Is there a way to limit the interactive render to only the safe frames?
Title: Re: Daily builds
Post by: antanas on 2014-12-17, 16:50:27
IR is starting waaay too long when some forest pack objects are present - it takes about 5-10min (sometimes longer) to start compared to some 10-30sec. for a regular render, maybe that's not IR's fault at all but instead some forestpack's pre render scene optimizations just going mad, not knowing what some sort of Ir is enabled, and Ir just follows constantly restarting, reparsing but still starting at some point. Or at least that is so in my case, at first I even thought it just crashed, frustrated I went to smoke, came back just to see it hasn't and Ir renders fine. Testing again proved it to be repeatable, and while starting IR, the closer camera is to FP objects (some free, converted, laubwerk trees in my case) the worse it gets so probably that's some of FP's optimizations getting in the way.
 EDIT:
  tried IR with some regular FP's preset grasses and stones - no such delay, it seems that problem lies in FP+Laubwerk's trees+IR as those trees are not just some meshes but some sort of procedural geometry which in turn does some pre render optimizations
 EDIT 2: 100% sure it was those trees cause if imported via laubwerks library browser, converted to mesh and then scattered by Forest Pack, same one where those original ones were used(so same settings same amount) there is no issues with starting IR at all so anyone interested just be aware of that.
 Maybe it's a common knowledge (those trees need to be converted) which I wasn't aware of, for somehow I never used laubwerk trees a single time before today... 
Title: Re: Daily builds
Post by: Ondra on 2014-12-18, 18:04:33
Today - UHD cache. Stay tuned.
Title: Re: Daily builds
Post by: juang3d on 2014-12-18, 18:13:42
Great!

Explain main advantages of UHD when it's ready in daily please (like 10000% Render speed gain and such things hehehe )

Cheers!

EDIT: Typo provoqued by answering from the phone :P ITS = UHD
Title: Re: Daily builds
Post by: Ondra on 2014-12-18, 21:02:13
the build is up. Please test it in animations rendering, it should not flicker. No changing of settings should be necessary.

FAQ: explanation of UHD cache, how to set it up, how it works, what the parameters mean: Press F9 as always.
Title: Re: Daily builds
Post by: juang3d on 2014-12-18, 23:25:43
haha!

Ok, I'll update everything now, I just finished another animation :)

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2014-12-18, 23:30:10
Can you make a 2015 legacy build please? (no hurry, I won't render anything up to the next week)

EDIT: I still don't have my password but I've been checking the GUI and there were two things I noticed:

1.- I can select UHD as primary engine, I suppose that you will remove it as you did with HD Cache, or does UHD has some advantage as primary over path tracing?

2.- You say that the accuracy controls of UHD will be probably removed because there is no need to adjust, will they be removed also from HD Cache, in the case they wont, why are not necessary in UHD and they are needed in HD CAche?

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-12-19, 02:10:12
legacy 2015: please remind me tomorrow ;)

UHD as primary: it is for debugging only

HD cache: will be probably removed entirely in the future.
Title: Re: Daily builds
Post by: lacilaci on 2014-12-19, 08:19:47
Sooo..

When rendering a full frame, UHD seems to have little less success rate but almost double the records.. (attachment pic 1)

However, when rendering crop region then the difference is much bigger. UHD has double the records and less than half the success rate of hdcache and also rendering is notably slower. (second attachment image)

is this expected behavior or just buggy when rendering region?
Title: Re: Daily builds
Post by: Ondra on 2014-12-19, 10:11:18
the difference in the first image is fine, since the precomp time is the same, even with larger number of records. But I will have to do something about the second image.
Title: Re: Daily builds
Post by: snakebox on 2014-12-19, 10:50:45
So should we still wait with using UHD cache for now? sounds like some more big changes are coming very soon.
Title: Re: Daily builds
Post by: juang3d on 2014-12-19, 10:58:28
My first UHD cache shows some flicker, I'm rendering the same with HD Cache and post the results.

Cheers.

EDiT: in fact there is flicker in UHD and there is no flicker in HD, bear in mind that I have raised the HD configuration for my project, I'm preparing it for posting.

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2014-12-19, 11:42:50
Here is the comparison, notice also the render times.
How can I include the attachment in line?

Cheers!

Title: Re: Daily builds
Post by: zouhair_psi on 2014-12-19, 14:11:43
Hi , i download the build 19/12/2014 and i have to bay a licence...

i dont understand
Title: Re: Daily builds
Post by: romullus on 2014-12-19, 14:47:53
Daily builds are for beta testers only. You are free to install and use Corona alpha v7.2, though: https://corona-renderer.com/blog/alpha-v7-2/
Title: Re: Daily builds
Post by: zouhair_psi on 2014-12-19, 14:50:30
i am a beta tester
Title: Re: Daily builds
Post by: pokoy on 2014-12-19, 14:54:50
i am a beta tester

You probably have received an email with login data (email and password, NOT the one you're using on the forums).
Title: Re: Daily builds
Post by: form on 2014-12-19, 21:09:32
Is there a way to limit the interactive render to only the safe frames?

anyone know if its possible to limit interactive render to safe frames?
Title: Re: Daily builds
Post by: Dollmaker on 2014-12-20, 14:01:34
After using Corona for a long time I have finally sent E-mail requesting access :)
Title: Re: Daily builds
Post by: kregred on 2014-12-20, 14:52:42
the build is up. Please test it in animations rendering, it should not flicker. No changing of settings should be necessary.
Tried UHD cache on the current animation. Flash - it's not a flicker )
Title: Re: Daily builds
Post by: Ondra on 2014-12-20, 15:04:25
Nice :D Can you send the scene?

I am currently working on improving the cache further, since I found some scenes where it flicker. Expect updated version this weekend... plus a surprise :D
Title: Re: Daily builds
Post by: kregred on 2014-12-20, 15:18:03
The scene is yet at setup stage, that's only a test render. I'm still preparing the geometry and materials, they aren't final yet. Do you need it at current stage, or when I finish?
Title: Re: Daily builds
Post by: The Pixel Artist on 2014-12-20, 17:26:02
KM, what's the preferred method for submitting bugs/issues?  Through Mantis, this thread, or both?
(just submitted a couple through Mantis)
Title: Re: Daily builds
Post by: Ondra on 2014-12-20, 17:41:02
mantis
Title: Re: Daily builds
Post by: juang3d on 2014-12-20, 18:11:23
What do you think about the flicker in my scene Keymaster?

Bear in mind that my scene is lit basically with indirect light, there is no direct lights and there is no sun in the sky, so the liught comes from the sky, nothing more.

Cheers.
Title: Re: Daily builds
Post by: The Pixel Artist on 2014-12-20, 18:13:24
mantis

Will do, thanks!

How about the ACM converter, you officially support it now, right?  Should it's bugs/issues be reported though Mantis or in the main ACM thread?
Title: Re: Daily builds
Post by: Ondra on 2014-12-20, 18:17:23
in the ACM thread, because it is being developed by Deadclown
Title: Re: Daily builds
Post by: snakebox on 2014-12-20, 18:25:38
Nice :D Can you send the scene?

I am currently working on improving the cache further, since I found some scenes where it flicker. Expect updated version this weekend... plus a surprise :D

Oh... It is xmas soon!  I <3 surprises :D
Title: Re: Daily builds
Post by: The Pixel Artist on 2014-12-20, 19:27:26
KM, when you get a change (I know you must be incredibly busy) could you maybe update the daily build changelog?  If so, thanks!

Also, does anyone know what the most stable/usable build has been since the 7.1 release?
Title: Re: Daily builds
Post by: juang3d on 2014-12-20, 19:54:15
BTW Keymaster you told me to remind you about the legacy build for 2015, but I can wait until your next build with the surprise :)

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-12-20, 23:06:53
Uploaded new daily build - the UHD cache changed slightly. Try resetting all settings (this is crucial if you used previous build!!!) and rendering the problematic animations.
Title: Re: Daily builds
Post by: juang3d on 2014-12-20, 23:28:04
Testing as we speak, will post results soon.

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2014-12-20, 23:33:58
I would be grateful for any scene with flickering UHD cache, so I can add it to my testset
Title: Re: Daily builds
Post by: juang3d on 2014-12-20, 23:52:08
I'm prepairing the results to upload them, but here are my first impressions:

UHD works great, no flicker at all in my test, BUT I noticed a serious increase in render times, so it went from 46 secs per frame to 1 minute 4 secs per frame, this does 20 seconds more, I'm not sure if this is just due to precomputation time or due to render time, in this case precomp time for the last frame was 39 seconds while render time was 19 seconds (plus other things like parsing and Geometry it is 1 minute 4 seconds) so maybe is due to precomp time.

Cheers!

P.S.: BTW what is the surprise? :)


EDIT: Another thing I notice is more noise :S
Title: Re: Daily builds
Post by: juang3d on 2014-12-20, 23:57:29
Here is the GIF.

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2014-12-21, 00:08:07
Mmmh... the noise thing may be my fault because the settings, I'm re-rendering the test.

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2014-12-21, 00:21:52
Yes, I can confirm the extra-noise was due to my settings, BUT the render time went higher again, this time the rendertime was 1:21 per frame against 46secs per frame, it's a BIG render time increase.

Cheers

EDIT: I don't knwo why the gif is not being animated :P
Title: Re: Daily builds
Post by: Ondra on 2014-12-21, 01:00:12
great, so it is not flickering anymore, but the precomp is longer... it will work fine with lower settings for stills. Maybe I will put in an "animation" checkbox that will increase the settings for animations

edit: of course I would like more tests and some animated camera/geometry :D
Title: Re: Daily builds
Post by: juang3d on 2014-12-21, 09:09:38
I have other parts of this video with the camera moving, but with HD Cache I did no saw any flicker, the main flicker was in regions like that one, no matter if the camera or an object was moving.

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2014-12-21, 11:09:06
Ok, now the surprise. I am trying out a new UI concept. The problem with existing renderer UI is that there are too many rollouts, that take up 1/3 - 1/2 of the render settings space, even though they are collapsed:
(http://i.imgur.com/PjlRD8d.png)(http://i.imgur.com/0X5N1t3.png)
Some of the rollouts get buried in the collapsed ones, their order can change by accient, ... I always spend time searching for the right one, since I dont know where it is, and if it is collapsed or not. Unfortunately 3dsmax does not offer much in a way of different solutions, and number of rollouts cannot be decreased. But I got an idea for (relatively) simple solution:

(http://i.imgur.com/vxkytz3.png)
I've added an "index" rollout, that can show/hide other rollouts. When you click a button, rollout appears, when you click again, it disappears. This way unneeded tabs are hidden, and the UI stays clean. Plus you always know where the tab you are searching for is. Today it will be added in the daily builds. What do you think?
Title: Re: Daily builds
Post by: romullus on 2014-12-21, 11:41:13
Wow! That is an excellent idea! There's a couple tabs that i've never used at all - now i can get rid of them. Cool!
Title: Re: Daily builds
Post by: pokoy on 2014-12-21, 11:57:01
Yes, good idea actually.

On a sidenote, the above mentioned update to the changelog would be REALLY great. If you think about it, it can't take that much time on your side and will probably save 20x the time when you consider how much time testers spend figuring things out by themselves.
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-21, 12:15:29
Good idea! I like this "index" rollout
Title: Re: Daily builds
Post by: maru on 2014-12-21, 12:34:42
Cool. But I think it may be hard for new users. Or if you're not very familiar with Corona settings, you can forget which setting you changed and have problems looking for it.

Maybe "show all" button?
Title: Re: Daily builds
Post by: snakebox on 2014-12-21, 12:50:40
Cool. But I think it may be hard for new users. Or if you're not very familiar with Corona settings, you can forget which setting you changed and have problems looking for it.

Maybe "show all" button?

@keymaster yes please! looks awesome! as long as things open and close super fast and there is no delay... everyone haaate UI delay.  It would work in a very similar way (sort of) as nodes and properties work in Nuke.

@Maru like with everything if the new users have never used corona with the current UI, they won't know any better, and a simple manual / I think most people will get it once the click on the first tab.  I could be wrong, but I highly doubt the people using renders these days, don't click on everything anyway :p
Title: Re: Daily builds
Post by: Siahpoosh on 2014-12-21, 12:54:16
good idea keymaster ,
Title: Re: Daily builds
Post by: lacilaci on 2014-12-21, 14:37:27
Cool. But I think it may be hard for new users. Or if you're not very familiar with Corona settings, you can forget which setting you changed and have problems looking for it.

Maybe "show all" button?

I'm thinking the same. A completely new user to corona might not be able to appreciate this concept. It looks like a good idea, but I guess only time will tell.
Title: Re: Daily builds
Post by: antanas on 2014-12-21, 14:45:07
Well I mostly select the needed rollout by rightclicking and selecting the one I need, but this new ui can be less cumbersome for sure, still as maru suggested some sort of "show all" button would be welcome or maybe it can be some sort of basic/advanced mode switch/selector.
Title: Re: Daily builds
Post by: juang3d on 2014-12-21, 20:25:08
@Kyemaster
I really like the idea, if I',m right Thikbox Krakatoa has a similar workflow, not exactly the same, but a similar idea to organize the tons and tons of features it has.

IMHO a very elegant and useful solution :)

Cheers!
Title: Re: Daily builds
Post by: romullus on 2014-12-21, 21:49:37
Testing new UI, so far i like it.
Found that UI type selector is redundant now and do nothing. Shouldn't it be removed?

Edit: if Secondary Solver is set to HD or UHD and according tab is set to show, changing Sec. Solver to PT or none and back to HD (UHD), according tab becomes hided. IMHO it'd be better if it remember its state.

Edit 2: tabs state is stored with scene file - that's good, but it resets to default on max start ar reset - that's bad.
Title: Re: Daily builds
Post by: The Pixel Artist on 2014-12-22, 01:53:54
I too really like the new UI!!  Very nice!  I would also agree with Romullus' last post comments.

Currently really testing out the new Interactive mode and WOW it's truly amazing!  Having so much fun with it!  By far the best interactive render implementation I've seen yet!  Thea's may still be a bit better in few small ways (like the sketchup implementation you can make the main window interactive and even still work directly in it!).  But, overall, Corona's is far more powerful and feature complete!  I just can't believe you'd doing all this with only the CPU!  Amazing!

FYI, so far so good for the new build, nothing major so far.  A few "weird behavior" things but still exploring them.

Also, I've never noticed this up til now but I see Corona is having the same issue many other renderer do with smooth faceted curves/sphere (edge termination, or whatever it's called).  I know the Maxwell/Thea/Fry engines have been able to solve this.  Is this a new issue? (see attached leaf image)
Title: Re: Daily builds
Post by: xt13r on 2014-12-22, 08:09:24
Wow. New UI is very useful!
But why not make it on the top? why is it on the bottom? it always moves down when i click on the buttons to show menus. And on the top it will be always on the same place, or not?
Title: Re: Daily builds
Post by: Polymax on 2014-12-22, 10:55:25
Good idea! Very useful. (About UI). But gamma is very necessary(ю
UHD Test with dynamic obj and cam here:
. No flicks.
Title: Re: Daily builds
Post by: Ondra on 2014-12-22, 11:32:42
Wow. New UI is very useful!
But why not make it on the top? why is it on the bottom? it always moves down when i click on the buttons to show menus. And on the top it will be always on the same place, or not?
Unfortunately it cannot be made always on top/always opened/always visible, because of the limitations of the 3dsmax rollout system. I will try to look what can be improved, but the chances are slim. However if you once move it to the top, it stays there, even when you close and open 3dsmax again.
Title: Re: Daily builds
Post by: snakebox on 2014-12-22, 12:37:40
I ran some tests and the new UHD is very impressive and stable.. no need to pre-calculate the cache either, just render each frame and perfect!

There are some other... probably unrelated things though.. like noise through refraction is really really bad. Like I haven't even had the patience to let it run for long enough to be clean, which is interesting for animation.  This how ever happens only where there is light through refractions, the walls next to are clean nearly instantly.

Anyway I will try and upload some tests tomorrow. overall looking really good.
Title: Re: Daily builds
Post by: Ondra on 2014-12-22, 12:45:02
great, when you do the comparisons, please also include HD cache for the "noise through refractions" example
Title: Re: Daily builds
Post by: zouhair_psi on 2014-12-22, 14:20:30
Hi, when I select low memory,  I can render only the background even if there's geometry in the scene.
also I notice when I deselect precise et high quality the render become faster and less noisy.
Title: Re: Daily builds
Post by: Ondra on 2014-12-22, 15:36:50
Hi, when I select low memory,  I can render only the background even if there's geometry in the scene.
also I notice when I deselect precise et high quality the render become faster and less noisy.

There is currently bug in low-mem. If you deselect precise, then faster, but possibly problematic embree kernels will be used. They can cause light leaks sometimes, so they are not selected by default.
Title: Re: Daily builds
Post by: ecximer on 2014-12-22, 15:50:51
Still I have a sentence: to add Albedo channel to interactive rendering for faster adjustment.
Title: Re: Daily builds
Post by: antanas on 2014-12-22, 16:29:55
Still I have a sentence: to add Albedo channel to interactive rendering for faster adjustment.

Yeah, that, most surely, would be quite handy to have.
Title: Re: Daily builds
Post by: ecximer on 2014-12-22, 16:58:43
and more: automatically switch off "auto backup maxfile", if "interactive rendering" is running.
Title: Re: Daily builds
Post by: kregred on 2014-12-24, 14:34:32
Build timestamp: Dec 21 2014
Before resseting the settings there was strong flickering. But after setting reset everything is okay.
Did you do any speed optimizations in the latest build? It's 40% faster with same settings.
p.s. The flashes on the right are from animated lamp
Title: Re: Daily builds
Post by: Ondra on 2014-12-24, 14:58:01
cool!
Title: Re: Daily builds
Post by: maru on 2014-12-24, 16:33:13
Christmas gift from me. ;)

There are some differences, for example UHD one looks slightly darker and is more noisy. There is also more single bright pixels on the block wall with UHD (like very weak fireflies). Why is MSI in UHD settings different than the one in general settings?

What's the relation between UHD's sampling quality and HD's quality? (forgot the name - in UHD it's 512 and in HD it's 256, should it be the same to have good comparison?)

UHD rendering was slightly slower.

In the zip file there are two images in original quality + indirect passes + vfb screens.
Title: Re: Daily builds
Post by: Ondra on 2014-12-24, 22:56:36
Christmas gift from me. ;)

There are some differences, for example UHD one looks slightly darker and is more noisy. There is also more single bright pixels on the block wall with UHD (like very weak fireflies). Why is MSI in UHD settings different than the one in general settings?

What's the relation between UHD's sampling quality and HD's quality? (forgot the name - in UHD it's 512 and in HD it's 256, should it be the same to have good comparison?)

UHD rendering was slightly slower.

In the zip file there are two images in original quality + indirect passes + vfb screens.
Hi, have you tried animating it?

About the parameters:
MSI: I should REALLY rename it (or remove it). It is somewhat similar, but also very different - nothing gets clamped in UHD, but sampled more instead.
Record quality: it has higher defaults to make it not flicker in animations. All the parameters are set for animation and should render animations without flickering. I will probably hide them later, keep just one (max error), and put "previz/stills vs. animation" switch there.
Title: Re: Daily builds
Post by: Ondra on 2014-12-26, 02:40:31
new  build is up: https://forum.corona-renderer.com/index.php/topic,942.msg43423.html#new
Title: Re: Daily builds
Post by: ecximer on 2014-12-26, 09:47:23
"size" works not correctly.
Lights are scaled not locally, and is global.
User "sample type" work too not correct.
Title: Re: Daily builds
Post by: Ondra on 2014-12-26, 12:07:13
"size" works not correctly.
Lights are scaled not locally, and is global.
User "sample type" work too not correct.
fixed
Title: Re: Daily builds
Post by: Ondra on 2014-12-29, 01:12:59
New build with some DR improvements is out, please try it if you are using DR for your work
Title: Re: Daily builds
Post by: Christa Noel on 2014-12-29, 04:21:57
hello, I'm the one (chris***oel.20@hotmail.com) who request an activation code twice. it is fixed now, I'm sorry for the inconvenience.
using new DR build dec29th. I cannot use DR at all. always closed loopback connection.
still cannot use search-LAN with network connection like this https://forum.corona-renderer.com/index.php/topic,6225.msg42614.html#msg42614. because with 2 network connection, it accelerate the communication between slave to master in the case of having very large network in the office. I think this thread https://forum.corona-renderer.com/index.php/topic,6218.msg42384.html#msg42384 is a case that many big company had in it.

Thanx
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-29, 16:04:11
Dr doesnt work on any computer here, closed loopback connection, it doesnt matter if its a big or a small scene, if the bitmaps are local or map network drive, it just doesnt work at all, any tips?
Title: Re: Daily builds
Post by: Ondra on 2014-12-29, 17:07:11
I just tested the build, and it works here - are you sure that you properly updated EVERYTHING? That is, corona on master computer, corona on slave computers, and DrServer.exe?
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-29, 17:38:41
Yes, im really sure, ive updated the master and the slaves with las build of corona render and dr server, here as image
Title: Re: Daily builds
Post by: Ondra on 2014-12-29, 17:42:52
ok, can you also post maxlog.txt from the drserver folder?
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-29, 18:31:47
of course, here it is, it seems like a license error but the license is active



Title: Re: Daily builds
Post by: Ondra on 2014-12-29, 19:05:09
ok, that is definitely a licence error - by any chance, are you running 3dsmax as administrator, but not DR server, or vice versa? Try creating the file suggested in the error message.
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-29, 20:57:50
yes im running dr server as administrator because if i run it normal i get this error (on every machine) 3dsmax is running normal
Title: Re: Daily builds
Post by: davius on 2014-12-29, 21:27:25
Wow!! Impossible to keep up in this Holliday Season! Has the render settings UI changed back? I kinda liked the new (now scrapped) way it was working, with creation and destruction of rollouts.
Title: Re: Daily builds
Post by: Ondra on 2014-12-29, 22:00:38
Wow!! Impossible to keep up in this Holliday Season! Has the render settings UI changed back? I kinda liked the new (now scrapped) way it was working, with creation and destruction of rollouts.
it still works like this
Title: Re: Daily builds
Post by: Ondra on 2014-12-29, 22:01:48
yes im running dr server as administrator because if i run it normal i get this error (on every machine) 3dsmax is running normal
try running 3dsmax as administrator also - does it still have a licence?

BTW: Did some other recent build (one before the DR change, e.g. 2014-12-27) work?

Title: Re: Daily builds
Post by: VASLAVO on 2014-12-30, 02:42:06
tried the 3dsmax as administrator and no license, abou the older version i was away for holidays and havent test them, ill try that tomorrow.
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-30, 18:38:53
hi guys, also want to report that if you have a vraynormal map on your material by mistake or it hasnt been converted this latest build crashes max if you try o render or if you pick the material on the material editor.
Title: Re: Daily builds
Post by: Ondra on 2014-12-30, 18:49:42
please, please, PLEASE use the bug reporting section or mantis for bugs, crashes, etc...

about the DR/licencing: I will need to rethink how the licence is stored...  unfortunately windows are REALLY badly designed when UAC/non-admin accounts are used :/
Title: Re: Daily builds
Post by: davius on 2014-12-30, 23:11:11
Wow!! Impossible to keep up in this Holliday Season! Has the render settings UI changed back? I kinda liked the new (now scrapped) way it was working, with creation and destruction of rollouts.
it still works like this

Strange... I updated from the last build available (Build timestamp: Dec 29 2014 00:31:37) and this method was gone. I re-downloaded and now it's back again. Odd.

Can I give a suggestion? Would it be possible to implement a #mapamountBump spinner but for the displacement (as exists on every other render engine)? I know you have a better level of control of displacement on Corona (with the Min and Max levels) but it's not the same thing. Having it would help keep consistency on Max's Materials.

Cheers!
Title: Re: Daily builds
Post by: VASLAVO on 2014-12-31, 00:20:43
sorry keymaster, about dr license, im the administrator of my pc and 2 more other with the account as administrator and evereything so anything that is run on he pc it supposed to be as an administrator account, also i dont have on that machines other user accounts so im not very clear about this, i made a test with 3dsmax as administrator, activated a license again as an administrator on that machine an use it as dr server and it worked but doesnt read the textures as the old release and the textures are stored local on every machine, heres and image, i hope it helps.
Title: Re: Daily builds
Post by: Ondra on 2014-12-31, 17:04:34
(http://i.imgur.com/2DS1vJh.png)
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-31, 19:59:22
A little comparing between A7.2 and DB 29/12/14
Happy New Year for everyone!
Title: Re: Daily builds
Post by: nehale on 2014-12-31, 20:14:41
A little comparing between A7.2 and DB 29/15/14
Happy New Year for everyone!

Hi there, im not a daily build tester so i wanted to ask, it seems to me that you got less passes/rays in these renders with the current daily build than Alpha 7.2 in the same render time, but to me visually its the second render seems to have more noise, is this an improvement or this is something bad?
Title: Re: Daily builds
Post by: Stanislav_But on 2014-12-31, 20:16:46
A little comparing between A7.2 and DB 29/15/14
Happy New Year for everyone!

Hi there, im not a daily build tester so i wanted to ask, it seems to me that you got less passes/rays in these renders with the current daily build than Alpha 7.2 in the same render time, but to me visually its the second render seems to have more noise, is this an improvement or this is something bad?

Hi nehale!
Of course this is improvement
Title: Re: Daily builds
Post by: juang3d on 2014-12-31, 20:59:05
mmm I see more noise in the daily build picture, is this right? I see the daily build is slower to render than the A7.2

Cheers.
Title: Re: Daily builds
Post by: maru on 2014-12-31, 22:48:59
Are you sure this is improvement? Only direct light looks better in newer version... Or maybe you put wrong titles on images? :D
Title: Re: Daily builds
Post by: Chakib on 2015-01-01, 00:32:05
A little comparing between A7.2 and DB 29/15/14
Happy New Year for everyone!

Nice improvement for ies, but I can see the db image is noisier than 7.2 version in the other side of the scene... Is that normal ?
Title: Re: Daily builds
Post by: Ondra on 2015-01-01, 01:39:42
I would be interested in images after longer time - it may be possible that after some time the noise in newer version will go away, but in the older one, the noise around the direcitonal lights will be still there
Title: Re: Daily builds
Post by: Stanislav_But on 2015-01-01, 11:01:25
Are you sure this is improvement? Only direct light looks better in newer version... Or maybe you put wrong titles on images? :D

Hi maru!
can't find post, but Ondra wrote he improved behaviors of directlight's shadow

A little comparing between A7.2 and DB 29/15/14
Happy New Year for everyone!

Nice improvement for ies, but I can see the db image is noisier than 7.2 version in the other side of the scene... Is that normal ?

Hi Chakib!
this is the scene with more than 260 lights - unfortunatly Corona still bad cleans shadows when so many sources of light
And DB was counted with UHD - and it a little slowly than HD

HNY guys and girls! (;


attached A7.2 vs DB 29/12/14 with HDcache
only directlights
200 passes and 1000 passes
Title: Re: Daily builds
Post by: blank... on 2015-01-02, 14:47:59
(http://i.imgur.com/2DS1vJh.png)

Very great :)
Title: Re: Daily builds
Post by: Juraj on 2015-01-04, 14:53:55
I went to install 2n January build, but I see the one from 29 has "new DR". I am supposed to install that one as well ? It just throws on error about missing "wxmsw30u_corona.dll".
Title: Re: Daily builds
Post by: Juraj on 2015-01-04, 15:02:32
I have to say I like the new menu though. Not sure if that's the cleanest way to do it...but it's not bad.
Title: Re: Daily builds
Post by: juang3d on 2015-01-05, 02:08:47
I have a situation here where UHD is slower than HD and slower than PT.

Check attached pics, I add also the liquid material config.

Cheers.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-05, 12:07:28
But the quality with UHD is better (less noise)
Title: Re: Daily builds
Post by: maru on 2015-01-05, 15:31:23
It doesn't make much sense to use HD or UHD in such scene. There isn't much GI bouncing going on. At least I think so. :)
Title: Re: Daily builds
Post by: juang3d on 2015-01-05, 21:35:54
Ok, here you have an indirect situation, the result is the same.

What I find weird is that the precomputation time in UHD is a lot higher, and that you can see a bit more light and reflections in HD vs UHD, the noise between HD and UHD is similar, of course PT has more noise, that's because HD and UHD are semi-biased to reduce noise :) but I find weird that the UHD versions lasts longer than PT version for the same sampling level, maybe not the same amount of final noise, but the same sampling configuration (I'm not sure if I'm explaining correctly).
I think the big difference has something to do with the liquid material that makes use of some volume features.

BTW Keymaster, when you have time check the two posts I posted in the daily builds forum regarding alembic motion blur to see if something can be solved for it :)

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2015-01-05, 22:31:06
Here you have the same test but with a clear liquid material, simple glass material.

The results are more what I would expect from PT, HD and UHD, again notice the difference in the lighting between HD and UHD versions, UHD seems to be more correct since is more similar to PT version.

Cheers.

Title: Re: Daily builds
Post by: Ondra on 2015-01-06, 00:46:44
Ok, here you have an indirect situation, the result is the same.

What I find weird is that the precomputation time in UHD is a lot higher, and that you can see a bit more light and reflections in HD vs UHD, the noise between HD and UHD is similar, of course PT has more noise, that's because HD and UHD are semi-biased to reduce noise :) but I find weird that the UHD versions lasts longer than PT version for the same sampling level, maybe not the same amount of final noise, but the same sampling configuration (I'm not sure if I'm explaining correctly).
I think the big difference has something to do with the liquid material that makes use of some volume features.

BTW Keymaster, when you have time check the two posts I posted in the daily builds forum regarding alembic motion blur to see if something can be solved for it :)

Cheers!

what are the precomputation times? Could you send me the scene (and maybe create a thread on mantis)?
Title: Re: Daily builds
Post by: juang3d on 2015-01-06, 01:18:29
Hi there.

Yes Keymaster, I can share the scene, the problem is that the alembic file is around 90gb so I'll create an alembic fie with just a few frames and I'll prepare everything to send it to you, but it will have to wait a bit, tomorrow we have the three kings day here, so it's a family day,  we all get gifts from the three kings so we are all nervous, I'm going to bed now so they can come home!!! hahaha

Cheers!
Title: Re: Daily builds
Post by: snakebox on 2015-01-07, 01:14:18
@keymaster

The latest DR server hotfix gives me a bunch of errors. 

First error was due to Visual C++ Redistributable Packages for Visual Studio 2013, after I installed this I get this error:

Missing wxmsw30u_vc_corona.dll ?   We are running the latest daily build.

Thanks

EDIT: nevermind! I just figured it out! Thanks
Title: Re: Daily builds
Post by: Juraj on 2015-01-07, 01:43:31

Missing wxmsw30u_vc_corona.dll ?   We are running the latest daily build.

EDIT: nevermind! I just figured it out! Thanks

What did you do please ? I got the same error but I don't have patience to troubleshoot this type of stuff now.
Title: Re: Daily builds
Post by: snakebox on 2015-01-07, 06:42:55

Missing wxmsw30u_vc_corona.dll ?   We are running the latest daily build.

EDIT: nevermind! I just figured it out! Thanks

What did you do please ? I got the same error but I don't have patience to troubleshoot this type of stuff now.

I thought the "DrServer_Release.exe" was an installer, but it turns out it is just the program start, like the previous "DrServer.exe". The reason why I got the 2nd error was because I was running the "DrServer_Release.exe" from an odd folder, not the folder where the dll files needed are in.

Copy DrServer_Release.exe to your normal C:\Program Files (x86)\Corona\DrServer and run it instead of the old  "DrServer.exe" (or do what I did, delete the old and rename the new to  "DrServer.exe" so all your old shortcuts works).

The first error is just because I didn't have "vcredist_x64.exe" installed, which is the  Visual C++ Redistributable Packages for Visual Studio 2013
Title: Re: Daily builds
Post by: Juraj on 2015-01-07, 14:36:03

Missing wxmsw30u_vc_corona.dll ?   We are running the latest daily build.

EDIT: nevermind! I just figured it out! Thanks

What did you do please ? I got the same error but I don't have patience to troubleshoot this type of stuff now.

I thought the "DrServer_Release.exe" was an installer, but it turns out it is just the program start, like the previous "DrServer.exe". The reason why I got the 2nd error was because I was running the "DrServer_Release.exe" from an odd folder, not the folder where the dll files needed are in.

Copy DrServer_Release.exe to your normal C:\Program Files (x86)\Corona\DrServer and run it instead of the old  "DrServer.exe" (or do what I did, delete the old and rename the new to  "DrServer.exe" so all your old shortcuts works).

The first error is just because I didn't have "vcredist_x64.exe" installed, which is the  Visual C++ Redistributable Packages for Visual Studio 2013

Oh ok, great thanks :- ) Back in my mind I even thought I should place it into right folder, but I just kept the installator association and didn't pursue :- ) Thanks, many thanks
Title: Re: Daily builds
Post by: snakebox on 2015-01-09, 03:00:04
I have a slight concern that as great as the new UHD cache is with direct light, its amazing! just as not great it has become with indirect light..  yes it takes more passes and that's fine. But we have several scenes where if we were to do animation on these jobs, which is very standard.. exterior tall building with shops at the bottom kind of job, we would never be able to finish it while maintaining an image quality anyone would pay for.

simply put, in slightly low light areas the noise is very very persistent, and 30min -1hour a frame (which is too high) is no where near enough to give us enough passes to begin to clean this up.

Noise is very visible even after 150 passes, decent though ,but also 2-3 hours a frame on a 6 core xeon.

Yes the scene we use is super heavy, not ideally optimised from a geometry point of view etc.. but this is often the reality when working with cad imports etc, just don't have the time to sit around creating utopia unfortunately.

EDIT: I think we may have found out why we got SO much noise in this particular scene... lights... IES lights... delete them, and we get a cleaner image after 30 passes than we ever did after 120 passes.
scaling is what I am referring to, since the core things that makes corona great, also becomes its down fall when time is a problem, there is no way to fake, turn off stuff that will speed things up.

anyway im starting to ramble here, sorry just my thoughts on a problem I'm not really sure how to "fix"
Title: Re: Daily builds
Post by: Ondra on 2015-01-09, 10:00:56
can you post screenshots of the VFB (with the noise and statistics) of the rendered scene with both UHD and HD cache?
Title: Re: Daily builds
Post by: Juraj on 2015-01-09, 12:11:12
I have a slight concern that as great as the new UHD cache is with direct light, its amazing! just as not great it has become with indirect light..  yes it takes more passes and that's fine. But we have several scenes where if we were to do animation on these jobs, which is very standard.. exterior tall building with shops at the bottom kind of job, we would never be able to finish it while maintaining an image quality anyone would pay for.

simply put, in slightly low light areas the noise is very very persistent, and 30min -1hour a frame (which is too high) is no where near enough to give us enough passes to begin to clean this up.

Noise is very visible even after 150 passes, decent though ,but also 2-3 hours a frame on a 6 core xeon.

Yes the scene we use is super heavy, not ideally optimised from a geometry point of view etc.. but this is often the reality when working with cad imports etc, just don't have the time to sit around creating utopia unfortunately.

EDIT: I think we may have found out why we got SO much noise in this particular scene... lights... IES lights... delete them, and we get a cleaner image after 30 passes than we ever did after 120 passes.
scaling is what I am referring to, since the core things that makes corona great, also becomes its down fall when time is a problem, there is no way to fake, turn off stuff that will speed things up.

anyway im starting to ramble here, sorry just my thoughts on a problem I'm not really sure how to "fix"

Perhaps rambling, but it's mostly true. Architectural animation is bit off yet terms of realistic possibility (measured in rendering time) in Corona, esp. in situation where persistent noise would happen, or artificial lights were used.
I know I go to quite extreme measures with turning stuff off in Vray (bias, cutoff and bounces) when I do interior animation, and believe there are other, better ways to achieve that. I think with decent future adaptivness and perhaps reintroduction of IR for at least animation purpose that can be solved.
I mean the times are not any much worse (sometimes even much better) when compared on equal ground, but we're quite spoiled with what's possible to get away with turning stuff off and optimilizing it to core necessity (often to visual detriment at some point).
I think I'll embark on Corona animation somewhere in March to see what's possible.
Title: Re: Daily builds
Post by: pokoy on 2015-01-09, 20:34:26
Some feedback to db from 9-Jan-2015, not complete, only some quick thoughts:

- Material and maps improvements are neat. Following the impression that you want to ensure consistency with existing Max maps, can we please please have multipliers for maps in the AO map? I have asked this a number of times already and still find it super useful, way more convenient than adding another mix/multiply map only to influence intensity of the map. That would be great!

Quote
map amounts changed to 0-100%

Does this mean a value of 0,1 for the Bump map slot for example is now 10? I'm asking because my old scenes still display 0,1 in the Bump slot while other maps convert fine to the new 0-100 scheme.

Quote
imrpoved preview of some of the texmap in map select dialog - CoronaNormal, CoronaAO, CoronaFrontBack, CoronaRayswitch

The new AO map rendering is neat!

Quote
Major reorganization of main tab - merged with progressive, color mapping, actions tabs

While I find it good in general, I'd rather have the 'Show VFB' and 'Start Interactive' buttons be either more prominent, or moved to the top, or even being always visible if possible. Also, 'Reset Setting' should not be placed between them and should be moved to some other place. Considering how often a user presses the VFB/IR button in a max session chances are he accidentally hits the 'Reset' button.

Off to testing!
Title: Re: Daily builds
Post by: Stanislav_But on 2015-01-09, 23:10:14
Hi Ondra!
About the "Main" tab
Have Sampling ballance and Speed vs. Accuracy ballance in the Main tab was more conveniently - sometimes they are used very intensively (;
Title: Re: Daily builds
Post by: Ondra on 2015-01-09, 23:49:31
Hi Ondra!
About the "Main" tab
Have Sampling ballance and Speed vs. Accuracy ballance in the Main tab was more conveniently - sometimes they are used very intensively (;
they are still accesible in the system tab - we just did not want beginners seeing them ;)
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-10, 01:07:41
They new Render Setup menus are making me somewhat confused, however I think ones you get used to them they are nice :)
Title: Re: Daily builds
Post by: Stanislav_But on 2015-01-10, 02:24:49
Hi Ondra!
About the "Main" tab
Have Sampling ballance and Speed vs. Accuracy ballance in the Main tab was more conveniently - sometimes they are used very intensively (;
they are still accesible in the system tab - we just did not want beginners seeing them ;)

know that.
But well. I'll try to get used if you need it for beginners.
The main that in finally we won't get a "three buttons". (;
Title: Re: Daily builds
Post by: Christa Noel on 2015-01-10, 02:46:22
They new Render Setup menus are making me somewhat confused, however I think ones you get used to them they are nice :)

hi Daniel reutersward,
i knew many of your great works, they are very beautiful. i think the new render setup makes the tab makes it looks cleaner and faster editing. but i think it would be easier if a tiny button for expand all & collapse all the tabs are added. usually the button are comes with the (- , +) symbol.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-10, 10:40:12
hi Daniel reutersward,
i knew many of your great works, they are very beautiful. i think the new render setup makes the tab makes it looks cleaner and faster editing. but i think it would be easier if a tiny button for expand all & collapse all the tabs are added. usually the button are comes with the (- , +) symbol.

Thank you noeal20! I think that is a good idea to be able to expand all the menus (and when you do that the settings are in the same place as original) As the menus are now I find myself spending some time clicking on menu after menu trying to find what setting I´m looking for. However this is not a big problem, I think if you give time you will learn where all the settings are :)
Title: Re: Daily builds
Post by: blank... on 2015-01-10, 17:12:15
Love the new interface! :)

Some of the old problems are still there with interactive, for example restarts when maps in mat editor are selected (not sure if this should be reported no mantis, again).
Title: Re: Daily builds
Post by: Ondra on 2015-01-10, 17:54:57
Love the new interface! :)

Some of the old problems are still there with interactive, for example restarts when maps in mat editor are selected (not sure if this should be reported no mantis, again).

I know about that and I will try to solve it, but it looks like lost fight - either it unnecessarily restarts sometimes, or it sometimes does not restart when it should. Unfortunately 3dsmax tells the whole system "everything in this material was changed" after its UI was displayed in material editor :/ I was trying to find a workaround, but as I said - either it restarts unnecessarily, or it does not restart in other situations :/
Title: Re: Daily builds
Post by: blank... on 2015-01-10, 23:04:48
Ah, Max again... Thanks for the info.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-11, 19:10:06
Talking about this tutorial

https://forum.corona-renderer.com/index.php/topic,6550.0/topicseen.html

Is a good idea to share video, screenshot etc.. to public about daily, internal version?
Title: Re: Daily builds
Post by: nehale on 2015-01-11, 20:01:21
Talking about this tutorial

https://forum.corona-renderer.com/index.php/topic,6550.0/topicseen.html

Is a good idea to share video, screenshot etc.. to public about daily, internal version?

https://forum.corona-renderer.com/index.php/topic,6462.msg43653.html#msg43653
Title: Re: Daily builds
Post by: cecofuli on 2015-01-11, 20:07:36
Thanks =)  I didn't see
I'm VRay beta tester and it's absolutely denied to share info about internal/daily version =)
Title: Re: Daily builds
Post by: juang3d on 2015-01-11, 20:10:48
I asked for permission before doing and posting it :)

Cheers!
Title: Re: Daily builds
Post by: cecofuli on 2015-01-11, 20:26:21
Yes, sure ;-) Everything is ok!
Title: Re: Daily builds
Post by: maru on 2015-01-11, 20:30:27
Thanks =)  I didn't see
I'm VRay beta tester and it's absolutely denied to share info about internal/daily version =)

Yet another difference. ;)
Title: Re: Daily builds
Post by: juang3d on 2015-01-11, 20:38:42
Tutorial removed.

I'll re-do it in the near future.

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2015-01-11, 20:47:55
Thanks =)  I didn't see
I'm VRay beta tester and it's absolutely denied to share info about internal/daily version =)

Usually I had no problem with it, but I will probably need to re-think the policy in the future - most of the times it is OK, but here, because the UI was re-done massively twice, the middle step should be forgotten and erased from everywhere - if it floats around, it could add up to confusion.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-11, 20:49:49
Yes, but it's understandable. When you become commercial, it's better to work in an "hidden mode", and show only what is official.
First, to avoid misunderstandings with the "normal" users. According, to make the job of programmers and moderators easier. I personally agree with the choice of Chaosgroup.
Title: Re: Daily builds
Post by: juang3d on 2015-01-11, 22:04:54
Question about daily builds/1.0.

There will be adaptive progression in Progressive like in bucket mode?

Cheers.
Title: Re: Daily builds
Post by: blank... on 2015-01-11, 22:23:43
Can someone please confirm that new camera modifier doesn't work. Or am i going crazy.
Thank you!
Title: Re: Daily builds
Post by: Ondra on 2015-01-11, 23:44:02
Can someone please confirm that new camera modifier doesn't work. Or am i going crazy.
Thank you!
what exactly is not working? I see the "enable dof" checkbox might be bugged, but otherwise it seems to work. Are you using build from 10. 1.? There was a bug with some controls not being plugged in in the 9.1.
Title: Re: Daily builds
Post by: loocas on 2015-01-11, 23:50:32
The latest build is incredibly broken!!!

- Mask RE doesn't render anything, is black

- The (idiotic - just my opinion on the buttons) renderer rollouts buttons cannot be pressed more than one at a time, only one rollout is active, which is INCREDIBLY ANNOYING!!!!! If this is a feature, jesus f**k!!! I'm sticking with the December 2014 version until the devs come to their senses.

- Sometimes the RE VFBs don't show up at all. Sometimes they do.

and more... I'll report as I stumble upon those...
Title: Re: Daily builds
Post by: form on 2015-01-12, 00:02:31
Are composite layers working correctly for you guys in the latest build (10/01/15) - I've got a simple material, in the diffuse I have a composite layers - 3 layers in there, on two of the layers I have fall offs - no texture is rendering, just a solid diffuse colour?

-Edit : Seems like a bug here, Created a new material and copied the diffuse, now works fine - this has happened a few times when running Deadclowns material conversion script, the diffuse isn't recognized until a new map is created with exactly the same parameters, then all is fine
Title: Re: Daily builds
Post by: Ondra on 2015-01-12, 00:16:40
The latest build is incredibly broken!!!

- Mask RE doesn't render anything, is black

- The (idiotic - just my opinion on the buttons) renderer rollouts buttons cannot be pressed more than one at a time, only one rollout is active, which is INCREDIBLY ANNOYING!!!!! If this is a feature, jesus f**k!!! I'm sticking with the December 2014 version until the devs come to their senses.

- Sometimes the RE VFBs don't show up at all. Sometimes they do.

and more... I'll report as I stumble upon those...

#1 and #2 is caused by switching from new build back to old one - all materials "Visible in masks" checkbox gets unchecked. There are no problems when going forward. I will try to find a solution that will permit going to older builds. You can create a maxscript that will set all your materials "visible in masks" property to solve this.

#2: right mouse button works as before
Title: Re: Daily builds
Post by: loocas on 2015-01-12, 00:19:57
The latest build is incredibly broken!!!

- Mask RE doesn't render anything, is black

- The (idiotic - just my opinion on the buttons) renderer rollouts buttons cannot be pressed more than one at a time, only one rollout is active, which is INCREDIBLY ANNOYING!!!!! If this is a feature, jesus f**k!!! I'm sticking with the December 2014 version until the devs come to their senses.

- Sometimes the RE VFBs don't show up at all. Sometimes they do.

and more... I'll report as I stumble upon those...

#1 and #2 is caused by switching from new build back to old one - all materials "Visible in masks" checkbox gets unchecked. There are no problems when going forward. I will try to find a solution that will permit going to older builds. You can create a maxscript that will set all your materials "visible in masks" property to solve this.

#2: right mouse button works as before

Cheers, figured out the material switch after some more testing.

The buttons, I still think they're ... well... you know. :)
Title: Re: Daily builds
Post by: romullus on 2015-01-12, 11:22:07
Unfortunately, i have no time to test Corona lately at all. Fired max today just to see new changes, and must say i fell in love with new Render Settings UI. The only gripe is that by default it starts with About/License tab opened. I think it'd be more sensible to have Main tab opened by default.
Title: Re: Daily builds
Post by: snakebox on 2015-01-12, 12:06:56
Any reason why HDcache (legacy) is the default secondary GI when installing/opening max?  shouldn't it be UHDcache these days?
Title: Re: Daily builds
Post by: Ondra on 2015-01-12, 17:17:23
Unfortunately, i have no time to test Corona lately at all. Fired max today just to see new changes, and must say i fell in love with new Render Settings UI. The only gripe is that by default it starts with About/License tab opened. I think it'd be more sensible to have Main tab opened by default.
Any reason why HDcache (legacy) is the default secondary GI when installing/opening max?  shouldn't it be UHDcache these days?

That is probably because your older scenes were using this config. New scenes should have better defaults. I forced reset of config files in new build (will be done today/tomorrow) just to be sure.
Title: Re: Daily builds
Post by: juang3d on 2015-01-12, 17:30:00
When I did a reset in my old scenes the default indirect mode was HD Cache anyways, not UHD, 10/1/15 build.

Cheers
Title: Re: Daily builds
Post by: blank... on 2015-01-12, 17:40:43
what exactly is not working? I see the "enable dof" checkbox might be bugged, but otherwise it seems to work. Are you using build from 10. 1.? There was a bug with some controls not being plugged in in the 9.1.

Oops, didn't see that the new build is up, i was using 9. 1. Everything works in 10. 1.
Title: Re: Daily builds
Post by: davius on 2015-01-12, 21:41:02
A tiny (wee bit) complain I have with corona is:

When you assign a map to a CoronaMtl slot using the SetProperty command, that slot does NOT get activated by default. Not comparing, but the only render engine (that I know of) which defaults to all maps slots being disabled is scanline, and even scanline gets auto-on once you add a map to a slot using the said command above.

Not a MAJOR complain, not a dealbreaker also. As I see, Corona is getting so mature that I'm picking on the small stuff lately :P

Cheers
Title: Re: Daily builds
Post by: Ondra on 2015-01-12, 21:42:52
ok, can you create bug report for it?
Title: Re: Daily builds
Post by: romullus on 2015-01-12, 21:44:10
I think behaviour of "Add CoronaSky enviroment" button in CoronaSun is a little bit confusing. When clicked for a first time it changes colour and says "Enviroment map added", but if one deslelects and selects Sun object again, that button suggest to add enviro map again. I'd propose that after adding CoronaSky, that button would change its label to "Remove CoronaSky".
Title: Re: Daily builds
Post by: davius on 2015-01-12, 23:16:06
Sure thing Ondra! Where do I report? Make a new thread here on the Dailies or through another place?

Cheers
Title: Re: Daily builds
Post by: Ondra on 2015-01-12, 23:21:34
bug reporting forum section, or mantis. I am not fixing bugs from anywhere else.
Title: Re: Daily builds
Post by: davius on 2015-01-12, 23:29:43
Ok, Mantis it is. Not a BUG per se, more of a tweak. :)

And here's the Mantis number for it 0000694
Title: Re: Daily builds
Post by: Alessandro on 2015-01-13, 09:29:41
I think behaviour of "Add CoronaSky enviroment" button in CoronaSun is a little bit confusing. When clicked for a first time it changes colour and says "Enviroment map added", but if one deslelects and selects Sun object again, that button suggest to add enviro map again. I'd propose that after adding CoronaSky, that button would change its label to "Remove CoronaSky".

+1

Edit: why add env map in Max env and not in Corona env? Actually, I expect to find the map in corona env...
Title: Re: Daily builds
Post by: romullus on 2015-01-13, 09:55:24
Edit: why add env map in Max env and not in Corona env? Actually, I expect to find the map in corona env...
Actually, it's a smart system - it checks what enviroment is active, max's or Corona's and adds Skymap to that enviroment.

BTW, i wanted to ask if "Start Interactive" button will find its way into VFB eventually? It'd be much more convenient to fire up IR from FVB itself rather than from Render Settings window.
Title: Re: Daily builds
Post by: juang3d on 2015-01-13, 10:28:42
I think behaviour of "Add CoronaSky enviroment" button in CoronaSun is a little bit confusing. When clicked for a first time it changes colour and says "Enviroment map added", but if one deslelects and selects Sun object again, that button suggest to add enviro map again. I'd propose that after adding CoronaSky, that button would change its label to "Remove CoronaSky".

+1

Edit: why add env map in Max env and not in Corona env? Actually, I expect to find the map in corona env...

I think it's a bit more complex than that, it shoudl detect if you have an environment map, being sky or not, ask you if you want to replace it and let you select if you want it as Corona environment or max environment, in my case I use both, this way I can rapidly test different environments or lightings.

Cheers!
Title: Re: Daily builds
Post by: Alessandro on 2015-01-13, 10:52:43
Edit: why add env map in Max env and not in Corona env? Actually, I expect to find the map in corona env...
Actually, it's a smart system - it checks what enviroment is active, max's or Corona's and adds Skymap to that enviroment.

Maybe it should be easier to find all render parameters in the same place, I mean in corona render setup.

BTW, i wanted to ask if "Start Interactive" button will find its way into VFB eventually? It'd be much more convenient to fire up IR from FVB itself rather than from Render Settings window.

I've asked it a lot of time, I think Ondra forgot this! ;)
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-13, 13:04:45
Has something changed with the noise pattern? It seems like the noise is smaller and takes longer to disappear than before? Perhaps it´s something wrong me my current scene :)
Title: Re: Daily builds
Post by: DeadClown on 2015-01-13, 13:07:47
Am I correct that , with the latest build, normal maps should be loaded with gamma 1.0 and not with 2.2 anymore (like in all builds before)? So the default behavior in Corona is now similar to how the other renderers do it?
Title: Re: Daily builds
Post by: Ondra on 2015-01-13, 13:11:44
Am I correct that , with the latest build, normal maps should be loaded with gamma 1.0 and not with 2.2 anymore (like in all builds before)? So the default behavior in Corona is now similar to how the other renderers do it?
there is already newer build that has the gamma checkbox back, but this time it is off by default (so either check it, or load with input gamma overriden to 1).  It will tell you if you loaded bitmap with incorrect gamma.
Title: Re: Daily builds
Post by: DeadClown on 2015-01-13, 13:31:31
Yes, that's the build I'm referring to. I just wanted to be sure that the defaults changed to be gamma 1.0 for normal maps now.
Title: Re: Daily builds
Post by: Ondra on 2015-01-13, 13:38:26
yes. Either way, the warning for bitmaps should work fine (please test it if you can ;)).

Also: I added "start interactive" button to VFB, it drops down from render button (same as discard/save all)
Title: Re: Daily builds
Post by: borisquezadaa on 2015-01-13, 17:49:23
Ok... i'm in. Mail sent. I want to beta test Corona.
Title: Re: Daily builds
Post by: Stanislav_But on 2015-01-13, 21:51:20
hm((
something weird with GGX

1. Legacy BRDF
2. GGX. Sphere has 200 seg.
Title: Re: Daily builds
Post by: juang3d on 2015-01-13, 22:27:10
Hey Keymaster, something about this?

Question about daily builds/1.0.

There will be adaptive progression in Progressive like in bucket mode?

Cheers.

Cheers.

Title: Re: Daily builds
Post by: romullus on 2015-01-13, 23:17:29
I'm really missing Colour mapping tab in VFB. I understand that to have ability to adjust exposure settings in three different places can be somehow confusing for new users, but tone mapping controls in VFB was most convenient way for me. Maybe it's worth considering option to unveil that tab via config file for more advanced users?

BTW, CoronaCamMod is quite messy and half functioning at this moment, but i believe it was reported already.
Title: Re: Daily builds
Post by: Ondra on 2015-01-13, 23:49:22
Color mapping tab is removed only when camera mod is active and overrides the settings

there wont be progressive adaptivity in 1.0 - which is a good reason to buy saas/subscription :D

headoff: can you report it as a bug?
Title: Re: Daily builds
Post by: romullus on 2015-01-13, 23:57:27
Color mapping tab is removed only when camera mod is active and overrides the settings
What a relief! Not sure if it won't add to confusion more than it should, though :]
Title: Re: Daily builds
Post by: Juraj on 2015-01-14, 00:11:27
The new DR is sort of moody for me..not sure how better to describe it. Sometimes it works, sometimes it doesn't (same scene, same working session, same node). When it doesn't, it will simply claim "closed loopbeck" right after it finished the pre-rendering phase (building acc structure). Anyone else having better success ?
Title: Re: Daily builds
Post by: blank... on 2015-01-14, 09:16:53
I'm really missing Colour mapping tab in VFB. I understand that to have ability to adjust exposure settings in three different places can be somehow confusing for new users, but tone mapping controls in VFB was most convenient way for me.

This broken up exposure interface... I even reported it on Mantis (not three but four different places!), especially now with unsynced values in render settings and VFB tone mapping tab.
If it were up to me i would completely remove anything exposure wise from render settings. Move everything to camera modifier and tone mapping in VFB (with identical interface!). When rendering camera view camera modifier has precedence (if it were up to me you couldn't even render camera view without camera modifier), and when rendering non camera view tone mapping controls in VFB are used.
What if you need to override everything, you ask. Well that could be a problem, and we're back to render settings. But with a separate rollout that overrides both camera modifier and VFB (with some simple "override" check box and, again, identical interface!).
So it would be a simple chain, render settings > camera modifier > VFB tone tab.

But, that's just me, and what do i know about anything... :)
Title: Re: Daily builds
Post by: Alessandro on 2015-01-14, 10:47:46
Also: I added "start interactive" button to VFB, it drops down from render button (same as discard/save all)

In Jan 13 2015 build it not works.
Title: Re: Daily builds
Post by: form on 2015-01-14, 13:12:53
13 Hours in, clicked stop in VFB and got this pop up.
Not seen it before.


- Passes saved. On clicking abort max crashed
Title: Re: Daily builds
Post by: form on 2015-01-14, 13:39:18
The new DR is sort of moody for me..not sure how better to describe it. Sometimes it works, sometimes it doesn't (same scene, same working session, same node). When it doesn't, it will simply claim "closed loopbeck" right after it finished the pre-rendering phase (building acc structure). Anyone else having better success ?

Hi Juraj,

Only 2 nodes here but don't seem to be having your troubles. Everything has been ok, no closed loopbacks
Title: Re: Daily builds
Post by: Ondra on 2015-01-14, 14:07:56
Juraj: can you send me contents of maxlog.txt file from your dr folder?
Title: Re: Daily builds
Post by: Juraj on 2015-01-14, 14:22:31
Juraj: can you send me contents of maxlog.txt file from your dr folder?

It's only multiple of this:

Quote
1/13/2015 15:08:01 PM;  An unexpected exception has occurred in the network renderer and it is terminating.
1/13/2015 15:08:01 PM;  Error rendering frame 0: An unexpected exception has occurred in the network renderer and it is terminating.
1/13/2015 15:08:02 PM;  Job Completed with Error(s) - see above

Will try further tests. Otherwise I am on Jan2 daily build which works well and for safety reasons I will keep it for 2 more days until I finish a project than update to latest one again.
Title: Re: Daily builds
Post by: pokoy on 2015-01-14, 17:29:08
Keymaster, it seems you've removed the BRDF switch...?
It would still be useful to have both, Ashikhmin-Shirley and GGX (...and not through MXS only so you can see what it is set to with a glimpse). Can we get it back?
Title: Re: Daily builds
Post by: romullus on 2015-01-14, 17:51:23
Keymaster, it seems you've removed the BRDF switch...?
It would still be useful to have both, Ashikhmin-Shirley and GGX (...and not through MXS only so you can see what it is set to with a glimpse). Can we get it back?

MASSIVE ui overhaul. Here are some of the highlights:

  • CoronaMtl: self illumination moved to Advanced options, hidden “SSS mode” and BSDF selector (now legacy mode ON = Ashikhmin, off = GGX), removed ability to create portals (use the separate mtl for that), map amounts changed to 0-100%

Title: Re: Daily builds
Post by: pokoy on 2015-01-14, 18:05:00
Ah, thanks for clarifying, I thought the legacy switch would trigger energy preservation mode.

Still... what if you add another BSDF at some point? The switch accounts for two models, so if a third option comes at some point you'll have to redesign it. Wouldn't a drop-down menu be better in terms of future expandability?

Title: Re: Daily builds
Post by: cecofuli on 2015-01-14, 19:01:44
QUESTION: why doesn't IR recognize Max Sample intensity?
It looks like set by default = 0. How can I change it? (Build timestamp: Dec 21 2014)
Ok, same problem with the last daily.



EDIT: same with Jan 13 2015.
Ehy, but.. what happen to the "Corona Rendere rollouts? When I click the rectangular button (Main & DR button)  now, it changes position, as the last rollout!
Title: Re: Daily builds
Post by: Ondra on 2015-01-14, 19:28:26
the legacy checkbox is not intended to switch BRDFs, it will be removed in the future. It is simple - since most users do not know what BRDF is, the controls are not visible. It is still accessible via maxscript... but I advise to just stay with GGX
Title: Re: Daily builds
Post by: Ondra on 2015-01-14, 19:29:06
QUESTION: why doesn't IR recognize Max Sample intensity?
It looks like set by default = 0. How can I change it? (Build timestamp: Dec 21 2014)
Ok, same problem with the last daily.



EDIT: same with Jan 13 2015.
Ehy, but.. what happen to the "Corona Rendere rollouts? When I click the rectangular button (Main & DR button)  now, it changes position, as the last rollout!
that does not look like different MSI, can you send me the scene to mantis?
Title: Re: Daily builds
Post by: cecofuli on 2015-01-14, 19:31:41
Yes Ondra, look at my last render.
Same setting, just click IR. YOu see a lot of caustics white dots.
If I render PT+PT +MSI = 0, I have the same result as IR + MSI = 20
What do you say about the rollout position problem?
Title: Re: Daily builds
Post by: cecofuli on 2015-01-14, 19:36:11
Ok added in Mantis.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-14, 19:39:18
How does one adjust motion blur or DoF settings globally when not using photographic exposure? Settings are grayed out. Also, a new user will never figure out how to display multiple tabs at once since right clicking on any button is not consistent with any UI behavior in rest of Max. If it wasn't for randomly stumbling upon a post in this (for new users hidden) forum section, even I would not have figured that out, let alone new user.
Title: Re: Daily builds
Post by: pokoy on 2015-01-14, 19:47:35
the legacy checkbox is not intended to switch BRDFs, it will be removed in the future. It is simple - since most users do not know what BRDF is, the controls are not visible. It is still accessible via maxscript... but I advise to just stay with GGX

Well, I for one would like to be able to access both in the UI.
Like I said above, having no switch at all means that if you decide to implement the next uber-shader next year you'll have to rework that section, causing all sorts of problems down the road with old production scenes and shaders etc., with a drop down you'd just have to add another option to the list. I for one would love to see this coming back...

Take this one with a pinch of salt: ADSK sometimes decides to add/rearrange/modify features or UI elements for 'simplicity' reasons and in order to not confuse new users - I always hate it when they do that and it always feels like a regression.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-14, 19:51:21
Ok, "solved" the Corona Render rollout bug.
When it was as last rollout, I moved it manually as first.
Now, the bug is gone. It's fixed as first rollout.
Open-close 3ds max and no problem.
Title: Re: Daily builds
Post by: Ondra on 2015-01-14, 22:03:08
How does one adjust motion blur or DoF settings globally when not using photographic exposure? Settings are grayed out. Also, a new user will never figure out how to display multiple tabs at once since right clicking on any button is not consistent with any UI behavior in rest of Max. If it wasn't for randomly stumbling upon a post in this (for new users hidden) forum section, even I would not have figured that out, let alone new user.

enable motion blur or DOF effect, and the appropriate controls should un-freeze.

We are still not sure if we want LMB = 1 tab, RMB = multiple... maybe there will be checkbox for it (there is space now after the last shuffle), or RMB and LMB will be switched.

cecofuli: unfortunately here we hit hard a 3dsmax limitation. There is AFAIK absolutely no way to force 3dsmax to display tabs in any specific order. YOu have to re-arrange them initially.
Title: Re: Daily builds
Post by: Ondra on 2015-01-14, 22:05:11
the legacy checkbox is not intended to switch BRDFs, it will be removed in the future. It is simple - since most users do not know what BRDF is, the controls are not visible. It is still accessible via maxscript... but I advise to just stay with GGX

Well, I for one would like to be able to access both in the UI.
Like I said above, having no switch at all means that if you decide to implement the next uber-shader next year you'll have to rework that section, causing all sorts of problems down the road with old production scenes and shaders etc., with a drop down you'd just have to add another option to the list. I for one would love to see this coming back...

Take this one with a pinch of salt: ADSK sometimes decides to add/rearrange/modify features or UI elements for 'simplicity' reasons and in order to not confuse new users - I always hate it when they do that and it always feels like a regression.

The dropdown is still there, but hidden by default (displayed only to me). Right now we have 1 BRDF that is clearly better, so exposing the settings is not worth the extra confusion. It is the same as sampling multipliers - they are still there, only not exposed to user ;). Because there is not much to gain by changing the defaults.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-14, 22:20:19
CoronaProxyEsporter doesn't work with the last Daily.
Because that, I have to install an old Corona Daily version.
I cannot work without this script.
Title: Re: Daily builds
Post by: Ondra on 2015-01-14, 22:27:53
try replacing CoronaProxy with CProxy on that line
Title: Re: Daily builds
Post by: cecofuli on 2015-01-14, 22:29:11
Same error.
Title: Re: Daily builds
Post by: DeadClown on 2015-01-14, 22:47:56
first replace every "cproxy" with something else, like "crnproxy" then replace "CoronaProxy" with "cproxy"
You can use the menu item "Search" -> "Replace.." in the maxscript editor.

Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-14, 23:53:51
Is there any documentation/description settings for UHD? Names of those settings make no sense. Aside from quality parameter, it's impossible to tell if setting adjusts speed/quality, or which aspect of the cache it affects (density, quality, interpolation, etc...)
Title: Re: Daily builds
Post by: Ondra on 2015-01-15, 01:32:45
they will be probably just hidden and replaced with single quality parameter and still/animation radio... there is no point in tweaking them, the whole thing seems to work well... only reasonable input user might want to do is to say "i am ok with flickering because I am doing stills, and I want fast precomp, OR I am ok with longer precomp, because I need absolutely no flickering"
Title: Re: Daily builds
Post by: Stanislav_But on 2015-01-15, 12:12:40
Color mapping tab is removed only when camera mod is active and overrides the settings

there wont be progressive adaptivity in 1.0 - which is a good reason to buy saas/subscription :D

headoff: can you report it as a bug?

ok. I'll post it in mantis
Title: Re: Daily builds
Post by: juang3d on 2015-01-15, 12:31:09
Color mapping tab is removed only when camera mod is active and overrides the settings

there wont be progressive adaptivity in 1.0 - which is a good reason to buy saas/subscription :D

headoff: can you report it as a bug?

Just to be clear, we have it in bucket mode, right?

Cheers.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 12:40:20
I don´t know if this is the right place to post this so please move/delete this if this is the wrong place.

I´ve noticed a pretty big slowdown when rendering with daily builds. I´ve tried 2 projects and the slowdown is about 30-50%. With A7.2 render times were about 2-4 hours and with Daily Builds is about 6 hours.
Some noise is also very persistent.

Is it just me having these slowdowns? Any information is thankful :)
Title: Re: Daily builds
Post by: Juraj on 2015-01-15, 12:56:17
I don´t know if this is the right place to post this so please move/delete this if this is the wrong place.

I´ve noticed a pretty big slowdown when rendering with daily builds. I´ve tried 2 projects and the slowdown is about 30-50%. With A7.2 render times were about 2-4 hours and with Daily Builds is about 6 hours.
Some noise is also very persistent.

Is it just me having these slowdowns? Any information is thankful :)

I would say the same, but I can't be bothered to do actual comparison with workload lately, could perfectly be just more complex scene. Persistent noise has always been the issue though, I personally do de-noise using MaskID when applicable to those few places.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 13:02:37
I would say the same, but I can't be bothered to do actual comparison with workload lately, could perfectly be just more complex scene. Persistent noise has always been the issue though, I personally do de-noise using MaskID when applicable to those few places.

Okey, good to know I´m not the only one feeling the slowdown. I haven´t done a in-depth comparison but a quick comparison. It could of course be a more complex scene, but I also tried my last project (which I did with A7.2) and it was much slower with daily builds (2015-01-13 build). I have never de-noised any render, but perhaps I should check it out!
Title: New UI concept
Post by: Ludvik Koutny on 2015-01-15, 13:06:52
Okay. So i actually did not dismiss new UI like loocas did immediatelly, and actually gave it a few hour of usage. But unfortunately, it is really as bad as i expected it to be. Even with all the prejudices put aside.

The problems with this UI are:

The solution:

Now here is my solution to this problem. It's simple, easy to use UI that does not break 3ds Max standards, truly minimizes scrolling and visual clutter, and does not overwhelm new users with advanced performance settings:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4751.0;attach=26567)

The reasoning behind new UI:

It is also very crucial not to forget 3ds Max already has native way of minimizing roll-out clutter by collapsing roll-outs. If properly implemented, roll-outs should remain open/closed even after re-opening settings window. The reason this mechanism did not work in A7 is that it is intended to be used in conjunction with the tabs at the top.  So the native 3ds max UI solution is quite sufficient for this, and there is no need for any crazy attempts. This is how UI would look for someone who does not use enviro overrides, DR and does not need to look at About rollout.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4751.0;attach=26569)

So to wrap it up. It would be very unfortunate if current, quite unprofessionally looking user interface made it into retail version. It may be easier to use in some cases, but it has a learning curve. Aside from ease to use, other trademark of Corona is a common sense. Meaning one can simply pick the renderer up and start to use it, without much searching or guesswork included. While new UI may be effective once used to, it does not come with much of a common sense, and I do not think my proposal is any less effective.

If anyone agrees with me, i would be very happy for some voice of support.

EDIT:

Practical example. Right now, if i want to have just 3 essential rollouts available to me on my 1920*1200 resolution screen, even if i stretch window vertically as far as i can, i have to scroll:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4751.0;attach=26577)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-15, 13:09:13
Oh, and as for the slowdown, i have very strong suspicion it's the UHD cache. New UHD cache has a settings that trade off between precalc time, and amount of path tracing. If you leave cache at lower quality, it does not mean it will be faster and lower quality. It just means more stuff will be path traced. So it's really hard with this philosophy to get good rendertimes at the expense of some quality.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 13:14:45
Oh, and as for the slowdown, i have very strong suspicion it's the UHD cache. New UHD cache has a settings that trade off between precalc time, and amount of path tracing. If you leave cache at lower quality, it does not mean it will be faster and lower quality. It just means more stuff will be path traced. So it's really hard with this philosophy to get good rendertimes at the expense of some quality.

First off, I really like your idea for the settings UI. The new UI made me confused and I was searching for a while to find what I was looking for...

Regarding the speed, I did notice that the precalc time also increased. I did not have any problem with quality or render times before though :) Maybe there is some setting I don´t know that could enable the same speed as before? Or did I misunderstand something?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-15, 13:18:19
Oh, and as for the slowdown, i have very strong suspicion it's the UHD cache. New UHD cache has a settings that trade off between precalc time, and amount of path tracing. If you leave cache at lower quality, it does not mean it will be faster and lower quality. It just means more stuff will be path traced. So it's really hard with this philosophy to get good rendertimes at the expense of some quality.

First off, I really like your idea for the settings UI. The new UI made me confused and I was searching for a while to find what I was looking for...

Regarding the speed, I did notice that the precalc time also increased. I did not have any problem with quality or render times before though :) Maybe there is some setting I don´t know that could enable the same speed as before? Or did I misunderstand something?

Best would be to try legacy HDcache option, and see if UHD is really a problem, or just a missed shot :)
Title: Re: Daily builds
Post by: Juraj on 2015-01-15, 13:20:20
I would say the same, but I can't be bothered to do actual comparison with workload lately, could perfectly be just more complex scene. Persistent noise has always been the issue though, I personally do de-noise using MaskID when applicable to those few places.

Okey, good to know I´m not the only one feeling the slowdown. I haven´t done a in-depth comparison but a quick comparison. It could of course be a more complex scene, but I also tried my last project (which I did with A7.2) and it was much slower with daily builds (2015-01-13 build). I have never de-noised any render, but perhaps I should check it out!

In general me neither, I consider it "degenerate" workflow. I only mean stuck up noise, i.e some very glossy specular surfaces, so for that the MaskID. For the whole render, no, never.

I am on HD Cache, so in my case it's not by UHD. Have not tested that one yet.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 13:25:55
In general me neither, I consider it "degenerate" workflow. I only mean stuck up noise, i.e some very glossy specular surfaces, so for that the MaskID. For the whole render, no, never.

I am on HD Cache, so in my case it's not by UHD. Have not tested that one yet.

I see, thank you for the explanation and a little noise don´t bother me, I kind of like it!

I will try with HD Cache and see if that makes any difference, hopefully the speed will be fixed sooner or later :)
Title: Re: Daily builds
Post by: Juraj on 2015-01-15, 13:27:23
But I do like Rawalanche's UI suggestion. Basically Performance is the "don't touch" for regular users. I have to yet compare my current (jan2) build to actual build.
Title: Re: Daily builds
Post by: Juraj on 2015-01-15, 13:33:40
In general me neither, I consider it "degenerate" workflow. I only mean stuck up noise, i.e some very glossy specular surfaces, so for that the MaskID. For the whole render, no, never.

I am on HD Cache, so in my case it's not by UHD. Have not tested that one yet.

I see, thank you for the explanation and a little noise don´t bother me, I kind of like it!


To end my off-topic chain :- ) There is "photographic", consistent noise, and there is CGI, displaced noise. If whole scene has little noise, it can has nice photographic feel (but even that is often undesirable in marketing imagery),
but I usually have issue with some glossy surfaces being noisy forever, when rest of the scene is absolutely crystal-clear. It mostly happens when they're absolutely out of sight of any direct light. Then masked denoising helps a lot ;- ) Like here:
(that's 600 passes on default settings ! everything else was looking good after 100, and quite clean after 200 passes. Huge amount of rendering time) Situation for adaptiveness.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 13:51:28
To end my off-topic chain :- ) There is "photographic", consistent noise, and there is CGI, displaced noise. If whole scene has little noise, it can has nice photographic feel (but even that is often undesirable in marketing imagery),
but I usually have issue with some glossy surfaces being noisy forever, when rest of the scene is absolutely crystal-clear. It mostly happens when they're absolutely out of sight of any direct light. Then masked denoising helps a lot ;- ) Like here:
(that's 600 passes on default settings ! everything else was looking good after 100, and quite clean after 200 passes. Huge amount of rendering time) Situation for adaptiveness.

Yeah, I was referring to photographic noise as the kind of noise I like :) Nice info, thanks! I have run into a few situations where there is persistent noise but I haven´t like the result of de-noising. I will try with MaskID next time I run into that problem!

Back to topic: I tried with HD Cache and I have the same slow render times... :/
Title: Re: Daily builds
Post by: arqrenderz on 2015-01-15, 13:53:11
Really like the UI option of rawalanche
Title: Re: Daily builds
Post by: Ondra on 2015-01-15, 14:08:04
while it looks good at first sight, there is still the crucial problem - adding new tabs is something I was not able to do. The 3dsmax is more retarded in this than usual. Thats why we added the switcher buttons.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-15, 14:21:11
while it looks good at first sight, there is still the crucial problem - adding new tabs is something I was not able to do. The 3dsmax is more retarded in this than usual. Thats why we added the switcher buttons.

Then you should try harder, ask Chris for example, or on beta forums. If Vlado figure it out, why wouldn't you? Alternatively, it's always possible to do this:

(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4751.0;attach=26579)

Ideally also with remembering which rollouts were closed or open. It would be a real shame to sacrifice UI usability due to small technical limitation.
Title: Re: Daily builds
Post by: Ondra on 2015-01-15, 15:15:21
Vlado has 10 years head start and a team of 150 people. We are 3 people and 45 days late with the release.

I honestly have no idea if and how I will change the UI further before release. Right now I am doing scatter, bugfixing, and web.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-15, 15:24:26
Vlado has 10 years head start and a team of 150 people. We are 3 people and 45 days late with the release.

I honestly have no idea if and how I will change the UI further before release. Right now I am doing scatter, bugfixing, and web.

Shouldn't take longer than two or three hours (own experience). What's wrong with the concept? I mean, once Corona goes 1.0, it should make best possible impression. Alien button panel will certainly not help it.
Title: Re: Daily builds
Post by: Ondra on 2015-01-15, 15:29:44
I havent studied the concept yet. I just looked over it, and I liked some things. On the other hand, most people also like the current version. I will look for a way to get the best of both by evolving the current version, but you have to respect my scheduling
Title: Re: Daily builds
Post by: Alessandro on 2015-01-15, 15:49:14
I agree with Rawalanche, you create a solution that has not in Max standard, just one more thing to learn and one more different way to work. If you can't add more than one tab, Rawalanche solution it's a good one instead.
Otherwise, you can go back to the beginning solution, personally I didn't find so impossible to work with it...
Title: Re: Daily builds
Post by: cecofuli on 2015-01-15, 16:15:52
+1.000 for the first Rawalanche UI
It doesn't break 3ds max rules and it's more easy to use.

Ondra, you don' t use every day Corona to work in a real projects as we do =) But, believe me, it isn't pleasant to play.
If you don't know how to add a new tabs, please, consider the second option.
UI, as now, is very, very uncomfortable.

I really want to know who prefer the last Daily version =)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-15, 16:24:31
I too am curious about who likes the current daily version over my concept. And especially why. If there is anything better about the current daily version, i could perhaps incorporate it into my concept so it works even better :)
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 16:57:48
So when the camera you are rendering from has a CoronaCamMod, and it´s enabled to get DOF from the camera, the color mapping tab from VFB will be gone? No way to get it back? I liked how it was before, when I could change highlight compression and exposure anytime I wanted (during or after rendering). So now I have to choose between using DOF based on the camera and using highlight compression in VFB?

I would rather remove exposure from Render Setup completely and have it in VFB and CoronaCamMod.

This new stuff is confusing and disrupts my workflow a lot :(
Title: Re: Daily builds
Post by: pokoy on 2015-01-15, 18:10:14
I too am curious about who likes the current daily version over my concept. And especially why. If there is anything better about the current daily version, i could perhaps incorporate it into my concept so it works even better :)

I wasn't against the new UI when it was introduced but having worked with it for some days sporadically I have to say I dislike it. If it was a choice between the old and the new UI I'd vote for the old UI. Options are too far away, hiding and unhiding tabs feels like hit&miss half of the time. Having it all in one place, even when you had to scroll, was easier to manage actually.
Your concept looks interesting for sure and might be a good way to go but I'd have to look at it with more time.
Title: Re: Daily builds
Post by: blank... on 2015-01-15, 18:11:39
While i have nothing "against" Rawas solution, i have nothing against Ondras either. To me both are equally logical and straightforward. But i do think that "learning curve and non standard interface" are not valid excuses. Come on people, we're talking about buttons here! Click it and it's immediately clear what it does. Corona is a rendering engine, not Chrome, if users can learn how to use Max, figuring out what a couple of buttons do shouldn't be a problem. Besides, i'm guessing some "how to" or help section will probably be on the new site when 1.0 is released. If one is ready to dive into a new rendering engine spending 10 minutes on reading users guide is to be expected.

That exposure scattered around UI mess is a bigger issue, wink wink :D
Title: Re: Daily builds
Post by: cecofuli on 2015-01-15, 18:19:36
Hanging out with the 1.0 with this UI, from my point of view, isn't a good idea. Better to let the users, especially those accustomed to V-Ray, MR etc, with an interface which they are used to work.  Maybe, later, you can think a better idea, like Rawalanche (first or second version) showed us. 

I am a fan of static UI. In fact, I REALLY hate the shit Ribbon X(
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-15, 18:30:10
That exposure scattered around UI mess is a bigger issue, wink wink :D

I completely agree. I can get used to the new UI layout, but the new way exposure works is not good :/
Title: Re: Daily builds
Post by: mirokurcik on 2015-01-15, 19:15:33
Current daily builds UI fully follows the basic idea of Corona, ie. maximum simplicity. I really like it.
3dsmax UI is a 20-year-old concept, designed for small resolution, lot of scrooling, ... in 1995 really good and modern.
But today, for example limited width of the Command Panel, completely unsuitable for "feeding" any scatters, and other "adesk" nonsense like ribbons, ... it is time for trying other solutions.

about Corona Settings:
- I see everything important in a one panel, no need tabs (but my render dialog is on portrait fullHD display).
- Rollouts buttons, at the first attempt is not much, but just a couple of clicks, remember RMB and I like it.

I am not saying that it is perfect, I take it more as a different view.

UI design is complex thing, let's please KeyMaster more time to fine-tuning this "no ABC-ray" approach.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-15, 19:34:20

UI design is complex thing, let's please KeyMaster more time to fine-tuning this "no ABC-ray" approach.

Yes, I agree with you. Corona v1.0 + this "unfinished" UI isn't a good "business" idea.
It's better to stay quiet, with good old UI (or maybe with first  Rawalanche idea) for some release.
And spend more time with a new idea (if we really need it!)
Title: Re: Daily builds
Post by: Ondra on 2015-01-15, 21:13:15
Quick question: how important is that scatter does not move instances when importing from older version? Parameters would stay same, I mean moving as in setting different random seed
Title: Re: Daily builds
Post by: mirokurcik on 2015-01-15, 22:22:05
Quick question: how important is that scatter does not move instances when importing from older version? Parameters would stay same, I mean moving as in setting different random seed

Unimportant to me, I'd probably have not even noticed.
Title: Re: Daily builds
Post by: romullus on 2015-01-15, 23:09:20
New Corona Scatter interface elements is heavily missaligned - looks quite unprofesional. Didn't test its funcionality yet.
Title: Re: Daily builds
Post by: Ondra on 2015-01-15, 23:19:56
I havent touched the UI yet
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-16, 01:28:15
I understand that there are lot of things to do but I wonder if I can get an answer for one question.

How exposure works now, with CoronaCamMod, VFB and so on, is this how it will remain?

The only reason I like to know is basically if I should find a workaround for my previous workflow to fit with how it works now or if I should be patient and wait for it to be restored?
Title: Re: Daily builds
Post by: Ondra on 2015-01-16, 01:50:23
camera mod now has entire set of color mapping parameters, and if you enable it and render, it overrides other spinners until you render without the camera mod
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-16, 01:55:23
camera mod now has entire set of color mapping parameters, and if you enable it and render, it overrides other spinners until you render without the camera mod

Thanks for the answer Keymaster. I can´t say I´m happy about that change but I suppose there are some reason behind that. I will change my current workflow then!
Title: Re: Daily builds
Post by: Juraj on 2015-01-16, 02:05:38
Didn't look too much into how this was solved in latest Vray update, but I think they planned to deal with this in quite smart way (and I think they did it I just don't use Vray right now). Both camera and framebuffer would affect each other, based on what was used last. Keeps both freedom and consistency.

Is that different from what latest build of Corona has ? Or how does the "override" manifest ? It greys/locks them out (in framebuffer)  ?  Or just ignore... ?
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-16, 02:13:03
With a CoronaCamMod enabled I can´t change exposure and highlight compression during or after rendering and that is just...terrible to be honest!

If you enable CoronaCamMod the color map tab completely disappears from VFB.

If they could work together like Juraj says that would be great! I could continue with my current workflow regarding exposure and perhaps less confusion (if there were any)!

Is this possible? Could this please be considered? Or can you change back? Do some fix? :D
Title: Re: Daily builds
Post by: pokoy on 2015-01-16, 09:37:41
Some feedback for the latest build (15-01-2015)

Quote
added start interactive button into VFB - drops down from render button

While it's good to have an IR button in the VFB, there's no indication on the normal render button that it drops down for more options when you hold it, like an small arrow in the icon for example. To be honest, I'd prefer a separate button for IR, is should not be hidden as a drop down option.

Another thing, we really need visual feedback that IR is preparing or has been stopped. With bigger scenes you press it and then nothing happens until it kicks in. I am sure some people will right away click it again (or click the main render button) because they're unsure whether something is happening. So anything that let the user know what's happening is really needed.

Also, the VFB ColorMap fields display a '.' decimal separator although OS and max display a ',' (always as dot although OS is set to a comma). Imo it should respect the OS setting. Going to report this on Mantis as it should be fixed imo.
Title: Re: Daily builds
Post by: Ondra on 2015-01-16, 09:38:17
Values from VFB cannot affect camera mod.  What I could do is separate checkbox to enable colormapping overrides and camera parameter overrides.

Why do you use camera mod anyways? It is meant for special cases when you render more cameras at once, not day to day work
Title: Re: Daily builds
Post by: Ondra on 2015-01-16, 09:42:58
the color mapping/camera mod UI is WIP anyways. If anyone has any idea how to solve it, please, we would like to hear it ;). But we fear there is no perfect solution.
Title: Re: Daily builds
Post by: johan belmans on 2015-01-16, 09:57:44
Just to add a +1 to Rawalanches idea for the UI.
I prefer scrolling above Ondra's solution.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-16, 10:06:07
Values from VFB cannot affect camera mod.  What I could do is separate checkbox to enable colormapping overrides and camera parameter overrides.

Why do you use camera mod anyways? It is meant for special cases when you render more cameras at once, not day to day work

I use camera mod to set up DOF based on the camera target. Sometimes I use it when I need to render several different camera angles with different exposure overnight. That happens quite often that I need to render more camera at once :) I find it really handy and nice. I can also explain my exposure workflow and why I really want to have both VFB and camera mod.

When you add a camera mod to a camera, can´t the camera mod and VFB color map work like before (you can use both) UNTIL you tick "use photographic exposure"?

Kind of like before but at the same time you get some flexibility and won´t get locked down by having to choose either VFB or camera mod?

Like in Vray for example, if you use vrayphysical camera it controls exposure, but you can still change exposure during render by opening the exposure tab?

But a seperate checkbox for override like you suggested might do the trick! :)
Title: Re: Daily builds
Post by: lacilaci on 2015-01-16, 10:08:33
Values from VFB cannot affect camera mod.  What I could do is separate checkbox to enable colormapping overrides and camera parameter overrides.

Why do you use camera mod anyways? It is meant for special cases when you render more cameras at once, not day to day work

Checkbox for override controls would make it clear to a new user that unless it's checked it doesn't affect camera mod.

But on other hand, some people might end up thinking they need a camera mod cause "does the colormapping work if I don't have a camera mod and checkbox isn't checked?"

If you really want to make a user be sure and not ask what controls takes precedence, then you need to answer the question:

In manual

Or directly in UI of the colormapping itself (test if you are rendering from a camera mod, and give the result to the vfb colormapping controls - disabled if cameramod is in use, or give a statement what takes precendence)
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-16, 11:23:17
I think the entire problem is having color mapping settings in camera. That's just not the place where should they be. If one uses cameramod it is assumed they use it to work with physical camera.

EV is not part of physical camera, and other things like Contrast and White Balance is what most professionals do in post anyway. Contrast, Tint, White balance, are things that apply overall look. I can imagine someone wants different exposure per camera, or different fstop or shutter, but look is something like LUT, that should be global, not in camera. And the most absurd thing is having highlight compression in camera too. That's just wrong.

I would suggest removing everything color mapping related from camera mod. That will remove source of any problems and confusions. So Camera would have just Sensor, Fstop, ISO, Shutter and Tint. I can't think of any other way out of this mess. This is exactly that "flexibility at the expense of usability" case.
Title: Re: Daily builds
Post by: cecofuli on 2015-01-16, 11:26:12
Again, I agree with Rawalanche ;-)
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-16, 11:30:47
The idea that Rawalanche proposes sounds good.

Have color mapping in VFB and still be able to use CameraMod for setting up DOF correctly and have it work like a physical camera with F-Stop, ISO, Shutter speed and so on, if I understood correctly!
Title: Re: Daily builds
Post by: Alessandro on 2015-01-16, 12:12:47
I can imagine someone wants different exposure per camera, or different fstop or shutter, but look is something like LUT, that should be global, not in camera. And the most absurd thing is having highlight compression in camera too. That's just wrong.

I fully disagree. Talking about interior set, every time we change the view we could have the need to change exposure. It's very very important to have the option to set an exposure per camera. It's the way you work in a photographic studio, and it's the way we work in render.
I agree about post production, every single render need to have a post, but, most of all for exposure, we need to start from a as good imagine as we can have from the render. And this could be a need also in exterior renders.
Really don't understand the reason why you find "just wrong" to change the exposure from a cam to another...
Title: Re: Daily builds
Post by: Juraj on 2015-01-16, 12:43:30
Not that I use it but this has been quite requested on Chaos forum. There is no reason why further options shouldn't need to be there. But they shouldn't lock you out iterative workflow in framebuffer.

If framebuffer values cannot be mapped back, it should be possible that framebuffer copies values (which are now locked) from cameramod, and lets you override them if for nothing, at least for test purpose.
I am still mostly talking primarily about physical camera (Exposure/ISO/...) though and how it make sense to hardwire it into camera mod for mass rendering (or simply remembering it) and being able to tweak it during render in FB.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-16, 12:46:46
Yes, exactly!

I might have been explaining wrong, but all I wanted was to be able to change exposure and highlight compression even if I have a CameraMod enabled, which I could until it was changed, that´s all!
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-16, 13:18:41
I can imagine someone wants different exposure per camera, or different fstop or shutter, but look is something like LUT, that should be global, not in camera. And the most absurd thing is having highlight compression in camera too. That's just wrong.

I fully disagree. Talking about interior set, every time we change the view we could have the need to change exposure. It's very very important to have the option to set an exposure per camera. It's the way you work in a photographic studio, and it's the way we work in render.
I agree about post production, every single render need to have a post, but, most of all for exposure, we need to start from a as good imagine as we can have from the render. And this could be a need also in exterior renders.
Really don't understand the reason why you find "just wrong" to change the exposure from a cam to another...


No. sorry, but you misunderstood me. I said I CAN imagine someone needs different exposure per camera. That's what i mean. You CAN and SHOULD be able to have exposure per camera. Just not color mapping per camera. But i actually found some way to make it work. Just need to finish and polish the concept :)
Title: Re: Daily builds
Post by: Alessandro on 2015-01-16, 14:13:05
Rawalanche, ok! ;)
Title: Re: Daily builds
Post by: Alessandro on 2015-01-16, 14:35:08
It seems Corona scatter doesn't respect frequency parameter, is it me?

Edit: using the last build,  Jan 15 2015 21:38:53
Title: Re: Daily builds
Post by: borisquezadaa on 2015-01-16, 15:09:05
I was able to put a cameramod over non camera objects. Is not better to restrict to just camera type only?.
posted as bug.
Title: Re: Daily builds
Post by: Ondra on 2015-01-16, 20:39:34
It seems Corona scatter doesn't respect frequency parameter, is it me?

Edit: using the last build,  Jan 15 2015 21:38:53

It works here. Do you have avoid colisions checked by any chance?
Title: Re: Daily builds
Post by: DeadClown on 2015-01-16, 21:58:13
The new CoronaMultiMap rocks! The different modes are more than I expected :)
The only wish I'd have are more slots or an arbitrary amount of slots. I guess there is a good reason why there aren't, probably a max thing about subMaps?

Anyways, what I'd suggest to add is maxscript access to an array of all x slots, so I could just access colors or maps by id

little excerpt from the VrayMultiSubTex:
Code: [Select]
.texmap_color : RGB color array
.texmap : texturemap array
.texmap_mult : float array
.color_1 (alias for texmap_color[0])
.color_10 (alias for texmap_color[9])
.color_11 (alias for texmap_color[10])
.color_12 (alias for texmap_color[11])
[...]
.id_1 (alias for texmap_id[0])
.id_10 (alias for texmap_id[9])
.id_11 (alias for texmap_id[10])
.id_12 (alias for texmap_id[11])
Title: Re: Daily builds
Post by: ecximer on 2015-01-16, 22:20:50
I think, for this texture it is necessary to add a spinner of "seed" since without it colors change with each mouse click.
Title: Re: Daily builds
Post by: Ondra on 2015-01-16, 23:00:12
I think, for this texture it is necessary to add a spinner of "seed" since without it colors change with each mouse click.

which mode?
Title: Re: Daily builds
Post by: Ondra on 2015-01-16, 23:02:09
The only wish I'd have are more slots or an arbitrary amount of slots. I guess there is a good reason why there aren't, probably a max thing about subMaps?
only that the way 3dsmax plugins are implemented, there is a humongous amount of copy+paste included in the code :(
Title: Re: Daily builds
Post by: ecximer on 2015-01-17, 12:21:58
which mode?
In instance mode, but only with coronascatter :^)
Title: Re: Daily builds
Post by: Ondra on 2015-01-17, 15:23:55
interactive rendering?
Title: Re: Daily builds
Post by: ecximer on 2015-01-17, 17:06:03
yes
Title: Re: Daily builds
Post by: Ondra on 2015-01-17, 18:59:33
ok, there it does indeed change. It would be pretty hard to make it stick
Title: Re: Daily builds
Post by: antanas on 2015-01-17, 21:35:01
HOORAY ! for the CoronaMultiMap at last !!!!

For people having trouble with new ui, well I too like tabbed Ui (Rawalanche's suggested) type more but the current one is useable too. Still, I really don't understand the problem with "LOTS" of scrolling either here - http://clip2net.com/s/3aElWjw - is that I always do while using Corona or any other renderer or some "large-option/feature-count" plugins (like forestpack for example) - for me it's the handiest way for sure.
 
Simplest thing I would suggest for a new UI's improvement would be the addition of an expand/show all button - I at least would be content with just that ))
 
More complex one would be some sort of sticky (always visible/on top) Corona render rollout panel (or just buttons) which instead of opening new rollouts and closing current ones would just scroll the always expanded Ui down to the pressed one's rollout. I think If that is possible (and judging from my usage of right click on scroll bar it can be done some way or another) this way everyone would be happy - all new ui haters, lovers and neutrals alike )) 
Title: Re: Daily builds
Post by: Juraj on 2015-01-17, 22:06:37
Anyone has issue with sluggish material editor.. ? It feels rather much slower to me ( both Veronika and Peter said the same). It just..lags/freezes so much. Default mat ball/ 1 sample level only, and it stutters up to 20 seconds, and opening whole material editor can take minutes.

Any scene, any workstation. 2015 SP2

Title: Re: Daily builds
Post by: Juraj on 2015-01-17, 22:43:42
Can't use it at all like this...

Exploring other features, the new UI (16th vs 2nd Jan) only let me watch single tab ? I find this pretty discomforting as I like to be able to have broader outlook on settings. Not fan of this at all... the tabby idea is ok but only one at time ?
Title: Re: Daily builds
Post by: Ondra on 2015-01-17, 22:48:14
RMB opens as before, and it will be changed again because I finally found a way to have multiple tabs in the window
Title: Re: Daily builds
Post by: Juraj on 2015-01-17, 22:50:05
RMB opens as before, and it will be changed again because I finally found a way to have multiple tabs in the window

Oh ok, I see, I had no idea there was left/right button distinction.
Title: Re: Daily builds
Post by: Juraj on 2015-01-17, 23:14:33
Anyone has issue with sluggish material editor.. ? It feels rather much slower to me ( both Veronika and Peter said the same). It just..lags/freezes so much. Default mat ball/ 1 sample level only, and it stutters up to 20 seconds, and opening whole material editor can take minutes.

Any scene, any workstation. 2015 SP2

It's super slow even without rendered preview (although obviously tad faster). The moment I switch to Vray everything is instant again. No one else anything... ? Wondering which version to roll back to.... I don't want to go back to 7.2.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-17, 23:42:32
Anyone has issue with sluggish material editor.. ? It feels rather much slower to me ( both Veronika and Peter said the same). It just..lags/freezes so much. Default mat ball/ 1 sample level only, and it stutters up to 20 seconds, and opening whole material editor can take minutes.

Any scene, any workstation. 2015 SP2

My material is extremely slow, well whole 3ds max is slow/freezing etc. This had made me crazy for 2 days now!! Tried with 2014 and that works "fast" as usual? And like you said Juraj, it´s almost impossible to use 2015 at all, it freezes for about 10min 3-4 times every hour! I´m using Sp3 btw...

I did not have this problem with A7.2 and I don´t want to go back either!

Edit: Now that I think a bit about it, I don´t recall having these slowdowns when I first got access to daily builds which I think was January 2nd build (still using Sp3).
Title: Re: Daily builds
Post by: pokoy on 2015-01-17, 23:43:28
Anyone has issue with sluggish material editor.. ? It feels rather much slower to me ( both Veronika and Peter said the same). It just..lags/freezes so much. Default mat ball/ 1 sample level only, and it stutters up to 20 seconds, and opening whole material editor can take minutes.

Any scene, any workstation. 2015 SP2

It's super slow even without rendered preview (although obviously tad faster). The moment I switch to Vray everything is instant again. No one else anything... ? Wondering which version to roll back to.... I don't want to go back to 7.2.

I know the pain...

I haven't tested any heavy scenes with the recent builds from January so I can't comment on the newer builds but it's something that I reported several times in this thread and on mantis. Will check on Monday with heavier scenes and report.

It was really slow (as in being unworkable) for many builds for me but got better in December, so let's hope this gets resolved.

EDIT
Seeing that you guys mention 2015 it may be something different actually, I am using 2014.
Title: Re: Daily builds
Post by: 3dwannab on 2015-01-18, 00:05:49
I like the UI. But I'd like to make a suggestion.

Would it be possible to make the corona render rollouts sticky. So even if you scroll down it doesn't disappear to the top somewhere which means its always accessible and you don't have to do two actions to do one task (three if it means having to scroll back down). And if you right click on camera say it jumps you directly to camera rollout. This means you can have all rollouts open. Right click and that's it. Left click then just toggles each area on and off. Simples.
Title: Re: Daily builds
Post by: pokoy on 2015-01-18, 00:09:42
Since the UI is going to be redone: Can we have the 'ShowVFB' and 'Start Interactive' buttons moved to the very top so they're always visible, regardless of which section you show/hide? In my eyes they're independent from settings and should not be hidden.
Title: Re: Daily builds
Post by: Juraj on 2015-01-18, 01:27:21


Will check on Monday with heavier scenes and report.

I tested even completely new scene, open mat editor, choose Corona as renderer, choose Corona Material. Any change to that single basic material, has noticeable freeze/delay. Add texture, and bum..bigger lags. Before (7.1) it took me 20 seconds to render beautifully clean level 12+ (sample). Now it takes me 20 seconds to update that preview window at sample 1. And like I mentioned, even disabling rendered preview, still noticeably lags. I switch to Vray, and material previews are instant, no matter how large almost. So it's definitely nothing to do with 3dsMax. I had SP2 since summer.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-18, 01:32:59
I tested even completely new scene, open mat editor, choose Corona as renderer, choose Corona Material. Any change to that single basic material, has noticeable freeze/delay. Add texture, and bum..bigger lags. Before (7.1) it took me 20 seconds to render beautifully clean level 12+ (sample). Now it takes me 20 seconds to update that preview window at sample 1. And like I mentioned, even disabling rendered preview, still noticeably lags. I switch to Vray, and material previews are instant, no matter how large almost. So it's definitely nothing to do with 3dsMax. I had SP2 since summer.

Yeah, I´ve tried with a 20+ million poly scene and only a shaderball, same freezing/slow behavior in both scenes. I always have rendered preview disabled. I don´t think it has anything to do with SP3 either.
Title: Re: Daily builds
Post by: Ondra on 2015-01-18, 02:10:01
New build:
Title: Re: Daily builds
Post by: juang3d on 2015-01-18, 03:03:54
I like both changes, I still have to test the UHD settings real effect over animation and static, and over render time, but so far I find it cool.

What I don't understand is why the progressive engine controls (time/passes) are in the main settings but the bucket engine settings are not in main settings or even in scene tab, for me bucket is the main engine because it feels faster, it was faster before with adaptative rendering, I'm not sure about it now, but I'm really used to it and I prefer it over progressive, I prefer that way of configuring the desired final quality.
I'm not saying it should be the default engine at all,  but I don't understand why this marginalization of these settings.

Cheers!
Title: Re: Daily builds
Post by: borisquezadaa on 2015-01-18, 04:13:12
UHD cache UI settings now simplified. Where can i find precomputation amount and maximal error meanings? the spinners goes from 0.01 to 999.

I'm feel more comfortable using this UI than last one.

Title: Re: Daily builds
Post by: Polymax on 2015-01-18, 09:44:05
Selecting GI solvers in one tab and configure it to another ... at first glance not very comfortable. I mean first of all secondary solver.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-18, 10:52:52
I find the new UI with tabs much easier and less confusing, I like it! :)

Any news what´s going to happen with CameraMod/VFB/ColorMap? Is ColorMap in VFB still going to be removed when CameraMod is enabled?
Title: Re: Daily builds
Post by: pokoy on 2015-01-18, 11:55:04
I hate to say this but this thread is a mess, it feels like a hijack of a hijacked thread for the last 20 pages now. For the sake of clarity, can't we have the last few pages splitted into separate threads like, for example:

- UI discussion
- Performance issues
- UHD implementation and controls
- VFB controls
- issues
- requests

and make it mandatory to add the db timestamp and max version to any issue report.
I think this would help all of us, devs and testers, to keep focused on the thing we really have something to say about.
Title: Re: Daily builds
Post by: Christa Noel on 2015-01-19, 02:25:35
I'm agree with pokoy.
Title: Re: Daily builds
Post by: pokoy on 2015-01-19, 11:10:00
I didn't want to sound harsh, just wanted to help make the different things discussed here more focused and manageable. Hope it helps somehow, if you feel like it's not needed just continue with posting here. Maybe there are other suggestions to keep things cleaner.

I have created a thread to discuss the material editor performance issues I have since some time now, it may be related to the other reports from the last beta but I can't reproduce it here and it may actually have to do something with max 2015 and the latest build since both reporters encountered this with max 2015.

I'd be happy if some of you with larger scenes could contribute to the thread here, please read through my post so you know what I think seems to trigger the issue:
https://forum.corona-renderer.com/index.php/topic,6645.0.html (https://forum.corona-renderer.com/index.php/topic,6645.0.html)
Title: Re: Daily builds
Post by: Ondra on 2015-01-19, 12:03:35
testing new stuff... if anyone with haswell or newer CPU has some time to test the 2 new builds I uploaded (AVX2 and SSE inside "speed comparison" folder) and report any speed differences in a scene with simple shaders (ideally just white environment and override clay mtl), that would be great ;)
Title: Re: Daily builds
Post by: Juraj on 2015-01-19, 12:26:55
testing new stuff... if anyone with haswell or newer CPU has some time to test the 2 new builds I uploaded (AVX2 and SSE inside "speed comparison" folder) and report any speed differences in a scene with simple shaders (ideally just white environment and override clay mtl), that would be great ;)

I will check it out at least. By Haswell and greater you mean Haswell and Haswell-E purely ? I will check it on my mat editor...

Edit: I am on 4930k (Ivy Bridge-E) only now, and can't run those.
Title: Re: Daily builds
Post by: juang3d on 2015-01-19, 12:45:29
5820k qualifies for that, right?

I'll test with it, I'll tell something tomorrow or the next day, I wish we see an impressive improvement! hehehe

Cheers.
Title: Re: Daily builds
Post by: Juraj on 2015-01-19, 12:46:36
Why was the performance moved to bugs purely ? It concerns only daily builds.

OK, uninstalled it all and installed 7.2.

ZERO issues, everything is 100times (even more actually faster), converstion takes 1/10 of second, everything is real-time and fluent.

So what gives ? Like how could this go for whole month ? Is no one here using 2015  and Daily build to do anything ?
Title: Re: Daily builds
Post by: xt13r on 2015-01-19, 13:07:41
Latest build from 2015-01-19 seems very unstable.
For me it crashed 5 times in a last half hour on a simplest operations, like loading and changing bitmaps in diffuse slot or startind IR.
Is this happens only for me or anyone else have same problems with stability?)

And also Start IR button from VFB doesn't work, every time i click on ot - 3dsmax crashes immediatelly.
Title: Re: Daily builds
Post by: pokoy on 2015-01-19, 13:12:44
Latest build from 2015-01-19 seems very unstable.
For me it crashed 5 times in a last half hour on a simplest operations, like loading and changing bitmaps in diffuse slot or startind IR.
Is this happens only for me or anyone else have same problems with stability?)

And also Start IR button from VFB doesn't work, every time i click on ot - 3dsmax crashes immediatelly.

For me, the Stop button works only sporadically when rendering with IR, reported on Mantis already. Had no crashes so far but I had a BSOD. Not sure if it had to do with Corona, but it's been ten years since I saw my last blue screen...
Title: Re: Daily builds
Post by: Ondra on 2015-01-19, 13:34:11
no, corona cannot cause BSODs
Title: Re: Daily builds
Post by: lacilaci on 2015-01-19, 13:38:55
can't load speed comparison releases(tried both) - error code 126 - module not found. ? Do I need to remove something from previous build? (4770K - max2015, windows7 SP1)
Title: Re: Daily builds
Post by: Ondra on 2015-01-19, 14:00:24
sorry, there is new DLL (which is usually not required by daily builds) - wxmsw30u_gl_vc_corona.dll - it is on dropbox in the folder !dlls into 3dsmax root.
Title: Re: Daily builds
Post by: Ondra on 2015-01-19, 14:06:08
yep, seems there is a bug in the embree. I will have to revert to the older version.
Title: Re: Daily builds
Post by: lacilaci on 2015-01-19, 15:44:52
So, just interior scenario with only white environment as light source and default coronamtl as override..

Pretty much the same performance it seems
Title: Re: Daily builds
Post by: Dollmaker on 2015-01-19, 20:54:52
I am getting error with proxy exporter with latest build..
Title: Re: Daily builds
Post by: Ondra on 2015-01-19, 21:08:19
I am doing new daily build, there are several new improvements compared to the mid-day build I did.
Title: Re: Daily builds
Post by: Dollmaker on 2015-01-19, 21:44:53
I am doing new daily build, there are several new improvements compared to the mid-day build I did.

Thanks :D

Title: Re: Daily builds
Post by: vkiuru on 2015-01-20, 07:48:44


Will check on Monday with heavier scenes and report.

I tested even completely new scene, open mat editor, choose Corona as renderer, choose Corona Material. Any change to that single basic material, has noticeable freeze/delay. Add texture, and bum..bigger lags. Before (7.1) it took me 20 seconds to render beautifully clean level 12+ (sample). Now it takes me 20 seconds to update that preview window at sample 1. And like I mentioned, even disabling rendered preview, still noticeably lags. I switch to Vray, and material previews are instant, no matter how large almost. So it's definitely nothing to do with 3dsMax. I had SP2 since summer.

Is this still an issue with the dailies, should I move back to 7.1 or 7.2? because currently my workday consists of freezes that vary from 10 seconds to 5 minutes when setting up materials.
Title: Re: Daily builds
Post by: pokoy on 2015-01-20, 09:28:06
It's resolved for me in the latest db (2015-01-19) but it seems it is not resolved for everyone, so more testing and feedback is probably a good thing.
Please test the mentioned db and make sure to report here, make sure to include your max/OS setup:
https://forum.corona-renderer.com/index.php/topic,6645.0.html (https://forum.corona-renderer.com/index.php/topic,6645.0.html)
Title: Re: Daily builds
Post by: CiroC on 2015-01-20, 10:05:00
I don't know if I should create a specific thread for this, but it seems that the Falloff map when used on the Fresnel IOR (999 value) is not working with the 2015-01-19 build. I am using 3ds Max Design 2015.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-20, 10:18:36
I don't know if I should create a specific thread for this, but it seems that the Falloff map when used on the Fresnel IOR (999 value) is not working with the 2015-01-19 build. I am using 3ds Max Design 2015.

I checked and for me it´s working with the compact material editor, not with slate material editor (I´m not using the Design-version of Max though).

Update: Nevermind, I tried your scene and it´s not working.
Title: Re: Daily builds
Post by: CiroC on 2015-01-20, 10:31:47
I don't know if I should create a specific thread for this, but it seems that the Falloff map when used on the Fresnel IOR (999 value) is not working with the 2015-01-19 build. I am using 3ds Max Design 2015.

I checked and for me it´s working with the compact material editor, not with slate material editor (I´m not using the Design-version of Max though).

Update: Nevermind, I tried your scene and it´s not working.

I tried using the Compact material editor and the same problem happens. I don't know if this is something specific for 3ds Max 2015.
Title: Re: Daily builds
Post by: Ondra on 2015-01-20, 10:37:27
create a thread for it....
Title: Re: Daily builds
Post by: maru on 2015-01-20, 14:54:32
I don't think it's supposed to work if you are putting falloff map into fresnel IOR slot. I can't even imagine how it would work.

If for some reason you want to control it using colors instead of numbers, you can for example use CoronaColor map and input, for example, solid hdr color 1,5 1,5 1,5 or put pure white in solid color and increase output multiplier to 1,5.

So if for some reason you must put fresnel map into fresnel ior, then you can put it and instead of colors use CoronaColor map.

If you want to override fresnel IOR, put 999 in it and use falloff map in reflection color slot.
Title: Re: Daily builds
Post by: snakebox on 2015-01-21, 01:25:26
What is going on dropbox?

No new build version, but new change log. The 19th build now have 2 versions of a dll ?

I might just have looked before things got organised, but its really confusing right now.

thanks
Title: Re: Daily builds
Post by: Ondra on 2015-01-21, 01:31:33
the build is being made right now, wait few minutes...
Title: Re: Daily builds
Post by: snakebox on 2015-01-21, 01:32:49
the build is being made right now, wait few minutes...

No problem :)   I was just about to update our renderfarm, but I will give it a few mins then ;)
Title: Re: Daily builds
Post by: Ondra on 2015-01-21, 01:52:51
you are updating renderfarm to daily builds as soon as changelog appears?

Man, you are hard core... ;)
Title: Re: Daily builds
Post by: snakebox on 2015-01-21, 02:32:30
you are updating renderfarm to daily builds as soon as changelog appears?

Man, you are hard core... ;)

That's how we roll here! Have a lot of faith in the corona development! :D
Title: Re: Daily builds
Post by: JeffPatton on 2015-01-21, 05:51:00
CoronaMatte material seems to be missing from the latest (1/21/15) build.  Still works on older scenes, just doesn't show up as an option in the material editor now on new scenes.

Might be a known/temporary glitch, just thought I'd mention it. :)
Title: Re: Daily builds
Post by: snakebox on 2015-01-21, 06:21:18
EDIT2: So it still doesn't work. How ever after making sure the drserver version was correct, sending it in "workstation" mode in deadline, so that it opens the max file and renders it "locally" it does seem to work. How ever the slave mode + DR used to work.

EDIT: Hold on! It might be an error on my end! (most likely is), I just noticed one of the servers hadn't actually updated the DRserver as it should, so I am now wondering if any of them have. If so, obviously the DRserver used is very old, so I will make sure and report back.

I am not sure if it's the new DRserver.exe or Corona itself.. but something has changed when trying to use DR through Deadline.

It worked perfectly a few weeks ago, but arguably I haven't tested DR a lot the last couple of weeks so I'm not sure.

Anyway, If I submit the job locally using DR, it seems to work.

When I submit the job to 1 machine over the network through Deadline, for that then to be the DR host, all the servers are picked up, but crashes when they get to the first DR update. If auto network server scan is enabled they just keep faling over and over.

Like I said, all this worked perfectly fine 2-3 weeks ago. But I think 1-2 new versions of the DRserver has been released since.

We are currently running the latest daily build from today, 21st, and the DRserver from the 17th.

Will test and older corona build just for the sake of it.
What is the big difference in the DRserver version from the 6th?
Title: Re: Daily builds
Post by: Polymax on 2015-01-21, 07:13:41
Build timestamp: Jan 21 2015 01:34:06
Interactive still not working (
Title: Re: Daily builds
Post by: pokoy on 2015-01-21, 10:06:52
CoronaMatte material seems to be missing from the latest (1/21/15) build.  Still works on older scenes, just doesn't show up as an option in the material editor now on new scenes.

Might be a known/temporary glitch, just thought I'd mention it. :)

It's there for me: CoronaShadowCatcherMtl

Shows up in the old Mat/Map Browser and in Slate.
Title: Re: Daily builds
Post by: Ondra on 2015-01-21, 12:46:07
yup, still there... there is now corona category for materials BTW, maybe thats the problem
Title: Re: Daily builds
Post by: JeffPatton on 2015-01-21, 13:35:48
Nevermind...user error on my part in regards to the missing matte material.  Sorry about that.  Lesson learned: never install/try new software after working a 16 hour day. : /
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 17:01:26
I can't download the new DR server within Chrome. It gets flagged as malicious even as zip. file.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-01-21, 17:04:23
I can't download the new DR server within Chrome. It gets flagged as malicious even as zip. file.

From Chrome help:

Turn off download warnings

If you don't want Chrome to show you download warnings, you can turn off your phishing and malware protection setting. Turning off these warnings will also turn off other malware and phishing alerts.

In the top-right corner of the browser window, click the Chrome menu Chrome menu.
Select Settings.
Click Show advanced settings.
Under "Privacy," deselect the "Enable phishing and malware protection" tick box.

I would re-enable it afterwards though.
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 17:10:02
I did download it afterwards, though I previously I had no issue (with this particular file, just older version, from early January).

Interesting, IE flagged it as risky out of reason "not being downloaded often, and not signed by author".
Title: Re: Daily builds
Post by: juang3d on 2015-01-21, 17:10:12
Or just download it with IE and don't touch your chrome config hehehe

Cheers.

Edit:we wrote at the same time, cheers.
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 17:42:32
Downloaded latest daily (21 Jan), and voila, it's super slow again on my 4930k 2015 SP2.. Can we get the "material editor performance" thread back ? It's not resolved.

Opening any scene, with, without texture, no, medium, or heavy geometry, the behaviour is the same. Material editor is extremely laggy. Creating clean CoronMat, and simply clicking on various attributes, has 5 second delay.
Converting clean scene with material editor having default VrayMats, just freezes on material editor generating previews and unfreezed after 2 minutes.
Edit: But the same happens no matter what. Even if use converter on clean/new scene to create 24 default Corona Mats. Switch renderer to Corona, I am waiting few minutes until it generats previews after opening material editor (while being frozen).

Edit2: The same build (21Jan) behaves correctly on Dual Xeon which I accidentaly left as SP1 2015.
Title: Re: Daily builds
Post by: pokoy on 2015-01-21, 17:54:36
Downloaded latest daily (21 Jan), and voila, it's super slow again. Can we get the "material editor performance" thread back ? It's not resolved.

Opening any scene, with, without texture, no, medium, or heavy geometry, the behaviour is the same. Material editor is extremely laggy. Creating clean CoronMat, and simply clicking on various attributes, has 5 second delay.

Converting clean scene with material editor having default VrayMats, just freezes on material editor generating previews and unfreezed after 2 minutes.

I wonder what it is that triggers this, I don't see that behavior since the semi-fix some days ago.
IR doesn't feel that smooth anymore for me, though.
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 18:01:08
Downloaded latest daily (21 Jan), and voila, it's super slow again. Can we get the "material editor performance" thread back ? It's not resolved.

Opening any scene, with, without texture, no, medium, or heavy geometry, the behaviour is the same. Material editor is extremely laggy. Creating clean CoronMat, and simply clicking on various attributes, has 5 second delay.

Converting clean scene with material editor having default VrayMats, just freezes on material editor generating previews and unfreezed after 2 minutes.

I wonder what it is that triggers this, I don't see that behavior since the semi-fix some days ago.
IR doesn't feel that smooth anymore for me, though.

It's super-smooth on my Xeons, it lags on 4930k. 5960X is for games right now, but I will try old 2600k.
I will also install both 2014 and 2015, and try SP3 on 2015. (currently SP2)

EDIT: The smooth Xeon behaviour is on 2015 SP1. The freezing 4930k, is 2015 SP2. Could this be ? Will try both unninstalling the SP2 and then installing SP3 to finally pin this down. Fucking Autodesk, if it's his fault.
EDIT2: Apparently doesn't...I don't know, I am clueless. I can't waste my time doing this. These daily builds simply don't work for me as they should. Will test more when I have time, until then I will use Vray.
EDIT3:To keep my small diary here, fuck that, I don't want to do this project in Vray whatsoever. After few more installations (even 5960X and 3930K), no other workstations have the issue. But they all had SP1. I will try reinstalling Max.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 21:26:55
It's super-smooth on my Xeons, it lags on 4930k. 5960X is for games right now, but I will try old 2600k.
I will also install both 2014 and 2015, and try SP3 on 2015. (currently SP2)

EDIT: The smooth Xeon behaviour is on 2015 SP1. The freezing 4930k, is 2015 SP2. Could this be ? Will try both unninstalling the SP2 and then installing SP3 to finally pin this down. Fucking Autodesk, if it's his fault.
EDIT2: Apparently doesn't...I don't know, I am clueless. I can't waste my time doing this. These daily builds simply don't work for me as they should. Will test more when I have time, until then I will use Vray.
EDIT3:To keep my small diary here, fuck that, I don't want to do this project in Vray whatsoever. After few more installations (even 5960X and 3930K), no other workstations have the issue. But they all had SP1. I will try reinstalling Max.

I noticed editing objects or just navigating and moving stuff around freezes while slate material editor is opened. If I close it everything is a lot faster. Material preview renderings is still slow. So the problems are not solved at all...
I can´t upload the scene I´m working on, but I will try to re-create the problems in a scene as soon as I can. At this moment I can barely work....all these problems drives me crazy.
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 21:35:06
I did complete re-install of 3dsMax 2015 (appdata,regedit, flexnet,etc..) which even if I unchecked offered SP during installation (it offered me SP2...not 3 for some strange reason), the clean install refers to itself as SP1.

Nonetheless, as it is at that state, the material editor is fast and responsive, just like all the other machines were (which are also just SP1). Now because I need to finish these projects, I will not dare to install those SPs ( 2 and 3). I don't know if this causality has any correlation,
but I can't afford to risk it right now.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 21:44:42
Perhaps it could be something with sp2 or 3 that´s causing problems? I wouldn´t be surprised... Will try to revert back to sp1 soon and see what that does!
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 21:53:50
Perhaps it could be something with sp2 or 3 that´s causing problems? I wouldn´t be surprised... Will try to revert back to sp1 soon and see what that does!

Reverting back (simply uninstalling that particular SP2) didn't do anything for me. After complete re-install, it did though. In both cases, the Max declared itself as SP1 though.

I also had in meantime checked 2014 SP5. No issue there either. So only my SP2 2015 installations had issue (and out of them, 2 had almost no other plugins, and no active plugins). I just don't know.

Edit: Installed Vray 3.10.02 and have the same issue again :- D But the other working machines have the same Vray installation and they are fine.... like what the fuck ?

Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 22:01:37
I was hoping to not have to re-install all plugins and everything! But that´s good to know that I will have to uninstall everything.

I tried Max 2014 and it seemed to work a lot better, will try 2014 again!

That´s strange? What is going on!? This keeps getting more strange by the minute! :D
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 22:08:35
Uninstalled Vray. Restarted 3dsMax. Still frozen. Restared PC. Material editor (only Corona) runs smoothly and flawlessly again. (but on other PCs, it runs completely fine together, Latest Daily + Vray).

Damn it, I can't pin it down to anything concrete. Just like running in circles, but loosing so much time.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 22:12:28
That is weird! Still only 2015 you´re having trouble with? I´m very curious to know what the problem is...3ds max, vray or corona :S
Title: Re: Daily builds
Post by: lacilaci on 2015-01-21, 22:17:45
Uninstalled Vray. Restarted 3dsMax. Still frozen. Restared PC. Material editor (only Corona) runs smoothly and flawlessly again.

Same Windows version on all machines? (and a totally random though - Tried Antivirus disabled? I use AVG and I've seen inredible shit happening because of it... however not max/corona related)

I haven't had any issues with mat. editor and corona recently / but on my pc I don't have Vray so..
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 22:19:15
Yes, all the same Windows 8.1, not particularly sure if some have more updates than the other. No antivirus on any of them (or any other protective system).

Anyone else using both latest Vray public (or nightly) and latest Corona daily side-by-side ? And 2015 3dsMax ?
Title: Re: Daily builds
Post by: DeadClown on 2015-01-21, 22:24:57
Just for the sake of testing, close max and try renaming the "ENU" folder here: C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2015 - 64bit\  . Just "ENU_backup" or something, so that it's out of the way.
If you start max now, it will create a new default one. I had some fascinating issues with the user settings in there. Just a wild guess but worth a try. After you have finished testing, just close max again, delete the new enu folder and rename the other one back to enu.
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 22:27:51
Don't have any issue now, in any scene since I uninstalled Vray. I can install it again...and see again if it does it. I have completely clean 3dsMax install, so the ENU was deleted, and issue was encountered again anyway.
But will do so anyway.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 22:29:48
Yes, all the same Windows 8.1, not particularly sure if some have more updates than the other. No antivirus on any of them (or any other protective system).

Anyone else using both latest Vray public (or nightly) and latest Corona daily side-by-side ? And 2015 3dsMax ?

V-Ray got updated today, I don´t have that version (I have V-Ray3.10.02), other than that I do use daily builds (2015-01-19 build), 3ds max 2015 sp3 side-by-side. I´m up for testing, don´t really know where to start though!
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 22:35:37
And how does your material editor (Corona previews ) behave ? Could you try installing and unnistalling Vray perhaps ? (But I fear this is stupidity since the other computers seem fine...mostly I guess)
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 22:43:58
And how does your material editor (Corona previews ) behave ? Could you try installing and unnistalling Vray perhaps ? (But I fear this is stupidity since the other computers seem fine...mostly I guess)

It´s pretty slow, I´m having a few problems: Slow updating material previews, slow viewport navigation and freezes when slate material editor is open, pretty slow rendering performance.

I will try uninstall V-Ray and see what that does! Perhaps this performance problems should be moved to a separate thread?

Edit: I uninstalled V-Ray, tried a short time using the material editor. Installed the latest version and tried a short time using the material editor with no impact on speed at all. So for me it doesn´t seem to be V-Ray that´s the problem...
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 23:32:43
I am all for separate thread as long as it will revive itself from 'solved bugs'. Yeah, though the Vray thing could be nonsense, it just seems to be one more variable in my case. I am btw not even using slate, it happens in regular basic mat editor.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-21, 23:41:36
Yes, like the material editor thread...

I wouldn´t have been surprised if slate caused some problems....but if it happens on the old compact material editor it´s bad. Besides the material editor problems do you have any performance/speed issues?Slower render times than usual?
Title: Re: Daily builds
Post by: Juraj on 2015-01-21, 23:47:30
Can't tell, I would be inclined to say perhaps, but that would be just wild assertion, nothing I can directly prove.

Installed latest Vray again. Run 3dsMax. Default renderer is MentalRay, Mat editor is full of Mental Ray Arch&Design shaders only. The moment I switch to Corona renderer, it's slow again, the preview rendering starts,
and takes quite few seconds on each. So definitely something is going on behind that Vray did affect. Even though it's not currently anyhow presented in scene. There must be some connection.

Opening scene that just right before installation, the mat editor opened in less than second, now takes 2 minutes again. (full of default Corona MTLs, zero textures in whole scene).

Will now try Deadclown's suggestion to delete ENU right now. Edit: No, that didn't help.... I am lost again.
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-22, 00:13:48
We seem to have different problems, but still somehow the same problems.  I´m completely lost too. I don´t mind doing some troubleshooting but I don´t know where to start.

Perhaps there are multiple factors to these problems?

I will try creating a new scene tomorrow so I can send it to Keymaster.
Title: Re: Daily builds
Post by: Juraj on 2015-01-22, 00:24:45
After some shuffling with Max plugin folders between various workstations, it seems to work...as should ? Maybe I'll come back tomorrow. Once I am done with this job I'll donate all my PC's to Keymaster for some time if he needs some variability and I will go to ocean somewhere finally...
Title: Re: Daily builds
Post by: daniel.reutersward on 2015-01-22, 00:29:56
After I pushed myself to finish this project with all the problems I´m thinking of re-installing everything to see if that helps.

I understand you! Troubleshooting and problems can drive one crazy..!
Title: Re: Daily builds
Post by: snakebox on 2015-01-22, 05:34:06
EDIT: Nevermind! All good!  The error was on our servers, not Corona.

I am having an old issue come back.

using DR rendering, most slaves after anything from 0 up to 10 passes, suddenly loses certain bitmaps, and renders white instead of what ever colour the bitmap was.

No errors or anything, but it totally breaks the renders.. I am about to rerender 6 images, and Im not sure I can render them on the farm currently.
Title: Re: Daily builds
Post by: Dollmaker on 2015-01-22, 18:14:37
is the proxy exporter working with latest build? or I have to copy some files.. cause for me it was returning error on 16th jan build.. I have reverted back to 16th jan build because RT was not updating on latest build.. can someone help? thanks :)
Title: Re: Daily builds
Post by: juang3d on 2015-01-23, 00:15:13
Sorry for asking this once more, but I can't find the page where this info was, how can I license the daily build in the farm without having acces to the max UI?

BTW Keymaster, can you do a Legacy build for the latest daily? (22/01/15)

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2015-01-23, 00:40:22
https://coronarenderer.freshdesk.com/support/solutions/articles/5000529816-using-pre-1-0-daily-builds
Title: Re: Daily builds
Post by: juang3d on 2015-01-23, 06:42:43
Thanks Keymaster!

Cheers.

P.S.: Don't forget the legacy build please for max 2015 please :)
Title: Re: Daily builds
Post by: pokoy on 2015-01-23, 13:59:09
I have two issues with yesterday's daily build (Jan-22-2015, max 2014):

- fireflies on glossy metals, they're getting more with every pass
- rounded edges map evaluation seems to be different from the build before, but not sure about this. It looks a bit different but not sure exactly.

Can anyone confirm?

BTW, congrats on the website launch!

EDIT
Nevermind, actually the fireflies are related to the map used as rounded corners map, it'll produce fireflies under certain conditions. Will report on mantis.
Title: Re: Daily builds
Post by: borisquezadaa on 2015-01-23, 15:52:00
Single bounce scattering working nicely! Thats a fine addition. Cleans up a LOT faster on CoronaVolumeMtl applied to GlobalVolumeMtl.
Title: Re: Daily builds
Post by: juang3d on 2015-01-24, 11:50:38
I saw the new build from today, Ondra can you please build a 2015 legacy version? I have two 1090t in the farm :)

Cheers.

EDIT: I hate my keyboard, typo correction, BTW thx Keymaster.
Title: Re: Daily builds
Post by: Ondra on 2015-01-24, 13:10:48
I wae the new build from today, Ondra can you please build a 2015 legacy version? I have to 1090t in the farm :)

Cheers.

uploading into the last date folder
Title: Re: Daily builds
Post by: 3dwannab on 2015-01-25, 14:34:12
BUILD 25.01.

The size of the photometric light shapes has no effect. The viewport updates but the render stays the same for different shape sizes.

Thanks for the tab control in the VFB. BTW. Max tab control default is tab to move forward a field and shift+Tab to go back one.
Title: Re: Daily builds
Post by: Ondra on 2015-01-25, 17:26:04
I also experienced some lights not updating/rendering weird, but it did the same in scanline. It seems like (big surprise) some problem at autodesk side

VFB: shift+TAB added, thanks for the tip
Title: Re: Daily builds
Post by: 3dwannab on 2015-01-25, 19:02:56
I also experienced some lights not updating/rendering weird, but it did the same in scanline. It seems like (big surprise) some problem at autodesk side

VFB: shift+TAB added, thanks for the tip
Thanks. FYI. The maps rollout for the Corona material has weird tabbing, it jumps around oddly (only a minor thing to be aware off). I think this just boils down to the order they come inside scripts, least from my experience. ;)

OH! Shapes only work with Mental Ray.
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-9E54A9E5-8465-45DF-9DFD-43682F4A8A4A.htm,topicNumber=d30e339334
Title: Re: Daily builds
Post by: 3dbybrunolopes on 2015-01-26, 11:52:07
Can I copy the daily builds files over A7.2 files?
Title: Re: Daily builds
Post by: romullus on 2015-01-26, 12:08:22
If you've been granted access to daily builds, then yes, otherwise you'll be asked for activation key.
Title: Re: Daily builds
Post by: Ondra on 2015-01-26, 15:37:27
yes, just copying the 3 files (corona_release.dll and 2 in plugins directory) you will switch between A7 and pre-1.0
Title: Re: Daily builds
Post by: 3dbybrunolopes on 2015-01-26, 15:39:20
Thanks,

I've already send the email with details requesting license.
Title: Re: Daily builds
Post by: Stanislav_But on 2015-01-26, 18:19:57
Hi Ondra!
DB 26/01 - IR doesn't stop when reaches max passes but restarts again and again
Title: Re: Daily builds
Post by: Ondra on 2015-01-26, 23:14:42
Hi Ondra!
DB 26/01 - IR doesn't stop when reaches max passes but restarts again and again

yes, I temporarily reverted it so it does not crash in 10 other situations. Will solve later.
Title: Re: Daily builds
Post by: snakebox on 2015-01-27, 15:51:30
I am having all sort of problems with the latest build.. it seems super flaky, went back to the 22nd build.. a bit more reliable.  just errors during render, DR not working, the x number of passes gets shifted in the RGB channel when put together, so it looks like a ghost-shift on your image. Anyway, I assume a new build will come soon, with DR fixed again? ^
Title: Re: Daily builds
Post by: Alessandro on 2015-01-27, 17:35:53
It seems Corona scatter doesn't respect frequency parameter, is it me?

Edit: using the last build,  Jan 15 2015 21:38:53

It works here. Do you have avoid colisions checked by any chance?

Sorry for the late, very hot days...
Well, actually it runs, but not as I supposed. I meant frequency as "how-many-times-the-object-appears factor", so the bigger is the frequency, the most instances I have in the scatter. But it run in the opposite way... I think you should make it more clear in the help.


Edit: PS: collision doesn't works fine, but I think to remember you know it, is it right? It removes lot of entities that have no collision, but of course remaining objects have not, it likes to be sure!!! ;)
Title: Re: Daily builds
Post by: VASLAVO on 2015-01-27, 19:37:57
Hi, just to report some errors on latest build, it seems that sometimes after render the 3dsmax hangs or the viewport hangs, dr its working fine but also presents the same problsm after finishing a render, also the light icons are super big.
Title: Re: Daily builds
Post by: VASLAVO on 2015-01-28, 14:29:39
hi, dr isnt saving the channels, only beauty pass, single machine render its ok with channels.
Title: Re: Daily builds
Post by: DeadClown on 2015-01-28, 14:57:02
Please, if you want to make sure the bugs get fixed (for you and all other folks), report it - either in mantis or in the bug report forum section. Things get lost so easily here in this thread. Also include a scene file if possible.
Title: Re: Daily builds
Post by: VASLAVO on 2015-01-28, 16:38:36
Ok, sorry i will.
Title: Re: Daily builds
Post by: Alessandro on 2015-01-29, 11:02:44
Daily 2015/01/28, max 2015, setting max passes to 10 (for example) for interactive render, it run continuosly, restarting every time from 0. Is it the right way you want or is it a bug? It should be stopped at the 10th, doesn't it?
Title: Re: Daily builds
Post by: Ondra on 2015-01-29, 11:08:59
that is known issue that will be fixed
Title: Re: Daily builds
Post by: snakebox on 2015-01-30, 01:02:25
hi, dr isnt saving the channels, only beauty pass, single machine render its ok with channels.

I just had this problem with the build from the 28th I believe!  :/  7 hour 4K render, and I cannot seem to save out my channels in 1 EXR, really annoying. My entire post pipe in nuke is setup for it to be the case (like with the 100s of renders previously that had no problems). 

Just something to look out for.
Title: Re: Daily builds
Post by: borisquezadaa on 2015-01-30, 02:46:35
"a tree behind a wall becomes visible"???....

NOPE.

Build timestamp: Jan 29 2015 23:50:47
Corona version: Daily build pre-1.0, Maxsdk version: 2014
Title: Re: Daily builds
Post by: CiroC on 2015-01-30, 09:00:47
Are anyone having issues with the scatter system?
Title: Re: Daily builds
Post by: Alessandro on 2015-01-30, 09:42:58
Daily 2015-01-29, ref. "fixed some render artifacts - “trees behind a wall are visible” - testing here will be appreciated"
I've just tested an old scene with this problem: now it run perfectly. Thx.
Title: Re: Daily builds
Post by: pokoy on 2015-01-30, 10:27:01
I really like the latest UI changes, everything makes sense.

Not really a typo but should be corrected:
'Resume from file..." button tooltip says 'Dump VFB", it should say "Save VFB..." since Dump VFB has been renamed.
Title: Re: Daily builds
Post by: juang3d on 2015-02-01, 01:52:43
Found a problem with the daily build 29/01/15.

The corona light and/or the corona light material doesn't lit the scene if they are outside teh camera fustrum (this is using a texture).

I reported this in mantis, ID 0000767

Cheers.
Title: Re: Daily builds
Post by: juang3d on 2015-02-01, 12:44:09
Mmm one request for IR.

A "maintain aspect ratio" option, if I have to work with an integration scene (something I'm doing right now) I need a background and a matched camera, if I use IR, since it does not respect the aspect ratio of the render (16:9 in my case) the background is totally off site, so It makes hard to work with IR, I have to launch a render with the correct resolution first, then launch the IR and make sure I don't modify it, besides I can do a 720x405 IR because the window has a limit to it's resize, so I can't do a low resolution IR with the correct aspect ratio.

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2015-02-01, 19:51:58
this request is already logged and will be implemented
Title: Re: Daily builds
Post by: Dollmaker on 2015-02-01, 20:20:30
Hello Keymaster.. when are you planning to fix Proxy Exporter? Thanks.
Title: Re: Daily builds
Post by: juang3d on 2015-02-01, 20:49:55
Thanks Keymaster, I wasn't sure if put this here or in the feature request forum, since this is Daily Builds related.

Cheers!
Title: Re: Daily builds
Post by: kahein on 2015-02-01, 21:26:17
Buil 2015-02-01
The UI is perfect for me nothing to say, simple, clean, clear, efficient
the great and just simply cool thing is that even if all the rollout are open we don't need to scroll in the menu and for the 3 tabs and that it's great !!
great work
Title: Re: Daily builds
Post by: Dollmaker on 2015-02-01, 21:38:40
Buil 2015-02-01
The UI is perfect for me nothing to say, simple, clean, clear, efficient
the great and just simply cool thing is that even if all the rollout are open we don't need to scroll in the menu and for the 3 tabs and that it's great !!
great work

I think previous box UI was much better and simple.. :( too bad they removed it :(
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-01, 23:33:55
Buil 2015-02-01
The UI is perfect for me nothing to say, simple, clean, clear, efficient
the great and just simply cool thing is that even if all the rollout are open we don't need to scroll in the menu and for the 3 tabs and that it's great !!
great work

I think previous box UI was much better and simple.. :( too bad they removed it :(

Have you tried the latest one?
Title: Re: Daily builds
Post by: Juraj on 2015-02-01, 23:42:05
Any new DR server coming up ? The current (Jan17) doesn't work 95perc. of time for me. The moment it finishes parsing, done. Endless repeat.

Quote
2015-02-01/14:43:25   DR is running
2015-02-01/14:46:07   DR is finished
2015-02-01/14:46:07   Closed loopback connection
Title: Re: Daily builds
Post by: Ondra on 2015-02-01, 23:48:04
I will have to sit down someday with someone and debug it... volunteers? ;)
Title: Re: Daily builds
Post by: Juraj on 2015-02-01, 23:49:41
I can send you the scene though, but the issue seems to be pretty scene agnostic.
In meantime I'll try some combinations..
Title: Re: Daily builds
Post by: Christa Noel on 2015-02-02, 11:12:56
i think I'm alone here, in mean that I like the previous ui design with some button to hide and show the setup I need. but I see dollmaker like it too. :) do we have a chance to make a vote to that ui? somekind a big matter for me reminding it's simplicity.
DR issue is somewhat weird, sometimes it comes randomly sometimes I have to clean the drdata folder. maybe juraj is right, it is "scene-agnostic". but I have never met the issue anymore since I moved to the new project... cheers!
Title: Re: Daily builds
Post by: romullus on 2015-02-02, 11:35:28
Build 02-02

On taking UI screenshot, Corona closes down all rollouts. Also i don't like how it spams folder with bunch of small pictures. Maybe it's possible to reduce number of screenshots to three - one for separate tabs? And if possible, it would be nice to get proper naming on those files, rather than simple numbers. And what is purpose of java script file that is saved with pics? And lastly, i think it would be better to save to indexed colour / optimized palette png's instead of RGBA 24bit.


i think I'm alone here, in mean that I like the previous ui design with some button to hide and show the setup I need. but I see dollmaker like it too. :) do we have a chance to make a vote to that ui? somekind a big matter for me reminding it's simplicity.
Yeah, voting would be interesting to see, but i would vote for current UI, although i liked switches UI a lot.
Title: Re: Daily builds
Post by: Ondra on 2015-02-02, 11:47:36
that function was added to generate https://corona-renderer.com/doc/, so the javascript is used there. I am not planning on improving the function until 1.0 is out, as it is very low-priority - something most people do not need, and do not use often.
Title: Re: Daily builds
Post by: Dollmaker on 2015-02-02, 11:54:51
Buil 2015-02-01
The UI is perfect for me nothing to say, simple, clean, clear, efficient
the great and just simply cool thing is that even if all the rollout are open we don't need to scroll in the menu and for the 3 tabs and that it's great !!
great work

I think previous box UI was much better and simple.. :( too bad they removed it :(

Have you tried the latest one?


Yes.. I found Box UI much simple..
Title: Re: Daily builds
Post by: form on 2015-02-02, 12:32:50
unusually high amount of crashes this morning since updating to 02-02
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-02, 12:41:45
unusually high amount of crashes this morning since updating to 02-02

Sending Ondra the scene where it crashes is the fastest and easiest way to get them fixed asap :)
Title: Re: Daily builds
Post by: form on 2015-02-02, 15:51:50
on right click corona proxy exporter when clicking ok I get a maxscript rollout handler exception - -- Type Error: Call needs function or class, got: undefined

Highlights this line in the maxscript popup -          cproxy = CoronaProxy cacheInRam:cbcache.checked previzType:(ddlPreviz.selection-1) pointcloudDensity:spnPCD.value
Title: Re: Daily builds
Post by: DeadClown on 2015-02-02, 22:34:54
Took me a bit to take note, but the new mix amount in CoronaMultiMap rocks! At the beginning I didn't get that 50% does a full range mix between the colors. First, I either set it to high or too low, so there were no "full colors" left. So, long story short: a tooltip would be a good idea here.
Title: Re: Daily builds
Post by: pokoy on 2015-02-02, 23:02:22
I was confused to see it, dumb question: what does the mix parameter do?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-02, 23:35:41
Mix parameter will be probably tweaked a little bit so it's more intuitive to use. Basically it randomly mixes between input colors/maps:

Imagine you have a forest and you want your trees to be randomly slightly different shades of green.

Previously you would have to use say at least 5 texture maps or colors with slightly different hue between for example yellowish green and rich green.

With mix, you can simply use just two slots, and put very green leaf texture in one, very yellowish or dry leaf texture into other, and raise mix amount. Now all the trees in your forest will have random colors somewhere between those green and those yellow leaves.
Title: Re: Daily builds
Post by: CiroC on 2015-02-03, 12:26:14
This mix amount option is amazing. Could be possible to use a vertex map to blend the colours?
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-03, 13:21:42
This mix amount option is amazing. Could be possible to use a vertex map to blend the colours?

You can do this this by plugging vertex color into Mix amount of 3ds Max's Mix map, and then plug regular texture into one mix slot, and CoronaMultiTex into other slow. This will allow you to control places that get randomized or not by vertex color.

Here's an example:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=4751.0;attach=27412)
Title: Re: Daily builds
Post by: CiroC on 2015-02-03, 14:41:47
Thanks Rawalanche. Do you have to leave the Mode as  Material ID? I was thinking about using the Vertex Map as one of the modes available.


EDIT:

Oh boy!!
I scattered a small cube and change the Multi Texmap mode to Instance and the result is amazing. This is great to add randomness to vegetation.
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-03, 14:58:16
Thanks Rawalanche. Do you have to leave the Mode as  Material ID? I was thinking about using the Vertex Map as one of the modes available.


EDIT:

Oh boy!!
I scattered a small cube and change the Multi Texmap mode to Instance and the result is amazing. This is great to add randomness to vegetation.

I think mixing mainly makes sense in instance ID mode.
Title: Re: Daily builds
Post by: kahein on 2015-02-03, 15:15:48
Is it possible to reverse white balance.
I don't understand why the white balance temp are inverse. In kelvin temp, cold <- 0 -- -- 9000 -> warm, am i wrong ?
Title: Re: Daily builds
Post by: romullus on 2015-02-03, 15:19:05
http://en.wikipedia.org/wiki/Color_temperature
Title: Re: Daily builds
Post by: kahein on 2015-02-04, 10:51:20
http://en.wikipedia.org/wiki/Color_temperature

so why white balance (K) in VFB and color mapping are invert ?
Title: Re: Daily builds
Post by: kahein on 2015-02-04, 10:52:18
Additional string options don't seem to work
eg. render element only with backburner
Title: Re: Daily builds
Post by: pokoy on 2015-02-04, 11:01:56
http://en.wikipedia.org/wiki/Color_temperature

so why white balance (K) in VFB and color mapping are invert ?

Because it's applied as white balance correction.
Title: Re: Daily builds
Post by: kahein on 2015-02-04, 14:55:55
http://en.wikipedia.org/wiki/Color_temperature

so why white balance (K) in VFB and color mapping are invert ?

Because it's applied as white balance correction.

ok
Title: Re: Daily builds
Post by: juang3d on 2015-02-04, 18:57:05
Question in shadowcathcer in the latest daily build, I have a backplate but when I configure the mode to compositing, I still can see part of the backplate texture, the attached image is pretty self explanatory.

What is correct?

Also I'm rendering with a lot of different render elements, with the masks I'm getting some black fringe in the border when I try to composite, I don't get that fringe in the beauty pass, but I get it in the elements passes.

Another thing is that usually I use two types of elements, some of them have AA and some of them don't, when I try to deactivate the AA in some specific elements, like Z or an alternative alpha channel, it remains active.

This is everything with the yesterday daily build:

Defines: Wide RGB
Build timestamp: Feb  3 2015 00:24:18
Corona version: Daily build pre-1.0, Maxsdk version: 2015

Cheers!

Title: Re: Daily builds
Post by: blank... on 2015-02-04, 21:14:31
Does anybody have issues with IR of latest build (January third). When started it freezes max (white screen), sometimes for a few seconds, sometimes for over a minute. Same thing happens when stopping interactive!
Once it freezes only on start, then only on stop, then on both, then on neither... Doesn't seem to have any pattern.

Is this known or should i go to mantis and upload a scene.

EDIT: figured it out. I have material editor open on second screen all the time. Closing it solves the problem! Funny thing, this freezing happens even if mat editor is completely clean! Also even minimizing it helps. Reporting it on mantis.
Title: Re: Daily builds
Post by: Stanislav_But on 2015-02-05, 03:08:07
Does anybody have issues with IR of latest build (January third). When started it freezes max (white screen), sometimes for a few seconds, sometimes for over a minute. Same thing happens when stopping interactive!
Once it freezes only on start, then only on stop, then on both, then on neither... Doesn't seem to have any pattern.

Is this known or should i go to mantis and upload a scene.

EDIT: figured it out. I have material editor open on second screen all the time. Closing it solves the problem! Funny thing, this freezing happens even if mat editor is completely clean! Also even minimizing it helps. Reporting it on mantis.

I have not that issue. All works good
Title: Re: Daily builds
Post by: Christa Noel on 2015-02-05, 03:18:26
Does anybody have issues with IR of latest build (January third). When started it freezes max (white screen), sometimes for a few seconds, sometimes for over a minute. Same thing happens when stopping interactive!
Once it freezes only on start, then only on stop, then on both, then on neither... Doesn't seem to have any pattern.

Is this known or should i go to mantis and upload a scene.

EDIT: figured it out. I have material editor open on second screen all the time. Closing it solves the problem! Funny thing, this freezing happens even if mat editor is completely clean! Also even minimizing it helps. Reporting it on mantis.
I'm with 2015-02-02 build. yes, IR isn't comfortably use yet. but my max never get freezed by stopping the IR.
a scene with 4million poly seems too heavy for IR, it freezes the max for about 3-5minutes on start...
Title: Re: Daily builds
Post by: blank... on 2015-02-05, 09:00:42
I'm with 2015-02-02 build. yes, IR isn't comfortably use yet. but my max never get freezed by stopping the IR.
a scene with 4million poly seems too heavy for IR, it freezes the max for about 3-5minutes on start...

This is something different. I have a much heavier scene, and it takes just several seconds for interactive to start, and stop is immediate IF material editor is closed.
But i can confirm that problem started with 02-02 build.
Title: Re: Daily builds
Post by: form on 2015-02-05, 13:14:11
I'm having a problem with 2-3 build. Computing secondary GI is processing one pixel every 5 - 6 seconds. any one else experiencing this?

Edit: I just moved the camera a few mm and GI computed much faster. gremlin
Title: Re: Daily builds
Post by: juang3d on 2015-02-06, 18:13:08
Hey guys, anything on what I said?

Cheers.
Title: Re: Daily builds
Post by: maru on 2015-02-06, 19:05:37
I don't understand what your picture is showing and where you are using shadowcatcher. Viewport screenshots would help greatly.
Title: Re: Daily builds
Post by: juang3d on 2015-02-06, 19:21:39
hahaha you are completely right, here you have, I can't show the complete scene because the project has a tight NDA, the image does not have the character because of that, but you can see what I mean with the bottles, that is the portion you can see in the previous image.

The problem is that when I set the shadow catcher to composite I can see the backplate, it happens also in the mat editor, check the attached pictures too.

Cheers!

Title: Re: Daily builds
Post by: maru on 2015-02-06, 19:58:58
My first thought was this is because you are using background image with "screen" environment mode and the rayswitch is reflective but probably someone smarter has to check this. There is also this "make sure to override directly visible environment color to black". Did you do this?
Title: Re: Daily builds
Post by: juang3d on 2015-02-06, 20:08:21
mmmm good thought, let me check this and I'll report back...

Thanks!
Title: Re: Daily builds
Post by: juang3d on 2015-02-06, 20:11:55
Here is the texture configuration for the shadow catcher backplate, it's not in screen mode, the direct visivility override in the environment configuration in the render settings is set to back without texture.

The environment reflection could have affected the reflections but not with a direct projection to the matte, also does these settings affect to the material editor preview? because the backplate projection in composite mode can be seen in the material editor also.

Cheers.

EDIT: added environment config screenshot
Title: Re: Daily builds
Post by: arqrenderz on 2015-02-07, 19:46:00
Im eager o put my hands on 1-0 with all the new additions, i follow the forum on a daily basis and i Know you guys are working your ass off to get this thing ready, but it seams that there is a bunch of bugs out there stopping the final stable comercial (production ready) render engine. So is there any time frame we can give to our heads to think of??
Title: Re: Daily builds
Post by: juang3d on 2015-02-07, 22:30:42
@daniel266

I'll throw my personal opinion here, for me it is pretty stable, all my recent jobs have been done with Corona, nearly to no problems, and when there was a problem there was an easy workaround, in general it feels great.
Maybe the weak spots could be the DR and the IR, but for final production it feels pretty great to me (even with the shadow catcher problem)

Cheers!
Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-08, 13:30:05
I am actually concerned too... While i can imagine all general bugs getting fixed, IR at the moment is so crappy and broken I can't imagine it would take less than a month to fix IR alone.
Title: Re: Daily builds
Post by: snakebox on 2015-02-08, 13:38:00
I am actually concerned too... While i can imagine all general bugs getting fixed, IR at the moment is so crappy and broken I can't imagine it would take less than a month to fix IR alone.

DR seems super broken at the moment.  I haven't been able to use it for a few weeks now. It channels are shifted, colour differences, instability.. it's wonky. Hope they get a solid stable DR soon.
Title: Re: Daily builds
Post by: pokoy on 2015-02-08, 20:16:46
What's odd is that while some say IR works just fine others find it extremely unstable. Having an identical set of scenes to test against the daily builds would hopefully reveal bugs that are related to system specs.

What may be helpful is a focused bug hunting initiative like for example 2 or 3 scenes that are posted here for every db tester to test with DR and IR. This way we could catch some of the more esoteric bugs related to system specs as these have proved to be produce the random buggy behavior especially with IR, I guess that applies to DR as well. I'd contribute a scene for this, if some of us do we may achieve more in one week than with the random general use that most of us do.
Title: Re: Daily builds
Post by: antanas on 2015-02-08, 22:20:43
What's odd is that while some say IR works just fine others find it extremely unstable. Having an identical set of scenes to test against the daily builds would hopefully reveal bugs that are related to system specs.

What may be helpful is a focused bug hunting initiative like for example 2 or 3 scenes that are posted here for every db tester to test with DR and IR. This way we could catch some of the more esoteric bugs related to system specs as these have proved to be produce the random buggy behavior especially with IR, I guess that applies to DR as well. I'd contribute a scene for this, if some of us do we may achieve more in one week than with the random general use that most of us do.

More than just agree with that ! + We need some test scene/scenes which use some of the most common plugins' like multiscatter, railclone, forestpack etc.
Download new daily - install - open scene (check) - hit render (check) - compare results with test render image (check) - compare time results with the previous build (check) - see anything weird (report) - imo that way, bughunting could be way more efficient and way less user error/specific workflow prone. 
Title: Re: Daily builds
Post by: romullus on 2015-02-09, 21:32:36
  • body objects now render correctly

Confirmed - body objects renders like a charm.
Title: Re: Daily builds
Post by: Juraj on 2015-02-11, 01:28:00
Strangest issue with daily build. It crashes whole workstation while loading 3dsMax with scene directly. After reboot, 3dsMax will keep crashing on startup unless I uninstall Corona (with Corona uninstaller tool). Simply reinstalling over it doesn't help. After uninstall and install again, 3dsMax starts ok. Happened few times in row over random scenes.
Title: Re: Daily builds
Post by: Alessandro on 2015-02-11, 09:47:41
Strangest issue with daily build. It crashes whole workstation while loading 3dsMax with scene directly. After reboot, 3dsMax will keep crashing on startup unless I uninstall Corona (with Corona uninstaller tool). Simply reinstalling over it doesn't help. After uninstall and install again, 3dsMax starts ok. Happened few times in row over random scenes.

No problems here.
About IR max passes, here now it run correctly.
Title: Re: Daily builds
Post by: Christa Noel on 2015-02-11, 10:12:46
Strangest issue with daily build. It crashes whole workstation while loading 3dsMax with scene directly. After reboot, 3dsMax will keep crashing on startup unless I uninstall Corona (with Corona uninstaller tool). Simply reinstalling over it doesn't help. After uninstall and install again, 3dsMax starts ok. Happened few times in row over random scenes.
hi juraj, what is "loading 3dsMax with scene directly"? did you mean is like double click the corona-max file in windows explorer?
Title: Re: Daily builds
Post by: maru on 2015-02-11, 10:12:56
Yup, IR max passes seem to work fine.
Title: Re: Daily builds
Post by: Juraj on 2015-02-11, 13:15:00
Strangest issue with daily build. It crashes whole workstation while loading 3dsMax with scene directly. After reboot, 3dsMax will keep crashing on startup unless I uninstall Corona (with Corona uninstaller tool). Simply reinstalling over it doesn't help. After uninstall and install again, 3dsMax starts ok. Happened few times in row over random scenes.
hi juraj, what is "loading 3dsMax with scene directly"? did you mean is like double click the corona-max file in windows explorer?

Yes that. It crashes on loading the Corona plugins, so I thought they could become somehow corrupted but purely replacing them didn't help. It's reported only as unhandled exception...so not very helpful to diagnose.
Title: Re: Daily builds
Post by: cecofuli on 2015-02-11, 13:20:11
 Juraj, are you sure that your hardware is 100% ok? OC? Maybe try to load safety settings in the bios.
Title: Re: Daily builds
Post by: pokoy on 2015-02-11, 13:47:23
Yes that. It crashes on loading the Corona plugins, so I thought they could become somehow corrupted but purely replacing them didn't help. It's reported only as unhandled exception...so not very helpful to diagnose.

Dumb question, but are you sure you replaced the old ones with the correct max version?
The newest build works here, too, max 2014.
Title: Re: Daily builds
Post by: 3dwannab on 2015-02-11, 15:13:35
Max interactive passes working. Just noticed when choosing render interactive from render dialog it renders normally and not IR.
Title: Re: Daily builds
Post by: Juraj on 2015-02-11, 15:18:02
Yes that. It crashes on loading the Corona plugins, so I thought they could become somehow corrupted but purely replacing them didn't help. It's reported only as unhandled exception...so not very helpful to diagnose.

Dumb question, but are you sure you replaced the old ones with the correct max version?
The newest build works here, too, max 2014.

Of course, keep cycling the same daily build, I am not idiot ;- ) I don't do these sort of mistakes...

Juraj, are you sure that your hardware is 100% ok? OC? Maybe try to load safety settings in the bios.

It's purely Corona plugs issue. Once (somehow) corruputed, the 3dsMax won't start (unhandled exception). Simple Corona removal, I can start it again. Happens very randomly and infrequently, but still. Hadn't noticed it before.

Anyway it works otherwise fine, but didn't notice that before. And it's obviously, not HW issue if only variable changing, is Corona installation.
Title: Re: Daily builds
Post by: Ondra on 2015-02-11, 16:27:05
Max interactive passes working. Just noticed when choosing render interactive from render dialog it renders normally and not IR.

that's "iterative", not "interactive" ;)
Title: Re: Daily builds
Post by: pokoy on 2015-02-11, 19:14:29
What's the mxs command to print and set Corona's current gamma value?

I have a scene I've set up with gamma of 1,8 and some maps loading gamma override suggest 1,8. I am not sure if Corona loads the scene with 1,8 or 2,2 and would like to check but it's not exposed in the newer builds anymore.
Title: Re: Daily builds
Post by: ecximer on 2015-02-11, 20:02:36
See my signature
Title: Re: Daily builds
Post by: pokoy on 2015-02-11, 20:25:32
Thanks, handy little script. How do I just get to know Corona's current gamma setting? Is it always 2,2 in newer builds even if I load a scene where an earlier Corona build was set to 1,8?
Title: Re: Daily builds
Post by: 3dwannab on 2015-02-11, 23:08:07
that's "iterative", not "interactive" ;)
My bad. opps. The twirly smiley :) face top right of the IR/vfb window keeps going when the render has reached it's limit in IR :) And the system beep doesn't happen (EDIT: Might be a good idea to keep the beep off cause that could get annoying).
Title: Re: Daily builds
Post by: pokoy on 2015-02-12, 15:29:23
Some feedback on IR in db from 11-Feb-2015:

- generally slower than it used to be some weeks ago (didn't test IR so much lately so not sure when it became slower)
- parameter changes (environment U offset for example) result in UI flashing and current UI element losing focus (cursor not in U offset field anymore, for example)

Generally, we absolutely NEED an indication when IR launches and does its scene prep, it needs to print 'IR working...' somewhere so the user knows that max isn't about to freeze.
Also, we need an IR launch button. I know the stance is not to have too many buttons but the dropdown IR launch is neither intuitive, nor do I get any feedback if it's been pressed or not (besides that there's no indication on the main Render button for a dropdown option). Please rethink this.
Title: Re: Daily builds
Post by: ecximer on 2015-02-13, 11:21:55
Thanks, handy little script. How do I just get to know Corona's current gamma setting? Is it always 2,2 in newer builds even if I load a scene where an earlier Corona build was set to 1,8?
Old file opened in new builds: framebuffer gamma sets always 2.2.
but if you change framebuffer gamma in my script and save max file, then framebuffer gamma will be your value until you don't change it.
Title: Re: Daily builds
Post by: pokoy on 2015-02-13, 11:31:54
Old file opened in new builds: framebuffer gamma sets always 2.2.
but if you change framebuffer gamma in my script and save max file, then framebuffer gamma will be your value until you don't change it.

Thanks a lot, exactly the info I needed.
Title: Re: Daily builds
Post by: blank... on 2015-02-13, 20:32:15
Oh man, todays build (13.02) is very laggy with IR, i went back to 11.02. Anyone else experiencing this?
Title: Re: Daily builds
Post by: Ondra on 2015-02-13, 21:34:16
already building fixed version
Title: Re: Daily builds
Post by: Stanislav_But on 2015-02-14, 11:05:55
Thanks, handy little script. How do I just get to know Corona's current gamma setting? Is it always 2,2 in newer builds even if I load a scene where an earlier Corona build was set to 1,8?

Hi pokoy
also you can use the panel from there - https://forum.corona-renderer.com/index.php/topic,6827.0.html

all values update when mouse moving over panel and when panel opens
Title: Re: Daily builds
Post by: Dollmaker on 2015-02-14, 11:47:55
I have created an entire exterior project based on Interactive workflow :) Will post it on Monday I think :D
Title: Re: Daily builds
Post by: Juraj on 2015-02-15, 22:23:31
Just noticed in changelog:

Quote
improved sampling of dim reflections on diffuse/refractive surfaces

Any example or metric to see ? Sounds interesting.
Title: Re: Daily builds
Post by: DeadClown on 2015-02-15, 23:04:15
There were reports about bad reflection quality with materials having high glossiness

I made some renders before and after. I also noticed that reflections are nearly perfect right away when the diffuse level is zero.
See the renderings below, these are all reflection passes, 5 passes default settings:
Left) How it was before the fix (Diffuse color is light gray)
Middle) How it is now (Diffuse color is light gray)
Right) How it is without diffuse (level is 0)

I'm still not sure why there is noise at all. The glossiness amount is very high, so for example the middle of the white reflections (CoronaLights) should be hit every single time (like in the right picture).
Title: Re: Daily builds
Post by: Ondra on 2015-02-15, 23:33:13
the noise is there because the glossiness amount is very high, BUT the reflection albedo is low, so there is no guarantee that the reflection lobe will be sampled in every pass
Title: Re: Daily builds
Post by: zemmu on 2015-02-16, 12:26:12
Email sent. I hope I can hop in, drooling about ggx :D
Title: Re: Daily builds
Post by: pokoy on 2015-02-16, 12:35:37
Aargh, I've written an lengthy report and then our internet crashed.

So, the latest build is somewhat instable for me (max 2014, db 2015-02-15).

Issue 1
After rendering a couple of images, I am getting random scene prep hangs:
- on 'Parsing scene', max seems to iterate through an UVW modifier (modifier stack displays an UVW modifier that's instanced across 250 objects, UI flashes)
- CPU usage at one core, max' memory grows by 4 kb in 2 secons, max doesn't response and has to be closed forcibly

Issue 2
CoronaMultiMap renders a different random pattern than in earlier builds. Not sure if it differs from max session to max session or whatever else is causing it. I'd love to see it locked AND to have a random seed spinner like requested here: https://forum.corona-renderer.com/index.php/topic,7026.0.html (https://forum.corona-renderer.com/index.php/topic,7026.0.html). The current behavior makes it almost unusable in production unfortunately, it needs to produce stable and controllable results. It is super useful, it's just missing the last step.

Other than that, great improvements and fixes in the last days! IR is faster - great! - UI is still flashing on scene parsing however, but general changes don't seems to cause UI flashes anymore.
Title: Re: Daily builds
Post by: Stanislav_But on 2015-02-16, 15:04:33
What's the mxs command to print and set Corona's current gamma value?

I have a scene I've set up with gamma of 1,8 and some maps loading gamma override suggest 1,8. I am not sure if Corona loads the scene with 1,8 or 2,2 and would like to check but it's not exposed in the newer builds anymore.

by default gamma 2.2 only

mxs string is: renderers.current.colormap_additionalGamma. But value in 0.0 mean that gamma is 2.2. Because 2.2 is default
Title: Re: Daily builds
Post by: Stanislav_But on 2015-02-16, 15:06:05
Hi Ondra
Thanks for you not forget about  bidir/VCM (;
Title: Re: Daily builds
Post by: xt13r on 2015-02-18, 16:01:39
Hi everyone!
I don't know is this bug or not, but for me scenes that was made in corona build from 29 january 2015 don't want to load in corona starting from february builds. 3dsmax crashes.
I was working on build from 29 jan and decided to install latest build and all this happens for me, so right now i'am back to 29 jan build.
Is this happens only for me? Any ideas why is this happens?)

I am working now on a very heavy scene and it's not very good if this scene will corrupt and wil not load on the next 3dsmax start)
Title: Re: Daily builds
Post by: pokoy on 2015-02-18, 16:07:46
Hi everyone!
I don't know is this bug or not, but for me scenes that was made in corona build from 29 january 2015 don't want to load in corona starting from february builds. 3dsmax crashes.
I was working on build from 29 jan and decided to install latest build and all this happens for me, so right now i'am back to 29 jan build.
Is this happens only for me? Any ideas why is this happens?)

I am working now on a very heavy scene and it's not very good if this scene will corrupt and wil not load on the next 3dsmax start)

I have been working and saving files with most of the builds from January and didn't have this issue... the most obvious thing would be to try to merge the old scene content into a clean one, did you try that?
Title: Re: Daily builds
Post by: JeffPatton on 2015-02-19, 02:21:57
Is anyone else seeing a super low resolution looking viewport background when assigning a HDR to the 3ds Max environment via the 3ds Max bitmap...map?  I had someone ask me about it on Facebook and ran some tests to discover this behavior:
http://jeffpatton.net/videos/corona_environment/corona_environment.html (http://jeffpatton.net/videos/corona_environment/corona_environment.html)

I typically use the VRay loader since it's easy to make gamma adjustments with it so I've avoided the display issue until I experimented with it tonight.
Title: Re: Daily builds
Post by: romullus on 2015-02-19, 09:43:49
What version you're using? Tested with latest 02-18 build - everything seems normal.
Title: Re: Daily builds
Post by: pokoy on 2015-02-19, 10:04:23
Please, can the db changelog get an update to reflect the changes in db from 2015-02-18?
Title: Daily Builds and testing
Post by: AdamHotovy on 2015-02-19, 11:32:51
Hello Everyone, I would like to make a really important post, so please read it carefully.

I will start with the basic information about dailies, testing and guidelines of reporting the issues.

•   Daily builds are development builds to test the functionality of the application.
•   They do not always represent the final product.
•   They will have bugs.
•   Use it at your own risk at real production. Dailies are for the brave.
•   We are giving you the access to them, so you can find and report problems, stability issues and bugs.
•   For reporting bugs USE MANTIS. Posting on forum or in thread is NOT enough.
•   Posting on forum or in this thread without stating version of the build, OS version, max version is completely useless info and wasted energy.
•   If you feel the necessity to write a post in a thread, please always state a following info:
severity of the issue, how to reproduce issue, OS version, 3ds Max version, any plugins which you are using in project, short summary and description of an issue
•   Issues reported in Mantis will receive feedback. (Sooner or later)
•   Every reported issue is then replicated by our Support Specialist – Marcin Miodek (Maru)
•   If we cannot replicate the issue or if it is obvious that the problem is caused by the user rather than software, then this issue is ignored and user is notified via mantis.
•   Posts in this thread or daily builds thread can slip undetected > So use mantis.
•   Posts in this thread or other daily builds thread might be registered by us, but we do not necessary answer on these as we would be doing nothing else than writing responses.
•   Please do not expect that we will immediately react on posts, we are a small team at the moment. So it is not possible. If you need an answer. Write “URGENT” in the beginning of the post or send us an email to info@corona-renderer.com or fill in a support ticket via www.corona-renderer.com/help
•   Please use mantis
•   Please use mantis
•   Please use MANTIS

•   If you will not follow the rules, you will be kicked out from daily builds :( 

I hope that we can all agree on these simple rules. It will make our lives as developers much easier and we will be able to react and fix the issues in an effective way. We all want one thing, to create the greatest render engine possible and we cannot do it without your help.

Thanks for your understanding and for all your testing efforts so far. Corona would not be what it is now, without you.
Title: Re: Daily builds
Post by: cecofuli on 2015-02-19, 12:50:37
Adam, I understand you. But, also, post in the forum could be useful, because many different users can read and give us suggestion, share us different experiences with the same problem etc...
I remember, for example, the thread about the slow down of the Material editor. It's was very useful to speak all together.

LINK (https://forum.corona-renderer.com/index.php/topic,6645.0.html)

Don' t you think?
Title: Re: Daily builds
Post by: xt13r on 2015-02-19, 12:58:00
ok, and how and where to describe such situations, like when something crashes, but with no certain scenario or can't reproduce it. Still on mantis?
I report on mantis only when i found some certain reproducable bug, but in other situations i write here.
anyway, thanks for remind)
Title: Re: Daily builds
Post by: AdamHotovy on 2015-02-19, 13:01:09
I am not saying that posts are not useful. I see their place. I have already outlined when the post is useful and when it is not. Main message of the post above is, use mantis for reporting bugs. That should be always priority. Reporting it just on the forum does mean, that there is a chance that we will forget about the issue. I know that for many people it is easier to write just on forum, but not for us. It makes bug fixing much harder. In ideal world I would rather see every issue posted on mantis first, then possibly following with thread on forum if broader discussion is necessary. Other way does not prove to be working well in development.

yes. report even those if they happen from time to time. It really means that we will get some info, that there might be some problem. If you will write it just here we can overlook it by accident.
ah
Title: Re: Daily builds
Post by: Ondra on 2015-02-19, 13:32:55
the bug reporting section of the forum is also fine. Just please dont use this thread or this sub-forum
Title: Re: Daily builds
Post by: Stanislav_But on 2015-02-19, 15:59:03
ok, and how and where to describe such situations, like when something crashes, but with no certain scenario or can't reproduce it. Still on mantis?
I report on mantis only when i found some certain reproducable bug, but in other situations i write here.
anyway, thanks for remind)

Report into Mantis or in 'bug section' with an attached scene and with full description of problem
It will be better then just talks around problem here
Title: Re: Daily builds
Post by: borisquezadaa on 2015-02-19, 17:22:18
Acknowledge. I always post in the bug report forum section. I'll start to report issues on mantis only if i find any new issues (Wich by the way in my usage level are close to none. KUDOS).
Title: Re: Daily builds
Post by: juang3d on 2015-02-20, 00:03:36
Maybe an specific daily builds bug section could be great, because right now posting a daily build bug in the bug section is a bit weird since it gets mixed with the stablished 7.2 release.

Just an idea :)

Cheers.
Title: Re: Daily builds
Post by: Christa Noel on 2015-02-20, 03:19:59
I think it will better if there is only one place for bug reporting section.. why do we have two? in mantis and in this forum - bug report board. it will blur your focus.
Report into Mantis or in 'bug section' with an attached scene and with full description of problem
It will be better then just talks around problem here
I'm fully agree with you headoff.
this thread is effective for "talk around problem" only, don't mess with bug report guys. and don't duplicate a report in here and in mantis, just choose a one place.. keymaster explained it before https://forum.corona-renderer.com/index.php/topic,6944.msg46721.html#msg46721
Title: Re: Daily builds
Post by: juang3d on 2015-02-20, 11:09:13
The thing is that in mantis you can report it, but here you can discuss it with other users so you can improve the reproduction steps, confirm that it's not a bug that happens only in you computer, etc...

So Mantis is the tracker but the forum is important to, even to avoid false bugs reports that can become a time killer :)

Cheers!
Title: Re: Daily builds
Post by: twoheads on 2015-02-20, 11:41:29
Hi guys

  Simple question: exactly which files should I download to get the latest version? Only the latest, or all of them?

https://www.dropbox.com/sh/kgzu0cqy903ygmb/08v9Ehdplt

Thanks in advance
TH
Title: Re: Daily builds
Post by: maru on 2015-02-20, 11:47:04
The latest version is 18.02.2015, so you find your 3ds max version and:
put corona_release.dll into 3ds max root folder
plugins into plugins

You also need to have dll files in 3ds max root, the easiest way to get them is to install A7.2 if you don't have it yet.

Title: Re: Daily builds
Post by: twoheads on 2015-02-20, 12:14:14
Maru I got them....thanks for Your help :)
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 01:34:57
1.0 RC2 will be posted soon in the usual place. This build is what we intend to release as 1.0 on wednesday if everything goes well. It uses different licensing than daily builds - just select "Activate demo" for now. We will do more testing with selected people with SaaS/Box and simulated store payments tomorrow.

Please do not repost this info anywhere, we will do an announcement tomorrow ourselves.
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 01:53:39
Great! :)

Eager to test it, I'm working on another project, full Corona.

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 02:06:01
aaand it is up (installer)
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 02:09:20
Do we have to delete or de-install the previous daily builds manually?

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 02:16:36
no, it overwrites everything that needs to be overwritten
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 02:22:03
Ok, another question, do I need to install the license server? It is unticked by default, but I'm not sure about it.

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 02:26:24
no, that is only for special cases
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 02:30:34
Ok, installing then :)

Cheers!

EDIT: everything working here, demo activated without a problem, rendering functioning, tomorrow I'll have to do some test renders from our latest project, so I'll deal with it in the real project, but so far the latest release I used was the one from the 18/02/2015 and it was working perfectly.
Title: Re: Daily builds
Post by: romullus on 2015-02-24, 09:15:41
Everything fine here too. Just one small nitpick - text on buttons in installer could use different colour, not only it's hard to read but it looks like inactive. Got me confused for a couple seconds.
Title: Re: Daily builds
Post by: CiroC on 2015-02-24, 09:37:49
Where can I find it? :D On Dropbox I can only see the 2015-02-18 version.
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 10:08:28
there is .exe installer in the root
Title: Re: Daily builds
Post by: Siahpoosh on 2015-02-24, 10:12:42
Hi Keymaster , i cant login in customer zone to get activation code , i got this error message :
"Login failed: either the email does not exist in our database, or the password is incorrect."
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 10:15:41
The database for customer zone is different from daily builds. You will get login once you purchase corona - but you can now test using the demo option.

Current daily builds will be eventually discontinued - licenses for daily builds made before RC2 will stop refreshing sometimes next month. New and "final" daily builds will be available to anyone who purchases FairSaaS or box with subscription license, and will be licenses using the same system as stable releases.
Title: Re: Daily builds
Post by: pokoy on 2015-02-24, 10:45:21
Even if it's almost pointless already, can we have an update on the changelog for the 2015-02-18 Build, just so we know what to expect (and maybe even test in the last minute)?
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 10:46:35
only changes from 02-15 are improved licensing, improved UI, and one bugfix of stuff rendering too bright
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 10:54:18
It's an installer in the root, is not a folder.

Cheers!

EDIT: the forum tricked me, I didn't saw your answer Keymaster :)
Title: Re: Daily builds
Post by: CiroC on 2015-02-24, 11:07:36
It's an installer in the root, is not a folder.

Cheers!

EDIT: the forum tricked me, I didn't saw your answer Keymaster :)

Thanks. I am installing it. Today is a great day
Title: Re: Daily builds
Post by: Alessandro on 2015-02-24, 11:30:19
Installed RC2 on Windows 7 x64, Max design 2015. It runs as demo, without any problem. Tried with some recent scenes, no visible problems.

Just a note, 'couse it can't be perfect (perfection doesn't exist), the links on first splash are unreadable because of the color... ;)

Title: Re: Daily builds
Post by: pokoy on 2015-02-24, 11:30:57
only changes from 02-15 are improved licensing, improved UI, and one bugfix of stuff rendering too bright

Thanks!
Title: Re: Daily builds
Post by: Alessandro on 2015-02-24, 11:46:52
I think it will better if there is only one place for bug reporting section.. why do we have two? in mantis and in this forum - bug report board. it will blur your focus.
Report into Mantis or in 'bug section' with an attached scene and with full description of problem
It will be better then just talks around problem here
I'm fully agree with you headoff.
this thread is effective for "talk around problem" only, don't mess with bug report guys. and don't duplicate a report in here and in mantis, just choose a one place.. keymaster explained it before https://forum.corona-renderer.com/index.php/topic,6944.msg46721.html#msg46721

I disagree.
Reporting on the forum help the reporter to have a first check on the bug, to be sure it's not just a wrong way to use max or corona.
Then, when the community of tester give a first ok on the bug, you can report it on mantis. This way of work could help a lot Ondra and his team to have in Mantis just "real" bugs.
Btw, I think we need a thread for daily build bugs instead of the common tread. If Keymaster doesn't want to use this one (Daily builds) than he can create a specific one.
Title: Re: Daily builds
Post by: Juraj on 2015-02-24, 12:02:12


I disagree.
Reporting on the forum help the reporter to have a first check on the bug, to be sure it's not just a wrong way to use max or corona.
Then, when the community of tester give a first ok on the bug, you can report it on mantis. This way of work could help a lot Ondra and his team to have in Mantis just "real" bugs.
Btw, I think we need a thread for daily build bugs instead of the common tread. If Keymaster doesn't want to use this one (Daily builds) than he can create a specific one.

+
This is my line of thought as well. I often just wanted to see if I am not being accidently idiot user or if someone else didn't have same issue but found the reason to be outside of Corone (windows, hardware,etc..)
Title: Re: Daily builds
Post by: chopmeister on 2015-02-24, 12:28:08
Is there a way to test the RC2 on a renderfarm? What steps should I take regarding the license setup and such, ie. how to activate the demo license on render slaves, if possible?
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 12:32:18
Is there a way to test the RC2 on a renderfarm? What steps should I take regarding the license setup and such, ie. how to activate the demo license on render slaves, if possible?
not yet... but we are looking for people to test the real deal (i.e. with real payment and receiving real license) before it goes public. If somebody is interested drop me an email
Title: Re: Daily builds
Post by: chopmeister on 2015-02-24, 12:42:32
Cool, sent you a PM. :)
Title: Re: Daily builds
Post by: agentdark45 on 2015-02-24, 12:50:00
Just installed the RC2 and no issues here running in demo mode. First time using IR and I have to say this is going to revolutionize the way I work. Absolutely amazing! Will be purchasing a fair saas subscription asap.
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 13:02:38
mmmm so to render in the renderfarm we should stick to the latest daily build? (the one from 18/02/2015)

Cheers.
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 13:41:13
yes, 1 more day ;)
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 13:47:07
Ok, understood :)
Title: Re: Daily builds
Post by: blank... on 2015-02-24, 13:59:41
Will it be possible to revert back to daily (via usual overwriting of corona and plugins dlls), in case something isn't working right?
I', just asking because 18.02 build is crashing (reported on Mantis), while 15.02 is working OK.
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 14:06:01
yes. Licensing is completely separate. But the old daily build licensing will be deactivated within a month
Title: Re: Daily builds
Post by: nehale on 2015-02-24, 14:38:37
really great news, was testing the demo and wanted to ask where do i find the GGX BDRF setting?
Title: Re: Daily builds
Post by: romullus on 2015-02-24, 14:59:55
GGX is on by default. If you want old BDRF, check legacy A7 option.
Title: Re: Daily builds
Post by: maru on 2015-02-24, 15:00:25
really great news, was testing the demo and wanted to ask where do i find the GGX BDRF setting?
It is on by default for newly created materials. You can use legacy mode by checking "legacy a7 mode" in material's advanced options but this is not recommended. Old files (from A7) will have this option checked so that the appearance of materials is preserved.
Title: Re: Daily builds
Post by: blank... on 2015-02-24, 16:48:33
yes. Licensing is completely separate.

Can confirm, reverting to daily works without a problem. Bigger problem is why i had to revert. Do you think this will be fixed for 1.0? You really don't need bad word of mouth that Corona can't do a simple displacement. I can already see fanboys of... that other renderer... gloating.

https://corona-renderer.com/bugs/view.php?id=811
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 17:08:51
Weird, I don't have this problem here :P

(This is a good example why the forum is complementary to mantis hehehe)

Cheers.
Title: Re: Daily builds
Post by: lacilaci on 2015-02-24, 17:12:51
Weird, I don't have this problem here :P

(This is a good example why the forum is complementary to mantis hehehe)

Cheers.

He loaded bitmap while IR was working. Did you try it this way?
Title: Re: Daily builds
Post by: twoheads on 2015-02-24, 17:43:30
Just installed 1.0 trial version....works fine so far
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 18:52:56
He loaded bitmap while IR was working. Did you try it this way?

When I did that test i did not test IR, but I just did and Yes, no problem here at all.

@blank... : can you give an exact list of repro steps begining with starting max as fresh start?

Cheers!
Title: Re: Daily builds
Post by: maru on 2015-02-24, 18:55:23
Oops, ir+displacement = crash for me too.
Title: Re: Daily builds
Post by: blank... on 2015-02-24, 19:02:26
Oops, ir+displacement = crash for me too.

Corona gives you results so fast that it wouldn't be a big issue doing tests with normal render. But crash happens often even with normal render (if there are materials with bitmap for displacement). Last stable daily, as far as i can see, is 15.02. It also crashes with IR, but at least normal rendering is stable.
And again, of to OT we go...

Maru, could you please confirm my other displacement crash report, about water level, it's also on Mantis.
Title: Re: Daily builds
Post by: blank... on 2015-02-24, 19:12:28
@blank... : can you give an exact list of repro steps begining with starting max as fresh start?

1. start max
2. switch renderer to Corona
3. create a plane, about yea big
4. create a teapot
5. orbit aimlessly around teapot to confirm that it is in fact, a teapot
6. create Corona sun (not daylight system)
7. click to add corona sky under Coronas sun properties
8. hit F10 an switch secondary to Path tracing
9. assign Corona material to everything
10. start IR
11. orbit aimlessly around teapot and marvel at your creation and how nice the shadows are
12. grunt a little about the fact that Corona has issues with low poly objects
13. grab any bitmap from your computer and drag it in slate material editor
14. plug it in displacement slot
15. watch it crash and burn.
16. start max again
17. repeat steps 2-9
18. don't start IR
19. try it with normal rendering, about hmmm... let's say 30% of the time, it will also crash.
20. nothing for 20, it just looked silly to end a list with 19 :)
Title: Re: Daily Builds and testing
Post by: borisquezadaa on 2015-02-24, 19:57:03
Hello Everyone, I would like to make a really important post, so please read it carefully.

I will start with the basic information about dailies, testing and guidelines of reporting the issues.

•   Daily builds are development builds to test the functionality of the application.
•   They do not always represent the final product.
•   They will have bugs.
•   Use it at your own risk at real production. Dailies are for the brave.
•   We are giving you the access to them, so you can find and report problems, stability issues and bugs.
•   For reporting bugs USE MANTIS. Posting on forum or in thread is NOT enough.
•   Posting on forum or in this thread without stating version of the build, OS version, max version is completely useless info and wasted energy.
•   If you feel the necessity to write a post in a thread, please always state a following info:
severity of the issue, how to reproduce issue, OS version, 3ds Max version, any plugins which you are using in project, short summary and description of an issue
•   Issues reported in Mantis will receive feedback. (Sooner or later)
•   Every reported issue is then replicated by our Support Specialist – Marcin Miodek (Maru)
•   If we cannot replicate the issue or if it is obvious that the problem is caused by the user rather than software, then this issue is ignored and user is notified via mantis.
•   Posts in this thread or daily builds thread can slip undetected > So use mantis.
•   Posts in this thread or other daily builds thread might be registered by us, but we do not necessary answer on these as we would be doing nothing else than writing responses.
•   Please do not expect that we will immediately react on posts, we are a small team at the moment. So it is not possible. If you need an answer. Write “URGENT” in the beginning of the post or send us an email to info@corona-renderer.com or fill in a support ticket via www.corona-renderer.com/help
•   Please use mantis
•   Please use mantis
•   Please use MANTIS

•   If you will not follow the rules, you will be kicked out from daily builds :( 

I hope that we can all agree on these simple rules. It will make our lives as developers much easier and we will be able to react and fix the issues in an effective way. We all want one thing, to create the greatest render engine possible and we cannot do it without your help.

Thanks for your understanding and for all your testing efforts so far. Corona would not be what it is now, without you.
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 20:05:17
@borisquezadaa This is already posted in mantis, we are just discussing it here :)

@blank... I had no luck at first (with the crash), everything was working great but then I used a new bitmap, a different one, a gradient, and I'm not sure if it crashed because my teapot had 200 segments+1 turbosmooth (I played with segments with IR active without a problem) or if it crashed because the displacement, repeating test now.

Cheers!
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 20:18:58
I just repeated the test, and I can't manage to crash it with displacment, however I found some strange behaviors, I've been playing with the testure tiling and I found that the IR was not responding well, I disconnected the displacement, reconnected it and it's behaviour changed and started to be correct again, but then i changed the tiling again, from 1 to 2, then to 5, then to 10, then to 1, and I moved the camera and this is what I found, something weird is happening with IR, displacement and the camera fustrum.

I'm not sure about repro steps, as soon as I can reproduce it with clear steps I'll post it in Mantis.

Cheers!

Title: Re: Daily builds
Post by: Ludvik Koutny on 2015-02-24, 20:21:50
Displacement won't update on view change. That would make IR unusable in pretty much any scene that has displacement in it, because displacement would have to re-tessellate with every view movement, and that would make navigation ULTRA-slow. To refresh displacement, simply move timeline.

There was a "refresh displacement" button planned, but didn't make it into 1.0
Title: Re: Daily builds
Post by: juang3d on 2015-02-24, 20:27:51
Ok, so it's not a bug :)
Thanks!

About the crash, I wasn't able to reproduce it again, I've been playing with displacement, different textures, different geometry density, and no crash at all :P

Cheers!
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 20:51:17
found possible cause. RC3 rolling in...
Title: Re: Daily builds
Post by: lacilaci on 2015-02-24, 20:53:08
I can only make it crash only if during one IR session I plug-in noise to displacement and after that I disconnect noise and drag from displacement in slate material editor into open space and from there load a bitmap!

just as in that video... otherwise pretty stable for me.
Title: Re: Daily builds
Post by: twoheads on 2015-02-24, 21:29:39
I can only make it crash only if during one IR session I plug-in noise to displacement and after that I disconnect noise and drag from displacement in slate material editor into open space and from there load a bitmap!

just as in that video... otherwise pretty stable for me.


I got the same problem when I disconnect noise and connect other map to displacement slot. As my predecessor wrote everything else seems pretty stable.
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 21:32:44
RC3 ETA 20 minutes, any testing will be appreciated
Title: Re: Daily builds
Post by: gk on 2015-02-24, 21:35:40
First post I guess.
I'll give it a spin.
Title: Re: Daily builds
Post by: twoheads on 2015-02-24, 21:40:11
the night is young, lets give it a try :)
Title: Re: Daily builds
Post by: Ondra on 2015-02-24, 22:22:01
Dropping RC3. Changelog:
some tooltips wording improved
fixed assert when closing licensing and DR server from tray
renamed DrConfigA7.2 to DrConfig-1.00
fixed crashes with displacement + bitmap textures
Title: Re: Daily builds
Post by: lacilaci on 2015-02-24, 22:39:08
Dropping RC3. Changelog:
some tooltips wording improved
fixed assert when closing licensing and DR server from tray
renamed DrConfigA7.2 to DrConfig-1.00
fixed crashes with displacement + bitmap textures

That IR+bitmap loading crash is still not fixed! Watch the video from mantis and replicate Slate material operations exactly as in the video.. crashes every time..

Loading bitmap during IR is not a problem, problem appears only if IR is running and you plugin noise and then unplug and load NEW bitmap from disk directly connecting it to displacement..
Title: Re: Daily builds
Post by: gk on 2015-02-24, 22:49:57
RC3 loads and plays back files, I have no issues so far.
Title: Re: Daily builds
Post by: t4si on 2015-02-24, 22:50:24
That IR+bitmap loading crash is still not fixed! Watch the video from mantis and replicate Slate material operations exactly as in the video.. crashes every time..

Loading bitmap during IR is not a problem, problem appears only if IR is running and you plugin noise and then unplug and load NEW bitmap from disk directly connecting it to displacement..

No crash on my machine. Did exactly the same as on the mantis video, step by step. Running Max 2014, Corona RC3, Win7
Title: Re: Daily builds
Post by: twoheads on 2015-02-24, 23:36:01
latest report:

I've played with most accessible procedurals (constantly connecting and disconnecting to displacement node during IR) no crashes so far. However I'll let you know if something changed.
Title: Re: Daily builds
Post by: blank... on 2015-02-25, 01:25:05
Yup, looks like it's fixed in RC3 :)
Title: Re: Daily builds
Post by: vkiuru on 2015-02-25, 08:08:43
Just switched back to dailies from A7.2 because a daily build plus material editor gave me over 5 minute work breaks randomly when clicking on a slot to bring up the Material/Map browser. I tried out RC2 and 3, and everything ran as smoothly as ever including both slate and compact Material Editor! But just now I had the problem occur again when I tried to nest my Blend Corona material into a CoronaRaySwitchMTL. Task manager shows Max is using 8% of my cpu power, sharp. EDIT: took 20 minutes but now Max is usable again.

Ondra, since last night was absolutely flawless with no crashes and not one of these Material Editor freezes, did you manage to find out whats causing this behavior for some of us or has it gotten better without you actively hunting for it? it's still there, but seems to show itself more rarely.

If it helps in finding out a cause for it, I  recently found a way round it was to create materials in Slate Editor, and never load up a map through the Corona Material itself, but to right-click on empty space somewhere load up whatever map I needed as its own thing and THEN connect it to whatever channel I was planning on using it for. I still migrated back to A7.2 in the end because every now and then I'd forgot this workaround and go load the Map Browser through Corona Material.

I'm ready to shove money your way right now because Corona is amazing but this said problem is extremely time consuming and I'd love it if I never had to see it again.
Title: Re: Daily builds
Post by: Alessandro on 2015-02-25, 08:54:10
Win7x64, Max Design 2015.
RC3 installed without any problems. Played with some old scene without any problems.
Title: Re: Daily builds
Post by: CiroC on 2015-02-25, 09:12:29
No problems on this side as well
Title: Re: Daily builds
Post by: lacilaci on 2015-02-25, 09:19:57
Yup, looks like it's fixed in RC3 :)

Actually yes, I tried re-creating it from scratch and it works. Yesterday I used saved file from where it crashed and it did so even when using rc3 but today i did a new scene and it looks rock solid now!..
Title: Re: Daily builds
Post by: kahein on 2015-02-25, 12:35:20
RC3 download
we installed it on two workstations
E5520 and
E5-2630
two scenes simple scenes with no extra plug (ms scatter etc) one interior and one exterior, less than 1M polys each and test on both 2013 and 2015 max version
On both worksation the IR is very slow.
The reactivity is about above 10 sec and also freeze on the exterior
Title: Re: Daily builds
Post by: maru on 2015-02-25, 12:38:31
Are you rendering with PT+UHD? Try switching to PT+PT and check if it got more responsive.
Title: Re: Daily builds
Post by: kahein on 2015-02-25, 12:43:30
Are you rendering with PT+UHD? Try switching to PT+PT and check if it got more responsive.

I use PT+ HD and Pt+UHD, i will do it with pt+pt
Title: Re: Daily builds
Post by: maru on 2015-02-25, 12:49:22
I am asking because in some cases HD/UHD precomputation might take much time, also in IR.
Title: Re: Daily builds
Post by: kahein on 2015-02-25, 12:51:56
So In PT+PT
VFB refresh time start betwen 50-60ms (110-120ms in HD, UHD) but the start of the render when i released the mouse is about 2sec instead of 10sec
Title: Re: Daily builds
Post by: kahein on 2015-02-25, 13:09:41
ok now on both scene i do a reset setting in render setup
and the reactivity is much faster like 1-2 sec
but it strange all the cpu threads are used at 100% even if we put cpu thread limit
Title: Re: Daily builds
Post by: lacilaci on 2015-02-26, 07:26:56
How will the daily builds actually work now? Will they be still accessible via dropbox or will they be distributed in a different "form" :D??
Title: Re: Daily builds
Post by: Ondra on 2015-02-26, 10:47:01
it was not fully decided yet. In the next few days we will have to recover, make hotfixes for bugs available to everybody, and work on our support and documentation. Daily builds will be resumed in few weeks
Title: Re: Daily builds
Post by: nehale on 2015-02-28, 15:57:35
So does a paying customer automatically get access to the daily builds or we have to specially apply for it again
Title: Re: Daily builds
Post by: Ondra on 2015-02-28, 17:11:28
you have the access automatically, just download from dropbox and overwrite the files, like in old times. The 1.0 activation will work. In the future the daily builds download will be incorporated in the customer zone portion of our website
Title: Re: Daily builds
Post by: Stanislav_But on 2015-02-28, 17:41:24
ok, lets try first daily build after the release.

Changelog:
- Changed the VFB sidebar to be on by default
- Possibly fixed some of the hangups on scene parsing. Testing will be necessary to see if there are still any problems left

Parsing is excellent now! Thanks!
About VFB sidebar to be on by default I don't sure it necessary. Especially while cameramod blocks interactive exposure
Title: Re: Daily builds
Post by: Ondra on 2015-02-28, 17:50:35
if you close it once, then you wont have to see it for the rest of your life ;). But we have agreed that it is better to show it to new users by default.
Title: Re: Daily builds
Post by: twoheads on 2015-02-28, 18:22:21
I don't know why but somehow I can't see the spinners in virtual frame buffer window. I can only type desired values manually. I don't think it's  a bug and I can surely live with that but would be nice to know your opinion.

thanks
Title: Re: Daily builds
Post by: Ondra on 2015-02-28, 18:45:12
you have resized windows fonts. It is currently a known bug waiting to be fixed.

BTW: It is funny that people reported this only after releasing 1.0, even though older versions had to be doing it too ;)
Title: Re: Daily builds
Post by: twoheads on 2015-02-28, 18:53:50
you have resized windows fonts. It is currently a known bug waiting to be fixed.

BTW: It is funny that people reported this only after releasing 1.0, even though older versions had to be doing it too ;)

I admit it's not a new thing and it has appeared on older versions but I really can't tell you why I report this right now....funny coincidence :)