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Messages - mmarcotic

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1
Hello,

we are aware of issues to multi-instances when multiple objects are concerned and are working on a fix.

Thanks,
Jan

2
[C4D] Daily Builds / Re: Project Asset Inspector
« on: 2021-07-27, 14:44:55 »
Hello,

we have made some improvements already to how we handle relative paths and we will continue bringing improvements, one step at a time :)

Right now, what you are pointing at, is that globalizing or localizing filenames does not actually change the path in Corona Bitmap, and therefore it returns to previous state after some period. We'll look into that.

Thanks,
Jan

3
Hello,

this unfortunately does not crash for me, however the bugreport should contain all necessary information to investigate.

Thanks,
Jan

4
I found that checking "Volume Effect" in the Sky object does not work properly if a backgroundimage is used as "direct visibility override"  (frontal mapping.)
There is a white border (ground haze) in front of the backgroundimage in the render.

Similarly to how you cannot use Volume effect when governing Corona Sky by a shader (e.g. HDRI), this will not work (or generate interesting, incorrect results) with visibility overrides other than when using corona sky shader. This is simply an incorrect workflow and should be avoided.
In order to generate a volumetric effect, use global volume override with a volume material.

Thanks,
Jan

5
Hello,

we are aware of this issue and we would like to fix this as soon as possible, however it wil most likely not fit in the v7 release.

Thanks,
Jan

6
[C4D] Daily Builds / Re: Distance shader problem
« on: 2021-07-26, 11:07:17 »
Ok, thanks for letting us know

Frame range for normal render was different than currently set in the viewport? ;)

Jan

7
Hello,

I have just tested this on BigSur R23 and S24 with both Legacy and Physical materials, and in a simple scene, this does not crash for me.
Would it be possible to share the scene with us, as well as (as Tom mentioned) further information and bugreports?

Thanks,
Jan

8
[C4D] Daily Builds / Re: Distance shader problem
« on: 2021-07-26, 08:52:08 »
Hello,

it is very difficult to identify such issue from images. Would it be possible to share a scene with us? (You can use the private uploader on our website).
If it's not possible, please, disclaim as much information as possible (version c4d, version corona, how the shader is set up, what it controls, etc.)

Thanks,
Jan

9
Hello,

I have logged it internally at (Internal ID=727314094)
As for v7, we will see if it makes it in, there is still quite a few higher priority tasks that need finishing.

Thanks,
Jan

10
[C4D] Bug Reporting / Re: Multi-instance clone - lights
« on: 2021-07-22, 10:50:35 »
Hello,

thank you for reporting, I have logged this internally at (Internal ID=727299513)

Thanks,
Jan

11
Hello,

you're probably right, shadow amount does not seem to affect alpha channel in "for compositing" alpha mode.. I have logged this internally.

Thanks,
Jan

12
I thought as much :)

But as I said, if you find yourself delayed at work and you are convinced disabling buckets will help, let me know in PMs, I'll gladly provide help.

Thanks,
Jan

13
Alright, and did you observe actual slowdowns in render time as well? It's possible that CPU usage is lower but at the same time bucket rendering is making the rendering process faster. The best way to check this would be to render a scene in v6 and v7 RC3 and compare times. For us, in most scenes, there was a speed-up in commercial scenes of 1-10%, in simple scenes 1-50%.

Thanks,
Jan

14
Hello,

thanks for reporting, we have encountered this issue only rarely, so it is always good to see more examples!

We have logged this internally at (Internal ID=725883418)

Thanks,
Jan

15
Hello,

are you 100% sure that this issue is bucket-related? If so, it is possible for us to share a development command string with you, which is an internal option and using it may have some unexpected consequences and it may be changed or removed in the future without notice.
We are aware of one issue with bucket rendering which introduces a small slowdown towards the end of a batch of buckets rendered, and we are working on a fix.

Thanks,
Jan

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