Author Topic: Daily Builds 1.7  (Read 166725 times)

2017-04-24, 14:46:01

Ondra

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We already have some new features done, but we will wait until 1.6 proves stable, so we dont mix potential hotfixes for 1.6 with 1.7 daily builds
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-28, 15:46:50
Reply #1

Ondra

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

2017-04-28, 16:03:51
Reply #2

warlock

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Looks great! Looks like my...

Max users you are so lucky... Ondra please give some breath for Blender users as well! For example interactive rendering :D :D :D


Corona will be the best!




2017-04-28, 18:02:50
Reply #3

Tanakov

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Yeah we are lucky, Ondra can You give a brief description what You plan to add in to corona hair? How is it going to work?
Using Corona since 2014-01-02
https://www.behance.net/Gringott

2017-04-28, 18:32:35
Reply #4

karnak

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That must be one of the famous and now even more realistic Ondra's balls. The development team uses them for debugging purposes. [1]
« Last Edit: 2017-04-28, 18:42:50 by karnak »
Corona Academy (May 2017)

2017-04-28, 21:50:05
Reply #5

scionik

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That must be one of the famous and now even more realistic Ondra's balls. The development team uses them for debugging purposes. [1]

😂😂😂😂👍🏻 Its have to be extrarealistic!

2017-05-01, 17:15:54
Reply #6

thilima3d

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Great Ondra,

do you plan to create a specific Hair shader to control gradients (root X tip color), translucency and stuff? Or we should be able to create all of this on the default corona mtl?

2017-05-03, 14:08:18
Reply #7

scionik

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Any some news? )

2017-05-03, 14:39:42
Reply #8

Ondra

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We will probably do hotfix for 1.6 before any 1.7 daily builds, just to fix some smaller issues in 1.6. But we are developing 1.7 in parallel, so the first daily build is going to be big
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-05-03, 16:04:58
Reply #9

romullus

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I'm sure it will be worth waiting :] Can we know what will be fixed in hotfix?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2017-05-03, 17:56:38
Reply #10

arqrenderz

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Round edges behavior checkbox change?? it will be great to choose from the start what kind of behavior the user want, instead of entering each map to change the type.
(too time consuming  for a big project)

2017-05-03, 18:41:08
Reply #11

Ondra

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tooltip translations, DR status reporting, some exotic crashes, and maybe the rounded edges old behavior (but that would basically mean having 2 completely separate versions of the code)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-05-03, 19:38:09
Reply #12

pokoy

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I am still seeing some channels being offset in the VFB (not sure if the offset is saved with the image but it definitely happens in the VFB). When it happens, it mostly is Alpha and the Sampling Focus RE. I have no idea how to reproduce but it happened with some RCs and now in 1.6 final. A reason might be rendering in high resolution (6K+), I didn't see it with lower resolutions yet.

2017-05-03, 19:39:54
Reply #13

Ondra

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Hi,
1) try rightclicking it - is the pixel probe in agreement with displayed values?
2) Dump us CXR when it happens and upload it for debugging
3) what does copy to max button do? offset image or not?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-05-03, 21:29:43
Reply #14

pokoy

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Hi,
1) try rightclicking it - is the pixel probe in agreement with displayed values?
2) Dump us CXR when it happens and upload it for debugging
3) what does copy to max button do? offset image or not?
1) it reports values as if there's no offset (clicking on black area in alpha reports white alpha), so it's only a visual offset it seems but the data is correct.
2) will do when come across it in a simpler scene
3) in Max VFB all channels are shown correctly, no offset.