Author Topic: Corona Road map for 1.7  (Read 44833 times)

2017-04-14, 21:24:12

Ondra

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Hi,
with the 1.6 version practically done, we have updated the roadmap so you can see what is planned for 1.7: https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max

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

2017-04-14, 22:13:49
Reply #1

romullus

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You are not setting small plans for the summer aren't you? :] Upcomming feature list looks very solid, but may i ask you why some other features were scrapped? While i won't cry for clipper or slicer, a loss of better determining inside / outside medium is breaking my heart. I waited that improvement with such anticipation... :[
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-04-14, 22:28:42
Reply #2

Ondra

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we will of course do other things, but right now I placed only the big ones and stuff already in progress on the roadmap. Specifically the inside/outside medium will be probably necessary when we do the media
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-14, 22:39:56
Reply #3

casinowilhelm

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Hi,
with the 1.6 version practically done, we have updated the roadmap so you can see what is planned for 1.7: https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max

Let us know your thoughts!

Skin and Hair! Fantastic

2017-04-15, 06:20:15
Reply #4

Njen

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Hair, skin and volumes!? Have all of my Christmas' come at once?

It feels like this release is aimed more at the VFX area, and for that I can't wait to test the daily builds.

Thanks!

2017-04-15, 08:44:05
Reply #5

RolandB

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Lot of work Ondra... when I wrote all of those big updates, I thought it was for next year but... for august this summer !
Do you work day AND night ? Great dev anyway !

I agree with Romullus, slicer should be an enormous update...
Roland
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2017-04-15, 10:08:59
Reply #6

VIKTORARCH

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Hi, will the final 1.6 version fix instances of proxies use to much memory?

2017-04-15, 12:52:44
Reply #7

Bzuco

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Automatic GI/AA, Light samples multipler setting...Do we will still have access to these two settings, or they completely disappear from performance settings?

Massive direct light sampling speedup...how many % speedup devs are expecting? :-)

Some thoughts about adaptivity:
- I see, that adaptivity is in most cases concentrating on dark parts in the scene which are less important for human eye, because it cannot recognize details as good as in other lighter parts of image...can we have some controll over "agresivity" in distributing samples? Or just to have separated control of "aggressivity" for materials/shadows, ...
...maybe some info about what is most adaptivity focused on in the scene (glossy materilas ?, glass ?, shadows areas?, intensity of diffuse color? ...) will be helpfull.

2017-04-15, 13:17:41
Reply #8

Ondra

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Automatic GI/AA, Light samples multipler setting...Do we will still have access to these two settings, or they completely disappear from performance settings?
If the solution works good enough, it will be moved to devel/debug settings, otherwise the parameter with modified meaning will be left in place, to be less frequently touched

Massive direct light sampling speedup...how many % speedup devs are expecting? :-)
super-dependent on scene. We can easily create examples with 100 times speedup if the light visibility is bad enough (I have the images somewhere, I should find them to keep the hype going ;)). We are currently working on making any significant speedup also for scenes with only single or few lights.

Some thoughts about adaptivity:
- I see, that adaptivity is in most cases concentrating on dark parts in the scene which are less important for human eye, because it cannot recognize details as good as in other lighter parts of image...can we have some controll over "agresivity" in distributing samples? Or just to have separated control of "aggressivity" for materials/shadows, ...
...maybe some info about what is most adaptivity focused on in the scene (glossy materilas ?, glass ?, shadows areas?, intensity of diffuse color? ...) will be helpfull.
I was thinking the same, we will probably rethink the adaptivity into more details (not just image adaptivity, but adaptivity at all steps of the rendering process) in the future. The question is just when and who will do it. So many things to do, so little time ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-15, 17:39:15
Reply #9

agentdark45

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The hype is real!

Please do post up some example images, sounds like really intriguing stuff.
Vray who?

2017-04-15, 18:09:22
Reply #10

Juraj

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The hype is real!

Please do post up some example images, sounds like really intriguing stuff.

Yup, esp. from hair/skin :- ) This will be serious treat !
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2017-04-15, 18:35:17
Reply #11

Ondra

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The hype is real!

Please do post up some example images, sounds like really intriguing stuff.

here are some examples (direct light only for bigger difference). Keep in mind that this is a scene where the difference happens to be huge, in some other scenes it will be smaller, but hopefully still noticeable
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-15, 20:10:47
Reply #12

romullus

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That looks as massive improvement indeed o_O
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2017-04-17, 14:25:21
Reply #13

peterguthrie

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2d displacement... please?

I know displacement has been improved but it is still somewhat lacking in my opinion.

Perhaps coronadisplacementmod could have per object quality settings?

2017-04-17, 21:36:52
Reply #14

Ondra

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2d displacement... please?

I know displacement has been improved but it is still somewhat lacking in my opinion.

Perhaps coronadisplacementmod could have per object quality settings?
well, I dont want to overpromise... but this is one of the things that will be added in 1.7 if everything goes right
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-17, 22:31:15
Reply #15

alexyork

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2d displacement... please?

I know displacement has been improved but it is still somewhat lacking in my opinion.

Perhaps coronadisplacementmod could have per object quality settings?
well, I dont want to overpromise... but this is one of the things that will be added in 1.7 if everything goes right

Awesome.
Alex York
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2017-04-18, 14:45:03
Reply #16

Rhodesy

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Yes that is awesome!

With the hair rendering, will that be suitable for creating grass / rugs etc? So actually generating the geometry (or perceived geometry) rather than just the shader so to speak?

2017-04-18, 16:26:53
Reply #17

peterguthrie

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2d displacement... please?

I know displacement has been improved but it is still somewhat lacking in my opinion.

Perhaps coronadisplacementmod could have per object quality settings?
well, I dont want to overpromise... but this is one of the things that will be added in 1.7 if everything goes right

Wonderful!

2017-04-20, 07:59:33
Reply #18

Monkeybrother

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The two things I miss from V-Ray are the V-Ray clipper (we have to go back to V-Ray for those projects) and a toon-like shader (good for quick angle tests to send to architect, or for quick flythroughs etc). And good caustics.

2017-04-20, 14:01:26
Reply #19

cecofuli

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Waiting CoronaToon, we can use CoronaRoundEdges as a mask.
Unfortunately, it's a little bit slow.


2017-04-21, 08:13:39
Reply #20

Monkeybrother

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Yes, that's a good workaround. It's a pity that we have to use workarounds for things like this though. CoronaWire, RoundedEdges and CoronaAO are almost there, it seems a "toon" map would be relatively easy to implement.

2017-04-22, 19:25:05
Reply #21

romullus

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Does Shading API in 1.7 roadmap, means that clever dudes will be able to write custom Corona compatible materials and maps for themselves? Or is this something entirely different?
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-04-22, 19:48:24
Reply #22

Ondra

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Does Shading API in 1.7 roadmap, means that clever dudes will be able to write custom Corona compatible materials and maps for themselves? Or is this something entirely different?
well... yes ;) but mostly it is aimed at various simulation plugins
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-23, 10:24:16
Reply #23

erick3d

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+1 for clipper..Gonna be a time saver.

2017-04-23, 11:36:57
Reply #24

Flavius

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Volumetrics OMG! :D

By the way, what does "multimap-randomization by mesh elements mean?" -> The corona multimap could randomize the maps by elements? The lack of this feature frustrated me badly until I've remembered the Material ID by element modifier which works great with corona multimap and randomize by ID.
« Last Edit: 2017-04-23, 11:42:31 by Flavius »

2017-04-23, 12:48:19
Reply #25

Ondra

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Volumetrics OMG! :D

By the way, what does "multimap-randomization by mesh elements mean?" -> The corona multimap could randomize the maps by elements? The lack of this feature frustrated me badly until I've remembered the Material ID by element modifier which works great with corona multimap and randomize by ID.
yes, exactly that
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-24, 10:11:40
Reply #26

Bigguns

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Yeah Ondra! Skin shader and hair coming yeah finally !! Make sure the skin is as good as or better then Alsurface, it's open source BTW . And the hair shader and support need to support hairfarm and ornatrix, not just the crappy 3ds max hair system just saying :)

I'm very exited for this update !!!

2017-04-24, 19:54:38
Reply #27

3dvizual

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+1 for clipper..here also..

 I think I remembered it was shown on the road map for 1.7, but now I can not see it anymore, which is a pitti..

2017-04-24, 20:01:45
Reply #28

Ondra

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+1 for clipper..here also..

 I think I remembered it was shown on the road map for 1.7, but now I can not see it anymore, which is a pitti..
we moved it back to 1.8 when we decided to do hair/media/skin, sorry
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-04-24, 20:27:24
Reply #29

romullus

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There are already plans for 1.8?! OMG, showmeshowmeshowmeshowme... :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-04-24, 23:00:53
Reply #30

maxpyane_2k5

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Animation offset in corona scatter would be great in the future release :)

2017-05-02, 09:03:17
Reply #31

juancarlosgzrz

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-Heterogeneous media- nice.

I will be able to render my planet/atmosphere correctly on the next release. Let me know if you guys need the scene.

Cheers.

2017-05-23, 21:14:29
Reply #32

davemahi

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Man I can't wait. We are currently rendering our second animated spot with Corona and love it. Problem is this commercial needs to render volumes and I just don't want to try and match VDB volumes that I have to render with Vray :(

Any chance you want me to test volume rendering? Like....... right now?

2017-06-01, 17:07:40
Reply #33

Romas Noreika

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This render engine is amazing :) And it keeps pushing it self further and further. Amazing :)
RN

2017-06-23, 00:33:35
Reply #34

Cheslav Merk

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dispersion

2017-06-26, 16:23:10
Reply #35

Ondra

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

2017-07-04, 08:11:50
Reply #36

Kost4d

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Hi! What about Corona for Cinema 4d?

2017-07-04, 09:51:08
Reply #37

Ondra

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

2017-07-04, 16:06:37
Reply #38

Kost4d

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2017-07-24, 15:36:05
Reply #39

Igor Lapin

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Hi!
Will it be possible to exclude/include visibility of objects in different cameras in Corona Camera?
Design By Artline.

2017-07-24, 18:03:28
Reply #40

Ondra

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Hi!
Will it be possible to exclude/include visibility of objects in different cameras in Corona Camera?
you mean as "render selected" (either in corona or global render settings) or as hide/unhide in 3dsmax?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-07-25, 01:54:35
Reply #41

Igor Lapin

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yes, as "render selected"
Design By Artline.

2017-07-25, 08:28:32
Reply #42

Ondra

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

2017-08-01, 07:39:16
Reply #43

Zray

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I'm pretty keen on a Corona element which is similar to Vray refractionfilter, it would be helpful when we make post production.
Besides, I like something to edit the highlight glossiness for reflection as well, sometimes we want to remove the highlight but it isn't available
Thanks
« Last Edit: 2017-08-01, 08:16:07 by Zray »

2017-08-01, 09:01:49
Reply #44

tomislavn

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Any early previews of dispersion? :) I cannot tell you how much I look forward to that - its the one of two things that are keeping me from finally switching to Corona exclusively (apart from the clipper plane for cut-through renders).
My 3d stock portfolio - http://3docean.net/user/tomislavn

2017-08-01, 18:12:34
Reply #45

SharpEars

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Any early previews of dispersion? :) I cannot tell you how much I look forward to that - its the one of two things that are keeping me from finally switching to Corona exclusively (apart from the clipper plane for cut-through renders).

+1!!

2017-08-02, 12:19:11
Reply #46

tomislavn

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Go go Ondra :) give us some insight
My 3d stock portfolio - http://3docean.net/user/tomislavn

2017-08-03, 23:23:54
Reply #47

juancarlosgzrz

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Alright, I got it you don't need the scene, ok

2017-08-10, 10:39:31
Reply #48

Jims

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Please input view focus tool for DOF in VFB. For example when you click on object in VFB the focus was set on this.

And +10 for the rest in your road map !!!!

2017-08-17, 23:24:35
Reply #49

Javadevil

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Woohoo Caustics !!!! Caustics !!!! Caustics !!!! Caustics !!!! Caustics !!!! Caustics !!!!

2017-08-27, 16:40:04
Reply #50

build

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Hi.

Is there a chance for the corona camera to somehow overwrite the output size of the image in Max? So that for each camera we can setup individual sizes? For example:
Camera 1 3500x2500 pixel
Camera 2 3500x2000 pixel

2017-08-27, 19:24:51
Reply #51

arqrenderz

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+1000

Hi.

Is there a chance for the corona camera to somehow overwrite the output size of the image in Max? So that for each camera we can setup individual sizes? For example:
Camera 1 3500x2500 pixel
Camera 2 3500x2000 pixel

2017-08-27, 19:29:28
Reply #52

Fritzlachatte

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I might be wrong, but for now, this one might help you in the lite version as well.
https://bodyulcg.com/tools/camera-resolution-mod/

Hope this helps.

2017-08-27, 20:08:57
Reply #53

build

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Hope this helps.

I am sure it does! Thank you for sharing this.

2017-08-29, 14:20:38
Reply #54

LuckyFox

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Can we please have vraydome light support/compatibility? conceptually having 3-4 different hdris in vraydomes and then using lightmix to pull out 4-5 light scenarios out of 1 render(even if it's 30% longer).
Thank you

2017-08-29, 14:31:07
Reply #55

Ondra

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sorry, this is still not planned, it would be very complicated both internally and in the UI (I mean the entire concept of using dome lights)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-08-29, 16:03:48
Reply #56

LuckyFox

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2017-08-29, 18:48:02
Reply #57

iancamarillo

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hi Ondra,
I don't necessarily need a dome light for light mixing purposes. But it's at all possible to allow a light to store the hdri so that light can be turned off when a layer is turned off because render hidden lights is unchecked in the render panel.

2017-09-01, 10:07:53
Reply #58

LuckyFox

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Ondra, what about vray plane compatibility?

2017-09-01, 10:45:48
Reply #59

Ondra

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I am actually looking into our own infinite plane
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-09-01, 10:48:11
Reply #60

LuckyFox

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That would be awesome! A "small" thing that will make thousands happy!

2017-09-06, 18:17:52
Reply #61

magmatik

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Hi everyone,
is it normal that the roadmap is no more to be seen on Trello (https://trello.com/b/dgI8vjDb/corona-road-map-cinema-4d).
The page is fully white (except the blue Trello header).

Where is the roadmap to be seen ?

I'm specifically interested in knowing when will materials stacking be available.

Thx in advance.

edit: Trello is working again. Was probably down for a few minutes.
Still interested in any information about materials stacking.
« Last Edit: 2017-09-06, 18:30:08 by magmatik »

2017-10-02, 16:31:15
Reply #62

sprayer

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While i won't cry for clipper or slicer
did you try Texture Object Mask? it works fine with corona and with plane it gives more options even for fast texturing

2017-10-18, 16:42:25
Reply #63

aerowalk

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So...is the 18th of October is actually a "beginning of October 2017" ? ...

2017-10-18, 16:50:36
Reply #64

pokoy

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So...is the 18th of October is actually a "beginning of October 2017" ? ...
I think it's more important for 1.7 to be rock solid.

2017-10-18, 17:06:30
Reply #65

Ryuu

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Yep, we're still trying to fix the most serious bugs in the new light sampling code. Sorry for the delays.

2017-10-18, 18:12:40
Reply #66

Juraj

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Compared to almost every single other software out there with "it's ready once it's ready" this is pretty much non-issue :- ) I am super glad the approximate timeline exists.

Bugs are tough, just look at the game dev these day, 100s of testers for months...and they still come out buggy. So far the final releases of Corona has been super stable.
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2017-10-18, 21:55:50
Reply #67

Ondra

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no reason to sugar coat this, we hit major obstacle in the new direct light solver. Turned out, it does not work with some of the nonphysical fakes we allow. We tried working around it, but this is something impossible to do for 1.7. So we will make the solver optional, off by default. Release is scheduled for next week. I am now working on daily build containing the change, and some other changes.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-10-18, 23:59:06
Reply #68

Njen

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Ondra, are you able to list the situations when we should disable the light solver, and when we can enable it?

2017-10-19, 10:39:16
Reply #69

alexyork

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Don't worry chaps. Take your time and make it rock-solid however long it takes. Stability > All.
Alex York
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2017-10-19, 11:11:24
Reply #70

Frood

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Don't worry chaps. Take your time and make it rock-solid however long it takes. Stability > All.

+1


Good Luck

Never underestimate the power of a well placed level one spell.

2017-10-19, 11:33:45
Reply #71

Christa Noel

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hi Ondra, don't worry, you're still the man ;) and we're still here with you to help you make our Corona like what alexYork said ROCK-SOLID.
and now I'm with Njen question,
what i guess now is in the next stable direct light solver, there will be no reasonable situation which makes us don't need direct light solver.
but while there is a switch / checkbox there, when do we need to check it? when we don't?
I'm just confused with what are nonphysical fake things and transparent lights?

2017-10-19, 12:13:42
Reply #72

cecofuli

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In my opinion, to avoid any confusing behavior (as we see already now), the new "Adaptive Lights" should be removed, until it will be 100% fixed.
Or, maybe, moved in the experimental rollout.
It shouldn't be added in a STABLE release.
It's a non-sense to add something EXPERIMENTAL inside an OFFICAL release =)