Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Frood

Pages: [1] 2 3 ... 134
1
No need to do so, it was a side effect from that quick fix regarding the Corona interface.

Doesn't work in IR for me

Thanks for the video, now it should. Please use v0.09 (first post). I just forgot to include the case where IR pass limit is set to 0.


Good Luck




2
Hi,

not entirely sure about what you mean. It should work in IR and PR/IterativeR. Or do you mean that you would like to have an indicator in an extended viewport/docked IR session? If so, that's not possible with this script, sorry.


Good Luck




3
[C4D] I need help! / Re: IR buttons behavior
« on: 2025-06-04, 16:17:20 »
Imho this is a Corona glitch and should be fixed independently from user votes :)


Good Luck




4
[C4D] I need help! / Re: IR buttons bug
« on: 2025-06-04, 12:16:31 »
Yep, I strongly vote for having an active "stop" button in this condition. It's nice that it automatically starts again if some scene change occurs. But if you do not want exactly this, there is no way to stop it currently.


Good Luck




5
General CG Discussion / Re: Panel tool?
« on: 2025-06-03, 16:50:54 »
Also thought of this one. Basically the task can also done with Corona pattern, it does exactly this and is quick also in the viewport ;)

But I hate that I don't get hard edges from Corona pattern compared to other solutions (here: yes, Populate:Panels). And for cloning window frames I would rather look into railclone (light).


Good Luck




6
Thanks for the notice, this is/was due to a bug in the CoronaFp interface. It reports that an IR is going on even when interactive_passLimit is reached and the renderer has stopped. No need to say that I have already reported this and other issues regarding wrong data when querying the interface. I added a "manual" check to get around it, hope it works for you as expected now (v0.08 in the first post).


Good Luck




7
[Max] General Discussion / Re: VFB 2.0 Woes
« on: 2025-05-26, 09:59:15 »
I was shocked when I had vbf 2 in front of me the first time. The face of Corona looked more like an apprentice tried the best. Meanwhile I got somewhat used to it.

many of the requested features were implemented, for example: the order of the VFB history snapshots, IR button added as a separate item rather than a drop-down, and even scrollbar color. :)

The order of snapshots was more a regression (vfb 1 does it correctly), IR button has been requested for almost a decade and the scrollbar contrast has been something no one (with a very important exception :) noticed.

I enjoy the additional features like locked IR resolution and finally legible camera names. However I wonder why easily fixable stuff is still there. For example that fat "3" jumping out of the (questionable) icon row. Just do an outline "3" with a stroke like the other icons and it is less distracting. A perfect task for any apprentice :)

I also miss the rotating smiley face to show you that something is happening. I know I can look at the stats, but it was such a quick thing that you notice being gone. Maybe the Corona logo can pulse or something.

Another regression, yes.

https://forum.corona-renderer.com/index.php?topic=44973.0

Helps me a bit to overcome the missing smiley.


Good Luck




8
Written because Corona VFB 2 lacks a native render progress indicator.

Installation: save the script to any scripts/startup directory.

If you want to play around, type "ccri.help()" in the maxscript listener.


Good Luck




9
[Max] I need help! / Re: Distributed Render blur/distortion
« on: 2025-05-14, 16:53:54 »
First thing I would test is to replace CoronaBitmap by standard bitmap :)


Good Luck




10
I think you can delete it directly from the array parameter if you know the index. Select the scatter object and try

Code: [Select]
i=for o in $.targetNodes where o.name=="landuse_residential" collect o
ix=finditem $.targetNodes i[1]
deleteitem $.targetNodes ix
deleteitem $.targetfactors ix

Good Luck




11
[Max] I need help! / Re: Arranging Lights in Lightmix
« on: 2025-05-13, 09:34:32 »
Nice :)

My comments after quickly looking at it:

(1) As for button state: replace line 195 to 198 by just 'updatetoolbarbuttons()'. Usually max calls this itself at every reasonable and stupid occasion (for example when just selecting something in scene explorer), but sometimes fails when it would be important. Same at line 305 to 308.

(2) Kick line 293 and 302 - it does not work like this, 'buttonText' is no variable but part of the macro definition.

(3) 'useCUI' is 'true' initially, leading to an error (catched by try/catch) in 'on execute' if you press the button when the window is open because 'unRegisterDialogBar()' is executed without having the dialog registered. Has to be defined as 'false' initially.


Good Luck




12
[Max] I need help! / Re: Arranging Lights in Lightmix
« on: 2025-05-12, 18:34:03 »
In fact there were further issues. I see that additionally the rtFil handler is already fixed, now there is still is a non functional callback to auto refresh the list. Callback functions have to be global unfortunately because they use another scope, so "REO_roll != undefined" will always be false, and you cannot call the required functions on it. But just add a "global REO_roll" (yes, we all hate globals...) before defining the rollout and the auto refresh will work.

Then: please update the version variable to 0.4, not to 4.0 :) And the button state (pressed) when the script is displayed (on isChecked()) is gone as well as the docking option. And I'm no friend of fixed layouts.

But those are features I want to have for myself primarily and do not affect functionality. With the exception of removing the fixed layout where I struggle when it comes to .net controls, I have brought back those features into your previous version here for personal use :)


Good Luck




13
You can leave it there by default of course but add an option in system settings to hide it. Only annoyed people like me will turn it off then :)


Good Luck



14
[Max] I need help! / Re: Arranging Lights in Lightmix
« on: 2025-05-12, 15:53:34 »
I also had the delete button in mind but thought it would be more consistent if adding and deleting stays in render setup because to include adding would be quite complex :) I like the multi selection and direct rename feature very much.

But I miss a default icon definition and fn clamp. It is undefined and I get the usual error when trying to d&d.


Good Luck




15
I would vote for having option to make it disappear.

That has been my first wish when I had the first build with that tab under my mouse.


Good Luck



Pages: [1] 2 3 ... 134