Author Topic: Daily Builds 1.6  (Read 131092 times)

2017-03-30, 11:07:32
Reply #615

romullus

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Updates to CScatter looks fantastic!!! Some observations after quick play with new tools:

Issues:
  • There are multiple clipping of UI elements.
  • Rotation steps - it seems that steps display doesn't match actuall stepping. One has to set 3 steps to get 2 times stepping in rotation.
  • UV map scattering - when UV lock is on, V should follow U and uppon unlock U and V values should match.

Improvements:
  • UV map scattering - independant UV lock for scale jitter and offset would be nice.
  • Transformation - needs ability to perform translation in local space too. That would work especially great with new spline scattering.

Now, CScatter needs only ability to pass uvmapping from distribution object to instances and mapable rotational and translational transformations and it would easily rival multiscatter if not forest pack :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-03-30, 13:46:42
Reply #616

cecofuli

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Maybe it's a good idea to open a thread about CScatter?

(*) Reset button for CScatter
(*) Spline distribution: project spline on a surface (like in Multiscatter)
(*) Border behavior (as in Multiscatter)

2017-03-30, 15:50:55
Reply #617

Ryuu

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I kinda forgot to mention one important update in yesterday's changelog.

Yes, it's the shadow terminator fix :)

2017-03-30, 16:03:30
Reply #618

lacilaci

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Welp, those "Ondra's balls" look much nicer without the bug :D

2017-03-30, 16:32:03
Reply #619

scionik

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Welp, those "Ondra's balls" look much nicer without the bug :D
:D

2017-03-30, 17:27:36
Reply #620

alexyork

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Best. News. Ever.

Seriously though, this will make our lives so much easier knowing this bug is gone. Great work.
Alex York
Partner
RECENT SPACES
recentspaces.com

2017-03-30, 17:33:59
Reply #621

tallbox

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I just tried last daily build and crash every time when I try to render with viewport selection.
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2017-03-30, 17:46:54
Reply #622

o0llong

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I just tried last daily build and crash every time when I try to render with viewport selection.

Do you have any CScatters in the scene?

2017-03-30, 18:14:14
Reply #623

Ryuu

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I just tried last daily build and crash every time when I try to render with viewport selection.

Can you send us minidump from the crash?

2017-03-31, 08:43:31
Reply #624

tallbox

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No, there is no CScatter. I will try to send a minidump today.
Architectural Visualizations / Deep work practitioner
https://www.tallboxdesign.com

2017-03-31, 10:17:40
Reply #625

Frood

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Btw.

We need either a separate function to create a basic framebuffer or to make at least startInteractive() behave like the corresponding button in the UI (which creates one if not present) to make both work as a simple button without confusion.

A big thanks for doing so (even though I cannot explicitly find this in the changelogs). Same for showvfb() - nice!


Good Luck


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

2017-03-31, 11:09:00
Reply #626

Tanakov

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This looks just great.

Its literaly what I was looking for, sometime ago I had a really bg problem with other scatterer program making this kind of chains and other stuff spline related. It was always puting holls in it.

Spline Scattering should have one more option "Distribute on whole spline" at this moment you can make really great things but..

If you reduce the count and it does not "reach" the end of spline you can have really uneven distribtion (Jitter pumped up).
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2017-03-31, 13:18:50
Reply #627

Bzuco

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Great news ;-)

2017-03-31, 14:13:56
Reply #628

cgiout

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I just tried last daily build and crash every time when I try to render with viewport selection.
Me too. It happens suddenly rotating objects in any view with IR active.

2017-03-31, 14:20:21
Reply #629

Ryuu

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In that case please send minidump too. The more the merrier :)