Author Topic: Daily Builds 1.6  (Read 133138 times)

2017-02-01, 14:16:58
Reply #315

Tanakov

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On the latest build, when "clear VFB inbetween renders" is OFF and denoiser is activated, the last rendered image remains while re-rendering. What i get is a blended image from previous render and current render until the rendering stops and the denoiser executes again. Bug?

I can confirm this as someone in my office has the same problem, yet I dont.
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2017-02-02, 10:25:49
Reply #316

scionik

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any new builds? )))

2017-02-02, 10:32:39
Reply #317

Ondra

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any new builds? )))

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

2017-02-02, 11:22:38
Reply #318

scionik

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any new builds? )))

Still finishing core rewrite ;)

wow )) I guess it will increase speed up

2017-02-02, 12:54:41
Reply #319

lacilaci

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2017-02-02, 13:35:12
Reply #320

cecofuli

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From 1.6 Trello page, they have to finish:

DR - Testing and debugging
DR - DR on slaves only, without workstation

SPEED - Automatic AA/GI multiplier

BUG - Terminator problem
BUG - Slow interactive renderer

MEMORY
- Geometry optimization

UI - Collapsible categories in tonemapping tab in VFB
UI - Layered Mtl UI improvement

SCATTER - Scattering on splines
SCATTER - Regular patterns

2017-02-02, 14:13:23
Reply #321

scionik

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From 1.6 Trello page, they have to finish:

DR - Testing and debugging
DR - DR on slaves only, without workstation

SPEED - Automatic AA/GI multiplier

BUG - Terminator problem
BUG - Slow interactive renderer

MEMORY
- Geometry optimization

UI - Collapsible categories in tonemapping tab in VFB
UI - Layered Mtl UI improvement

SCATTER - Scattering on splines
SCATTER - Regular patterns

Yeah... I know it. but I'm looking forward to try all this features ))

2017-02-02, 15:05:41
Reply #322

romullus

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It's nice to see that CoronaScatter isn't forgotten.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-02-02, 16:11:23
Reply #323

Frood

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terminator fix on the way? :D

Who cares ;) Most important question: Is this years easter egg already implemented?


Good Luck


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

2017-02-02, 16:38:47
Reply #324

romullus

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Most important question: Is this years easter egg already implemented?

Some already got it: https://forum.corona-renderer.com/index.php/topic,13401.msg93503.html#msg93503 A little bit premature though :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2017-02-02, 17:36:18
Reply #325

cecofuli

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And, another very important feature for CoronaScatter is the possibility to change the scale and density based on the mesh border distance.
It's important with grass, to avoid the common, famous problem.
Or, another features is to cut the CoronaScatter object when the grass is outside the patch.


2017-02-02, 17:44:40
Reply #326

maru

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And, another very important feature for CoronaScatter is the possibility to change the scale and density based on the mesh border distance.
It's important with grass, to avoid the common, famous problem.
Or, another features is to cut the CoronaScatter object when the grass is outside the patch.


Corona Distance? ;)
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2017-02-02, 17:53:07
Reply #327

cecofuli

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Yes, I know Maru, but, like in MultiScatter and ForestPRO, to have direct value directly in the CoronaScatter is much, much better =)



2017-02-03, 10:31:29
Reply #328

Nekrobul

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On one hand distance map have some limitations on other hand it is easier to control and have "more space for maneuver".

But basicly it is the same as the edges distance in the Multiscatter just a couple if clicks more to make it work than in multiscatter.

Not speaking now about forestpack it seems to use completly differet method to cut the scattered objects on the edges of the surface (probably some black woodoo)
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2017-02-03, 11:21:23
Reply #329

denisgo22

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On one hand distance map have some limitations on other hand it is easier to control and have "more space for maneuver".

But basicly it is the same as the edges distance in the Multiscatter just a couple if clicks more to make it work than in multiscatter.

Not speaking now about forestpack it seems to use completly differet method to cut the scattered objects on the edges of the surface (probably some black woodoo)

A lot of limitations and inconvenience :)
For example: Cutting by camera view and by edge in same time :))))