Author Topic: Daily Builds 1.0 - 1.4  (Read 249545 times)

2015-09-09, 00:49:40
Reply #435

hubrobin

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New avoid collision works poorly with flat or nearly flat objects (think of leaves on ground).

Hey,

thanks for testing! What do you mean by that? I have just tried distributing planar poly and it worked as anticipated. Could you share your data?

Thanks!

2015-09-09, 08:47:37
Reply #436

romullus

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Sure Robin, i'll try to collect more comprehensive report and will post it to appropriate board as soon as i can.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-09-09, 09:24:58
Reply #437

alexander.poelmans

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Hi ondra,

The corona error messaging is awesome! But is there a way to run it before you hit the render button? that would be totaly awesome!

thanks

Alexander

2015-09-09, 09:26:50
Reply #438

Bormax

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Hi
New avoid collision works not correctly if scale has some variation, also rotation by X or Y and translation by Z.
In attachment there example with scale variation, but the same result with rotation and translation variations.
In this case I scattered patch of grass

2015-09-09, 09:39:23
Reply #439

romullus

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Hi
New avoid collision works not correctly if scale has some variation, also rotation by X or Y and translation by Z.
In attachment there example with scale variation, but the same result with rotation and translation variations.
In this case I scattered patch of grass

This. Actually if you unlink XYZ, you'll see that Z axis causes trouble (asuming that your instances has much lower height than width and depth).
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-09-09, 10:27:38
Reply #440

hubrobin

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Hi
New avoid collision works not correctly if scale has some variation, also rotation by X or Y and translation by Z.
In attachment there example with scale variation, but the same result with rotation and translation variations.
In this case I scattered patch of grass

Oh I can see where is this problem coming from. The fix will be available within the next daily.

Cheers,

Robin

2015-09-09, 12:01:08
Reply #441

hubrobin

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New hourly build as about to come out. Give it a shot!
Thanks!

2015-09-09, 13:20:03
Reply #442

romullus

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Excellent! Now it works flawlessly.

And what about distribution object's pivot affecting scaterred instances, that i mentioned few posts earlier? Is it bug or limitation? Can it be fixed?
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2015-09-09, 13:21:29
Reply #443

Ondra

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Excellent! Now it works flawlessly.

And what about distribution object's pivot affecting scaterred instances, that i mentioned few posts earlier? Is it bug or limitation? Can it be fixed?

can you provide an example scene for Robin?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-09, 13:38:37
Reply #444

romullus

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Sure thing.


I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-09-09, 13:54:18
Reply #445

Ondra

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interesting, that one is not connected to the new improvements. Could you mantis it?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-09-09, 14:10:04
Reply #446

romullus

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Done it.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-09-09, 16:14:57
Reply #447

marioteodoru

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Will LayeredMtl have a additive layer blending mode like in maxwell?

2015-09-12, 07:42:54
Reply #448

Christa Noel

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hi guys, I just got another error message when opening my tiny scene this morning. "system is running low on RAM".
I ran just 3 programs at a time, ie browser+wmp+3dsmax. check the attachments

update: can't reproduce it again.
« Last Edit: 2015-09-14, 04:39:36 by noel20 »

2015-09-16, 02:17:54
Reply #449

antanas

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Hi, yesterday I was looking at corona error message window where I got some 50 + normal map gamma related errors in some older scene which got something round 500 or more materials, and it got me thinking what it would be a good thing to add one of those things in there :

solution 1 - some sort of fix gamma button to automatically add gamma to that afflicted map\material or all of them at once fix category perhaps )) - probably Martin could help with that too ))
solution 2 - select that afflicted material containing object\s which would obviously make finding that troublesome map\material a lot easier even if it would select a whole group of objects where that map is used - well as a standard select by material does.
solution 3 - bring that material to a material editor slot 1 as an instance
Honestly doesn't matter which one of those can be done - whatever is easier to do really )) as either of those solutions would help scene\material troubleshooting tremendously
 
Probably same sort of solution could be applied to all other errors as most probably all those functions are accessible via maxscript anyways - hell even that Error window itself could be "rebranded" to a less menacing thing called for example something like Corona scene trouble-shooter\doctor\fixer\whatever to make it not only user friendlier but much, much more useful as well ))
« Last Edit: 2015-09-16, 02:24:12 by antanas »