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Messages - haggi

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16
It is not easy to track such a problem. The only way I curretly have is to test it on the machines I have and on some VM's. I tested it on Win7, Win10, Win8.1. The Win7 with Maya2016SP3 on a clean windows installation. And it works. And because I don't get much feedback from non working plugins, I think it works in most cases.
That leads me to the conclusion that it has something to do with the configuration of your machine. And that is the reason why I suggested to execute the scripts above so I may see a problem in the paths.

17
Could you please execture this script in a python tab in the maya script editor and send me the result? Maybe maya2015 has a wrong path for some reason and I misconfigured the module:

Code: [Select]
import os
for p in os.environ["MAYA_MODULE_PATH"].split(";"):
    print p   

for p in os.environ["MAYA_PLUG_IN_PATH"].split(";"):
    print p
   
for p in os.environ["MAYA_SCRIPT_PATH"].split(";"):
    print p

for p in os.environ["PATH"].split(";"):
    print p

18
Okay, on my machine it works with maya 2015. It would be great if you could check if you have another Corona dll on your machine.

19
Can you tell me which version worked? On which version of Windows?
I'll check the plugin here again with Maya2015. 

20
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.47
« on: 2015-11-23, 10:00:47 »
Implementing a checkbox is not a problem. The main problem is that it is error prone. Normally you fire off a rendering and you can continue to work. But as soon as you start a sequence, you should not change the scene any more because this can cause problems if the next frame is rendered.

So what you need is not to be able to render a sequence directly in the UI, but you need a standalone viewer for a batch rendering which shows the render process. Even if it is the plan to implement such a standalone viewer, it will take some time, at least a few months.

21
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.47
« on: 2015-11-22, 19:14:06 »
I implemented round corners the way it now works for the other 3d packages. There will be no roundCorners attribute like in the old shader. I suppose there will be a object set attribute sometime in the near future.
Now with the noOSL textures, I don't have very much influence in the speed any more. It is all pure Corona unless you use OSL shaders.
I only implement a animation option in the render view if more than only one person needs it. I personally do not like it, and it is the first thing I turn off in vray. The goal is to be as interactive as possible and this is not the case any more if you do animations. And if you are not interactive any more you can do batch rendering with one mouseclick.

22
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.47
« on: 2015-11-21, 16:29:10 »
Shoud now work again. Bugfix release is ready for download at the usual location.

23
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.47
« on: 2015-11-20, 09:44:14 »
Arrrgh... you are right, I forgot to update a part with the correct attribute, I'll post a new version tomorrow.

24
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.46
« on: 2015-11-19, 20:06:21 »
Just released the next version. There is a maya problem which disables a message attribute in the attribute editor for some reason. Now you should be able to connect a roundCorner map to the "Round Corners Map" attribute in the hypershade/attributeEditor.

25
[Archive] Chaos Corona for Maya / mayaToCorona 0.47
« on: 2015-11-19, 20:04:29 »
Only two small updates:

- reimplemented dump and resume renderings. You can now activate it from render globals and push a button to save/load framebuffer for resume
- changed the roundCorner connection from messate to point. Before the attribute was grayed out for what reason ever and it was not possible to simply connect a roundCorners. Not you should be able to connect a roundCorners via drag'n drop.

26
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.46
« on: 2015-11-19, 14:38:10 »
Hmmm... that's strange. On the bottom of the CoronaSurface shader, a section called "RoundCorners" should be visible. In this section only one attribute exists, which is called "Round Corners Map". There is no need to add an additional attribute. If this section does not appear in your shader, something is completly wrong. I'll have a look this evening.

@edit: I just checked the shader. It seems that the attribute exists as shown in the attached image, but the attribute is disabled and you cannot connect anything, correct?

27
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.46
« on: 2015-11-19, 09:40:52 »
Can you tell me what exactly is not working? What happens if you create a round corners map and try to connect to the CoronaSurface shader? How do you try to connect it?

28
[Archive] Chaos Corona for Maya / mayaToCorona 0.46
« on: 2015-11-13, 18:10:55 »
Hi,

this version has the follwing improvements:

- added vector displacement
- improved layered shading, at least with non OSL file textures
- simplified the round corner connections
- improved bump mapping with non OSL textures
- implemented IPR adding and removing nodes and shaders

The OSL texturing seems to yet to work correctly with layered shading, I'll try to fix it in one of the next releases.
Round Corners can now created a little bit easier:
You simply create a round corners map and assign it to the CoronaSurface shader. If you do it via (Ctrl-)drag'n drop in hypershade, you can use the default connection. Or you connect it to attribute called "Round Corners Map".

Again I created a small video to show the IPR uipdates:

29
Chaos Corona for Maya - Bugs / Re: mayaToCorona 0.45 bugs
« on: 2015-11-09, 09:39:03 »
I fear this is a maya problem. In mentalray you have sometimes the same phenomenon until you change the window size. The very first time the render is called, there is no info about the window size. I'll try to investiagte furter.

30
[Archive] Chaos Corona for Maya / Re: mayaToCorona 0.45
« on: 2015-11-09, 09:36:22 »
What I mean is that you have to plug it into the bump attribute via connection editor and if you want to use a normal bump at the same time you have to plug it into the bump node. That's not user friedly. Would't it be better to connect a roundCorners node via drag and drop onto a corona surface and connect it by "default" connections?

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