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Messages - Frood

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1
This happens using all spinners? If so, then check spinner settings:

"Preferences" -> "Spinners" -> "Snap", especially "Use Snap" checkbox


Good Luck




2
... or select map if it's just about the material color (yes, both are keyable).


Good Luck



3
[Max] General Discussion / Re: Corona Physical Material
« on: 2024-10-18, 08:24:06 »
It's a crappy hack to get the physical material on top, see

https://forum.corona-renderer.com/index.php?topic=42387.msg223405#msg223405


Good Luck




4
[Max] I need help! / Re: Strange Corona Camera Track Name
« on: 2024-10-18, 08:09:40 »
@Avi see CMAX-1214, it's already reported. Similar issue in CoronaCameraMod.

Select a CoronaCam, go to motion tab in command panel -> "Assign Controller" -> expand "Object (CoronaCamera)" or look into track view.


Good Luck




5
The support for saving history autosaves was disabled for sequences and DR nodes because in some cases it could result in filling up the disk space and firing an error message which could block rendering.

Just silently delete the oldest item if disk space limit is exceeded and eliminate that "error" dialogue entirely as it is standard for auto backups, log file rotation and more - no one will miss it. How many "reports" are there about this issue to justify that drastic change anyway.


Good Luck




6
any ideas why?

Because developers decided once again to cripple a feature instead of eliminating the cause.

https://forum.corona-renderer.com/index.php?topic=43296.msg227047#msg227047


Good Luck




7
[Max] Bug Reporting / Re: A bug with LightMix
« on: 2024-10-11, 09:59:31 »
If a light's intensity is 0 or it's turned off, then

It is handled differently for the sun obviously. If setting on/off state, the light data of the sun goes to the "Rest" element if switching from a frame where the sun is turned off to a frame where the sun is on. Restarting IR on that frame fixes this as well as animating intensity instead of switching on/off state.
  • Load attached scene, there is a light and a sun in red and same in blue. The blue ones are only active on frame 0, the red ones only on frame 1.
  • Start (VFB) IR at frame 0. Switch to LightMix channel. It should be black because light mix is active and only the red lights are checked to be displayed in LightMix.
  • Now move to frame 1. You see the red light but not the sun (you can find the sun data in "Rest" element instead)
  • Restart IR at frame 1. Now the light data is correct.

And btw: automatic sun selection in a corona sky has an issue with such a setup:
Press "8" and activate the background map, then (try to) render ir at frame 1. Disabling automatic setup solves that one.


Good Luck



8
This happens when quiet mode is active.

See

https://forum.corona-renderer.com/index.php?topic=33381.0


Good Luck




9
So Frood, your script only works when I manually choose to open in that quiet mode, right? (And must have max already open?)

Yes, by purpose for the mentioned reasons. Btw, this one:

https://forum.corona-renderer.com/index.php?topic=43296.msg228284#msg228284

is a side effect of having quiet mode active and is the exact issue of the topic I already mentioned to you in reply #2.

Anyone know if I can edit this script so it disables only the warning I want to suppress?

That's just not possible by (Max) design unfortunately.

Edit: If you want to load scenes generally in silent mode but automatically turn it off after loading (so you do not suffer from the mentioned CoronaBitmap issue), then use this instead:

https://forum.corona-renderer.com/index.php?topic=33381.msg185684#msg185684


Good Luck




10
It does not change the default quiet mode settings. Instead, you are offered an option in the file menu to open a scene without popups. Any popups. Including missing assets and others that might tell you that something's wrong with a scene, for example missing plugins. That's why I'd not activate it generally.

Opening a scene with the menu item turns on quiet mode, loads a scene and then switches it off again. This is perfect for "known scenes" you work on and to avoid clicking away xref objects scaling confirmations and similar "yes-I-know"s.


Good Luck




11
Hi,

I would never turn on quiet mode generally (as the snipped does). You will miss important notifications sooner or later.

Maybe this one is interesting for you:

https://forum.corona-renderer.com/index.php?topic=33381.msg186113#msg186113
(if you are on Max 2025: I have an updated script supporting the new menu system of Max but have not shared it yet)

In that thread it turned out btw. that you cannot create CoronaBitmaps when quiet mode is active. A glitch still present in Corona 12.1 (and not even logged afaik).

Finally:

they're usual false positives anyway seeing as it doesn't like loading Corona pre-set materials for some reason.

Are you able to provide an example for this? I never had something like false positives when it comes to the missing asset message.



Good Luck





12
[Max] Bug Reporting / Re: Crashing with Vray materials
« on: 2024-10-02, 07:52:21 »
it completely removed all the views and SME become unusable, apparently there's no way to add new views, when all of them are deleted.

I think you are just not aware of where to do this?


Good Luck



13
[Max] Bug Reporting / Re: Crashing with Vray materials
« on: 2024-10-01, 22:39:56 »
Hi,

BTW, if anyone knows if it's possible to close all slate material editor views without opening SME itself

try

Code: [Select]
while sme.getNumviews()!=0 do sme.deleteView 1 false
But sme has to be initialized, it does not work if you are loading a scene by doubleclick or "open with". So

- start max, open sme, close sme
- load the affected scene
- run the line above


Good Luck




14
Please stay on topic people, this thread is for discussing issues related to Corona 13 daily builds.

All IS about v13. The fact that a v13 daily got v12.1 (the usual procedure) does not change the fact, that things are suggested here to be "ok" for v13. Nobody mentioned that any change is a temporary solution (cure the disease by killing the patient - see Francis Bacon) because there are issues. It is rather presented as a "fix" and I never ever want to have this "fix" in 12.1 nor in v13.


Good Luck




15
[Max] I need help! / Re: Help with faking a lighting effect
« on: 2024-08-16, 16:33:32 »
Decals are not perfect, as they just project texture/light, they are not blocked by geometry.

Sure, but your example shows how powerful they are, even in situations where you do not think of them immediately. And if there would be some geo "blocking" them, it would just receive the decal as well, looking correctly.


Good Luck




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