Author Topic: [ARCHIVE] Pre-1.0 Daily builds  (Read 156887 times)

2014-10-03, 21:23:33
Reply #150

Ondra

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New build is up, fixing most of the interactive issues. Commence testing!
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-10-03, 21:43:20
Reply #151

Siahpoosh

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i got this error message when i run 3dsmax 2014 ?
« Last Edit: 2014-10-03, 21:47:29 by vrMan »

2014-10-03, 21:55:43
Reply #152

Ondra

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try installing from the new .exe
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-10-03, 22:41:54
Reply #153

Siahpoosh

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thank you keymaster , its great update ,
there is an issue , interactive mode was not updating when changing material by clicking on the type of material:



you need to restart vfb or drag material to object  for updating new material

2014-10-03, 22:44:55
Reply #154

maru

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-DOF does not work when rendering from a camera
-motion blur does not work
-selection frame is not visible when LMB dragging in other views (selecting multiple objects with mouse)
« Last Edit: 2014-10-03, 22:51:37 by maru »
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2014-10-03, 22:47:00
Reply #155

Ondra

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are you sure about the motion blur? Did you use the latest build (.exe installer)?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-10-03, 22:53:24
Reply #156

Siahpoosh

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MB , DOF works for me , i used exe installer .

2014-10-03, 22:54:01
Reply #157

maru

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are you sure about the motion blur? Did you use the latest build (.exe installer)?
Strange, now it works. It stopped working after I added a camera and switched to it (C key). Then I restarted the Corona viewport and now it works again. See the rectangular selection bug. Yes, I am using latest build.

btw, displacement works so nice :>
« Last Edit: 2014-10-03, 22:58:59 by maru »
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2014-10-03, 23:14:07
Reply #158

romullus

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OMG, this beast eats everything i throw at him.

Found some little funny glitch, while testing displacement. Wouldn't call it a bug, though.


Btw, after recording this vid, i cuted it in vdub, recompressed and all this time i didn't realise that interactive is still running. Mighty impressive!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-10-03, 23:28:27
Reply #159

Siahpoosh

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i got much clean result with interactive , is there any difference in calculation ? look at this tests ( RT = interactive , PT = path Tracing ,  HC = HD cache ) :
at 4 min :
RT Passes 219
PT Passes 79
HC Passes 84
« Last Edit: 2014-10-03, 23:35:16 by vrMan »

2014-10-03, 23:46:48
Reply #160

romullus

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I'd say, set all multipliers to 1 in Render>Corona settings>Interactive rendering tab and then do comparisons.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-10-04, 00:11:05
Reply #161

Siahpoosh

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I'd say, set all multipliers to 1 in Render>Corona settings>Interactive rendering tab and then do comparisons.
its still faster than others , now all parameters are 1.0  , and passes 99 with less noise than others .

2014-10-04, 01:23:41
Reply #162

Stan_But

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Here is CoronaConverter_v0.19 in the pack but actual version is v0.20
Aalso when open render setup (f10) the interactive restarts.
Also this https://forum.corona-renderer.com/index.php/topic,4751.msg36848.html#msg36848 still here and it's happens because sky is not used when "use corona" chosen.
Also after "interactive mode" canceled and if "native 3dsmax vfb" was chosen the VFB is not rendered but process is running

fuf...  enough? (;

2014-10-04, 02:05:51
Reply #163

Stan_But

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Looks like the button "to Do nice" become more and more simple (;

2014-10-04, 11:32:07
Reply #164

Ludvik Koutny

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OMG, this beast eats everything i throw at him.

Found some little funny glitch, while testing displacement. Wouldn't call it a bug, though.


Btw, after recording this vid, i cuted it in vdub, recompressed and all this time i didn't realise that interactive is still running. Mighty impressive!

It's not a bug, nor a glitch. Can you imagine how incredibly slow would interactive feedback be, if displacement got recalculated during every camera movement? The idea is to have button (ideally right in the interactive VFB), which will, when clicked, recalculate displacement from current point of view :)