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Messages - d4l1

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1
Don't know if Mac also has Services running. Probably there even is some similar program / app that you could try to search for and / or run?

2
If you're on Windows, you could try to search for 'Start Cosmos Browser' and then execute that program.
The error message suggests, that the service is not running. And this does the trick for me most of the time.


3
Hi!
Hope it is fine if I share our problem with that behavior too. :)

Drag + Drop doesn't always make that link to the original material, but where it happens every time is when I load the material from the Asset Browser more than one time. The attached screenshot shows both materials (ofc, same name and all that, but that shouldn't matter). This really turns to a nightmare if you forget that you already have that material loaded already. To prevent errors, we also use the Corona Node Editor Drag and Drop method.

I tried to reproduce it with a simple, new Physical material and a Color node linked into it. But it seems to work there. Don't know if this is some problem that happens with older materials only?


4
Looks like that problem is fixed now in Corona 12? Made a few test assets and it seems to keep all the material settings.

5
Try to put the object (with the Material / CoronaMultiMap applied) on top of your hierarchy - on the first position in the Outliner / Objects list. Your problem sounds somewhat like we faced a few months ago and this was the solution to that. Really random stuff. Maybe this workaround helps with your situation too. :D We had a Cloner that changed random values ...

Edit: Just saw that your problem is within Max. Sorry! We're working with C4D .. but maybe it works even in another software. :)

6
Since there was a Hotfix to Corona 11 and also the new 2024.4 had some promising new feature, I've installed both and tried out our beloved little bugs. Seems like the bug somehow changed . Now, the color stays after re-loading it from the Asset Browser (most of the time), but the Bump value still is replaced with the full 100%, instead of the previously set value before loading it into the database. Just for a quick update on the topic from my side.

7
Hi!

I'm using a Distance shader inside the Chaos Scatter - Surface Scattering - Distribution as a mask to control the scattering. After some troubles everything is working right, but it appears to be a problem for the viewport update process, if the objects that are used inside the Distance shader (Distance from ...) are nested / childs of each other, if they are polygon objects (?) Sorry, if that doesn't sound right - I've attached a test scene where it is quite obvious what I meant. If I move the Null (dist_objs), the viewport updates immediately. If I move the first object (dist_obj), it is the same. But moving only the second polygon object (dist_obj_child), nothing happens with the Scatter object. After re-enabling the Scatter it is back to normal. Don't know if this is something relevant or important, but it is something that happens. Even though it doesn't affect the outcome afterall.

Thanks!

(Previous posts in this thread: https://forum.corona-renderer.com/index.php?topic=42393.0)

8
A fresh setup did the trick. And somehow, if the Distance Shader range has no noise / textures linked, the viewport update is immediate. If there is a noise texture linked, the viewport refreshes after I've disabled and enabled the Scatter. Thanks for your input!

If you can reliably reproduce this behaviour, then consider reporting it as a bug. https://forum.corona-renderer.com/index.php?board=55.0

Tried to reproduce the behaviour in a new scene and will start a bug-thread, but within the C4D section :) It wasn't the noise that caused the bug. It was because of some 'nested' polygon objects that are used for Distance tracing. Thanks!

9
A fresh setup did the trick. And somehow, if the Distance Shader range has no noise / textures linked, the viewport update is immediate. If there is a noise texture linked, the viewport refreshes after I've disabled and enabled the Scatter. Thanks for your input!

10
Just wondering, if there is any chance that the newer versions of C4D 2024 (.4 , since yesterday) would solve the Asset Browser problem somehow?

11
Sorry for changing the topic a little bit, but I did try to use Corona Distance as a Surface Scattering mask with Chaos Scatter yesterday and somehow failed to. Now that you mentioned it would be already possible with Corona Distance (instead of Corona Edge Mask) I'm a little bit curious. :) My current status is, that it only works with Transformation, Rotation or Scale mask but not with the Surface Scattering itself. And even the three working things don't behave always 100% logical. Is there any chance you may could provide a small setup that I could try? I'm working with C4D, but I guess or at least hope that it is working for 3DS the same way as with C4D. No problem if there is no time for that ... that post alone gave me some motivation to make more tests / different setups.

12
We're waiting to upgrade to 2024 as long as we can't use the Asset Browser and until today it didn't bother us that much. :) But it seems that at least another problem we have with 2023 would be fixed in 2024 and this really would improve our workflow. For now, if we use Corona Bitmaps with the Asset Browser, a problem occurs where the Corona Bitmap is completely blank after re-importing the Asset out of the Asset Browser. The node really loses every 'content' (text, information, ...) and is useless. After re-importing the Texture with a new Corona Bitmap node everything works fine again. (or after switching back to a C4D Bitmap node) At least it seems this is working in 2024 and that would be really nice to have. :)

Are there any updates if that problem could be fixed in the near future? Only with Corona 12 or is there maybe a chance for another Hotfix? 

13
2024.2.0 and Corona 11. Also tried it with a local Asset Browser Database (previously Database was stored on a NAS)

14
Not for me, unfortunately. Tried it with a simple cube and a Corona Physical material.


15
Preparing a test scene is always a great way of troubleshooting.

Got to the point where I would say, the grass assets created with Forester will crash while using Edge Trimming. Once converted, it renders without any problem. Looks like that thread was opened a little bit too fast and I'm off to the other support site now. :)

Thanks anyway!

Same thing happens in this scene. But I can share the new one. Just to be sure: The original problem / crash happened because of the Forester assets and Corona. Now, the crash is gone but it doesn't use Edge Trimming only with the Forester assets. Therefor the test scene needs that plugin. :) I'll start a ticket + mention this thread.

Thank you!

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