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Messages - pokoy

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1471
[Max] Daily Builds / Re: Daily Builds
« on: 2015-08-06, 12:18:41 »
Let's say you settle on a 2-4 weeks timeframe to take the RC through rough waters and encourage people on the forum to test as much as they can and let it do some heavy lifting internally as well.

It's not that there was no feedback about problems with the 1.2 dailies and RCs ;) There were, in fact, issues and I think it's clear that the new displacement for example failed on simple tests for some people.

I totally understand how hard it is to track down bugs or even come across unusual bugs, more so if those who run into problems are not able to supply any scenes. Still, releasing a final version means that people will take the 'final' tag as s sign of a stable and tested release. With this in mind, 2 days of testing of RCs is not enough, no matter what.

Make a subforum for each RC. Supply scenes that people can test on their machines (even if simple or exotic), encourage people to upload their own scenes for testing for others, let them discuss new features (the new sun was an unwelcome surprise for many users, for example) and get some feedback. But, please, take the time to make sure it's stable and a broad range of users had the chance to test it. Once a final release is marked as unstable by the user base, no one will want to run it in production.

1472
[Max] Daily Builds / Re: Daily Builds
« on: 2015-08-05, 18:42:22 »
Another strange thing with the latest (1.2) daily builds and 1.2 release family. Again, no scene files unfortunately but maybe it will ring a bell for some people here.

I have a massive scene that worked absolutely fine before (prior to 1.2). Once I had worked on it with post 1.1 dailies and the final 1.2 I see strange things happening:

- the file opened and saved very slow sometimes
- rendering will always lead to a crash. The strange thing is, I can work with the file without problems, once I hit render, even if it's only one object, max will either crash upon render or shortly after I cancel the render.
- the file had no sun before and no sun was added (so it's not an issue with old sun/new sun conversion)

I wonder what kind of changes to Corona could leave to such instability? It is the second file I am seeing this on and the instability started after 1.1, at least for me.

I'm also beginning to question the pace of updates when it's clear that the dailies introduced problems and had performance issues. 1.2 has been a pain for me so far and I think 2 or 3 weeks of testing wouldn't have hurt. Be it the new sun, displacement, IR performance, this release seems to be worse in terms of stability and quality than any other before. Once people have adapted their scenes to 1.2 switching to an earlier version isn't so easy anymore as they need to strip any 1.2 related content (sun, displacement modifiers). It's doable, sure, but if you work for 2 or 3 weeks with 1.2 and realize it's better to go back, that's where you'll be facing a lot of work. I feel like this could have been avoided by testing 1.2 longer and ironing out the issues. The few hours spent in testing and figuring out what problems people see will multiply once a release has spread and people are facing problems and try to work around them or roll back in the worst case.

Please take this as constructive criticism. It's my honest observation from the 1.2 release and I really did wonder how three RCs were rushed out in two days (!) without being properly discussed here, for example. We really need this software to be rock stable.

1473
Is this max 2016? Because it could have added automatic exposure IF you have a physical cameras in the scene. If yes, disable it.

1474
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-30, 12:17:37 »
Sorry for coming back with this one. IR has some serious issues where it will interfere with any action, for example moving an object. I can't move it for any longer than two seconds, after that IR will kick in and restart rendering (after a short lag), and sometimes even revert the last action.
Everything is laggy, UI is flashing... I am 100% certain something is broken here.

Before you ask, CoronaBitmap is not present in these scenes.

1475
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-29, 22:17:59 »
I know, unfortunately these scenes have to stay closed in the safe.   

Still, the displacement calculation being displayed while scene prep, is this just a 'placeholder', intended, or a possible problem? Just asking so it's not getting missed.

1476
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-29, 19:17:08 »
So playing with another bigger scene (that I can't share, again) reveals that IR experience has really worsened with the builds and RCs in the last weeks, moving the sun or rotating the environment HDR  for example leads to a 10+ seconds lag, although I have only a few objects being rendered. I am really sorry for not being able to provide any more than these reports but please take some time to test IR against bigger scenes. Simple operations lead to considerable lags, I just can't imagine I'm the only one seeing this.

Also, preparing stage always shows 'calculating displacement' for a few seconds although I have no displacement in my scenes. It may be normal but I wanted to let you know in case it does something it shouldn't.

1477
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-29, 14:44:24 »
Ok, thanks. I know it's almost impossible to track it down without a repro case unless it's something obvious.
I'll try a smaller scene that I can share and see if the problem persists.

1478
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-29, 13:47:05 »
IR only. IR tends to have a lag for everything related to the material editor.

1479
Ok, I thought it was supposed to be fixed.

1480
I just reported this in the Daily Builds thread but thought I'd post here, too.

I found a bug with the CoronaMultiMap (in instance mode) not being rendered consistently, again. With IR, It'll randomly change colors when accessing the material and modifying maps or material values for example. It may stay the same when rendered in normal mode, but it also may change, sometimes... Really unpredictable, I can't find a pattern here but it's quite unstable.

Let me know if you need more informations or repro steps, from what I see it should be pretty easy to reproduce.

1481
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-29, 12:25:44 »
Composite map had always extremely slow UI. With all renderers. It's just very poorly written map in general. And if it refreshes in mat. editor, then Corona may be waiting for it. I'd generally try to disable mat editor updates for IR. There's checkbox for that in performance tab in IR frame. Enable material editor. If you disable that checkbox, it could possibly prevent Corona from freezing waiting for mat. editor to refresh.

Just tried, getting same lag, ~50 seconds.

1482
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-29, 12:04:32 »
Just tried if RC3 is better with this, unfortunately it's not. 55 seconds of temporary freeze to access/display a Composite map. To be fair, it's not a simple one but I feel like this has worked way faster before.
I'll make some tests and try to find out if it's something specific about my materials.

EDIT

There's a 5 seconds lag in ALL material actions, even with a very simple material used as global override. But from there the lag is growing with increasing complexity which I guess is natural. Still, way less responsive than it used to be for me.

BUG ALERT

I found a bug with the CoronaMultiMap not being rendered consistently, again. With IR, It'll randomly change colors when accessing the material and modifying maps or material values for example. It may stay the same when rendered in normal mode, but it also may change, sometimes... Really unpredictable, I can't find a pattern here but it's quite unstable.

1483
On a second thought, we already have a rule and that's the bump value, positive or negative.
As long as the bump value is positive it should always render in positive way, regardless of normal, flipped UV etc. Since we don't care about face directions in Corona bump should always render identically.

Btw, the same happens for normal maps as far as I remember, these will need a fix too.

1484
I'd say Vray's because it allows both ways, where you can set it to be inverted intentionally but won't end up with inverted bump by accident.

As long as it renders correctly (without being inverted) for these actions:
- mirror object
- mirror modifier
- symmetry modifier

1485
[Max] Daily Builds / Re: Daily Builds
« on: 2015-07-28, 14:28:46 »
if you have many materials with many textures on many objects, then a fix in RC3 could help. Try it out.

Sounds great, thanks. Will try to give it a go later today and report.

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