Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: romullus on 2014-02-26, 22:38:47
-
Build timestamp: Feb 26 2014 00:25:43
Maxsdk version: 2013
Motion blur is not rendering on instanced objects. This affects regular (rigid) mb only. Non-rigid one, seems ok.
Although, i noticed, that non-rigid mb sometimes causes massive slowdown, but not always. I can't see pattern yet.
-
fixed
-
Build timestamp: Mar 2 2014 03:23:02
Maxsdk version: 2013
I hate to say this, but bug is still here. Although it changed it's behaviour a little bit. Now, if instanced geometry has deformational or non-deformational movement only, then it renders just fine. But if both are combined, then that same bug crawls back.
Also, it may be that mb can cause some instability problems in latest build. I had quite a few crashes to desktop - something, i almost never experiencing with Corona before.
-
can you post an example of the crashing scene?
-
I've fixed the deformation+nondeformation motion blur issue
-
This scene, that i uploaded earlier: 1393672388_error_in_listbox_scene.7z is very good candidate to crashing. Jjust move timeline slider further, until moving object appears in camera view and render - max should crash.
-
sorry, I already deleted it ;) can you reupload it?
-
Done
-
It renders fine after fixing that bug. Try it with the assert build in _2013 folder. If it still crashes, send me the scene with all textures (use the archive function), or use the assert build
-
Ok, will do. Thank you.
Edit: i'm struggle to find that assert build, unless you talking about build that's to be relaesed yet.
-
https://www.dropbox.com/sh/kgzu0cqy903ygmb/w84IDC9yxf/_2013/Assert
-
Nope, it still crashes on my pc, even with assert build. I uploaded archived scene with all textures: 1393765503_ant_crashing_scene.zip
Do investigate this scene if you think it's needed for corona's developement only. Otherwise, do not waste your time, because it's not important scene for me, at all.
-
ok, fixed that also