Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: johan belmans on 2014-12-31, 14:52:54

Title: Masks based on materials will behave different between Daily Builds and Alpha
Post by: johan belmans on 2014-12-31, 14:52:54
Hi there,

be aware that when you switch between Daily Builds and Alpha7.2 any masking render element will behave differently.
This is due to the fact that within the advanced options rollout of the materials "the intention" of the mask option has changed into the opposite from alpha to Daily build. It changed from "visible" towards "invisible".

Very annoying if you render out an animation.....

Maybe it is wise to switch it back to "visible" because:
- alpha users will experience the same thing as they use their old files with the new commercial build.
- users material libraries made with alpha 7 will have the same problem with newer builds.

Or is it possible to add some extra code that the switch between the older and newer builds will take visible or invisible masks into account?
Title: Re: Masks based on materials will behave different between Daily Builds and Alpha
Post by: johan belmans on 2015-01-02, 10:54:13
Hi Keymaster I will report it on Mantis.
Title: Re: Masks based on materials will behave different between Daily Builds and Alpha
Post by: mirokurcik on 2015-01-02, 18:43:24
yes, it is very annoying.
maybe this little script help you.
Title: Re: Masks based on materials will behave different between Daily Builds and Alpha
Post by: Ondra on 2015-01-02, 19:49:12
there is supposed to be a check that will invert the value when first loaded in new version... I must look why it is not working. But only single report is necessary.
Title: Re: Masks based on materials will behave different between Daily Builds and Alpha
Post by: johan belmans on 2015-01-03, 09:27:32
I think I found it.

the build in check is working from alpha 7.2 towards daily builds. And gives the expected behaviour.
But not from daily builds towards Alpha 7.2.

-Create a file in Alpha 7.2 with two objects. Attach to both of them a standard corona mtl. One with invisible mask (Object A) unchecked and one with the option checked (Object B).
-When rendering the Mat ID pass, Object A will be visible and Object B not.
-Save the file
-Open the same file with a daily Build and render the file. Object A will be visible and Object B not.
-Save the file.
Open the same file again with Alpha 7.2 and render out the Mat ID pass.
Result: Object A is not visible and Object B is.
Title: Re: Masks based on materials will behave different between Daily Builds and Alpha
Post by: Ondra on 2015-01-03, 10:00:26
ok, then this is not a bug - the backwards compatibility cannot be maintained
Title: Bug??? Alpha, elements all Gone??? Build timestamp: Jan 2 2015 21:04:16
Post by: d-3 on 2015-01-04, 18:39:27
Hi Guys! is just me? or someone else are rendering without alpha and elements???
DB: Build timestamp: Jan  2 2015 21:04:16
Cheers?!
Title: Re: Bug??? Alpha, elements all Gone??? Build timestamp: Jan 2 2015 21:04:16
Post by: romullus on 2015-01-04, 19:31:24
Check if Element Active checkbox is checked. It's off by default in newest build for some reason.
Title: Re: Bug??? Alpha, elements all Gone??? Build timestamp: Jan 2 2015 21:04:16
Post by: d-3 on 2015-01-04, 19:35:25
is active! all possible max parameter are tested! don´t have alpha channel in Framebuffer! or any other element!
sure is corona! the problem appers after last DB update! :D
Title: Re: Bug??? Alpha, elements all Gone??? Build timestamp: Jan 2 2015 21:04:16
Post by: d-3 on 2015-01-04, 20:13:38
Problem Solved! the new Build convert old material to new one  and set alpha mask not visible! Cheers!
Title: Re: Masks based on materials will behave different between Daily Builds and Alpha
Post by: Ondra on 2015-02-01, 00:41:08
fixed - now when going back, everything is visible to masks