Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: gabrielefx on 2015-03-01, 20:33:40
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Hi,
applying a shell modifier to a glass teapot I get a wrong render.
I have to apply an edit poly modifier.
regards
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Could you please post example renders?
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Hi,
during the rt render there is no sample to show.
Build whatever scene you want, add a camera, tweak the camera modifier parameters in realtime.
You will notice that on every change the rt render will restarts.
regards
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Huh? Wrong post? :)
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I assume that's the same thing with shell that I've reported at some point. The funny thing is it was related to the teapot primitive only.
Repro:
- start IR
- create teapot
- add a shell mod -> normals are garbled
Do the same with a plane, a torus etc, it will render correctly.
Is this what you see OP?
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Oh sorry,
my answer is related to another post...
I'll post a screenshot.
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Teapot is a wicked primitive. Sometimes it makes troubles in places where one couldn't even imagine, but that has nothing to do with Corona. It behaves same with MR or scanline.
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Tried to reproduce it, but no luck. When adding shell on a teapot while rendering IR, everything works fine. Even with refraction.
Can anyone still reproduce this issue?
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Maybe it's fixed in later max versions, but in max 2014 i get garbled normals whenever i add shell modifier to a teapot primitive. Wrong results can be seen in viewport as well as in render. Tested with Corona, Scanline and MR
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Just checked on 2014 - same here, fucked up normals. It is even visible in viewport. Adding cap holes modifier before shell fixes it. So I guess it might have something to do with teapot having both solid (capped) and non-solid parts, intersecting each other, etc. But I guess it is not Corona related. It happens in scanline too.
Can't access max15/16 now, would be cool if someone could check it.
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I checked it on 2016 and works fine. Will try some older version.
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ok, Rawalanche, please try older version... although the fact that it works with newest 3dsmax makes this a low priority.
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I tried Max 2014, and normals were garbled, even in viewport. In Max 2016, everything was ok, both in viewport and IR. Therefore it seems to be 3ds Max bug that autodesk has fixed in new Max.
Moving to resolved.