Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - houska

Pages: 1 ... 98 99 [100] 101
1486
Hi, developers read and see everything even if they don't reply immediately. :-)

Anyway, this reminds me of a problem that we've been looking into recently. Could you send us your scene? Thanks

1487
Hi! Although this is old, I can reproduce it exactly as you described! This is indeed a bug!

1488
Ok, we need two things:

  • Could you please send us the _BugReport.txt, so that we can see where the crash happened?
  • Also, the crashing scene would help a lot

Thanks!

1489
[C4D] Resolved Bugs / Re: Render region, one click bug
« on: 2017-03-28, 09:22:20 »
Well, I'm glad it's OK now. And it was not 5 years, but 32 days - not so bad after all :-)

1490
[C4D] General Discussion / Re: Installer lacks EULA checkbox
« on: 2017-03-28, 09:19:06 »
This seems pretty weird. But I can see you're trying version A6.1, so could you try it in the newest version - A6.3? I double-checked just now and the installer looks fine to me.

1491
[C4D] General Discussion / Re: Corona for C4D A6.3 testing
« on: 2017-03-28, 09:10:20 »
Ah brill. Hopefully tracking it down to that is half the work. I wonder if this has any connection to bump mapping? I find it a bit hit and miss and much less pronounced than Vray

Ive attached a couple of examples. A diffuse grey with some reflection on both so only the bump is providing the texture. I have had to crank the corona one up to 800%. Whilst I much prefer the light and look of the corona one it cant be denied that there is more detail in the bump in the vray version. The first example uses a karate tile shader with random planks and the second is a regular tile.

Hi, to me it looks like the Vray version has a completely different lighting setup, which makes the bump features more pronounced, whereas in the Corona scene, you have pretty much flat lighting, which flattens the bump too.

1492
[C4D] Resolved Bugs / Re: Corona multi-pass error
« on: 2017-03-27, 14:33:43 »
When I tried multipass last time, it was OK. Closing as resolved. If you still encounter this, feel free to write a new bug report!

1493
[C4D] Resolved Bugs / Re: A5.1 Teamrender Crashes
« on: 2017-03-27, 14:32:12 »
Alright, moving to resolved ;-)

1494
[C4D] Resolved Bugs / Re: Motion Blur crash
« on: 2017-03-27, 14:31:36 »
Hey guys, still getting crashes with the motion blur? I will move this to resolved, as it is a very old bug, but we can reopen it if it is still an issue.

Link to Mantis ticket: https://corona-renderer.com/bugs/view.php?id=1910

1495
Hello!

The scene environment override setting is indeed limited to only spherical maps. What should work for you is Cinema Sky with a Corona Material applied and with its mapping set to frontal. I just tried it in A6.2 and it works, except the mapping is not straight, but curved a little bit.

We will need to fix this, so thanks for the report!

1496
Also, the blending seems to work exactly as I would expect it to - look at the attached scene.

1497
As for your reflection-only material, try creating a new Corona material and selecting reflection and refraction channels only...

1498
Hello and welcome to the community!

The way the layered material works is actually very simple once you know how pathtracing renderers work. So being a bit simplifying here, in order to find a color of some point in a scene, you samle a direction and calculate how much light comes from that direction and what color is the result of this light depending on the material. If you average a lot of these samples then, you have a pretty exact idea of what the scene looks like.

Now, what the layered material does is nothing more than just randomly selecting from a set of materials when you are sampling the direction. and the amount then influences the probability with which a given material is selected.

Edit: to be more specific, let me quote the internal documentation: This material simulates stacking of multiple layers of thin materials on each another - the top material is evaluated first, and where its mask is non-white, the one material below it is evaluated, and so on, until the base material is reached

1499
tl;dr: Be as simple and descriptive as possible. Provide pictures, videos or scenes.

Hi everyone!

For people not used to the way software development works (but even for the experienced ones), it can be difficult to write a good bug report. So if you want your report to be understood well and processed in the quickest time possible, make sure to read and follow these simple rules:

  • Choose a descriptive topic title
    When going through the forms, it helps us if we can identify the individual bugs by their description, so always write the titles so that it's obvious what the problem is from the title. As an example, "Crash when using normal shader inside layer shader" is great, whereas "HELP, please! I found a bug :-(" could actually mean that the bug will be processed later.
  • Ensure reproducibility
    For a bug to be fixable, we need to be able to reliably reproduce it and later verify the solution when fixed. So if you report something like "in 5% of the cases if I do XY, the WZ will not work correctly", it is not really useful, whereas "if I do XY, then WZ always crashes" is much better. Of course, if you cannot reproduce it 100%, it's still better to write a bad bug report than nothing...
  • Simplify the circumstances
    This cannot be stressed enough and people often tend to report with huge scenes or long set of steps to reproduce the bug. But it helps us immensely, if you take the time and find the simplest scenario where the bug happens.
  • Provide good "Steps To Reproduce"
    "Steps To Reproduce", or STR in short, is simply a set of instructions to reliably reproduce the bug. It can be as simple as "1.) Create new scene; 2.) Create new material; 3.) Corona crashes!". We are also just people, so the shorter and easier to understand the STR is, the better! Also, it's great to try out your whole STR yourself to make sure it really causes the bug to appear.
  • Pictures or videos are great!
    As CG programmers, we are very visual people, so one picture or a simple video is often worth a hundred words! It doesn't have to be anything fancy, as long as it shows what the problem is. But please bear in mind that often, we don't know the requirements that you have on your scene, so simply posting a picture and saying that "it is wrong!" is not very helpful. It is better to explain why the picture is wrong and what exactly it would look like if it was correct.
  • Uploading scenes is great!
    Giving reliable STR is good, giving a scene where we can click and immediately see the problem is even better. Saving our time means we can fix more bugs in the same amount of time! Moreover, we can use the scene in our internal testing tools to ensure the bug never appears again. Note that we treat every scene that you send to us as confidential and if you request it, we can even delete the scene from our harddrives once we find the bug.
    You can use the private uploader for the scenes, where noone will be able to see the scenes except for the Corona developers.
  • Describe your platform
    Often a bug is specific to one Corona version, one OS, etc... So it always helps if you describe you platform in a very simple way. At least, say what OS you're using, what version of Cinema you have and what version of the Corona plugin (can be found in the about dialog) causes the bug.

Thanks for reading this far and for being such an enthusiastic community!

1500
Hi, I tried this in the newest version - A6.2 - and it behaves the same as in A4 and A5. Why do you think it is wrong? Could you maybe create a simple scene with one noise texture where we could easily test it? Because your material is very complicated and it is hard to see what could be wrong there.

Anyway, I'm closing this, because it's very old, but feel free to create a new topic with a simpler material if it's still a problem!

Thanks

Pages: 1 ... 98 99 [100] 101