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Messages - Frood

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1
which brought the changes, so nothing intentional. But when hierarchy selection/inclusion will be fixed, it will be intentional, as it is reported as a bug/feature request (as an option).

So all fine, kind of accident while trying to push in as much features as possible. Good to read about having sort of hierarchy handling option in mind. I know quite a few people struggling with the current behavior as well as others using it happily as it works currently.

Edge mode with IR is known and afaik already fixed internally.

That's good news, thanks!


Good Luck




2
There are infinitely many test scenarios, and that is why we highly encourage to try or test a few scenes/scenarios, as close as possible to production (with a backup of course), so such things are found and tackled.

No one would expect such fundamental changes when reading "Added support for ForestPack Ivy Generator". In fact, many would not even have the newest FPP installed, so they won't care. It's entirely ok to change things/try out something but it happened in major version 12 as an "update"? (for whatever reason this was chosen - first time in Corona history). In a major versions "update" I do not expect such changes at all.

Basically it's very cool that the feature got support, otherwise the yelling would have started later anyway. But it is definitely a very basic change. It does not only affect lightMix and masks, it also affects VFB raycast picking. Now it is not possible any more to quickly pick that nasty, wrong looking FPP custom object to fix it. Instead, you get the FPP object itself.

By the way, that discussion is there for a long time and as mentioned previously, users adopted the way Corona handled FPP and took opportunity from it because there has been no movement or commitment. So scenes use the "old" behavior, also v12 ones. Now that update in the same major versioning. I'm still not sure if it was an accident and some unknown side effect because of the last minute changes or a known implication. Basically there should be more time to test for users and developers anyway. Usually you are swamped with work and occasions to test are rather rare. But I'm repeating myself again.

In my honest opinion, this is not a harsh change, and even the desired behavior (selecting a single object and having all its instances inside other objects) is weird for me.

You can say the same about how hierarchies are handled. Isn't it weird that you get multiple objects in mask when including a single one? Yes it seems. But here the same: users adopted that behavior and link objects to another to have them semi automatically included in a mask. You would break again many scenes when changing this. As said: all ok in another major Corona version where users can expect fundamental changes - and if it gets announced.

I hope you get my point - I got yours. Meanwhile, as of FPP 9, edge mode in IR seems to be broken which is worse :)


Good Luck




3
Word by word my point of view.


Good Luck




4
[Max] Bug Reporting / Re: Tonemapping Order/Behaviour
« on: 2024-12-11, 15:15:06 »
Corona has the worst saturation adjustment operator on this planet

I'm sick of repeating myself but you did that one for me, thanks :)


Good Luck




5
General CG Discussion / Re: 3dsMax material issue
« on: 2024-11-28, 15:08:38 »
Hi,

cannot confirm using Max 2024.2.1 and Corona V12 update 1 (using multiloaders).

as it would crash 3ds Max

Minidump?


Good Luck





6
[Max] I need help! / Re: Corona Multimap Script
« on: 2024-11-28, 09:37:25 »
Hi,

as said, you can plug maps into the slots (up to 100) using SME. But they do not appear in the parameter editor, only in SME view. All parameters above slot 25 can only be changed by script (example above). It is not possible to change that behavior (questionable anyway) by script.


Good Luck




7
[Max] I need help! / Re: Corona Multimap Script
« on: 2024-11-28, 08:46:52 »
Hi,

what do you mean by "adjust"? You can add a map to a slot in the material editor (up to 100), but you cannot change the parameters there. Maybe this helps:

Code: [Select]
-- get a reference to the map, assuming to find it in diffuse of the selected object and using a CoronaPhysicalMtl:
Multimap=$selection[1].Material.baseTexmap

-- show all properties:
show Multimap

-- Choose a slot:
indexToChange=14

-- list parameters of the slot:
format "Frequency: %\n" Multimap.frequency[indexToChange] as string
format "Texmap: %\n" (if Multimap.texmaps[indexToChange]==undefined then "-none-" else Multimap.texmaps[indexToChange].name)
format "Texmap on: %\n" Multimap.texmapsOn[indexToChange]
format "Color: %\n" Multimap.colors[indexToChange]
format "Texmap on: %\n" Multimap.texmapsOn[indexToChange]

--set frequency and color:
Multimap.frequency[indexToChange]=0.2
Multimap.colors[indexToChange]=color 128 64 64



Good Luck




8
Hi,

yes, CXR has a lot extra layers (and metadata), thus the size difference (actually the reason to have a "CXR" primary). As mentioned, the denoised pass should be in your EXR. It may be any issue with deadline though, your setup is correct imho. But if the denoised beauty is not in your locally rendered EXR, it could be a Corona bug as well. Just to make clear: you are using Corona v12, not v12.1 or v12 update1?

You could delete all objects from your scene and attach it so we can have a look at it/test it - or start a ticket if you like that more.


Good Luck




9
It works well except that I'm not getting any denoised passes in the file.

This is strange because you should get a denoised beauty only with this setup. The non denoised should be the one missing (which can be obtained by adding a CShading_Beauty element with denoise amount 0).

Please add at least Corona + 3ds Max version information and if you use single node or network/dr.


Good Luck




10
Current daily-2024-11-04:

Thanks for reverting from that VFB history restriction nonsense and for the installer unpack option.

As for the "Update during animation" checkbox of VFB auto adjustments: I still cannot figure out a situation where this would be unwanted. What's the use case here?


Good Luck




11
This happens using all spinners? If so, then check spinner settings:

"Preferences" -> "Spinners" -> "Snap", especially "Use Snap" checkbox


Good Luck




12
... or select map if it's just about the material color (yes, both are keyable).


Good Luck



13
[Max] General Discussion / Re: Corona Physical Material
« on: 2024-10-18, 08:24:06 »
It's a crappy hack to get the physical material on top, see

https://forum.corona-renderer.com/index.php?topic=42387.msg223405#msg223405


Good Luck




14
[Max] I need help! / Re: Strange Corona Camera Track Name
« on: 2024-10-18, 08:09:40 »
@Avi see CMAX-1214, it's already reported. Similar issue in CoronaCameraMod.

Select a CoronaCam, go to motion tab in command panel -> "Assign Controller" -> expand "Object (CoronaCamera)" or look into track view.


Good Luck




15
The support for saving history autosaves was disabled for sequences and DR nodes because in some cases it could result in filling up the disk space and firing an error message which could block rendering.

Just silently delete the oldest item if disk space limit is exceeded and eliminate that "error" dialogue entirely as it is standard for auto backups, log file rotation and more - no one will miss it. How many "reports" are there about this issue to justify that drastic change anyway.


Good Luck




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