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Messages - hodryc

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1
That's great!

Thanks

2
[Max] Resolved Bugs / Max crashing during interactive render
« on: 2017-04-20, 16:11:02 »
Hi guys,

I noticed that while interactive render is active, if I override a bitmap that is being used by 3dsmax it tries to reload and the crashes.
This usually happen if I save and override a bitmap file on Windows, through Photoshop. Instead of just reload the bitmap and keep rendering, the interactive and 3dsmax crash.

Thanks

3
Please create a bug report either on forum or on mantis. Thanks

Done! Thanks for the tip, Ryuu.

4
[Max] Bug Reporting / VFB Reload Issues and 2D pan/zoom
« on: 2017-04-20, 15:56:46 »
These are some bugs that I could find related to Interactive Rendering:

1- The 2d pan/zoom on max viewport and the VFB doesn't match. As soon as I "zoom in" on the viewport while interactive rendering is active, I see a different area of the scene on the VFB and the difference increases as I keep zooming in on the viewport.

2- When interactive rendering is running, every time I have a mouse click, the render reloads on the VFB. Even when I'm just passing through channels or layers on material editor (without change anything) it reloads the VFB. It looks like it is not restarting the rendering but it flashes.
 
3-  Also when rendering a region area on the interactive and change a parameter on the menus or just click anywhere on the material editor, the whole render reloads, not only the region box. Similar to the problem above. Actually it looks like the same issue.

Thanks

5
Another issue that I could notice is that when on interactive rendering, every time I have a mouse click, the render reloads on the VFB. Even when I'm just passing through channels or layers on material editor (without change anything) it reloads the VFB.

Also when rendering a region area on the interactive and change a parameter on the menus or material editor, the whole render reloads, not only the region box. It should reload only the region area I think.

6
I believe the 2d pan/zoom on max viewport and the VFB doesn't match. As soon as I "zoom in" on the viewport while interactive rendering is active, I see a different area of the scene on the VFB and the difference increases as I keep zooming in on the viewport.
Anyone else noticed this?

7
Hi Maru,

Thanks for the reply!
I understand!
It would be great to have these features but it makes sense that they are not easy features to implement and at the same time keep things working as they should.

About the option in advanced rollout, I'm aware and testing it.
Thanks a lot.

8
The only problem I see with "visible in masks" option is that if there is an object behind it visible to alpha, the option doesn't override it. What I mean is that would be great if we could have a way to remove it from alpha channel even if there is another objecto on the background covering it.

9
Hi guys. First of all congratulations for the amazing work on Corona.
It's getting better and better each day.
Looking forward to the release of 1.6 update.

It would be so nice to see some features that allow us more artistic freedom.

For example. If I want a Corona Light to not affect the diffuse, reflection or refraction of a specific object I don't have a way to do it.
Or if I would like a light to illuminate but not cast shadow on a specific object, I can't find a way to do it either.

My suggestion is that on the side of the "Visible in reflections" and "Visible in refraction" we could have a list of objects where we could include and exclude them.  Vray also added an option where you can choose in a scale from 0 - 1.0 how much effect this light will have on specular and diffuse, which is also very useful in some cases.

It would also be good to have a "Visible in diffuse" option.
And the last thing I miss is an option where you could select an object and say if it will affect alpha channel or not. This is a simple option that I used to check a lot on vray object properties and that I miss in Corona.

These options seems kind of silly when many artists look for realistic results, but sometimes we need more freedom to work in complex and non-realistic scenes.

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