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 - JG_monomiru

Pages: [1] 2 3 ... 10
1
When rendering a Scene and accidentally hit "collab" instead of "Lightmix" the rendering stops with "internal error..."

This is kind of troublesome. After this render failure - you need to close max completely to start a new rendering again. Is there a way to let this "Collab" tab disappear - when you're 100% sure you will not ever use it?



max2025 - corona 12 update 2

2
that would be totally helpful - right now i'm also updating everything by hand...

3
[Max] General Discussion / Re: Corona 12 Update 1
« on: 2025-01-23, 08:27:23 »
Well regarding the E-mail notification in December - no such email under the mail i got my corona license registered.

4
[Max] General Discussion / Re: Corona 12 Update 1
« on: 2025-01-22, 19:43:52 »
is this for real? i mean corona 12.update 1 just came out and introduced a lot of pain for many - and you stating here that everything before corona 12u1 will stopp working after 28th of January?

will there be an official information to every license-holder? I mean Tom you're kind of official - but that doesn't mean someone need to accidental read this info in this forum.

what if i have a running project and don't want to change corona versions inbetween?

or are we talking just about the license-server?

5
Despite I was a bit ranting on certain things.

Thanks its being addressed and taken care of.

Merry Christmas to the Developers and Team!

6
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.
I get that the behavior is adopted, but that doesn't mean it is correct or expected, and doesn't it need to be changed or improved?

Still weird you state that a behaviour which was there since many years is "not correct" ... if it weren't correct you could have mention it before. Now that ForrestIvy is there suddenly you change things...reagarding Forrestpack behaviours. It wasn't a problem for many years, but seems to be now.

For me ForrestIvy behaves a lot like RailClone and i'm ok with railclone not having unique IDs for each subobjects, rather one object-id for the main RC-object - same with Lightmix.
But its a different scenario - i can work with this and have adapted to it.

With Forrestpack it was a cool feature you can have individual IDs/Lightmixselects per suboject and not the whole - even though in some scenarious this might be wanted. But then you could bring it as an option or figure things out with itoo... to add a option-button if masks/lightselects will be individual per suboject or for a FP-object. Then artists have more freedom with controling it.
Other than that I haven't tested it with cryptomatte yet - might be nice to have both masking options in one rendering - like whole FP object in cryptomatte and individual sub-objects in Cmasking-mask

7
and also its not as odd as it sounds to have some objects in your scene as "master" and then distribute them with forrest pack - so i can easily exchange furniture or lights or whatever when the demand is there for it.
With having unique masks (rgb by object-id) you always can select this specific object and then do some "post-pro" touchups....
Also with lights its quite an efficient workflow when having multiple differen light objects as master and want to distribute them in certain ways and later maybe exchange just the object and not the position.
So you dont need to mess around with 100s of instances in your scene-explorer...

and the fun part is then for photoshop or whatever... you have each light as a light-select element where you can use that in photoshop to enhance certain areas...
 Much faster then always figuring out all the perfect light-setup inside lightmix or even in 3dsmax before...
Sometimes its speedier just do it in post (even though its not as popular as it was 20 years before)

The examples shows ... scene explorer only has 5 objects for this light setup ... 4 different ligths and one forrest-object ...in this "new behaviour" i would have to creat for each light a forrest-object by itself ... or distribute each light as instance.. which is quite a pain in the end.


and sorry for sounding "pissed" before - i appreciate if you introduce new options... but it was weird asking after that sudden and maybe unwanted change appeared, if we would prefer that instead of the old one... i mean we got workflows now on the older behaviour and might even need to work on older projects. i dont really want to install every now and then an older version just to keep working on older projects. that might be ok for really old projects where you kept track of plugins and renderengines and might even just use an old version of max... but not something with "minor" versioning.... like from 12hfx1 to 12update1.


8
Well the behavior was there for many years... At least for object id and also since light mix was a thing.
So we adapted workflows upon it. So it doesn't seem like a nice idea to suddenly change it... And then ask later if that new behavior is something we want.

9
it seems the validation or beta of hotfixes are not tested thoroughly enough.
as those things seem to mess up production workflows ... previously i could mostly switch to a new version of corona without so much of fear everything breaks apart. As it might with a new version of 3dsmax and not version-compatible plugins ... when they are released later even sometimes a half year later.

Not sure what happend with corona 12 update 1 ... but releasing an version which alters behaviors as harsh as this is not good. You should consider revoking 12 update 1 or releasing a fix quite soon.

sorry for being that harsh - but I'm supportive of corona for a long time and with increased subscription prices i might be also more demanding.

10
Will this Issue be resolved in a future Update?

For now 12u1 is unusable without it.

11
I know Object-Ids and Material_Ids behaved differently in Corona and Vray with Forrest-Pack...

when i worked with Vray before corona-render, i was a bit surprised i didnt had all the forrest-pack object as just one ID... but then i really discovered the potential to have each-distributed object with their own ID... Specially when working with RGB-Masking.
Now after almost 10 Years of working with Corona I definitly don't want this to change...
And also working with Light-Mix for a fair amount of time, i definitly don't want the old "behaviour" to be changed.

So definitly preferring individual sub-lights over a combinded forrest-pack  in light-select element. If there is a technical reason why you can't have both.

12
Well the desired Workflow which has been usable since dawn of corona was that you can have obj/Ids for each object and the Forrest-Object is not represented as an individual Objeckt_Ids in render mask elements.
That way it was resonable and good, that you have the same "logic" with lights and light-select-render-elements. So you don't have a combined Forrest-Pack light select, just the individual objects on their own.
It would be great if there could be a Forrest-Pack_- Lightselect itself... but for my workflow i would prefer to have the used light-items as seperate light-select by itself.

Otherwise i would need to have seperate Forrest-Pack objects for different types of Light-distribution.
Usually I use them for exterior rendering, where you need lots of lights in various parts of the building and various appearance... like linear light for floor spaces etc., suspended lights for office spaces, maybe round suspended lights for lobby or "meeting" zones... and maybe spot lights or  floor lights for conference spaces or else.

So if it could work like it was working all the years since light-mix was a thing, that would be great - also it would make it much more practical to work on older projects. Otherwise we need to start saving older corona-render versions for each older project ... or even worth start over with setting up render elements and also later reconfiguring post-set-ups.

13
As did I... it was a surprise when I had an older Project rerendered and didn't paid attention to the corona-version i used. And then realized all my Light-Select Renderelements were "empty" - not showing specific objects light.

But regarding the Topics about Forrest Pack and C-12U1 there seem to be more issues between those plugins.

14
Thank you Avi,

this might be ok for new projects, but with older ones fully set up for in building illumination its better to use corona 12 hotfix 1.

Hope this will be resolved soon - as i like the speed of "production upscaling"

15
Recently i installed Corona 12. update 1 and it doesnt render specific light objects (various Polygonobjects with corona light material) in each of their own Light-Select Renderelement - just the main ForrestPack_Object containing all light objects when added to a light-select element.

Before corona 12.update 1 it was behaving that way

FP-object containing multiple Lightobject A and Lightobject B

in Corona 12 hotfix 1 and lower
Lightobject_A --> Lightselect_element A = light only A
Lightobject_B --> Lightselect_element B = light only B
FP-object --> Lightselect_element_FP = dark no light


in Corona 12 update 1
Now those individual light-objects get ignored and it only renderes the FP_object
Lightobject_A --> Lightselect_element A = dark no light
Lightobject_B --> Lightselect_element B = dark no light
FP-object --> Lightselect_element_FP = shows light of A and B combined

This is actually something that makes postproduction very complicated if i cant separate light-sources in Light-Selct / Lightmix anymore... and need for each light-object an individual FP-Object to be created.


Not sure if thats something the new corona verison messed up - or if its on behalf of updated Forrest.Pack

max 2025 / corona 12 update 1 / ForrestPro 9.1.5

ps. It does work with max 2024 / corona 12 hotfix 1 / ForrestPro 9.1.5

So i doubt its caused by forrestpack.

Pages: [1] 2 3 ... 10