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Messages - RickToxik

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1
Hmmm...  Well that's really sad news.  I understand that the OSL implementation or efficiency must be a big part of what you describe in your post.  What you have done with maya2corona until now is very clean and has always been suprisingly stable to me.

Maya is not the cleanest software.  The studio I work for is switching from xsi and both the artists nd the devs have a real hard time recreating the workflow they had before - some very obvious features are not even possible to recreate.

I've been in other maya betas, I think you were doing a fine job, and many thanks for letting me in the beta : (

2
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.47
« on: 2016-01-25, 01:59:04 »
hi Haggi!  it would be cool to have a sticky thread about the current state of the plugin, i.e. what maya nodes are supported, features of the plugin, etc.   It could be a way to have updated news about the plugin without the need to always write new documentation.

3
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.47
« on: 2016-01-10, 15:42:22 »
Hi Haggi,

  wow the ipr is pretty cool!  I think it's the most important feature of a renderer in maya : )

- I still can't use the round corner even after you say you have updated it, do I have the latest version of 0.47?  (downloaded today)
- I have crashes if I choose corona as the renderer of the material viewer in the 2016 hypershade
- I have crashes if I try to plug a texture in the area light color slot, they are probably unsupported I guess

It's cool to be able to load .hdr directly in maya.  Good work!!!  I think we will be soon at the point where corona could be tested in production on small projects.

4
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.47
« on: 2015-12-04, 02:22:40 »
Hi j(eff?)patton and haggi,

  I also had the same problem in the past with many other renderers.  Usually the render settings window was opening but one tab was missing, just changing tab was helping to recreate the problem.  But I guess if you post that you just can't access any render setting at all...

  I had this kind of problem with arnold and especially with octane.  Octane was creating objects custom attributes that were interfering heavily with other renderers or could mess up the scene when you did not have octane loaded or available on your system.  The problem was so bad in my case that I stopped using octane in big part because of this - it was crashing scenes and preventing me tu operate maya without octane installed or loaded!...

  Anyway, trying to be not too long, vray creates custom attributes too, so if you're shading a scene in corona that was originally in vray, you might have some custom attributes on your objects that conflict with corona...  And this could mess up your render settings - I've seen this in Arnold.

  So, what I mean to say is that there is a chance that you cannot resolve this issue if you are interacting with objects that have been previously loaded in another renderer, maybe because of objects custom attributes that corona cannot deal with.  Maybe this is not the case but I have seen this before : )

5
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.45
« on: 2015-11-10, 01:55:32 »
Hmmm I see...  If it's not possible to have it built-in the shader, I guess any method is as good as the other.  I really liked the simplicity of just having it as any channel in the shader!

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Corona Renderer for Maya - Bugs / Re: mayaToCorona 0.45 bugs
« on: 2015-11-08, 22:49:42 »
You're right..  I cannot recreate the bug that does not connect the file texture to the shader, it seems to be working fine now - maybe something special in my previous scene.

Here it is for the bad ratio:


7
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.45
« on: 2015-11-08, 22:27:12 »
You're serious about the round corners?  I thought that having it in the shader tab was a brilliant idea!...  Instead of having to dig in each objects tab ad set manually one at the time.

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[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.45
« on: 2015-11-08, 14:52:54 »
Congrats for the major improvements!!   Pretty cool!!  I'm really glad we have this no OSL switch, and that the rounded corner is back in the shader.  I'm really happy to be able to disable the primary GI engine, it's faster for look dev.  In an ideal world, we would have a super draft mode possible in Corona so we can have instant feedback of the lighting or rough preview of the shaders.

Good work!!!  The new features are the most welcome.

9
Corona Renderer for Maya - Bugs / mayaToCorona 0.45 bugs
« on: 2015-11-08, 14:45:22 »
Hi!

  I feel this version is pretty close to a fully functionnal plugin!!  Congrats for the shiny new IPR : )

here are the first bugs I've encountered with mayaToCorona 0.45:

Bugs:
-add a file from a shader does not connect it
-corona in the material viewer is always at a bad ratio
-warning on render view: "iccp: known incorrect sRGB profile"
-maya because very slow and unresponsive after a few ipr's tweaking settings


crash:
- after graphing input output connections (cause: Corona in material viewer)


Most of the problems I had came whether from triggering the ipr a few times or the corona material viewer in the 2016 hypershade.  I had many crashes until I switched the material viewer from Corona to hardware.  I was always working in No OSL mode on all files.

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[Archive] Corona Renderer for Maya / No OSL script
« on: 2015-11-07, 21:10:55 »
Just in case any of you has a large file numbers in a scene that you'd like to check the mode "No OSL" on, just run this script in a python shell.

If you would like to activate the No OSL mode on all files, just replace the 0 by a 1 in the script.

Code: [Select]
import maya.cmds as cmds

files = cmds.ls(type='file')

for i in files:
    cmds.setAttr('%s.mtco_noOSL'%i, 0)

11
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.45
« on: 2015-11-06, 02:31:22 »
Can't wait to test it as soon as the vampires from the advertising agencies are done with my blood and my brain.

12
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.44
« on: 2015-10-24, 17:49:23 »
Nice!!!  Pretty cool, good work : ))


13
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.42
« on: 2015-10-15, 13:46:19 »
It converts all textures to mipmaps for the render view I think.

The explanation is in the Auto-Mipmap section:
https://support.solidangle.com/pages/viewpage.action?pageId=13436160

14
[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.42
« on: 2015-10-14, 23:50:17 »
Yes I think the crash is caused by  the presence of a file node in the hypershade.  I had a scene with a textured sphere opened for a long time.  As soon as I opened the hypershade it crashed again.

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[Archive] Corona Renderer for Maya / Re: mayaToCorona 0.42
« on: 2015-10-14, 22:51:39 »
Is it possible to implement auto-mipmap at rendering time then?  Arnold has an option for that.  It converts all textures to mipmaps for the render view I think.  I think it could make working with normal texture files more manageable than waiting for a very long time like you said.  I'm experiencing a lot of crashes too with the new version, I'm trying to figure out precisely what cause them, but it seems to be related to the 2016 hypershade.

I kinda agree with max45 on some points, people are not used to work with tx.  A big part of the look dev process is to browse your library and try a large number of files in your shader.  Converting to tx before seeing the result can be a difficult workflow.

I did not try yet, but if you say that tx performance is fast, I think you just have to dedicate a cache folder for corona maya on your disk, compare files (has the texture changed?  Need to re-convert?) and convert to tx at rendering time and you're all set for the future.


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