Author Topic: Corona Distance Map Dependency Loop  (Read 1183 times)

2023-07-19, 22:55:37

electricism

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Hello,

I am trying to follow this tutorial from Itoo regarding creating road line markings with Railclone. Unfortunately the tutorial uses Vray but at the end, they state that any renderer that has a distance map (like Corona) will work.


Just like the tutorial, I have 2 railclone objects, one for yellow lines and one for white lines and they both intersect the ground plane which has a asphalt texture on it. I have recreated the material from the tutorial, swapping out the Vray Distance Maps for Corona Distance maps but when I have 2 distance maps plugged into the composite map and select a different railclone object in each distance map, I get a dependency loop error.

2023-07-19, 23:36:22
Reply #1

romullus

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Check if you made a mistake somewhere - i tried to follow the tutorial's material creation part step by step and it works just fine, no dependency loop.
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2023-07-20, 09:24:52
Reply #2

electricism

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Thanks for your reply.

I just remade the material in a blank scene and it works if I use regular editable polys for the geometry that is being projected onto the surface. However, If I use 2 railclone objects, it creates the dependency loop. The railclone objects are copies and not instances
« Last Edit: 2023-07-20, 10:05:37 by electricism »

2023-07-20, 11:13:00
Reply #3

romullus

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Maybe it's a railclone issue then. It's not a secret that Itoo products are specifically tailored to work best with V-Ray. If they work somehow with other renderers, you can consider that as a bonus. Anyway, for the tasks like shown in the tutorial, i would consider using 3ds Max array modifier (i believe it was introduced with some update of Max 2023), it can do much of what railclone can and sports much more simpler UI. And what's more important in this case - does not create dependency loop.
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2023-07-20, 11:18:45
Reply #4

electricism

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I think it is a railclone issue, I've raised it with Itoo so I'm waiting to see what they say. For now, I just converted everything to editable polys after I got the lines looking how  I want