Author Topic: Corona Lights - Gizmo size doesn't respect scene units  (Read 14393 times)

2015-09-24, 14:49:26

atelieryork

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Hi, just a very small one but quite annoying: when working in metres, Corona Lights with default gizmo size = 1 are huge in the scene and cause a lot of issues with scene clutter and when trying to orbit around them.
Alex York
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max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-22, 22:23:55
Reply #1

Ondra

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I cannot reproduce the issue, can you send me any scene where this happens?
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2015-10-23, 10:32:37
Reply #2

atelieryork

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Done, with the uploader. It's literally any scene, fresh or old. The file I sent you has a simple 10m x 10m floor and a simple 150w real-size spherical coronalight in it, with gizmo = 1.0. You can see it's massive in the scene, I hope. The solution is to make it 0.01 scale or similar. But this is a royal pain when you're managing lots of lights.
Alex York
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max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-23, 11:09:31
Reply #3

Ondra

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gizmo_scale_issue.max - is this the scene?
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2015-10-23, 11:11:35
Reply #4

atelieryork

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Yep :) max 2016 sp1.
Alex York
Atelier York
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max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-23, 11:58:57
Reply #5

Ondra

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ok, this is by design - so that the lines are always in scale with the default grid. You can turn off the lines by setting Viewport Gizmo size to 0
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-23, 12:15:35
Reply #6

atelieryork

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Hmm then the design isn't too good, sorry! Those lines are really useful to indicate the intensity of the light (in relation to its size), and it works perfectly in cm/mm but not in m. They are also extremely useful to indicate the directionality of the light. Without them this is impossible to visualise before rendering.

Having to disable the lines altogether every time you create a new light is very tedious, and altering the value to 0.01 even moreso, but at least they are then usable.

Would it not be possible to simply tie the scale in with scene units instead of grid size? I.e. if working in M then the gizmo size would start at 0.01 and the lines would then work visually in proportion.
Alex York
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max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-29, 10:11:19
Reply #7

atelieryork

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Hi Ondra,

Here are some screengrabs to illustrate the issue when working in metres. This is a really simple scene with very few lights, but it's already a mess with the default gizmo size. Hope you can see that the gizmo size really does need to scale with scene units, not with the scene grid size. You can see that the default gizmo size of 1 is massive in the scene and makes it completely unusable. Scaling to 0 means you don't get the visual representation of the directionality, or strength of the lights, and you can't use the cone to select the lights, so that's not a good option at all. So that leaves manually changing them every time from 1 to 0.002 or similar, which is a hassel especially when you have loads of lights.








I really hope this can be fixed! :)
Alex York
Atelier York
www.atelieryork.co.uk
max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-29, 10:22:27
Reply #8

Ondra

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what is the intensity and size of the lights? Can you screenshot the command panel with a light selected?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-29, 10:26:50
Reply #9

atelieryork

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All real world values. 65w-120w or so, size is correct for the scene, more or less. Basically a real size bulb - around 45/50mm radius. Scene units are M and display units are M.

Here's a grab:

Alex York
Atelier York
www.atelieryork.co.uk
max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-29, 10:28:54
Reply #10

Ondra

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ok, I will take another look
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-29, 10:29:51
Reply #11

atelieryork

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ok, I will take another look

Good man, thank you :)
Alex York
Atelier York
www.atelieryork.co.uk
max 2016 sp1, corona 1.3 final, win 8.1. pro

2015-10-29, 10:41:08
Reply #12

romullus

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While we at it, can you make gizmo size multiplier to go beyond 99? I have exact opposite problem with it - i work mostly in system uints set in cm and when light intensity is about 1, those coolLines are tiny even when gizmo is maxed out. I don't mind to adjust it manually, though, but simply there's nowhere to adjust :]
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2015-10-29, 10:44:22
Reply #13

atelieryork

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While we at it, can you make gizmo size multiplier to go beyond 99? I have exact opposite problem with it - i work mostly in system uints set in cm and when light intensity is about 1, those coolLines are tiny even when gizmo is maxed out. I don't mind to adjust it manually, though, but simply there's nowhere to adjust :]

Second that. I hope the real solution will be to scale them properly with scene units, so they always work properly in relation to that.

And while we're on requests for lights - Not sure if possible, could we have the gizmo lines change colour based on the light's colour (kelvin temp etc.). Would be very handy.
Alex York
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max 2016 sp1, corona 1.3 final, win 8.1. pro

2017-05-16, 10:52:39
Reply #14

alexyork

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Hi guys... any chance you could look at this again? It's really boring having to rescale lights every project/scene. Would be great if the gizmos just scaled appropriately to scene world units.. i.e. when in meters they should be more like 0.02 instead of 0.2 etc. and changing colour based on kelvin temp/colour would be awesome too...
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