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"watertight" simulation objects

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  • #46
    I had single pixel white and unblurred randomly all over the image. They went away when I set the sun to invisible.
    Last edited by lander; 23-02-2017, 02:09 AM.

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    • #47
      Did I say "great job" on that bug fix. It looks fantastic and my heartbeat just went back to normal 😀.

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      • #48
        Yay! I think the pixels thing is expected, but I have to torture it a little to see if it breaks.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #49
          Soooo, when could we hope for a tested full release that they dare to upgrade the farm with?
          I have to ask since I'm in the deep end of the pool right now.

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          • #50
            Not allowed to share exact dates, but not long from now - it's a matter of weeks until the next patch.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #51
              Ok good, and bad since Rebus (and I totally understand why) won't ugrade to nightlies
              I should be ok now that everything is running. Thank's again.

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              • #52
                Would I still be able to render the sims made with nightly builds on a machine with only the latest official patch?
                (The shader bug would be present)

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                • #53
                  Yup, you'll be able to render them and I guess for now you could workaround it by shifting the camera a bit.
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #54
                    Thanks for your excellent support.
                    Everything worked out fine. I have a final question regarding this project. As I render 1920*1080 the RAM during rendering lies at about 42 but as the render is done but the render progress window is still active it jumps and max out my 64 that I have on this station.
                    I havn't set it to save but there are some render elements that I have active.
                    Just curious what causes this sudden need of RAM.

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                    • #55
                      Strange, in case this happens at the end of rendering it really sounds like it could be related to the render elements, but I can't really say. If you disable them just for the test, would it help reduce the spike?
                      Svetlin Nikolov, Ex Phoenix team lead

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