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  • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

    Today I have try to setup the floor material of the scene above. At the fresnel reflection I have set a reflection map with a multiplier 0.1, but the multiplier dosn't show an effect - the reflection intensity is to high.
    If I put the map to the reflection filter color it works good, but the fresnel map should work too.
    www.simulacrum.de - visualization for designer and architects

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    • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

      PPT mode: if I set 50000 subdivs, than the "building light cache" progress bar jump at 100%, but the rendering works. At 40k the progress bar start at 0% and grow slowly.
      www.simulacrum.de - visualization for designer and architects

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      • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

        I remember Joe saying something about the mapping of the fresnel being implimented inversely, so although it seams anti-intuitive try increasing the multiplier. How much you need to increase it is depending on your desired effect. It may be anywhere from a .05 increase to double the multiplier. I don't think this is a bug persay as much as it is an unfortunate side effect of the inverse implimentation. See if this works if not then we'll look more closely at it.
        Damien Alomar<br />Generally Cool Dude

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        • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

          Inverse implimentation - sounds not user friendly. I suppose so, this will cause confusion.

          New little bug: during a rendering I decide to set the IM options "show calculation phase", but if I cancel the rendering, the option is unchecked again.

          User-safe-usage-bug: if I close Rhino during a running rendering, than Rhino is totaly confused and hang up.
          www.simulacrum.de - visualization for designer and architects

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          • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

            I think I've run into the show calc thing, but never put two and two together. The inverse implimentation is the nature of the beast as far as fresnel goes, but the issue is whether its affecting more than it needs to at this point. In my understanding (which isn't much as far as behind the scenes goes) it should only affect the fresnel/refract colors as upposed to other things, i.e. mulitpliers or whatever.

            As far as the closing rhino thing, are you saying that we should prevent users from being able to close Rhino. As it stands right now you can't access anything except for any vfr dialogboxes that are open at the time of rendering. I know in max everything is locked down including the ability to close max. I guess I'm not 100% sure what your asking for
            Damien Alomar<br />Generally Cool Dude

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            • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

              If you aren't in batch-render mode you have full access to the Rhino window. I'll add a check in the shutdown code to see if we can stop that issue.

              I'll look into the checkbox thing - its probably a silly ui bug.
              Best regards,
              Joe Bacigalupa
              Developer

              Chaos Group

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              • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                My daily bug report.

                If I render an interior with IM, than the scene without light portals is rendered less bright than with light portals.



                Scene file

                Bug discussion thread
                www.simulacrum.de - visualization for designer and architects

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                • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                  Hmm, today I find no bug, so I take an old one.
                  Maybe it's not a bug, but it dosn't work like expected and we should not forget it - SSS.

                  * scatter coeff and Fwd/bck coeff don't show any effect

                  * the blury effect is only in a small range controlable

                  * if the user select "translucent" a message should pop up "disable double sided"

                  * It would be good if the SSS is additive and not hidden behind the diffuse layer. The user setup a plastic material with a defined color and if the transparency must be changed, than the color of the material change too. This is not good. The SSS should be get without any change to the diffuse color. (old Maxwell beta was working so - good workflow ).
                  www.simulacrum.de - visualization for designer and architects

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                  • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                    I'm not sure this is a plugin bug or a core bug: the IM pass render reflections, also if reflective/refractive GI caustics are disabled. The IM viewer dosn't show the reflections or I can not find it only. The problem is, that rendered reflections at the IM pass waste render time. My scene is a caravan interior with many diffuse reflective plastic and if I global disable refl/refr befor, than the IM pass is 30% faster.
                    www.simulacrum.de - visualization for designer and architects

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                    • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                      Originally posted by Micha
                      I'm not sure this is a plugin bug or a core bug: the IM pass render reflections, also if reflective/refractive GI caustics are disabled. The IM viewer dosn't show the reflections or I can not find it only. The problem is, that rendered reflections at the IM pass waste render time. My scene is a caravan interior with many diffuse reflective plastic and if I global disable refl/refr befor, than the IM pass is 30% faster.
                      Hey Micha, that is because vray needs to calculate the GI in parts of your scene that are visible in your reflections only. Imagine a chrome sphere in the middle of your scene, this would reflect a lot of parts not directly visible to the camera, but the GI in there needs to be calculated otherwise it would look very wrong.

                      Scene 1: no sphere



                      scene 2: chrome sphere, rendered with ir map of scene 1
                      Notice the black wall, and the splotches on the walls where ir map was already partially calculated.



                      scene 3: rendered with freshly calculated ir map
                      Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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                      • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                        Interesting. Now logical - the primary GI engine calculate all visible surfaces and ... . Thank you Wouter.
                        www.simulacrum.de - visualization for designer and architects

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                        • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                          Thats nice to know...I always wondered how vray handeled objects that weren't visible in an image, yet still effected the output in some way

                          (Please tell me I'm not the only one who finds this funny)
                          Damien Alomar<br />Generally Cool Dude

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                          • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                            www.simulacrum.de - visualization for designer and architects

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                            • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                              I will try to keep my bugs together, so here a VfSU bug, but interesting for next Rhino SR too:
                              If the Vignetting effect is enabled, than levels are visible at the sky. I can see it at my screen and if I enhance the contrast or sharpen the sky per photoshop, it's visible more.



                              Also, the VfSU alpha chanal looks wrong. This alpha chanal is backed in the png output, so that for example the ground is a little bit transparent in Photoshop.
                              www.simulacrum.de - visualization for designer and architects

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                              • ***PLEASE POST ALL V-Ray for Rhino 1.0 BUGS HERE***

                                Originally posted by dalomar
                                (Please tell me I'm not the only one who finds this funny)
                                Best regards,
                                Joe Bacigalupa
                                Developer

                                Chaos Group

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