Announcement

Collapse
No announcement yet.

Archived Old Bugs

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Archived Old Bugs

    Rhino doesn't close normally. It takes about 5 minutes before it is gone from the task manager. If you open a new rhino instance in that time, it opens very slowly. If you close the remaining rhino.exe with task manager, and then open a new instance, it also opens slowly.

    The global setting: glossy effects, only affects highlight glossiness, not the reflection glossiness. It also doesn't affect refraction glossiness.

    GI color changes don't come trough in the render, even after reopening the file. Putting in a hdri instead works.[/u]
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

  • #2
    Bugs

    -Negative value in bumpmap show up rendermesh wireframe.
    -Background color stay black.


    Best regards,
    Janne

    Comment


    • #3
      ***PLEASE POST ALL BETA 10 BUGS HERE***

      - the cylindric point camera can not be controled
      - light material: color multiplier dosn't work (only the texture multiplier work)
      - light material: light options are minimized after reopen allways
      - gloabl disable maps dosn't work for bump maps
      www.simulacrum.de - visualization for designer and architects

      Comment


      • #4
        ***PLEASE POST ALL BETA 10 BUGS HERE***

        The other cameras: fov override should work too.

        Light material color multiplier does work. make sure you enable GI!! This is an object light, so it needs GI to work.
        Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

        Comment


        • #5
          ***PLEASE POST ALL BETA 10 BUGS HERE***

          Thanks for the comments folks.

          If you all could keep posting found issues in this thread for beta 10 this would be helpful for us. We will add known issues to the beta 10 announcement post as they arise. Mostly because some of these issues are known but didn't make it to that list. This will help people who are downloading beta 10 for the first time.

          We will continue the hard work.

          Best regards,

          The ASGVIS Team
          Best regards,

          Corey Rubadue
          Director

          Chaos Group

          Comment


          • #6
            Re: Bugs

            Originally posted by janrat
            -Negative value in bumpmap show up rendermesh wireframe.
            This is probably because the bump map will automatically displace shadows on the object to simulate the surface detail; negative bump values move the shadow points inside the surface causing it to self-shadow; I suppose this shadow correction should be disabled for negative bumps.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              ***PLEASE POST ALL BETA 10 BUGS HERE***

              Originally posted by Micha
              - the cylindric point camera can not be controled
              what controls are you expecting for it? None of those things apply to it. Height only applys to the Cylinder(Ortho). Override FOV isn't hooked up yet, and the other values apply only to Fish Eye and Warped Spherical
              Best regards,
              Joe Bacigalupa
              Developer

              Chaos Group

              Comment


              • #8
                ***PLEASE POST ALL BETA 10 BUGS HERE***

                Originally posted by joeb
                Originally posted by Micha
                - the cylindric point camera can not be controled
                what controls are you expecting for it? None of those things apply to it. Height only applys to the Cylinder(Ortho). Override FOV isn't hooked up yet, and the other values apply only to Fish Eye and Warped Spherical
                The FOV is the problem. I would like to set the horicontal FOV (0?...360?) and the vertical FOV (0?...180?). The Rhino can be used only for a FOV <180?.
                www.simulacrum.de - visualization for designer and architects

                Comment


                • #9
                  ***PLEASE POST ALL BETA 10 BUGS HERE***

                  Originally posted by Micha
                  The FOV is the problem. I would like to set the horicontal FOV (0?...360?) and the vertical FOV (0?...180?). The Rhino can be used only for a FOV <180?.
                  Yeah, sorry, I just haven't gotten to hooking that up yet. I'll try to get it all hooked in by next beta.
                  Best regards,
                  Joe Bacigalupa
                  Developer

                  Chaos Group

                  Comment


                  • #10
                    Re: ***PLEASE POST ALL BETA 10 BUGS HERE***

                    Originally posted by flipside
                    GI color changes don't come trough in the render, even after reopening the file. Putting in a hdri instead works.[/u]
                    I've found this problem and fixed it, thanks

                    [edit]
                    btw, this was also the same problem as the BG color staying black
                    Best regards,
                    Joe Bacigalupa
                    Developer

                    Chaos Group

                    Comment


                    • #11
                      ***PLEASE POST ALL BETA 10 BUGS HERE***

                      Originally posted by flipside
                      ...
                      Light material color multiplier does work. make sure you enable GI!! This is an object light, so it needs GI to work.
                      Ahh, I see the problem. The interface is confusing. The color multiplier only works, if not a texture is assign. If a texture is assigned, than the texture multiplier works.

                      It is the old confusing game of the blend function. I would wish to get a single multiplier only. I have asked befor but get no answer: what is the advantage of the blend function? Why not a simple multiply function like in the renderman code language?
                      Code:
                      surface color = intensity * color * texture
                      www.simulacrum.de - visualization for designer and architects

                      Comment


                      • #12
                        ***PLEASE POST ALL BETA 10 BUGS HERE***

                        ... if I enable "phong" than the objects is invisible. This option is sticky only if I render a material preview. But one time the material editor freeze and as I have try to close it -> rhino crashes.
                        www.simulacrum.de - visualization for designer and architects

                        Comment


                        • #13
                          ***PLEASE POST ALL BETA 10 BUGS HERE***

                          Originally posted by Micha
                          It is the old confusing game of the blend function. I would wish to get a single multiplier only. I have asked befor but get no answer: what is the advantage of the blend function? Why not a simple multiply function like in the renderman code language?
                          Code:
                          surface color = intensity * color * texture
                          The BRDFLight is actual customized by me, it isn't the stock VRay implementation so I suppose I could be doing it wrong, but let me show you how I do the BRDFLight.
                          Code:
                          // color = light_color * light_color_mult...
                          // so the light color mult is affecting even the texture...
                          VR&#58;&#58;AColor final_color = combineTex&#40;context ,color_tex, color&#41; * color_tex_mult;
                          
                          // so this grabs the color from the texture at the given context
                          // and combines it with the color...
                          Now this is the way most of the other maps work, am unsure which is better
                          Code:
                          // now here the color_tex_mult is used as a blend factor as opposed
                          // to an outright multiplier
                          VR&#58;&#58;AColor final_color = combineTex&#40;context, color_tex, color, color_tex_mult&#41;
                          So the way I do the light map is just the straight up multiplier, whereas for most other maps the blend function is used. So what part is it that bothers you most? Do you not like blend functions outright, or is it my UI throws you off because I call it a texture multiplier but it gets used as a blend? Sorry if you feel we've ignored your concerns, there is a great deal of things that need attention.
                          Best regards,
                          Joe Bacigalupa
                          Developer

                          Chaos Group

                          Comment


                          • #14
                            ***PLEASE POST ALL BETA 10 BUGS HERE***

                            Originally posted by Micha
                            ... if I enable "phong" than the objects is invisible. This option is sticky only if I render a material preview. But one time the material editor freeze and as I have try to close it -> rhino crashes.
                            I'll check this out ASAP

                            [edit]
                            Ok..well it looks like the new SDK doesn't support anisotropy on phong brdfs. I'm not sure if this is intended or an accident, but that could explain the crash your having. I haven't fully tested the phong stuff, so there may be other issues, but this was the first thing that I noticed.

                            [edit2]
                            actually it seems the phong never had anisotropy in it. I'm messing around with it now, and I'll be speaking with Vlado about it next time I see him.
                            Best regards,
                            Joe Bacigalupa
                            Developer

                            Chaos Group

                            Comment


                            • #15
                              ***PLEASE POST ALL BETA 10 BUGS HERE***

                              Originally posted by joeb
                              ...
                              So the way I do the light map is just the straight up multiplier, whereas for most other maps the blend function is used. So what part is it that bothers you most? Do you not like blend functions outright, or is it my UI throws you off because I call it a texture multiplier but it gets used as a blend? Sorry if you feel we've ignored your concerns, there is a great deal of things that need attention.
                              My english is not so good and so I will try to say it with easy words.

                              What do I want? I need a easy interface without double controls. I would like if I can adjust the brightness of a texture and correct the color. For example if I use a HDRI and I have the feeling it is to blueish for my scene, than I would like to multiply a yellowish color.

                              I have writen here http://www.asgvis.com/phpBB2/viewtopic.php?t=284 more details about the usage. Please tell me your thoughts about it. The biggest problem of the "blend" is, that the user can get strange results like inverted colors.

                              Do you have seen my suggestion for the environment dialog? What do you think? http://www.asgvis.com/phpBB2/viewtopic.php?t=242

                              Regards Micha
                              www.simulacrum.de - visualization for designer and architects

                              Comment

                              Working...
                              X