#337429
Sorry if I was unclear, there is a definite bug, which you won't fix by redownloading. The Cinema preferences system works completely differently on R12 than it does on older versions, and the code is not handling it (storing the state of the auto-refresh preview switch) correctly in those versions.
#337609
JD - are there any plans to support render instances in future?
Whenever I try this it doesn't work. - Fire directly tells me 'The scene has errors.'

Switching the instances back to normal instances makes the GUI sluggish in some scenes that use it a lot. To spread vegetation this would be very helpful...

R12 Studio
#337619
JamesColeman wrote:Has anyone seen this problem yet?

I don't know exactly what caused it, will post if it repeats.

Image

Restarting Cinema solves the issue.
Just happened again, changing the preview scene to something else and back again solved the issue.

I was working with a "Temperature of Emission" emitter, I think I might've been before as well.
#337622
macray wrote:JD - are there any plans to support render instances in future? Whenever I try this it doesn't work. - Fire directly tells me 'The scene has errors.'
Instances are supported, so I'm not sure what the problem would be -- what are the errors? When Fire says that in the progress bar, one or both of the buttons at the lower-right of the window should become enabled, and clicking them should pop up a dialog showing you what the engine is complaining about.
JamesColeman wrote:Just happened again, changing the preview scene to something else and back again solved the issue.

I was working with a "Temperature of Emission" emitter, I think I might've been before as well.
Could you save a scene with just that emitter and send it to me (in Cinema format)? I tried some things like combining an IOR-based BSDF with a temperature of emission emitter, but I'm still not able to reproduce it.
#337628
JDHill wrote: Instances are supported, so I'm not sure what the problem would be -- what are the errors? When Fire says that in the progress bar, one or both of the buttons at the lower-right of the window should become enabled, and clicking them should pop up a dialog showing you what the engine is complaining about.
played around some more to try to reproduce the error and found out what happens and what buggers me:

I wanted to create lighting by an emitter that is cloned so I set up the scene and then rendered it.
the scene looks as follows:
-cube (subdivided, enlarged, the clones should be distributed on that)
-cloner
--sphere (Maxwell Emitter Material)
--cube (no material)


Now there are 2 scenarios:
a - Cloner has the render instances switched on
b - Render instances is switched off

results (only checked on Fire):
- phys. sky (with and without sun): a renders without emitter material, b renders fine
- sky dome (with and without sun): a renders without emitter material, b renders fine
- none: a gives error message, b renders fine

My Conclusion: Emitter materials don't work on Render Instances. (You probably wrote that somewhere already. Sorry for that question.)


My former question only came up, when I wanted to illuminate a scene with lots of small sparkles therefore using render instances..
#337630
Yes, emitters have never been supported on instances (nor on instance sources) in Maxwell at all. The plugin protects against this during export, printing error messages to the console (i.e. error @ instanced object 'Cube' (illegal instance of emitter object)) when you have assigned an emitter to something which ends up being exported as an instance. The problem with Fire is that you can export a legal scene, but then make it illegal by modifying the material interactively, adding an emitter.
#338968
JamesColeman wrote:Has anyone seen this problem yet?

I don't know exactly what caused it, will post if it repeats.

Image

Restarting Cinema solves the issue.
Hey Jeremy, you were right about it being linked to the emitter.

I can now replicate the problem reliably.

Open Cinema, create a new Maxwell Material, in the Maxwell Material Editor goto Create > Standard > Emitter, in the new material delete the emitter (leaving an empty layer), and the problem should demonstrate itself. Works every time for me, can anyone confirm?
#338969
Thanks James, could you let me know which version of Cinema you're using, whether you're using it in 32- or 64-bit mode, and your OS / version? Could you also confirm that it is the 2.5.1.2 plugin build that you're using?

The thing I don't understand about your sequence of steps is this: if you are deleting the emitter, and ending up with an empty layer, how is it that this layer is rendering with reflection? When I do it here, everything works as expected, with the preview geometry appearing as completely black and diffuse.
#339011
JDHill wrote:Thanks James, could you let me know which version of Cinema you're using, whether you're using it in 32- or 64-bit mode, and your OS / version? Could you also confirm that it is the 2.5.1.2 plugin build that you're using?
Cinema 4D R12.016 (Build RC32293) Activity monitor shows the kind as "Intel (64 bit)"
Mac OS X 10.6.6 (10J567)
I can confirm the plug-in version is 2.5.1.2
JDHill wrote:The thing I don't understand about your sequence of steps is this: if you are deleting the emitter, and ending up with an empty layer, how is it that this layer is rendering with reflection? When I do it here, everything works as expected, with the preview geometry appearing as completely black and diffuse.
When I perform the steps I described, I get this:
Image

Also, I've discovered a new way to make it occur:
In a new document, I create a new Maxwell material. In that new material's Maxwell Material Editor, I goto Create > Standard > Emitter. In the new emitter, I goto Create > New material and I get this:
Image

Again, this works every time.
Fire is running continuously (I am not manually updating the materials).
I haven't tried any steps to get rid of the problem yet (re-installing).
#339014
Thanks, I can confirm this to be the case on R12/64-bit/OSX. I am not sure though whether it is due to plugin code, or the the SDK used in 2.5.1.2, because it no longer occurs with my current build. For the time being, I notice that if you disable the emitter, instead of removing it, you should avoid the issue.
#339016
HI Jeremy,

I'm unable to light an scene using just mesh based emitters, I mean, if I choose environment to None and I apply mxm emitters to single planes (no instances), the result is always a nice black picture ; ) I have tried changing the scale, dof or whatever but seems like emitters doesn't work at all.

josé

Edit: Forgot to say I'm using R12, OSX 10.6.6 and 2.5.1.2

So, is this a known issue?