If you use a fstorm light with target mode and turn it later off, the position coordinates to the origin point get lost. The last position is then 0 | 0 | 0 instead of the "real" position to the origin point.
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In fact its weird, at reOn, target position is "restored" to previous (target to origin but light looks to previous target position), but when you move light, target is updated and reset to origin (and light is reorient to target to origin) and if moving target, it jump to another position (light follows target).
And wow!... by undo operation, previous target positions are wrong, but more serious, a target clone (to origin) is appeared, same name... see pic.
It looks like missing viewport refreshments/updates after executing functions.Last edited by Sylk; 09-21-2016, 12:01 AM.Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro
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Not ended. When i undo this cloning, clone desappears, but if i redo... 2 clones appears (the deleted + new clone), and it add new clone for each undo/redo operation :s
Edit: another bug, target is missing when creating light w/ target checked (it's just non targeted light)Last edited by Sylk; 09-21-2016, 10:46 AM.Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro
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Last edited by Sylk; 09-21-2016, 03:45 PM.Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro
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Actually the light "size" input field is its radius, so the real light size is equal to 2x the input size.
Two solutions
- Rename size to radius
or
- Multiply input value by 2 (to show 1m instead 0.5m)
I prefer the second one.
Also with Sphere and Disk shapes "size y" should be disabled.
Thanks for allLast edited by Sylk; 09-23-2016, 02:23 PM.Software: FStormRender: 1.5.0h | Drivers NV: 456.71 | 3dsMax: 2020.3 | Windows: 10 x64
Hardware: Gpu: GTX1080 Phoenix GLH | Cpu: i7-2600k@4.5GHz | Ram: 16GB | SSD: Samsung 860 Pro
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Originally posted by Sylk View PostActually the light "size" input field is its radius, so the real light size is equal to 2x the input size.
Two solutions
- Rename size to radius
or
- Multiply input value by 2 (to show 1m instead 0.5m)
I prefer the second one.
Also with Sphere and Disk shapes "size y" should be disabled.
Thanks for all
When you switch between plane and disk, the size stays the same. I would rename size to half size/radius.
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