Alpha, BackBurner, Viewport & PFlow Issues

Alpha, BackBurner, Viewport & PFlow Issues

Postby jrusso » Wed Jan 13, 2010 1:30 am

Hey Lukas,

First off, awesome plug-in. It's something max has needed for a while and I hope Autodesk recognizes your hard work.

I have been using LPM since v 1.06. I've encountered a few errors, pardon if they have been answered or noted. I'm using max 2010 64 bit and LPM v 1.07:

Tiff Alpha Check Box

This isn't a huge issue, but most of the time when I reboot my scene, I have to recheck Store Alpha channel in the file type of the render dialogue. In the past, it has rendered without an alpha even though I have checked that on prior.

Include Maps / Backburner errors

I get a couple of issues when include maps is checked on..or off.

1. Sometimes when it's checked on or off, a script pops up with include maps and few lines of code highlighted (job.includeMaps=includeMapsCheck.checked). It then applies any override material to the objects in the scene and doesn't submit to backburner.

2. This doesn't happen too often, but I will get a error message telling me to double check my path directories using asset tracking, even though I have linked my maps correctly in asset tracking.

Sometimes when I submit to backburner there is no output directory present, even though it is setup within LPM. I have to restart to fix this.

Objects not hiding/unhiding in viewport

If I have helper objects in a render layer, when I click that layer they do not unhide. And viseversa when I have some simulation/atmospheric grids they will not hide even though they are not apart of that render layer pass.

Pflow material overrides / closing

I'm using pflow to generate geometry that is used at a matte in other render layers. The problem is that my matte material override won't apply to the pflow system's geometry. I've even put the instanced geometry in their own layers and have applied an override to that. Still nothing. I have to apply it to the geometry in scene before submitting that pass or in a material static node within pflow as a work around.

Also, the particle flow UI closes when doing render previews and render submissions.


Any insights would be helpful. I appreciate your time.



Joe
jrusso
 
Posts: 4
Joined: Tue Jan 12, 2010 7:01 pm
Location: Minneapolis, MN

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