I got error when try to render with enabled matte,
when in matte list is some grouped objects.
Screenshot in attachment…
Best Regards,
DeKo
I got error when try to render
with enabled matte,
when in matte list is some
grouped objects.
Yep, I could repro this. In fact, it looks like the matte object code does not check the class at all, if you add a helper or a light or anything that does not have geometry to the NSS, you would get the same error. It should have skipped anything that does not have a mesh (incl. TargetObject geometry objects).
WORKAROUND:
In the mean time, in order to render using your group as Matte Object, open the Named Selection Sets editor from the main toolbar (to the left of the NSS drop-down list), expand the selection set used for mattes, select the group’s head object and press the [X] (delete) button to remove it from the named selection set.
I could create a version of the KrakatoaGUI for you that checks the class of the objects added, but it would not help if the selection set was created with Max’ own tools. We will fix the renderer instead…
Thanks, that is a BIG BUG you caught!
Cheers,
Borislav “Bobo” Petrov
Technical Director 3D VFX
Frantic Films Winnipeg
I could create a version of
the KrakatoaGUI for you that
checks the class of the
objects added,
Ah well, it does not hurt to have a temp. fix.
Download the file, copy to
C:\Program Files\Frantic Films\Krakatoa\3dsMax9\Win32
or whatever folder your Max version is using (6,8, 9-64bit),
unzip it to replace the KrakatoaGUI.ms that comes with the Beta.
Restart Max or just drag the script onto the Main Toolbar of Max and reopen the Krakatoa GUI.
If you use the Krakatoa Matte Objects rollout, Create/Update Matte Selection Set button will now filter the selection and only add geometry objects to the selection set.
You can still break it by adding to the selection set using the regular Max tools for NSS management, this will be fixed in the next build of the plugin.
See the beauty of a scripted GUI? Instant fixing + workarounds in a minute
Cheers,
Borislav “Bobo” Petrov
Technical Director 3D VFX
Frantic Films Winnipeg
You are fast, thanks
Btw,
“just drag the script onto the Main Toolbar of Max”
This isn’t working for me
I can’t run Krakatoa GUI external (even if render set to Krakatoa).
It will be cool to register GUI as macroscript and have possibility to run Krakatoa GUI from toolbar, hotkey or whatever
P.S. scripted GUI is very useful, i have chance to view some interesting upcoming (alpha) stuff ;DDD
Best Regards,
DeKo
It will be cool to register
GUI as macroscript and have
possibility to run Krakatoa
GUI from toolbar, hotkey or
whatever
That is even easier:
macroScript KrakatoaGUI category:“Krakatoa”
(
try(FranticParticleRenderMXS.OpenGUI())catch(messagebox “Failed To Launch Krakatoa GUI”)
)
Cheers,
Borislav “Bobo” Petrov
Technical Director 3D VFX
Frantic Films Winnipeg
Even better - this one will allow you to toggle the GUI on and off and show a checkbox in QuadMenu or a checked button when the GUI is open:
macroScript KrakatoaGUI category:“Krakatoa”
(
on isChecked return try(Krakatoa_Gui_floater.open)catch(false)
on execute do
(
if try(Krakatoa_Gui_floater.open)catch(false) then
try(closeRolloutFloater Krakatoa_Gui_floater)catch()
else
try(FranticParticleRenderMXS.OpenGUI())catch(messagebox “Failed To Launch Krakatoa GUI”)
)
)
Borislav “Bobo” Petrov
Technical Director 3D VFX
Frantic Films Winnipeg
Thanks a lot
Best Regards,
DeKo