New issue for lighting, not all lighting that they didn’t affected from the effects as below (After I load a show), it happened sometimes only on 3D worlds:
But when I hold the Ctrl key, all lightings are present from all effects.
New issue for lighting, not all lighting that they didn’t affected from the effects as below (After I load a show), it happened sometimes only on 3D worlds:
But when I hold the Ctrl key, all lightings are present from all effects.
You can download the fireworks here.
See mines and comets
I think the fireworks are a little too bright but otherwise I find the additions very interesting for FwSim.
Here’s a short video test
Another issues I’ve found:
The flare vector from bengals are cutted from the water:
When the effect went through the water, it’s still visible:
And I see a little bit of transparency from the ground (Also when the effects and particles went through to the ground, it’s still visible except when loading a 3D worlds):
Update: The flare from bengal is in front of the building and 3D model when the effect it’s behind:
I have also an another problem. If I am making ghost shells using custom pattern, the color changing stars from the custom pattern is not changing the color.
Thank you! It seems like you have used shells with an ascent effect in order to build comets. This was broken in the last beta. It should now be fixed in version .307 - please let me know if things look fine to you on that new version.
I love the tail glowing effect which makes them much more realistic. But I would like them to be customisable, to decide whether a specific tail should be glowing or not.
Also the shape of the stars aren’t circles but instead they tend to become rectangles and squares while in the air. As well as the colours are a bit off compared to the non beta version.
For the Effect Creator, it would be great to have a 3D View and a button to rotate it on the Y achse.
My line with the positions is going wide after 30min.
This is on evrything the same.
I mean on google maps / water and a normale show design.
Mostly when i create some new effects, or change the effect.
Its resolvet when you restart FWsim.
Actually, for quick fix, you can resize a little bit the sidebar that all positions will be back to normal
I also encounter problems when exporting to 4K, where the trails are rendered much brighter than their 1080p counterparts. It’s something that could be solved with a lot of manual work, tweaking every single shell to make a version for 4K rendering, but I think it’s a bit too tedious.
Here’s a couple of images showing the problem (Picture 1 shows the fake smoke effect, which looks great in 1080 but not in 4K, and picture 2 again is emphasizing the fake smoke too much, although the brightness on the chrysanthemum is great):
With the new dominance of mobile video in these years, could there eventually be an “inverted” rendering option with 1080x1920 feature? Could be an interesting feature.
Not sure if this has been said yet, but I can’t export a video with 60fps. Changing the framerate value in user.xml doesn’t do anything.
Have you put <FramerateOverride>60</FramerateOverride>
? and view File Properties > Details on your video file?
Yes. Still didn’t change anything. Under File properties it still says 30fps.
Try to enable the video rendering log from <VideoRenderingLog>
, export to video then look for a log file under FW-Sim starts with ffmpeg, open it then look on -r (Framerate from the ffmpeg command) to see which numbers of framerate is set
New issues found:
3D models are pitched black after I closed the effect editor or 3D world editor
When trying to select the color to the second crossette, it didn’t changed the color but when I changed the color to the first one, all crossettes has changed the color at the same time
I think it should better to put the 360 orientation slider in the Scenery dialog instead of popup
And even the “Custom Shape” distribution that all stars didn’t change color
I am getting this error message on startup. It doesn’t affect all files just some of them.
Also, when using a 3D world, the representation of the firing lines and positions moves with the camera. This makes it very hard to see where they are actually placed.
We appreciate all the feedback so far! We haven’t been able to respond to every point individually, but we are reading every message.
We are curious to hear your experiences with performance: Is performance in the current version .312 good enough? Please post your performance reports below or send them to me via private message. We plan to do a number of optimizations before the release.
That’s intentional, it is the motion blur simulation.