Author Topic: Behind the scenes update, April 22nd 2020  (Read 4433 times)

2020-04-22, 12:37:20

houska

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Hi everyone! We wanted to update you on what we're working on for the next daily build. As well as letting you know what we hope will be in the build, it will also be an insight into why things have taken us longer than we expected - we appreciate your patience.

Please remember these are plans only - work is ongoing and unexpected things can come up at any time.

  • We're working on including the new Core of Corona 6. Big changes there are that it will introduce the new Adaptive Environment Sampler, which totally removes the need for portals (basically, less noise in less time, without having to set up portals).
  • The new Core also makes things more portable between applications. In other words, in time it will allow greater compatibility between 3ds Max and Cinema 4D versions of Corona. This should help making the Corona Material Library available in C4D in the future.
  • We're working on adding the Corona Volume Grid. However, it requires a re-write - in 3ds Max, it is dependent on some parts of the 3ds Max code, and obviously we have had to "unentangle" it from any Max code so that it is self-contained. This has been a little more work than we anticipated, but it is progressing well.
  • Cinema 4D S22 was released, and we've set to work on that. We hope that it is mostly just a change to the installer rather than Corona code itself, but we want to make sure this is future-proof for when R22 comes out, and we're also looking into some materials showing as black in the new viewport. We should know more soon on whether we want to hold back the release for S22 until those black materials are fixed, or get S22 compatibility out there quickly and fix any outstanding issues later.
  • We've been working hard on the Node Editor for some time, and it has taken us longer than we expected - but it was a big task. We believe we are almost finished work on improving this! It's an almost total rework to the Shared Shader that underlies how the Node Editor allows sharing of shaders and materials. This should solve problems such as:
    • Some shader stops rendering, or renders only in the viewport but not in the VFB
    • The overall stability of the Shared Shader will be improved
    • The native Texture Manager should work without problems
    • And, it should reduce problems with Undo and Redo (which may have been causing problems in scenes with Shared Shaders, even though that may not have been obvious it was the cause).

Sorry that we can't give you an "expect the next daily on such-and-such a date" - for the last few weeks, we've been thinking we are close to release and will be set by the end of the week, but have always uncovered some additional major work required. We will release the next daily as soon as we can, though - and meantime, we'll keep you updated on what we are working on, and anything that is causing us unexpected delays.
« Last Edit: 2020-05-06, 20:27:57 by houska »

2020-04-22, 16:35:06
Reply #1

nwitchell

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Great update. Thanks for taking the time to spell all of that out. I think most people are used to waiting being part of the process when it comes to software development but knowing what you're after and what challenges you are facing along the way helps. Sounds like it'll be worth the wait!

2020-04-22, 22:45:53
Reply #2

edub

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will the shared shader work with the c4d .lib files?

2020-04-23, 12:51:59
Reply #3

swiat3d.net

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Still without full support Multi-Instance in Cloner?

2020-04-23, 16:06:47
Reply #4

Beanzvision

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Still without full support Multi-Instance in Cloner?
Improved multi-instance support is planned for V6. You can track it on our road map here:
https://trello.com/b/dgI8vjDb/corona-tentative-road-map-cinema-4d
Bengamin Jerrems l chaos-corona.com
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2020-04-28, 13:08:06
Reply #5

Marvey

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good news… waiting for it ;)

2020-04-28, 14:11:22
Reply #6

davetwo

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Thanks for the news!
It can't be underestimated how important it is to feel informed, and to an extent involved in the software that we use everyday. Good stuff.

2020-04-29, 16:57:52
Reply #7

a_bolog

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Any news about the Projector Shader? UV Node in Octane

It is paramount important to be able to have different UV settings per maps. (Bump map to be scaled independently from the Diffuse map)




Other threads: https://forum.corona-renderer.com/index.php?topic=27595.0

2020-04-29, 17:14:57
Reply #8

Nejc Kilar

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Any news about the Projector Shader? UV Node in Octane

It is paramount important to be able to have different UV settings per maps. (Bump map to be scaled independently from the Diffuse map)




Other threads: https://forum.corona-renderer.com/index.php?topic=27595.0


+1. Or at least fix up the CBitmap so we can scale bitmaps and not loose like half the rendering speed.
« Last Edit: 2020-04-29, 23:15:01 by Nejc Kilar »
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2020-04-29, 19:58:45
Reply #9

twcg

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The overall stability of the Shared Shader will be improved

Will this include a fix for problems with the shared shader and Team Render? Right now we have a scene (R21, Corona 5 HF2) where the Direct Visibility Override and a Shadowcatcher on the floor use a shared Shader wich is rendering black instead of white when using Team Render...

2020-05-05, 17:30:55
Reply #10

liseng

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Sounds like a wonderful update.