Author Topic: Corona Select in Background slot displaying incorrectly on viewport  (Read 828 times)

2023-04-05, 16:22:52

lupaz

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It seems that corona select isn't displayed correctly in the viewport.
I have several background images on screen mode, but with corona select they are displayed as spherical, seemingly.

Attached a screenshot.

Corona 9, Max 2023, Windows 11

2023-04-06, 05:03:49
Reply #1

Avi

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Hi,

Thank you for reporting this issue. I was able to reproduce the issue on my end. The spherical image in the viewport seems to be caused by the "Corona Tonemap Control Texmap". Removing this node results in the correct display of images in the viewport. It is important to note that, despite the spherical appearance in the viewport, the image renders correctly when using the Corona Tonemap Control Texmap.

I have logged this issue in our system for further investigation by our devs. We will let you know if there will be any updates on this.

(Internal ID=1091305804)
Arpit Pandey | chaos-corona.com
3D Support Specialist - Corona | contact us

2023-04-11, 15:52:30
Reply #2

Avi

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Hi,

The issue is solved in the latest DB of Corona which you can download from here: https://forum.corona-renderer.com/index.php?topic=38385.0

Please try the new DB and let me know if this solves your issue.

Note: The daily builds are the newest, experimental versions of Corona Renderer intended mainly for testing purposes and to showcase the recently added features. They contain the latest bug fixes but are not guaranteed to be stable, and in some cases can even damage scene files.

Check this link to know more about it: https://support.chaos.com/hc/en-us/articles/4528206493329-Corona-for-3ds-Max-Daily-Builds-
Arpit Pandey | chaos-corona.com
3D Support Specialist - Corona | contact us

2023-04-11, 17:11:26
Reply #3

pokoy

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Somewhat related to the original post - could you please make sure that bitmaps display correctly in the viewport if nested in any maps that are common for this workflow? For example, Tonemapping Control and Color Correct too.

For example in a setup like this:
Bitmap (Max or Corona should both work correctly) > Tonemap control > Color Correct > SelectMap

I'd expect that maps display correctly according to their display mode (screen, mapped, environment) in the viewport. Tonemap control doesn't have to simulate its particular settings, but it should definitely pass the map correctly down the map tree.

2023-04-11, 20:14:18
Reply #4

brr

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Hello,

I think it would also be great if we could see the direct visibility override in the viewport background. When it is active, it has priority over other setups, so why can't we see it?

Please take a look at my attachment.

Best Regards

2023-04-12, 07:58:35
Reply #5

Avi

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Somewhat related to the original post - could you please make sure that bitmaps display correctly in the viewport if nested in any maps that are common for this workflow? For example, Tonemapping Control and Color Correct too.

For example in a setup like this:
Bitmap (Max or Corona should both work correctly) > Tonemap control > Color Correct > SelectMap

I'd expect that maps display correctly according to their display mode (screen, mapped, environment) in the viewport. Tonemap control doesn't have to simulate its particular settings, but it should definitely pass the map correctly down the map tree.

I was able to discover some more issues which I have further logged into our system. I will let you know if there are some updates on this.


Hello,

I think it would also be great if we could see the direct visibility override in the viewport background. When it is active, it has priority over other setups, so why can't we see it?

Please take a look at my attachment.

Best Regards

Direct visibility override is a render time effect which means you will be able to see it during IR or production rendering. You can start a new feature request thread and explain what you would like to achieve and why it is important to you. It could also be related to one of 3ds Max viewport limitations or related to 3ds Max than Corona.
Arpit Pandey | chaos-corona.com
3D Support Specialist - Corona | contact us

2023-04-12, 14:14:18
Reply #6

brr

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Direct visibility override is a render time effect which means you will be able to see it during IR or production rendering. You can start a new feature request thread and explain what you would like to achieve and why it is important to you. It could also be related to one of 3ds Max viewport limitations or related to 3ds Max than Corona.

Hello Avi,

Thank you for your reply. Now I understand why it works that way. No problem, I can definitely live with it :)

Best regards.

2023-04-12, 17:16:17
Reply #7

pokoy

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Somewhat related to the original post - could you please make sure that bitmaps display correctly in the viewport if nested in any maps that are common for this workflow? For example, Tonemapping Control and Color Correct too.

For example in a setup like this:
Bitmap (Max or Corona should both work correctly) > Tonemap control > Color Correct > SelectMap

I'd expect that maps display correctly according to their display mode (screen, mapped, environment) in the viewport. Tonemap control doesn't have to simulate its particular settings, but it should definitely pass the map correctly down the map tree.

I was able to discover some more issues which I have further logged into our system. I will let you know if there are some updates on this.

Thanks for diving into it, much appreciated. Ideally, bitmaps should always retain their mapping mode and display correctly whatever map they were nested into.