Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Feature Requests => Topic started by: Ondra on 2014-03-11, 17:57:11
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All feature requests for the standalone version of Corona go here:
-Corona sky-system-controllable Bokeh shapefalloff texture (and other procedurals ones)To be able to rotate HDRI textures and set a strength value for their illuminationPer-material and environment ray visibility overrides.-
to be able to save render passes to various file names -IES-lightsblend materialtiff/tga supportimage bokeh supportColor Correction feature (hue, saturation, brightness, gamma)bump mappingSomething like the "Object Info Node": http://blendersushi.blogspot.fr/2012/12/cycles-object-info-node.html (http://blendersushi.blogspot.fr/2012/12/cycles-object-info-node.html)Displacement - procedural textures: cloud, voroni cells, brick,
checker, wave texture for wood - Linux/
Mac support
Standalone format description: http://corona-renderer.com/wiki/standalone (http://corona-renderer.com/wiki/standalone)
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updated
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Could we also have the post processing tab in the frame buffer? My point is that working with exporters, we can't use it in an interactive manner and that's a strong feature of Corona. This way, even if we lose the settings when closing the frame buffer, we could fine tune in it and then copy the numbers in the render panel.
Best regards.
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Could we also have the post processing tab in the frame buffer? My point is that working with exporters, we can't use it in an interactive manner and that's a strong feature of Corona. This way, even if we lose the settings when closing the frame buffer, we could fine tune in it and then copy the numbers in the render panel.
Best regards.
yes, that is planned, but it will take some time
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- Added option to save without alpha into the .conf file: bool saveAlpha = false
- Now all render elements are saved
- Added option to control which formats are saved: bool saveExr/saveJpg/savePng/saveTiff/saveTga = true/false in the .conf file
- increased JPG quality
- added IES emission
- added TGA/TIFF/GIF support
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Great! Keymaster Thank you!
Now its complete as Archviz solution!
Two more Requests:
-Blend material (Carpaint-lovers)
-Images for Dof shape (Trioplan Lovers)
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Is Blend material "will not implement" status temporary or definitive? Mixing individual textures is not suited for all kind of materials (car paint for example).
I'd like to add another three requests that are not priority but could enhance the workflow using Corona Standalone:
- Color Correction feature (hue, saturation, brightness, gamma) to be able to fine tune whitout editing and reloading textures.
- Something like the "Object Info Node" we have in Cycles which functionality is described here http://blendersushi.blogspot.fr/2012/12/cycles-object-info-node.html (http://blendersushi.blogspot.fr/2012/12/cycles-object-info-node.html)
It's really useful because the Random Output from this node can be connected with a color ramp for example to have color variations mixed with the texture (planks, leaves, pavements...) or connected to multiple textures randomly selected (books with random covers).
- Displacement
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It is at least until I decide how to do it properly in the 3dsmax version
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Hdri?
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Hi,
It'd be nice if we could see the secondary GI being created. Because right now in some big scenes we just have have a black frame buffer for a minute or two before it starts rendering.
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Hdri?
supported
Hi,
It'd be nice if we could see the secondary GI being created. Because right now in some big scenes we just have have a black frame buffer for a minute or two before it starts rendering.
There is a parameter for it, "gi.hdCache.doPreviz" it should be true by default
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The gi.hdCache.doPreviz parameter is true by default in my exporter, but it doesn't show the cache being created. I may just need to do some more testing...?
I saw that you crossed out Color Correction node :) What is that?? Is it documented somewhere in the wiki yet?
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Yes, this color correction node is long awaited :)
Also could we have the same Excludes option for CoronaAO in the Standalone, it can be really useful.
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Don't know if it's decent to ask with all the features still missing in standalone version, but... let's add volumetrics and SSS to the list :D
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It would be nice to have a Rotate parameter so we can rotate textures and HDRI.
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An RGB Curves node that we could use to tweak the textures or use as an input in place of the IOR in the Fresnel node could be a nice add.
...I'm feeling a bit alone on this thread :D
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yes agree what status is right now? on standalone?
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Also, Vertex color support could be really useful in Standalone.
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@ Keymaster - Hi another request...
This one is pretty crazy and you will probably not be interested in it, but here it is:
I know you have plans to make a layering system for material creation in the future. So I just want to point that Cycles Renderer is under Apache License, so the code can even be used with commercial softwares.
My request would be to make Corona support Cycles nodes. This way Corona would gain a layering system and for Blender users, we could make our materials with Cycles and take advantage of tthe interactive feedback, then easily convert them to Corona.
I know it's probably not in your interest to make something like this...but anyway...
Kind regards
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A User Interface?
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Hi Keymaster,
i would like to have:
- Mix Curve in the Falloff Map or in general a Mix Curve to Mix Colors like in Corona for 3DSMax / Vray (really really important)
- Composite Map
And the most important of all, the blend layers ;) I know it´s already on the list, but i wanted to ask how long we will have to wait for them ;) Since the full Version is coming, you probably have figured out if you make a bing blend layer with Blend 1 / 2 etc.. like in Vray or keeping it the way it is right now :)
Thank you very much for your awesome render engine! I already regreted buying a GTX 970 when i started Corona and got these nice results within Minutes ;P I would love to use it in Blender in future! :D
Maybe you could figure out a way to get RT working for Blender in a way that only the selected / changed object gets "reloaded" to the Standalone. This way it would be possible to get fast results without reloading the whole scene to the Standalone every time if i want to check another setting :)
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Maybe you could figure out a way to get RT working for Blender in a way that only the selected / changed object gets "reloaded" to the Standalone
The guys from Luxrender are making a pretty fast exporter with C++ acceleration and RT integrated in Blender's viewport. I'd be happy to get something like this with Corona... I hope Keymaster is considering to hire someone to work on the exporter in a more official way. Sadly, ohsnapitjoel seems to have lost the will to work freely on the exporter. :/
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Sadly, ohsnapitjoel seems to have lost the will to work freely on the exporter. :/
Thats really a problem... :( Hopefully they can work something out...
I have two more requests ;) It would be nice if there would be a converter of Vray- Materials and the possibility to export and import Corona Materials from and into 3DSMax.
The second one would be a "Multi- / Sub- Object" Layer which keeps things organized :)
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Exist button save Dump file///
Also If possible to make load from file exr. option for resume early rendering img/
And DR rendering
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Yup, Joel is busy, busy, busy... though he kindly supplied version in development for the new B3D exporter (with some extra info).
More here: Blender Artist thread post (http://blenderartists.org/forum/showthread.php?299637-Addon-Corona-Render-Exporter-v1-9-2&p=3009655&viewfull=1#post3009655)
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IPR for Standalone, any plans/ETA on that? :) Getting that + getting it integrated into the blender corona plugin by Blanche/Joel would make me abandon cycles, keyshot..renderman and just use Corona..because its just the damn best prettiest render out there imo!
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Almost ready to start on a Linux port!
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Oh,
Render elements CMasking_Masks and CMasking_WireColor are currently incompatible with the standalone renderer (There might be others).
J.
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Support for OSL maps and shaders. This way it would be possible to easily replace most of Max's standard maps and use OSL instead, both in Max scenes and in Standalone.
Lot of resources could be saved, you don't have to support and rewrite Max internal maps for Standalone, and it would work with any other DCC which supports OSL. Like Houdini. :D
https://github.com/imageworks/openshadinglanguage#introduction (https://github.com/imageworks/openshadinglanguage#introduction)
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the OSL is huge thing to add, but we might be able to re-use chaosgroup implementation there... ;)
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Hello and respect.First of all I like Corona renderer very much and it gives me great results as it is easy to understad.The only flaw is that you need a lot of RAM to do bigger scenes (example:with a lot of vegetation or big buildings with a lot of furniture and plants inside).So that would be my first suggestion to work on and the second one is metalness option like in vray next and the choice between glossiness and roughness workfow.I tested it on a metal shader and I came to a conclusion that roughness is inverted glossines (when I inverted and tweaked the glossiness map in output map I got the same result as metalness set to 1 instead of 0 and with changed BRDF from glossines to roughness) but correct me if I am worng.I think that is the faster way to get the realistic metal as it took me about 5 min to make one like that and it took me about 20 min to make it with glossiness map and output tweaking.