Author Topic: Corona 6 - zdepth pass no longer ignores glass as pass-though  (Read 4950 times)

2020-09-02, 10:02:50

3dboomerang

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Hey, we just switched to the last corona, and in our ZDepth pass, whilst the animation was still rendering, we suddenly noticed a change. The glass was passing through, as in "ignoring it" - see first image, but now it doesn't, and takes the glass back into account. Not the desired effect...

Now that we updated, the options are different in the corona material shader, and we can no longer have the glass ignored in the zdepth pass. This was an option we had in the material editor. Now we have others like "propogate etc" but I can't seem to get a shader to pass through anymore...?

If not, we need to revert back to the last version...

Grts

2020-09-02, 18:59:36
Reply #1

GeorgeK

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Hey, we just switched to the last corona, and in our ZDepth pass, whilst the animation was still rendering, we suddenly noticed a change. The glass was passing through, as in "ignoring it" - see first image, but now it doesn't, and takes the glass back into account. Not the desired effect...

Now that we updated, the options are different in the corona material shader, and we can no longer have the glass ignored in the zdepth pass. This was an option we had in the material editor. Now we have others like "propogate etc" but I can't seem to get a shader to pass through anymore...?

If not, we need to revert back to the last version...

Grts

Due to the mask propagation present in version 6.0 some of the previous functionalities were removed, can you please clarify, did you have the glass object set as invisible in masks?
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2020-09-03, 07:55:27
Reply #2

3dboomerang

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"some of the previous functionalities were removed"

Ok but now we can't put any material shader to transparant in zdepth-pass cause that was only doable through the material shader and not in render elements...?

How would you remove the glass from the zdepth render element if there is no "exclude" in the render element option...? This was only doable through the material shader, in the options. Not anymore.. Thanks for the info, we need to revert back though, we cannot render a second time with the glass in hidden mode, just for the zdepth pass, that's rediculous if it used to be able to come in the same render.

2020-09-03, 10:16:45
Reply #3

GeorgeK

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"some of the previous functionalities were removed"

Ok but now we can't put any material shader to transparant in zdepth-pass cause that was only doable through the material shader and not in render elements...?

How would you remove the glass from the zdepth render element if there is no "exclude" in the render element option...? This was only doable through the material shader, in the options. Not anymore.. Thanks for the info, we need to revert back though, we cannot render a second time with the glass in hidden mode, just for the zdepth pass, that's ridiculous if it used to be able to come in the same render.

This might need to be reconsidered, I am reporting this to the development team for further consideration, please expect an update from me as soon as I can share some new info.

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« Last Edit: 2020-09-03, 10:43:56 by GeorgeK »
George Karampelas | chaos-corona.com
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2020-09-09, 19:23:16
Reply #4

GeorgeK

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This issue will be addressed with Corona version 7.0 Daily builds, more flexible solutions will be introduced with more options to select for mask propagation by elements.

We will be updating this topic again when we have more news.
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2020-10-22, 16:47:39
Reply #5

JG_monomiru

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Same with normal-render-element. Its a bit odd, when you want "glass" objects not interferring with z-depth and normal - so you can alter pixels behind this object.
Rendering it a second time with "glass" objects turned off - is not an option, as i mainly use multimaterial on my objects - so it would turn off even those material areas, who needs to be visible in those render-elements.

Hope there will be an Hotfix-Release which brings back the option "visible in mask"

2021-02-25, 08:44:34
Reply #6

3dboomerang

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please bring this option back already...

2021-03-23, 09:04:12
Reply #7

GeorgeK

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please bring this option back already...

Hi, as of the latest daily build of Corona 7 2021-03-22, options for propagation to some render elements (Mask, ID, Wire color, Z-depth, Texmap) were added, to enable or disable it simply tick on the Propagate element on each mask respectively (see attached).

Now it is possible for refractive propagation of masks to work along with Z-depth. You can find the latest DB here: [Link]


« Last Edit: 2021-03-23, 10:37:33 by GeorgeK »
George Karampelas | chaos-corona.com
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2021-03-23, 10:26:06
Reply #8

3dboomerang

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Ok so when can we see this in an official release? I can't use daily builds cause renderfarms only work with official releases?

2021-03-23, 14:05:33
Reply #9

TomG

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Well, when the official release comes out - there is no fixed date for that yet though, and you can watch the roadmap to see the current estimate https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max (current estimate is just sometime in Q2 - at this stage, we can't be more specific than that, sorry).
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2021-03-23, 15:27:55
Reply #10

maru

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Ok so when can we see this in an official release? I can't use daily builds cause renderfarms only work with official releases?

The more users test daily builds, the sooner the release date. ;)

Byt the way, it is possible to run a daily build without installing it over an existing Corona installation (even in a 2nd 3ds Max instance) - https://coronarenderer.freshdesk.com/support/solutions/articles/12000066819
Marcin Miodek | chaos-corona.com
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2021-03-24, 08:37:45
Reply #11

3dboomerang

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"Byt the way, it is possible to run a daily build without installing it over an existing Corona installation (even in a 2nd 3ds Max instance)"

I didn't know, tyvm!