Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: maru on 2019-11-11, 12:50:26
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Corona Renderer 6 for 3ds Max daily builds discussion.
*You can always get the newest daily build in the usual location: [link] (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015)*
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nice one guys.
"Fixed blurring of caustics at the edge of the screen" - got any visual examples of this?
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I'm very glad to see memory optimizations for textures. Didn't even know that rule of power of 2 resolution, is still applicable for offline renderers.
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nice one guys.
"Fixed blurring of caustics at the edge of the screen" - got any visual examples of this?
Hi,
I do with the example pool scene which you sent through to us. Is it okay for me to post the comparer publicly?
If not I can probably find another example.
Thanks,
Rowan
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nice one guys.
"Fixed blurring of caustics at the edge of the screen" - got any visual examples of this?
Hi,
I do with the example pool scene which you sent through to us. Is it okay for me to post the comparer publicly?
If not I can probably find another example.
Thanks,
Rowan
Ah yes sure, go for it :)
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nice one guys.
"Fixed blurring of caustics at the edge of the screen" - got any visual examples of this?
Hi,
I do with the example pool scene which you sent through to us. Is it okay for me to post the comparer publicly?
If not I can probably find another example.
Thanks,
Rowan
Ah yes sure, go for it :)
Cool,
Beauty pass:
https://corona-renderer.com/comparer/C83FUd
Caustics pass:
https://corona-renderer.com/comparer/qHkWYv
Thanks,
Rowan
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nice one guys.
"Fixed blurring of caustics at the edge of the screen" - got any visual examples of this?
Hi,
I do with the example pool scene which you sent through to us. Is it okay for me to post the comparer publicly?
If not I can probably find another example.
Thanks,
Rowan
Ah yes sure, go for it :)
Cool,
Beauty pass:
https://corona-renderer.com/comparer/C83FUd
Caustics pass:
https://corona-renderer.com/comparer/qHkWYv
Thanks,
Rowan
Awesome work, that's clear enough :) I take it you scaled down the phoenix displacement a lot to make the effect easier to see? Just checking because the proper scale is of course far larger. Either way great stuff. Glad this is fixed!
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Awesome work, that's clear enough :) I take it you scaled down the phoenix displacement a lot to make the effect easier to see? Just checking because the proper scale is of course far larger. Either way great stuff. Glad this is fixed!
I believe I rendered without phoenix in that case as the issue was visible even without it.
Thanks,
Rowan
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constantly crashing in some old scenes /making with corona 5/, also with Production Render, also with IR/
going back to 5 and always OK:(
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Rendering starts, and rendering window closes after a while, but the render start button is pressed.
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constantly crashing in some old scenes /making with corona 5/, also with Production Render, also with IR/
going back to 5 and always OK:(
Rendering starts, and rendering window closes after a while, but the render start button is pressed.
Hi Guys,
Please can you provide me with scenes and some more detailed reproduction steps?
Information on what we ask for can be found in my signiture.
Thanks,
Rowan
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:/(http://)
ps: the crashing when saving with bloom and glare is still there sometimes :((
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:/(http://)
ps: the crashing when saving with bloom and glare is still there sometimes :((
Hi,
Is there an actual crash? Or a long freeze while saving out the render?
It looks like the error message you are getting is related to something else. What were you doing when this error message appeared?
Thanks,
Rowan
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yes, the crash when saving is unrelated and now it happens kind of randomly - first save after opening a scene is working ok then, at the second render it crashes aka a long freeze and you have to stop the process from task manager
this error appeared the first time I tried to render with the daily build - i switched back to ver 5 stable
win 7 64b if it matters
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Thanks for updating the roadmap guys. Nice to see new PBR material there. Is the list closed tho ? The timespan for v6 seems quite wide, so is there still a chance that you will rework tonemapping in this release aswell ?
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the new PBR material is in the works!! wow oh wow
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Thanks for updating the roadmap guys. Nice to see new PBR material there. Is the list closed tho ? The timespan for v6 seems quite wide, so is there still a chance that you will rework tonemapping in this release aswell ?
or geopattern support)
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Thanks for updating the roadmap guys. Nice to see new PBR material there. Is the list closed tho ? The timespan for v6 seems quite wide, so is there still a chance that you will rework tonemapping in this release aswell ?
or geopattern support)
I agree with the tonemapping, seems that more and more softwares are updating their color management system.
https://magazine.substance3d.com/substance-designer-winter-2019-color-management-with-opencolorio/ (https://magazine.substance3d.com/substance-designer-winter-2019-color-management-with-opencolorio/)
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Thanks for updating the roadmap guys. Nice to see new PBR material there. Is the list closed tho ? The timespan for v6 seems quite wide, so is there still a chance that you will rework tonemapping in this release aswell ?
or geopattern support)
I agree with the tonemapping, seems that more and more softwares are updating their color management system.
https://magazine.substance3d.com/substance-designer-winter-2019-color-management-with-opencolorio/ (https://magazine.substance3d.com/substance-designer-winter-2019-color-management-with-opencolorio/)
The feature set of this release looks pretty solid already. Color management is a huge beast on its own you know, there is a lot of stuff involved.
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yes, the crash when saving is unrelated and now it happens kind of randomly - first save after opening a scene is working ok then, at the second render it crashes aka a long freeze and you have to stop the process from task manager
this error appeared the first time I tried to render with the daily build - i switched back to ver 5 stable
win 7 64b if it matters
Hi,
Please can you provide the scene?
Thanks,
Rowan
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Hey Guys, the question about reworking tone mapping still stands.
Another thing - do guys you track all the super interesting things that guys come up with in Dubcats topic in regard to new material?
Here is a more practical example demonstrating the difference between GGX and multiscatter GGX implementation of the blender's Disney principled BRDF
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=13398.0;attach=96710;image)
I'm pretty sure Fluss can help and throw up more of such findings that would bring up the new shader to another level.
Any chance for a new build or any news? So quiet here lately ;)
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Hey Guys, the question about reworking tone mapping still stands.
Any chance for a new build or any news? So quiet here lately ;)
Hi,
Regarding the feature list on trello, it does say that there is more to be announced. But I do not know what other features will make it into v6 currently.
We are working hard on a new DB and we hope to release it soon :D
Cheers,
Rowan
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Freshly installed the latest daily and upon DR render I encountered the following error message:
===== Error(-11) =====
An internal error occurred: wxWidgets assertion failure. Please, report this problem to us.
File: C:\corona\dependencies\build\unpacked\wxWidgets\3.1.3\sources\src\common\socket.cpp(1984)
Function: wxSocketClient::wxSocketClient
Condition: (flags & wxSOCKET_BLOCK) || wxIsMainThread()
Message: Non-blocking sockets may only be created in the main thread
Any ideas?
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Also got this error message during the render, scene and render didn't crushed, just was slightly freezing
An internal error occurred: wxWidgets assertion failure. Please, report this problem to us.
File: C:\corona\dependencies\build\unpacked\wxWidgets\3.1.3\sources\src\common\wincmn.cpp(3314)
Function: wxWindowBase::CaptureMouse
Condition: !wxMouseCapture::IsInCaptureStack(this)
Message: Recapturing the mouse in the same window? Learn more »
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Also got this error message during the render, scene and render didn't crushed, just was slightly freezing
An internal error occurred: wxWidgets assertion failure. Please, report this problem to us.
File: C:\corona\dependencies\build\unpacked\wxWidgets\3.1.3\sources\src\common\wincmn.cpp(3314)
Function: wxWindowBase::CaptureMouse
Condition: !wxMouseCapture::IsInCaptureStack(this)
Message: Recapturing the mouse in the same window? Learn more »
We're having the same errors all day here....
Thanks,
Dionysios -
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Note: cleaned this thread from the PBR discussion. Let's focus on V6 feedback and issues here. I will also try to get some news regarding the new PBR shader. :)
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Note: cleaned this thread from the PBR discussion. Let's focus on V6 feedback and issues here. I will also try to get some news regarding the new PBR shader. :)
Good call Maru, sorry for the inconvenience.
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Good call Maru, sorry for the inconvenience.
No probs at all, that's how forums work! :)
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Good call Maru, sorry for the inconvenience.
No probs at all, that's how forums work! :)
dictatorship! REBEL! lol good call guys, was going out of control. can I get a snow cone?
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Freshly installed the latest daily and upon DR render I encountered the following error message:
===== Error(-11) =====
An internal error occurred: wxWidgets assertion failure. Please, report this problem to us.
File: C:\corona\dependencies\build\unpacked\wxWidgets\3.1.3\sources\src\common\socket.cpp(1984)
Function: wxSocketClient::wxSocketClient
Condition: (flags & wxSOCKET_BLOCK) || wxIsMainThread()
Message: Non-blocking sockets may only be created in the main thread
Any ideas?
Same here, different machines, all windows 10 latest update 3dsmax 2020
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Same here, different machines, all windows 10 latest update 3dsmax 2020
Hi,
We are aware of this one, and we are looking into a fix for it.
Thanks,
Rowan
(Internal ID=435647600)
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Please push up the tone mapping (ACES) please. I want Corona to stay ahead of the competition.
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there seems to be a problem with the dailies whereby when you use the DR and render, when you press cancel the rendering dialogue continues and the VFB disappears leaving the scene in a unresponsive state.
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there seems to be a problem with the dailies whereby when you use the DR and render, when you press cancel the rendering dialogue continues and the VFB disappears leaving the scene in a unresponsive state.
Hi,
We are aware of this one and looking into it.
Thanks,
Rowan
(Internal ID=456424522)
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- Fixed wxWidgets asserts being raised when using DR.
Hi,
The DR issue should be fixed in the latest DB (2020-02-11)
Thanks,
Rowan
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Installed the latest daily and wxWidgets are still causing problems. :( :(
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Installed the latest daily and wxWidgets are still causing problems. :( :(
Hi,
Can you provide some more information? Like the errors for example? Can you also make sure that you installed the latest version of DR in your installer.
Rowan
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Hi
DB Feb 17 2020 - can't assign any material from Corona Material Library
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Works for me here, tested drag and drop onto a cube, and right click on the material in the Mat Lib and use "Assign to selected objects". Do you have any more details on what method you were trying, and whether it used to work in the same scene prior to the daily build (in case there's something strange about the object).
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Works for me here, tested drag and drop onto a cube, and right click on the material in the Mat Lib and use "Assign to selected objects". Do you have any more details on what method you were trying, and whether it used to work in the same scene prior to the daily build (in case there's something strange about the object).
Both methods -drag and drop onto a object, and right click on the material in the Mat Lib and use "Assign to selected objects" - do not work. Drag and drop doesn't try to pick the object from viewport and gives the same message as I attached to my previous post as soon as I release left mouse button.
More than that, I can't make Mat Lib to work with previous Corona6 Dailies. I see the same message if I try to assign a material. Mat Lib can work only with Corona 5 for me (didn't try older versions of Corona) after complete reinstalling. I'm 100% sure that Mat Lib worked with DB 2020-01-31 2 days ago, but now it doesn't with the same DB
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Im using latest daily - all seems to be working fine.
Can i ask though, where has 'visible in masks' gone to?
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Hi
DB Feb 17 2020 - can't assign any material from Corona Material Library
Hi,
I managed to reproduce this is Max 2016 and older. I'll speak to the dev team.
Thanks for reporting, please in future also state the version of Max you are using.
Cheers,
Rowan
(Internal ID=465134091)
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Can i ask though, where has 'visible in masks' gone to?
Hi,
This has changed with the new mode "Proagate Masks". See this helpdesk article for more info: https://coronarenderer.freshdesk.com/support/solutions/articles/12000066916-how-to-use-masks-with-reflection-refraction
Cheers,
Rowan
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Hi
DB Feb 17 2020 - can't assign any material from Corona Material Library
Hi,
I managed to reproduce this is Max 2016 and older. I'll speak to the dev team.
Thanks for reporting, please in future also state the version of Max you are using.
Cheers,
Rowan
(Internal ID=465134091)
Sorry, my bad
Max 2014
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Installed the latest daily and wxWidgets are still causing problems. :( :(
Hi,
Can you provide some more information? Like the errors for example? Can you also make sure that you installed the latest version of DR in your installer.
Rowan
Hi Rowan,
thanks for the reply. I have returned the stable installer currently but If I have the time during the weekend I can try to reproduce the results.
Thanks
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Installed the latest daily and wxWidgets are still causing problems. :( :(
Hi,
Can you provide some more information? Like the errors for example? Can you also make sure that you installed the latest version of DR in your installer.
Rowan
Hi Rowan,
thanks for the reply. I have returned the stable installer currently but If I have the time during the weekend I can try to reproduce the results.
Thanks
Hi,
Okay thanks, please let me know your results :)
Rowan
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5 vs 6
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3ds Max 2016
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Just confirming that ArchSpideR's example happens for me, and this is in the Feb 20th build :) (in Max 2020)
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5 vs 6
Hmm... not really sure how to interpret these results. In case of changes like the new solver, it would be best to compare images rendered with the same time limit. So that you can compare the quality of images rendered for the same time. Also it's hard to see the difference in noise pattern when the image is zoomed out to 50%.
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3ds Max 2016
Just confirming that ArchSpideR's example happens for me, and this is in the Feb 20th build :) (in Max 2020)
This is a known issue. We are fixing it. :)
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Simple test:
10 minutes - old solver
10 minutes - new solver
Quite impressive! :)
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Simple test:
10 minutes - old solver
10 minutes - new solver
Quite impressive! :)
Here it is in our comparer :D
https://corona-renderer.com/comparer/rgJJnr
Can I ask how you did your comparison? Did you compare the old a new daily builds?
Thanks,
Rowan
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Simple test:
10 minutes - old solver
10 minutes - new solver
Quite impressive! :)
Here it is in our comparer :D
https://corona-renderer.com/comparer/rgJJnr
Can I ask how you did your comparison? Did you compare the old a new daily builds?
Thanks,
Rowan
I made one ten minute render on previous daily build and after installing newest daily another 10 minute render with new solver. It wasn't very scientific, but it shows huge difference in noise levels.
PS. No portals.
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Here is a thread dedicated to the new enviro sampler:
https://forum.corona-renderer.com/index.php?topic=27953.0
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Hi,
Can soemone help me from my nightmare? for a few months now I have had this issue where the corona camera if it had shifting then it shifts on it's own usually when I view through it, save or open the files. this attachemnt from a DR session where the DR slaves are rendering shifted camera. I constantly have to merge the camera from older files which is wasting me a lot of time, and re-rendering. this happens with final build 5 and latest builds.
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Hi guys, sorry to ask that again but is important to me in order to update in the latest build.. do you have in your plans to bring back again the automatic light mix creation or just add a tick box so to be our choice if we want to reset to defaults or not? Thanks in advance
i refer to that change if i am not clear.
"When LightMix is recreated using the LightMix setup dialog, the LightMix configuration (colors and enables) will be reset to defaults"
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just add a tick box so to be our choice if we want to reset to defaults or not? Thanks in advance
+1
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Hi,
Can soemone help me from my nightmare? for a few months now I have had this issue where the corona camera if it had shifting then it shifts on it's own usually when I view through it, save or open the files. this attachemnt from a DR session where the DR slaves are rendering shifted camera. I constantly have to merge the camera from older files which is wasting me a lot of time, and re-rendering. this happens with final build 5 and latest builds.
Hi ihabkal,
I've had this same issue previously. A super rough guess here: try ensuring your camera is visible (ie; the layer it is on, is turned on), when rendering with DR. See if this helps?
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Hi,
Can soemone help me from my nightmare? for a few months now I have had this issue where the corona camera if it had shifting then it shifts on it's own usually when I view through it, save or open the files. this attachemnt from a DR session where the DR slaves are rendering shifted camera. I constantly have to merge the camera from older files which is wasting me a lot of time, and re-rendering. this happens with final build 5 and latest builds.
Here we have the same problem but with displacement. When DR is on, all objects with displacement ON, are ghosting.
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New adaptive enviroment sampling isn't working with shadow catcher. Horrible artifacts are produced. I tested it with several HDRIs - artifacts always visible. The more contrasty HDRI is used, the more severe artifacts are rendered.
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Yes. I can confirm this. Hope this can be solved.
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Not as important as other issues mentioned above, the material editor seems to load a lot longer, also on first load-up it kinda hangs itself and max for 3-7sec as if it's buffering or loading all it's previews into ram/cache?
If material editor is closed and reopened it does the hanging thing again, otherwise while it is opened it works fine. Also some thumbs are kinda shifted or off the grid.
P.S. machine with loads of ram, good GPU and CPU - so that is not the issue for long load times.
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Yes. I can also confirm this. In my case the "shifting" happens with:
- Ceramics
- Fabrics
- Flooring
- Metals
- Plastics
- Roofing and Tiles
- Stone
- Walls
- Wood
Edit: There are also several instances of different materials with the same name. For example there are 3 different materials with the same name: "Carpet Soft Rug Dark Grey". They are called the same, but looks different in the render.
Regards
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Can anyone confirm that in latest daily build, camera motion blur is broken? I haven't touched MB for a while, so maybe i'm missing something?
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Using a hdri map in Reflection override while using IR produces these artifacts which eventually clean into less visible, regular render doesn't have them.
20.02 build, no portals
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transperancy materials their pixels masks (Cmasking) are being transferred wrong in DR works fine in non DR renders. seems these entities with transperancy are being ignored in DR in latest build.
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New adaptive enviroment sampling isn't working with shadow catcher. Horrible artifacts are produced. I tested it with several HDRIs - artifacts always visible. The more contrasty HDRI is used, the more severe artifacts are rendered.
For what you know, is there any way to revert back to older solver except reverting to older daily?
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Hi,
Can soemone help me from my nightmare? for a few months now I have had this issue where the corona camera if it had shifting then it shifts on it's own usually when I view through it, save or open the files. this attachemnt from a DR session where the DR slaves are rendering shifted camera. I constantly have to merge the camera from older files which is wasting me a lot of time, and re-rendering. this happens with final build 5 and latest builds.
Hi,
Before you render can you try to unlock, reselect and lock your camera in the render setup please?
I know it sounds like a strange fix, but please give it a go.
Rowan
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New adaptive enviroment sampling isn't working with shadow catcher. Horrible artifacts are produced. I tested it with several HDRIs - artifacts always visible. The more contrasty HDRI is used, the more severe artifacts are rendered.
Hi,
Reproduced and reported to the dev team. Thanks for your feedback!
Rowan
(Internal ID=468617248)
For what you know, is there any way to revert back to older solver except reverting to older daily?
You have to have the devel/debug mode enabled in the system settings, then you can go to performance -> development -> Lights -> Envrio sampler -> NormalDep Compensated.
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Not as important as other issues mentioned above, the material editor seems to load a lot longer, also on first load-up it kinda hangs itself and max for 3-7sec as if it's buffering or loading all it's previews into ram/cache?
If material editor is closed and reopened it does the hanging thing again, otherwise while it is opened it works fine. Also some thumbs are kinda shifted or off the grid.
P.S. machine with loads of ram, good GPU and CPU - so that is not the issue for long load times.
Hi,
I'll look into the loading times for the Material Library. I can confirm that on the first load it takes a little while to load, however afterwards it loads instantly for me.
(Internal ID=468619429)
Yes. I can also confirm this. In my case the "shifting" happens with:
- Ceramics
- Fabrics
- Flooring
- Metals
- Plastics
- Roofing and Tiles
- Stone
- Walls
- Wood
Edit: There are also several instances of different materials with the same name. For example there are 3 different materials with the same name: "Carpet Soft Rug Dark Grey". They are called the same, but looks different in the render.
Regards
We're aware of the issue with the scaling of the thumbnails. AFAIK it has been like this for a little while.
The second issue is also to do with the scaling, some of the names seem to be getting cut off. We are investigating a fix for both of these issues.
Rowan
(Internal ID=457791566)
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Got this message today during interactive rendering in Corona VFB
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Got this message today during interactive rendering in Corona VFB
Hi,
Did you install some other renderer recently?
Thanks,
Rowan
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Got this message today during interactive rendering in Corona VFB
Hi,
Did you install some other renderer recently?
Thanks,
Rowan
Nope, just new Daily build (20.02.2020)
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Hi,
That is strange, I would first suggest reinstalling Corona ensuring that the Nividia denoiser is selected in the installer and then updating your graphics card drivers.
Thanks,
Rowan
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It seams that in V6 hair material doesn't work if plugged into layered material. I was under impression that this setup worked previously, or am i wrong?
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Can anyone confirm that in latest daily build, camera motion blur is broken? I haven't touched MB for a while, so maybe i'm missing something?
Hi,
I just did a very quick test and it seems to be working for me.
Can you show an example?
Rowan
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It seams that in V6 hair material doesn't work if plugged into layered material. I was under impression that this setup worked previously, or am i wrong?
Hi Romullus,
Do you have an example of your LayeredMtl setup?
Rowan
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Can anyone confirm that in latest daily build, camera motion blur is broken? I haven't touched MB for a while, so maybe i'm missing something?
Hi,
I just did a very quick test and it seems to be working for me.
Can you show an example?
Rowan
Hi Rowan,
I've sent you private message on this matter.
It seams that in V6 hair material doesn't work if plugged into layered material. I was under impression that this setup worked previously, or am i wrong?
Hi Romullus,
Do you have an example of your LayeredMtl setup?
Rowan
I'll make some example scene soon, but the setup is very simple - just plug couple materials into layered material and if one of them is Corona hair and the other one isn't, then Corona hair will be completely ignored.
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Can anyone confirm that in latest daily build, camera motion blur is broken? I haven't touched MB for a while, so maybe i'm missing something?
Reproduced and reported.
(Internal ID=469385954)
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The latest daily has a problem with the ShadowCatcher material.
I've reproduced the problem 5 times and it's every time the same.
When an object gets close to a plane with shadow catcher material, the shadows are box-type (see image attached).
Any ideas?
PS: the workaround I discovered is by placing a spherical corona light close to the shadow problems with very low intensity.
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The latest daily has a problem with the ShadowCatcher material.
I've reproduced the problem 5 times and it's every time the same.
When an object gets close to a plane with shadow catcher material, the shadows are box-type (see image attached).
Any ideas?
PS: the workaround I discovered is by placing a spherical corona light close to the shadow problems with very low intensity.
This is the new adaptive solver, you can swap back to the old one (this came up earlier on the forum, Romulus noticed the issue, and there's info on how to swap back to the old adaptive solver for use with the Shadowcatcher too)
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Thanks,Tom
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Here is Romullus' post about the new sampler+shadowcatcher: https://forum.corona-renderer.com/index.php?topic=26829.msg164647#msg164647
@TomG and others - let's try to keep the naming consistent.
"Adaptive light solver" is the thing that makes overall lighting converge faster and it has a checkbox in the Performance tab - https://coronarenderer.freshdesk.com/support/solutions/articles/12000039640
"Adaptive environment sampler" is the new thing that makes HDRI lighting converge faster and it has a drop-down hidden in the devel settings - https://forum.corona-renderer.com/index.php?topic=27953.0
Let's just try no to confuse these two. ;)
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Could you name them more conveniently? Bob and Kevin would do, i think :]
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Could you name them more conveniently? Bob and Kevin would do, i think :]
"Turn Kevin on" could end up as a huge misunderstanding. :/
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(https://media.giphy.com/media/XuLXZa0PJNiV2/giphy.gif)
Kevin is off.
Btw, I don't know if this has been documented or not: when using a CoronaColorCorrect map as a plug into environment slot for the CoronaBitmap(with an hdri) the viewport preview of the said hdri is rotated 90 degrees.
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Btw, I don't know if this has been documented or not: when using a CoronaColorCorrect map as a plug into environment slot for the CoronaBitmap(with an hdri) the viewport preview of the said hdri is rotated 90 degrees.
Hi,
Yep, we know about this one.
Rowan
(Internal ID=336902086)
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It seams that in V6 hair material doesn't work if plugged into layered material. I was under impression that this setup worked previously, or am i wrong?
Logged.
(Internal ID=470046350)
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doing some tests with latest build (20th) and its awesome the difference of speed in some cases but as soon i turn deep of field on with the vignetting value other than 0 it tales at least 5 times more to render a frame (doing some video tests in full HD) and im not sure if this is a normal behavior, i will tray so set back the corona version on my laptop and do some tests will them to see if this affects time also.
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doing some tests with latest build (20th) and its awesome the difference of speed in some cases but as soon i turn deep of field on with the vignetting value other than 0 it tales at least 5 times more to render a frame (doing some video tests in full HD) and im not sure if this is a normal behavior, i will tray so set back the corona version on my laptop and do some tests will them to see if this affects time also.
Do you mean optical vignetting in camera, not the post-process vignetting in VFB? I did several renderings recently with optical vigneting at 1.0 and didn't notice any slow down.
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Yes, here are the tests, one vignetting on one off, the one that is on will take 3 hours
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It would be more helpful if you'd show screenshots with stats tab active.
Did you finished actual renders, or are judging just by reported estimates? Renders with optical vignetting are very dark/noisy for a few first passes, maybe that is throwing estimates off?
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sorry i didnt save but actually yea, ive finished the renders and it took 3:40 hour that how i got to this issue and thats why i had to turn this effect off, let me see if i didnt deleted the backburnner histoy for the job, ill let you guys know as soon i get to the office
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If slow down is real, then support team likely would want the scene with reproducible issue. As i said, i never noticed slower rendering due to optical vignetting and i'm using it quite often.
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doing some tests with latest build (20th) and its awesome the difference of speed in some cases but as soon i turn deep of field on with the vignetting value other than 0 it tales at least 5 times more to render a frame (doing some video tests in full HD) and im not sure if this is a normal behavior, i will tray so set back the corona version on my laptop and do some tests will them to see if this affects time also.
Hi,
Please can you send over your scene so we can investigate?
Rowan
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It seams that in V6 hair material doesn't work if plugged into layered material. I was under impression that this setup worked previously, or am i wrong?
Hi Romullus,
We have looked into this. The hair material does not work with the layered material, this is intentional, and it didn't work with previous versions of Corona (I double checked with v4 and v5).
Cheers,
Rowan
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Sorry, my mistake then. Can i ask why it's not working in layered material? Is there some technical or other reasons?
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Latest daily:
Failed to initialize the denoiser.
Unknown error (Details: Function "_rtBufferCreate" caught exception: Encountered a CUDA error: cudaDriver().CuDevicePrimaryCtxRetain( &context, dev.get() ) returned (999): Unknown)
Ideas?
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Sorry, my mistake then. Can i ask why it's not working in layered material? Is there some technical or other reasons?
Hi,
So yeah there is a technical reason for this, currently all of the materials are a form of the CoronaMtl with the exception of the HairMtl.
The LayeredMtl only supports the layering of CoronaMtls and their forms, which unfortunately the HairMtl is not so it cannot be used.
This is planned to be fixed at some point, but I don't have any timescale.
Cheers,
Rowan
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Latest daily:
Failed to initialize the denoiser.
Unknown error (Details: Function "_rtBufferCreate" caught exception: Encountered a CUDA error: cudaDriver().CuDevicePrimaryCtxRetain( &context, dev.get() ) returned (999): Unknown)
Ideas?
Hi,
I can only suggest re-installing Corona and the AI denoiser in this situation. What graphics card and driver do you have?
Rowan
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So yeah there is a technical reason for this, currently all of the materials are a form of the CoronaMtl with the exception of the HairMtl.
The LayeredMtl only supports the layering of CoronaMtls and their forms, which unfortunately the HairMtl is not so it cannot be used.
This is planned to be fixed at some point, but I don't have any timescale.
Thanks for explanation! It's good to know that you're planning to improve this, even though it's not very important to me - my usage of this would be pretty stupid anyways :]
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Latest daily:
Failed to initialize the denoiser.
Unknown error (Details: Function "_rtBufferCreate" caught exception: Encountered a CUDA error: cudaDriver().CuDevicePrimaryCtxRetain( &context, dev.get() ) returned (999): Unknown)
Ideas?
Hi,
I can only suggest re-installing Corona and the AI denoiser in this situation. What graphics card and driver do you have?
Rowan
Thanks, I did that and for now, it works.
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Hi devs,
Excited about all the new improvements in these dailies. One area we're keen to find out if there's been any improvement is caustics. Currently you get a drastically different result going from a region render to a full image. It seems to somehow jam all the photons into the region and you get strong hotspots and a crazy result, making testing tricky and unreliable. It also means that doing tricks like "render selected" isn't really feasible, as the result will always be different than a full proper render.
Other caustics-related hings would be if you are any closer to having the ability for caustics not to affect chosen objects/materials (so you can keep them isolated only where you want them e.g. inside certain pool/water objects or a chosen ceiling object etc.
We're soon to publish some really exciting caustics projects but these are a couple of areas we struggled with during production and would make a massive difference :)
Cheers,
-
I've been experiencing constant crashes when projecting an image from a standard light with rectangular shape, to simulate caustics.
Every time I move the light in the viewport, IR crashed and with it, also Max.
I managed to eventually get the position of the light where I need it, but I had to stop IR each time I wanted to adjust the light and restart it, (particularly for movement.)
I resorted to standard lights for this instead of a a corona light, because the bitmap projection wasn't casting anything in the Frame Buffer using a rectangular corona light, for some strange reason.
-
I've been experiencing constant crashes when projecting an image from a standard light with rectangular shape, to simulate caustics.
Every time I move the light in the viewport, IR crashed and with it, also Max.
I managed to eventually get the position of the light where I need it, but I had to stop IR each time I wanted to adjust the light and restart it, (particularly for movement.)
I resorted to standard lights for this instead of a a corona light, because the bitmap projection wasn't casting anything in the Frame Buffer using a rectangular corona light, for some strange reason.
Hi,
Please can you send over your scene and a minidump so that we can investigate? Instructions on how to do this are in my signiture.
Rowan
-
Hi devs,
Excited about all the new improvements in these dailies. One area we're keen to find out if there's been any improvement is caustics. Currently you get a drastically different result going from a region render to a full image. It seems to somehow jam all the photons into the region and you get strong hotspots and a crazy result, making testing tricky and unreliable. It also means that doing tricks like "render selected" isn't really feasible, as the result will always be different than a full proper render.
Other caustics-related hings would be if you are any closer to having the ability for caustics not to affect chosen objects/materials (so you can keep them isolated only where you want them e.g. inside certain pool/water objects or a chosen ceiling object etc.
We're soon to publish some really exciting caustics projects but these are a couple of areas we struggled with during production and would make a massive difference :)
Cheers,
Hey Alex,
Just a quick question, when you say region renders do you mean literal region renders or the "zoom in the vfb" region renders? I'm asking because I find the results to be more consistent if you zoom in and a region that way instead of using the actual region render functionality.
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[DUPLICATE]
Not sure if this is the appropriate thread to report bugs for Corona version: 6 (DailyBuild Feb 20 2020), but it appears the Material Library is not loading correctly in the Material Library UI(?) Please see attached:
(https://i.imgur.com/r9PDBDc.png)
-
Yes. I already reported it. So it's known problem.
Hope to see a fix soon :)
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@Proh, thank you for clarifying +1
I rolled back the material library to v5 and the error is resolved.
-
New adaptive enviroment sampling isn't working with shadow catcher. Horrible artifacts are produced. I tested it with several HDRIs - artifacts always visible. The more contrasty HDRI is used, the more severe artifacts are rendered.
Fixed in the latest v6 DB (2020-03-16).
Cheers
-
@Proh, thank you for clarifying +1
I rolled back the material library to v5 and the error is resolved.
Hi,
This is to do with the size set in the top on the MatLib.
For me the issue was also reproduceable in v5. We are working on a fix for it.
Rowan
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I'm doing lots of Corona installations today, alternating between V5 and V6 and every time installer gives a message that 3ds max plugin was installed, but corrupted. I haven't noticed any odd behaviour of Corona otherwise. Not a big issue, but seems rather strange, so i thought i'll let you know about that.
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I'm doing lots of Corona installations today, alternating between V5 and V6 and every time installer gives a message that 3ds max plugin was installed, but corrupted. I haven't noticed any odd behaviour of Corona otherwise. Not a big issue, but seems rather strange, so i thought i'll let you know about that.
Hey,
That does happen sometimes and we are not sure of the cause.
However to save alternating between v5 and v6 all the time you can use the multiloaders instead: https://coronarenderer.freshdesk.com/support/solutions/articles/12000066819. You're installed version will need to be a v6 DB for this to work :)
Rowan
-
Additional option: define a system env var for the path to load "production" v5 by default to make sure every user (including Backburner running as service for example) loads v5 and use a *.cmd file like described in the article to explicitly use the current daily as override.
For environment variables see Settings -> System -> System info -> Advanced system settings -> Environment variables (or just search for "environment" and choose "Edit environment variables for your account" - you will get both, account and system settings there)
Edit: Guide here. (https://forum.corona-renderer.com/index.php?topic=30107.0)
Good Luck
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Thank you guys for the advice. At the moment all this setup feels way too complicated for my poor sick head, but i'll give it a try once i feel better.
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Does not sound any good. I hope you have "that thing" only on your HD.
Good Luck
-
Nah, it's chronic illness, not contagious. Don't worry too much about it.
-
The adaptive lighting speed-up for HDRi environment lighting in the latest daily is great guys! Well done :)
-
5 minutes into working with the freshly installed daily and:
File: c:\Corona\dependencies\src\maxSdk\2018\include\point3.h
Line: 333
Function: operator /
Expression: f != 0.0f
Any ideas?
-
5 minutes into working with the freshlin install daily and:
File: c:\Corona\dependencies\src\maxSdk\2018\include\point3.h
Line: 333
Function: operator /
Expression: f != 0.0f
Any ideas?
Known issue that is being investigated, (Internal ID=479299762)
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PS if you have the scene, private uploader could be useful to add another case to our investigation :)
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hdri texture in reflection override slot causes some wacky behavior
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If you mean excessive noise, then it's a known issue and been like that for ages. The solution is to use LDR image for overrides.
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i second that - i experienced this the other day
hdri texture in reflection override slot causes some wacky behavior
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Hi!
i try out v6 last daily build hopefully no longer this Lightmix noise issue.
If i turn off the sun or other light source and save in exr with all separate light this noise never disappear.
Is there hope this issue will disappear in future Corona render ?
Right now any solution to render a separate light source and render once without this issue ?
i use default settings
you can see the environment still have noise under sun
Thx!
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Not fully sure I understand the question, sorry. But some thoughts (if I do understand right :) )
- Be sure denoising is enabled for all LightSelects
- When turning off a very bright light source, such as the sun, there may be more noise in the other LightSelects where this light source was present - this is due to the Adaptive light solver, which can only assess the overall scene. Since there was a bright light source at that part of the image, more processing power was given to that light source, since it was the most major contribution to that part of the image. Less processing power was given to other light sources in that area. So, in LightSelects, there may be more noise in that area.
You can check out the "I can see persistent noise!" paragraph on https://coronarenderer.freshdesk.com/support/solutions/articles/12000057961-how-to-set-up-multiple-suns-environments e.g. one possible solution there is to disable the adaptive light solver.
Let me know if I am off-track though and not understanding your question :)
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Sorry my english :)
Yes you understand good my problem
Thanks for the help!
Not fully sure I understand the question, sorry. But some thoughts (if I do understand right :) )
- Be sure denoising is enabled for all LightSelects
- When turning off a very bright light source, such as the sun, there may be more noise in the other LightSelects where this light source was present - this is due to the Adaptive light solver, which can only assess the overall scene. Since there was a bright light source at that part of the image, more processing power was given to that light source, since it was the most major contribution to that part of the image. Less processing power was given to other light sources in that area. So, in LightSelects, there may be more noise in that area.
You can check out the "I can see persistent noise!" paragraph on https://coronarenderer.freshdesk.com/support/solutions/articles/12000057961-how-to-set-up-multiple-suns-environments e.g. one possible solution there is to disable the adaptive light solver.
Let me know if I am off-track though and not understanding your question :)
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definitely much better
GI vs. AA balance to 32 and Disable the Adaptive light solver realy help
i will test on a complex scene next time
thx
Not fully sure I understand the question, sorry. But some thoughts (if I do understand right :) )
- Be sure denoising is enabled for all LightSelects
- When turning off a very bright light source, such as the sun, there may be more noise in the other LightSelects where this light source was present - this is due to the Adaptive light solver, which can only assess the overall scene. Since there was a bright light source at that part of the image, more processing power was given to that light source, since it was the most major contribution to that part of the image. Less processing power was given to other light sources in that area. So, in LightSelects, there may be more noise in that area.
You can check out the "I can see persistent noise!" paragraph on https://coronarenderer.freshdesk.com/support/solutions/articles/12000057961-how-to-set-up-multiple-suns-environments e.g. one possible solution there is to disable the adaptive light solver.
Let me know if I am off-track though and not understanding your question :)
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i second that - i experienced this the other day
hdri texture in reflection override slot causes some wacky behavior
Hi,
Can you provide some more information? I'm not sure how we debug "wacky behavior" ;)
Information that we ask for can be found in my signiture.
Rowan
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Can you provide some more information?
Please check reply #65 page 5 of this thread for a visual example of the said wacky behavior. For exterior scenes it behaves as if the reflection override hdri has stronger intensity or something and I am getting some weird spikes of speculars in some random(to me) places.
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Can you provide some more information?
Please check reply #65 page 5 of this thread for a visual example of the said wacky behavior. For exterior scenes it behaves as if the reflection override hdri has stronger intensity or something and I am getting some weird spikes of speculars in some random(to me) places.
Hi,
Would you be able to provide the scene please?
Rowan
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Can you provide some more information?
Please check reply #65 page 5 of this thread for a visual example of the said wacky behavior. For exterior scenes it behaves as if the reflection override hdri has stronger intensity or something and I am getting some weird spikes of speculars in some random(to me) places.
Here is the link to that post: https://forum.corona-renderer.com/index.php?topic=26829.msg164664#msg164664
Unfortunately I have never seen anything similar, so we would ideally need a scene, where this can be reproduced (it can be very simple).
Update: if this is happening in IR only, this could be due to the new enviro sampler.
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Is there some tutorial how to use this new masking feature for "through reflection / through refraction"
I thought it would behave like in Vray - where a "red" and a "green" masked objeckt would appear yellow when they overlap in view.
But currently mask show either full mask for the foremost object in "never" mode, or parts of the refractive object appear just where no object is behind (except the thick boarders) in "through refraction" mode.
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Is there some tutorial how to use this new masking feature for "through reflection / through refraction"
I thought it would behave like in Vray - where a "red" and a "green" masked objeckt would appear yellow when they overlap in view.
But currently mask show either full mask for the foremost object in "never" mode, or parts of the refractive object appear just where no object is behind (except the thick boarders) in "through refraction" mode.
We have this: https://coronarenderer.freshdesk.com/support/solutions/articles/12000066916
If it's not enough, please explain what you are having trouble with, and we will do our best to deliver the solution.
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Hello Maru,
its behaving weird somehow.
I've several objects... all of them the materials are set to "propagate mask - never" except the red object - it has "through refraction"
as I understand your help-file .. the green object should appear full in mask .. covering the hidden parts of blue object. The red object should be open for the other masks... but the green also shows the blue object in full?
Also i thought the "refractive masks" would work a bit like this "photoshopped" version... when using "intersection mixed (ADD)" in multiple conditions unter Cmask?
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found the verdict with the green objekt/mask ... it was a thin-refraction material... when unset thin-refraction for the green and red object... they behave as they should (except the probably better rgb channel-mixing)
so basically if you use "thin no refraction" materials you won't get a proper mask - even when set to "never"
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Sorry, can not provide the scene. Tried to reproduce the steps and it doesn't happen. I will make sure next time to document better and maybe be able to provide the scene.
-
still... any delays guys coz of coronavirus? for corona v6?
-
having issues as stated here in the latest daily:
https://forum.corona-renderer.com/index.php?topic=28254.0
-
Sorry, can not provide the scene. Tried to reproduce the steps and it doesn't happen. I will make sure next time to document better and maybe be able to provide the scene.
Okay, thanks. Please let me know if it happens again.
still... any delays guys coz of coronavirus? for corona v6?
So far everything is on track, but it's hard to see into the future. We'll let you all know if something changes :)
having issues as stated here in the latest daily:
https://forum.corona-renderer.com/index.php?topic=28254.0
Thanks, yeah we're aware of it. So the workaround is to switch back to the previous daily build. This issue should be resolved in the next daily.
Rowan
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Hello Maru,
its behaving weird somehow.
I've several objects... all of them the materials are set to "propagate mask - never" except the red object - it has "through refraction"
as I understand your help-file .. the green object should appear full in mask .. covering the hidden parts of blue object. The red object should be open for the other masks... but the green also shows the blue object in full?
Also i thought the "refractive masks" would work a bit like this "photoshopped" version... when using "intersection mixed (ADD)" in multiple conditions unter Cmask?
Investigated and reported:
(Internal ID=488395374)
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hey there))) what about the new daily build?))) i'm exited to check the new sky and bloom and glare))) cant wait!)))
going to the dropbox 5 time a day)
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Yes !we waiting next daily build :)
thx
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hey there))) what about the new daily build?))) i'm exited to check the new sky and bloom and glare))) cant wait!)))
going to the dropbox 5 time a day)
Yes !we waiting next daily build :)
thx
We're working on it ;)
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I am extremely anxious for the Foam/Splash shader support for Phoenix FD. I have been setting up a fluid animation for the last weeks and it is very difficult to use two render engines for one project. Corona will have it's own shader and UI for the Foam particles or will it use the Phoenix FD native one?
I've been waiting for this for such a long time! Cannot wait for the daily builds!
-
Like other things from Phoenix FD, it will use the native Phoenix one :)
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Checking the latest build.
I noticed according to my subjective feelings, volumetry on the new light sampling began to calculate faster, is this possible? I didn’t do any tests, I just want to ask if this seems to me?
-
Just installed the new daily build. Only tried in one scene so far but it is 20% faster with the new adaptive environment sampling. The material library is also much snappier than before. Great job guys!
Were there any improvements in interactive rendering?
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Just installed the new daily build. Only tried in one scene so far but it is 20% faster with the new adaptive environment sampling. The material library is also much snappier than before. Great job guys!
Were there any improvements in interactive rendering?
I like it too I am using it for production.
We do have an issue with Bloom and Glare is that when it is on the render sometimes becomes unresponsive and you gain responsivness by cancelling (takes several tries) or turning it off in the VFB (also takes several tries)
I do hope the updated Bloom and Glare solves this. My unresponsivness issues with some parts of the renderign could be related to my using of a Threadripper though. it is very fast and the threads are nice but I don't know if windows is unfriendly to it or what when I am rendering I better not run any other programs as they become slow and unresponsive inspite of 64 threads and 128GB ram.
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Like other things from Phoenix FD, it will use the native Phoenix one :)
wait.. Phoenix foam is coming to corona finally?? yes! great news
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Like other things from Phoenix FD, it will use the native Phoenix one :)
wait.. Phoenix foam is coming to corona finally?? yes! great news
Yep,
In the next daily :D
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I'll just leave this here
-
I don't use 3ds Max as often anymore but thats amazing to see :D
-
I'll just leave this here
That's very cool Maru!
Regarding the new bloom and glare: will we also be getting the lens scratches, lens dust, obstacle image and filter image like v-ray? Aperture shape currently is a somewhat simplified version, will it be overhauled with the same settings as v-ray?
-
I'll just leave this here
I hope the daily comes soon or I will need to replace the F5 key from my keyboard...
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awesome news!
-
Geometry Motion Blur does not work for geometry with changing topology (changing number of faces, vertices, or normals).
Is it working for now finally? :)
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Geometry Motion Blur does not work for geometry with changing topology (changing number of faces, vertices, or normals).
Is it working for now finally? :)
ofc not) it can be only a dream)
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Geometry Motion Blur does not work for geometry with changing topology (changing number of faces, vertices, or normals).
Is it working for now finally? :)
It seems to be working fine on PhoenixFD fluids and Tyflow particles, that you can see in the example above. I am guessing that this is because Phoenix provides additional information about the volume grid movement/speed. That's also why motion blur works fine with fire, smoke, etc. It definitely breaks when you modify the Phoenix fluid, like applying a turbosmooth modifier.
If there are any further limitations to this, I am sure we will clarify this ASAP.
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Geometry Motion Blur does not work for geometry with changing topology (changing number of faces, vertices, or normals).
Is it working for now finally? :)
It seems to be working fine on PhoenixFD fluids and Tyflow particles, that you can see in the example above. I am guessing that this is because Phoenix provides additional information about the volume grid movement/speed. That's also why motion blur works fine with fire, smoke, etc. It definitely breaks when you modify the Phoenix fluid, like applying a turbosmooth modifier.
If there are any further limitations to this, I am sure we will clarify this ASAP.
Thank you, for information! It's will be great, if it'll start support motion blur of mesh from software, like Realflow.
-
When will the official version be released?
-
When will the official version be released?
The release is planned for the end of May: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max
The actual date depends on the number of bugs/issues we face during the release candidate stage.
-
Hi,
it's been mentioned phoenix foam and splashes will be supported on the next daily build.....I was wondering, when are you planning to release it?
I apologize if this has been already requested.
Kindest regards,
F
-
I can see the Render Setup dialogue window is "rendering" to long. Redrawing takes a lot of time.
-
Hi,
it's been mentioned phoenix foam and splashes will be supported on the next daily build.....I was wondering, when are you planning to release it?
I apologize if this has been already requested.
Kindest regards,
F
As soon as possible. :)
I can see the Render Setup dialogue window is "rendering" to long. Redrawing takes a lot of time.
Is this happening only with Corona, or with other renderers too?
Maybe this will help? See "possible solutions", especially point 5: https://coronarenderer.freshdesk.com/support/solutions/articles/12000011479
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Maru, Thank you very much.
It has worked well: point 5: https://coronarenderer.freshdesk.com/support/solutions/articles/12000011479
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The next daily build candidate is in QA testing right now. If we managed to fix all the bugs introduced by new features without replacing them by a different set of bugs, it should be released today. If not today, then almost certainly by the end of the week.
Regarding the new bloom and glare: will we also be getting the lens scratches, lens dust, obstacle image and filter image like v-ray? Aperture shape currently is a somewhat simplified version, will it be overhauled with the same settings as v-ray?
AFAIK the internal prototype has the same settings as V-Ray does. Since there's a shitload of them, I would personally prefer to try and simplify the settings somehow, but we didn't look into that yet.
-
AFAIK the internal prototype has the same settings as V-Ray does. Since there's a shitload of them, I would personally prefer to try and simplify the settings somehow, but we didn't look into that yet.
Completely agree!
-
AFAIK the internal prototype has the same settings as V-Ray does. Since there's a shitload of them, I would personally prefer to try and simplify the settings somehow, but we didn't look into that yet.
Nice!
-
HI!
I’m an old fart at 3ds max and used to use compact material editor, it doesn’t display OSL when choosing textures. Is it possible to fix this?
3ds max 2020
Thank you very much!
-
HI!
I’m an old fart at 3ds max and used to use compact material editor, it doesn’t display OSL when choosing textures. Is it possible to fix this?
3ds max 2020
Thank you very much!
Hi,
This works fine for me. AFAIK this could be something to do with your local Max version.
Since this is not related to the daily builds, please can you create a topic on the "I need help" section of the forums.
Cheers,
Rowan
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HI!
I’m an old fart at 3ds max and used to use compact material editor, it doesn’t display OSL when choosing textures. Is it possible to fix this?
3ds max 2020
Thank you very much!
This is a Max problem as far as I know, not sure if really a Corona problem. OSL for some reason doesn't display in the browser when you want to assign a map through a click on a map slot, you have to use the 'Get Material' button to see OSL. Yes, it's very cumbersome to nest map that way... I have reported this but never got a response - if you report this to Autodesk chances are this gets a higher priority.
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I have reported this but never got a response - if you report this to Autodesk chances are this gets a higher priority.
It is only possible not in our universe.
Now I have discovered another problem with the camera. The geometry disappears when I control the geometry through the camera, for example: selection, movement, and so on.
I selected the geometry, everything in the camera disappeared, I need to move the camera so that everything appears again and so all the time, I have to turn on the perspective.
This problem arises on the second project in a row.
Second problem
There is an old project that sent you a long time ago, it was created in Max 2016. Opened in Max 2020, now every time you cancel the render, it crashes 3ds Max. Corona 5 version, this is not observed.
-
Now I have discovered another problem with the camera. The geometry disappears when I control the geometry through the camera, for example: selection, movement, and so on.
I selected the geometry, everything in the camera disappeared, I need to move the camera so that everything appears again and so all the time, I have to turn on the perspective.
This problem arises on the second project in a row.
Do you suspect it's Corona related? What camera you're using? Native? Corona? Vray? Is it happening only with the daily builds? In any case, you should start new topic in bug reporting, or i need help board. This isn't the right place for this.
Second problem
There is an old project that sent you a long time ago, it was created in Max 2016. Opened in Max 2020, now every time you cancel the render, it crashes 3ds Max. Corona 5 version, this is not observed.
If there's a crash, there's a minidump. Please attach it to your report, or upload it to Corona private uploader. It is not enough to say "it crashes" - devs needs clues.
-
- Fixed 3ds Max asserts appearing during scene loading.
- Improved UI of Corona Converter - it was reorganized, made more consistent and updated
- Fixed toolbar's right click context menu deleting incorrect button.
- Added support for PhoenixFD Foam
- Note that interactive is working only with the latest Phoenix nightly build (6.4.2020)
- Fixed motion blur not working in 3ds Max 2017 and older
- Fixed crashes and wrong displays of some maps (introduced in v6)
- Cgeo loader (CoronaProxy) made robust against (0, 0, 0) normals
- Fixed wrong computation of normals during 2.5D displacement while having complex smoothing groups.
- Fixed rare crash in IR when removing light select render element
- Performance improvements of adaptive environment sampler
- Fixed crash when closing VFB during IR session
- MultiMap - Fixed wrong result when mixing two maps with non default frequencies
- CoronaProxy - fixed crash when picking geometry from scene.
GO GO GO! :D
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GO GO GO! :D
[/quote]
YES YES YES! :D
IT WORKS ! You have no idea for how long I've been waiting for this ! I have questions and suggestions. Will there be a new thread about this where I can say some stuff?
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Well, this looks nice!
No PhoenixFD here unfortunately... did we get anything on the max fluids side in regards to motion blur? I'd certainly love to see this.
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Hi guys - i think something is majorly wrong with the wirecolor/mask elements - take a look - very weird behavior?
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*Phoenix Foam Playground Thread*
https://forum.corona-renderer.com/index.php?topic=28883.0
Let's post examples and discuss issues there.
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Hi guys - i think something is majorly wrong with the wirecolor/mask elements - take a look - very weird behavior?
Thanks, we'll look into this. If you can provide an example scene and steps how to replicate this, please do.
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i cant unfortunately as my upload speeds take forever - however it was a previous scene using corona 5 hotfix 1 - updated to this daily. it was working perfectly before
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also tried it on another scene, does the same thing.
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Well, this looks nice!
No PhoenixFD here unfortunately... did we get anything on the max fluids side in regards to motion blur? I'd certainly love to see this.
Not getting an answer probably means 'no', right?
-
Ok so i worked it out - George from your support team advised me that it was some masks propogating to "ALWAYS" on multiple materials. I definitely didn't do this. I was using dailies previously and reverted back to corona 5 hotfix 1 but i know for sure most of the materials set to propogate always was NOT done... so somewhere between installing dailies and reverting back, messed this up......... So i created a quick script to set selected materials propogation to NEVER (default) see attached - just select objects in your scene and run the script or drag and drop it - i dont know how to make it work on ALL SELECTED materials in scene - can someone help me out here?
EDIT - the script doesnt work correctly......
im not aprogreamme rand just used listener to see what code is written:
meditMaterials[2].renderElementPropagation = 0
can someone tell me how to do this to a SELECTION. Its obviously looking at material editor slot 2 and setting that to propogate to never - if someone can amend the code to make it to the object selection one could select all in scene and run it...
please help
Hi guys - i think something is majorly wrong with the wirecolor/mask elements - take a look - very weird behavior?
Thanks, we'll look into this. If you can provide an example scene and steps how to replicate this, please do.
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I have reported this but never got a response - if you report this to Autodesk chances are this gets a higher priority.
It is only possible not in our universe.
Now I have discovered another problem with the camera. The geometry disappears when I control the geometry through the camera, for example: selection, movement, and so on.
I selected the geometry, everything in the camera disappeared, I need to move the camera so that everything appears again and so all the time, I have to turn on the perspective.
This problem arises on the second project in a row.
Second problem
There is an old project that sent you a long time ago, it was created in Max 2016. Opened in Max 2020, now every time you cancel the render, it crashes 3ds Max. Corona 5 version, this is not observed.
you're lucky they responded to you. do you have the 3d connexion controller? I have the same camera problem plus it randomly lens incrementally shifts on it's own if you use lens shifting, for over a year. I had to uninstall the 3d connexion drivers and now I have a $1000 brick.
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you're lucky they responded to you. do you have the 3d connexion controller? I have the same camera problem plus it randomly lens incrementally shifts on it's own if you use lens shifting, for over a year. I had to uninstall the 3d connexion drivers and now I have a $1000 brick.
Ya the 3dconnexion one with camera bugs are super frustrating. Same thing here, but here's some good news (next driver update in this month should fix it): https://www.3dconnexion.com/forum/viewtopic.php?f=25&t=39103
I just posted in that thread to hear if it was still on track - things might get pushed due to "the other" corona, but it's nice to know they are working on a fix. Lets just hope it will not be the same time frame as "we are working a vray clipper function in Corona" haha
-
Hi,
Native 3ds max VFB doesn't update anymore until render is finished ( or canceled ).
Are you guys aware of this? Bug?
Thank you!
-
Ya the 3dconnexion one with camera bugs are super frustrating.
Ohhhyeah. 3Dconnexion drivers... Alpha testing at every release. I can confirm that 10.6.0 works without issues (and that's the exception). What is the reason for using a newer one? Just curious...
Good Luck
-
Hi,
Native 3ds max VFB doesn't update anymore until render is finished ( or canceled ).
Are you guys aware of this? Bug?
Thank you!
Hi,
Thanks for reporting this, we will look into it. Can you just confirm which Max and Corona versions you are using?
For the time being I would suggest to use the Corona VFB :)
Rowan
(Internal ID=495000382)
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Hi,
Thanks for reporting this, we will look into it. Can you just confirm which Max and Corona versions you are using?
For the time being I would suggest to use the Corona VFB :)
Rowan
(Internal ID=495000382)
Hi Rowan,
3ds Max 2018 with Corona 6 Daily Build Apr 16 2020
Of course I use Corona VFB, but Connecter (https://www.designconnected.com/connecter) generates previews in native VFB, that's how I found out. :)
Thank you!
-
Haha, i thought it was Connecter's update issue, but apparently not.
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Haha, i thought it was Connecter's update issue, but apparently not.
You wish :)
I already tested that before posting my issue here.
Works fine in Corona 5, but not in the last two builds of Corona 6 ( not sure about the older ones ).
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you're lucky they responded to you. do you have the 3d connexion controller?
Hello!
Yes, I have this device. I would never have guessed that it was because of him. I’ll try to install an older version of the drivers, since I began to notice such a thing after their recent update.
I got a "3DxWare64_v10-6-0_r2972" and I had no complaints at that time!
Thanks for the advice.
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Hey there guys.
Already posted this in bug reporting section but everyone is much more active here and this is some major QOL bug:
when I try to plug Corona Multimap into Forest Edge in opacity slot every time i get a crash.
Corona 5 + Max 2016
No need to attach anything. Happens every time even is a new scene without any bitmaps added. You will reproduce it easily.
Would be nice to iron this out before v6 comes out since you address other bugs also.
Thanks!
mod edit: this only happens in older versions of FP, reported here: https://forum.corona-renderer.com/index.php?topic=28904.0
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Hey all,
Has anyone had any success rendering motion blur with tyflow? I set up a basic flow with raindrops and it crashes max right after the scene parsing.
-
you're lucky they responded to you. do you have the 3d connexion controller?
Hello!
Yes, I have this device. I would never have guessed that it was because of him. I’ll try to install an older version of the drivers, since I began to notice such a thing after their recent update.
I got a "3DxWare64_v10-6-0_r2972" and I had no complaints at that time!
Thanks for the advice.
you're welcome. I blamed Corona for months but it turned out 3d Connexion's fault! I found out when I came back to max's physical cameras and the same camera shifting on it's own issue was still happening. by the way 3d connexion just released the latest driver today so we might try that to see if they fixed it. I keep putitng my left hand further left every time I want to move the camera I got so much used to the 3d mouse.
Update, 3d connexion today's released driver 10.6.6 still causes unanted random shifting in max 2020 and 2021, all you need to do is draw a box, add camera, shift the lens, then select and inselect the box 3 or 4 times in the viewport and watch the camera shift on itself. Goodbye my NZD $1000 3d mouse :(
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Update, 3d connexion today's released driver 10.6.6 still causes unanted random shifting in max 2020 and 2021, all you need to do is draw a box, add camera, shift the lens, then select and inselect the box 3 or 4 times in the viewport and watch the camera shift on itself. Goodbye my NZD $1000 3d mouse :(
Seems to work better for me now (max 2020 sp3), but I can still fuck it up if I use the spacemouse on the camera when it has automatic tilt enabled, but I can't recreate it as you describe by just clicking in the viewport (I sure had it on the older driver version, but more randomly. Will have to monitor this, but fingers crossed! Have you tried going back to v.10.6.0? Seemed more stable to me on this issue. Also now seems like you can undo these buggy vert tilt camera moves done with the spacemouse? - It's all off topic for the corona daily discussion, so I think you/we should continue this over on the 3dconnexion forum :)
-
Hi,
Will the 'TAB' issue (in colour picker) be fixed soon? This is an annoying little problem...
(If this isn't already discussed, you can't press TAB to go in to the next color value, as previously done).
Thanks
-
TY Flow motion blur does not work here as well - 3ds max 2018.4 +Corona 5. Crashes on parsing. I had high hopes on Corona 6 daily builds that it solves this.
If recall accurately someone submitted similar issue onto chaosgroup forum - there is something related with velocity of particles when using triangle mesh.
I decided to check if there is a workaround for rendering just motion blur out of the particles generated with TY Flow.
With Vray Next a simple scene works fairly well. Same scene with Corona - crashes at parsing.
"Export particles to objects" within TY flow seems to help rendering motion blur with Corona. Have not messed around with all the available options there, but at least it renders without crash.
-
One clarification about motion blur (it was asked in this thread):
Motion blur for changing topology geometry is still not supported, but it works with Phoenix. This is because Phoenix generates motion blur data and we are able to utilize it to calculate the motion blur predicted for the next frame. So it's not really changing topology, but it looks and works good enough. :)
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Well, this looks nice!
No PhoenixFD here unfortunately... did we get anything on the max fluids side in regards to motion blur? I'd certainly love to see this.
Not getting an answer probably means 'no', right?
I am not aware of any updates regarding Max fluids. Is it popular? We are not getting any requests about this via support either.
-
Hey all,
Has anyone had any success rendering motion blur with tyflow? I set up a basic flow with raindrops and it crashes max right after the scene parsing.
TY Flow motion blur does not work here as well - 3ds max 2018.4 +Corona 5. Crashes on parsing. I had high hopes on Corona 6 daily builds that it solves this.
If recall accurately someone submitted similar issue onto chaosgroup forum - there is something related with velocity of particles when using triangle mesh.
I decided to check if there is a workaround for rendering just motion blur out of the particles generated with TY Flow.
With Vray Next a simple scene works fairly well. Same scene with Corona - crashes at parsing.
"Export particles to objects" within TY flow seems to help rendering motion blur with Corona. Have not messed around with all the available options there, but at least it renders without crash.
Can you guys send any example scene? https://corona-renderer.com/upload
In my quick tests it worked fine, but it probably depends on what exactly you are motion-blurring.
-
Hi,
Will the 'TAB' issue (in colour picker) be fixed soon? This is an annoying little problem...
(If this isn't already discussed, you can't press TAB to go in to the next color value, as previously done).
Thanks
Thanks a lot for reporting. I wasn't aware of this. Confirmed, and reporting to the dev team now!
(Internal ID=496830132)
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I'm wondering if the corona proxy exporter can be looked at? Just a minor thing, but it annoys me. Normally it takes the object's name and uses that for the new proxy created (with a crp prefix). Seems like that is gone now and naming is set to: "combinedObjectName" everytime unless I manually change it.
Previously it was a little better at picking up the object's name automatically, but that would brake after first export.
- Select object -> right click -> corona proxy export = the object's name is used in the naming of the proxy that is to be exported.
On second export try on a new object in same scene, the previously exported objects name would still appear in the exporter window and I would have to manually change it. No matter if I had closed the exporter or not.
-
Triplanar not working in the latest daily build.
-
Will look into both of the above reports ASAP!
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The checkbox for 'Curves' in the VFB does not seem to be working in the latest dailies. It appears to be always on. Anyone else experiencing this?
-
Working fine here, are you sure you haven't overridden tone mapping from the render settings or in a Corona camera?
-
No that wasn't it, but now it's working fine again after restarting. Disregard unless I can reproduce it again, sorry!
-
Hey all,
Has anyone had any success rendering motion blur with tyflow? I set up a basic flow with raindrops and it crashes max right after the scene parsing.
TY Flow motion blur does not work here as well - 3ds max 2018.4 +Corona 5. Crashes on parsing. I had high hopes on Corona 6 daily builds that it solves this.
If recall accurately someone submitted similar issue onto chaosgroup forum - there is something related with velocity of particles when using triangle mesh.
I decided to check if there is a workaround for rendering just motion blur out of the particles generated with TY Flow.
With Vray Next a simple scene works fairly well. Same scene with Corona - crashes at parsing.
"Export particles to objects" within TY flow seems to help rendering motion blur with Corona. Have not messed around with all the available options there, but at least it renders without crash.
Can you guys send any example scene? https://corona-renderer.com/upload
In my quick tests it worked fine, but it probably depends on what exactly you are motion-blurring.
Uploaded scene via the provided link. Have not tested with Corona 6 latest builds.
-
Uploaded scene via the provided link. Have not tested with Corona 6 latest builds.
It works fine here:
- Max 2020
- 16.04 V6 Corona daily
- TyFlow newest version (downloaded literally yesterday)
I rendered a few frames from the animation, no crashes.
-
Uploaded scene via the provided link. Have not tested with Corona 6 latest builds.
It works fine here:
- Max 2020
- 16.04 V6 Corona daily
- TyFlow newest version (downloaded literally yesterday)
I rendered a few frames from the animation, no crashes.
Are You sure You are rendering the TYFlow, not the geometry generated . TYFlow has been disabled in rendering from object properties menu.
Tried once again with Corona V6 16.04 and latest TYFlow, but 3ds max 2018 - crashes persist.
-
Uploaded scene via the provided link. Have not tested with Corona 6 latest builds.
It works fine here:
- Max 2020
- 16.04 V6 Corona daily
- TyFlow newest version (downloaded literally yesterday)
I rendered a few frames from the animation, no crashes.
Are You sure You are rendering the TYFlow, not the geometry generated . TYFlow has been disabled in rendering from object properties menu.
Tried once again with Corona V6 16.04 and latest TYFlow, but 3ds max 2018 - crashes persist.
Ah, ok, thanks for clarifying, I will try again!
-
Triplanar not working in the latest daily build.
Can you provide some example of it not working? It seems to be functioning correctly in my tests.
Thanks,
Rowan
-
Triplanar not working in the latest daily build.
Can you provide some example of it not working? It seems to be functioning correctly in my tests.
Thanks,
Rowan
Sorry guys - my mistake. Didn't find out true problem the first time.
It working but the problem occurs when uvw randomizer plugged into triplanar. Seems like existing mapping used instead of triplanar in such case.
Screenshots.
1. Latest daily - I can change mapping by UVW Xform or UVW map.
2. 03/16 daily - everything works as expected.
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Hi guys i dont know if anyone else has that issue but in the vfb, in the lightmix list the last one will reset itself to 1 every time i will reopen the scene. I have the issue in a lot of scenes not in just one scene etc.
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Hi guys i dont know if anyone else has that issue but in the vfb, in the lightmix list the last one will reset itself to 1 every time i will reopen the scene. I have the issue in a lot of scenes not in just one scene etc.
Yes, I have noticed this too. I thought it was just the ‘unassigned’ lightmix but it could just be the last in the list.
-
Triplanar not working in the latest daily build.
Can you provide some example of it not working? It seems to be functioning correctly in my tests.
Thanks,
Rowan
Sorry guys - my mistake. Didn't find out true problem the first time.
It working but the problem occurs when uvw randomizer plugged into triplanar. Seems like existing mapping used instead of triplanar in such case.
Screenshots.
1. Latest daily - I can change mapping by UVW Xform or UVW map.
2. 03/16 daily - everything works as expected.
Thanks,
We will investigate.
Rowan
(Internal ID=499287672)
EDIT:
I have just tested this and it is already fixed. It will be in the next DB which will be out soon.
Cheers,
Rowan
-
Hi
DB 2020-04-16 max 2014
ShadowCatcher blurs backplate picture. Amount of blur depends on distance between camera and ShadowCatcher object. After some test found out that it caused by map filtering. If it's switched off in Max's Bitmap then backplate is not blurred. Solution for CoronaBitmap is to change Blur amount to 0.01
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Yeah, but it has nothing to do with shadowcatcher, any texture that is mapped on a geometry would act like that.
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Hi, has something changed in the latest daily build regarding displacement and IR ?
The displacement seems NOT to be recalculated if I move the camera around, I have to restart the IR. Previously, moving the camera would make the displacement map to be calculated again.
I have only tried this with Phoenix Ocean Map though, but it wasn't the same in the previous versions.
Thanks!
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If you are using screen space for displacement, then things that are out of the view are not displaced (or not displaced with as much fine detail), and moving the camera in IR does not recalculate this. With world space for displacement, everything is displaced equally whether in shot or not. Could be that you had one scene using screen, and another using world, and this is why you saw a difference?
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If you are using screen space for displacement, then things that are out of the view are not displaced (or not displaced with as much fine detail), and moving the camera in IR does not recalculate this. With world space for displacement, everything is displaced equally whether in shot or not. Could be that you had one scene using screen, and another using world, and this is why you saw a difference?
Hi there Tom,
Yes I am using screen space, but I am almost certain that in previous versions moving the camera would make corona recalculate the displacement to fit the new camera view, which would make sense I think? Well it's not big deal, I can switch to world space I guess or just restart the IR
EDIT: HOLY S**T at the new sky. Outstanding!!
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Howdy! No, moving the camera in IR never caused displacement to be recalculated when set to screen space. Perhaps it's just more obvious in your current scene :) We actually use this to demo how screen space works, by starting IR, then moving the camera elsewhere, to show that displacement is done at increasingly less detail outside the initial view. Of course, it gets recalculated if you adjust the displacement settings though.
Glad you like the new sky model, got to admit it's awesome having been playing with it!
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Hi guys,
Do you have any plans to improve the functionality of Corona Layered Material?
I mean it works fine with blending Diffuse channel, but it doesn't with Normal or Displacement.
-
Hi guys,
Do you have any plans to improve the functionality of Corona Layered Material?
I mean it works fine with blending Diffuse channel, but it doesn't with Normal or Displacement.
Hi,
I would recommend creating a thread in the "feature requests" section of the forum detailing the issue and what you'd like to achieve.
Thanks,
Rowan
-
Uploaded scene via the provided link. Have not tested with Corona 6 latest builds.
It works fine here:
- Max 2020
- 16.04 V6 Corona daily
- TyFlow newest version (downloaded literally yesterday)
I rendered a few frames from the animation, no crashes.
Are You sure You are rendering the TYFlow, not the geometry generated . TYFlow has been disabled in rendering from object properties menu.
Tried once again with Corona V6 16.04 and latest TYFlow, but 3ds max 2018 - crashes persist.
Confirmed.
Fun fact: if you go to devel/experimental settings (https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288) and disable multithreaded parsing, it doesn't crash, but stops rendering before it begins. :)
(Internal ID=503163640)
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A little bug in the latest daily / material library;
When I applied "Plaster Black Smooth" it appears someone named Johnny forgot to relink the bump bitmap properly...
"Required asset file(s) could not be located:
C:\Users\Johny\Dropbox\169_corona_material_library\02_mapy\plaster_bump_big.jpg"
-
A little bug in the latest daily / material library;
When I applied "Plaster Black Smooth" it appears someone named Johnny forgot to relink the bump bitmap properly...
"Required asset file(s) could not be located:
C:\Users\Johny\Dropbox\169_corona_material_library\02_mapy\plaster_bump_big.jpg"
Hi,
Thanks for reporting that, we will look into it.
Rowan
(Internal ID=503281003)
-
Uploaded scene via the provided link. Have not tested with Corona 6 latest builds.
It works fine here:
- Max 2020
- 16.04 V6 Corona daily
- TyFlow newest version (downloaded literally yesterday)
I rendered a few frames from the animation, no crashes.
Are You sure You are rendering the TYFlow, not the geometry generated . TYFlow has been disabled in rendering from object properties menu.
Tried once again with Corona V6 16.04 and latest TYFlow, but 3ds max 2018 - crashes persist.
Confirmed.
Fun fact: if you go to devel/experimental settings (https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288) and disable multithreaded parsing, it doesn't crash, but stops rendering before it begins. :)
(Internal ID=503163640)
Thanks for investigating this. Will have it mind. It is not that rendering motion blur out of TYFlow is of primary importance personally. Seeing this tool being adopted by more and more 3D artist and trying to tackle specific things in my workflow with Corona , it is good to limit the amount of time spent on opening scenes at least. Hope You will find a solution alongside Tyson Ibelle. Looking forward to Corona 6. :)
-
Any chance to add ‘ Bitmap tiling randomization’ like the one in f storm and vray add this feature recently on vray 5 beta , this feature will fix everything and it will make more realistic scene in big scale
-
Sorry guys - my mistake. Didn't find out true problem the first time.
It working but the problem occurs when uvw randomizer plugged into triplanar. Seems like existing mapping used instead of triplanar in such case.
Screenshots.
1. Latest daily - I can change mapping by UVW Xform or UVW map.
2. 03/16 daily - everything works as expected.
This should be already fixed in the 28.04 daily builds. Please let us know if there is still some issue.
-
I'm wondering if the corona proxy exporter can be looked at? Just a minor thing, but it annoys me. Normally it takes the object's name and uses that for the new proxy created (with a crp prefix). Seems like that is gone now and naming is set to: "combinedObjectName" everytime unless I manually change it.
Previously it was a little better at picking up the object's name automatically, but that would brake after first export.
- Select object -> right click -> corona proxy export = the object's name is used in the naming of the proxy that is to be exported.
On second export try on a new object in same scene, the previously exported objects name would still appear in the exporter window and I would have to manually change it. No matter if I had closed the exporter or not.
Thanks, this is already reported. We will look into it ASAP.
(Internal ID=328221347)
-
WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling
-
WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling
Here are some initial results, but keep in mind this is still a work in progress:
https://corona-renderer.com/comparer/ziomkZ
https://corona-renderer.com/comparer/xUfops
It works with procedural maps too, so you can for example randomize a directional noise or gradients.
-
Yeah, I know you're working on it.
Thanks for examples
WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling
Here are some initial results, but keep in mind this is still a work in progress:
https://corona-renderer.com/comparer/ziomkZ
https://corona-renderer.com/comparer/xUfops
It works with procedural maps too, so you can for example randomize a directional noise or gradients.
-
WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling
Here are some initial results, but keep in mind this is still a work in progress:
https://corona-renderer.com/comparer/ziomkZ
https://corona-renderer.com/comparer/xUfops
It works with procedural maps too, so you can for example randomize a directional noise or gradients.
Yes Sir! I've been surprised that this wasn't on the roadmap sooner but hey, voila, it is there now. Super excited about this feature! Good job folks!
-
Here are some initial results, but keep in mind this is still a work in progress:
https://corona-renderer.com/comparer/ziomkZ
https://corona-renderer.com/comparer/xUfops
It works with procedural maps too, so you can for example randomize a directional noise or gradients.
Nice!! This is really promising!
-
WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling
Here are some initial results, but keep in mind this is still a work in progress:
https://corona-renderer.com/comparer/ziomkZ
https://corona-renderer.com/comparer/xUfops
It works with procedural maps too, so you can for example randomize a directional noise or gradients.
YESSSSSSS! Corona team is amazing!
-
Corona Colour Correct bug?
Not sure if anyone else has raised this but with the April 28th version at least, Ive noticed there is an issue with the color correct node. Sorry for the tiny examples from this logo, I'm being lazy and taking the brightness out of it to lower the albedo (albedo pass shown). Corona colour correct doesnt bring the white down at all - just the rest of the image. Max colour correction brings everything down and fixes the albedo. Pretty sure this is a bug? I've had it on a few materials so just used the max one as a fix. Thanks
-
Hi
Working with curtain material faced the issue caused by interaction of Corona Sun, RaySwitchMtl and reflectiveness of wall material. Please, check attached .max file and screenshots
Max 2014, Build 14-05-2020
-
Hi
Working with curtain material faced the issue caused by interaction of Corona Sun, RaySwitchMtl and reflectiveness of wall material. Please, check attached .max file and screenshots
Max 2014, Build 14-05-2020
This is one of the known limitations. Please see "light transport issues" here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180
We would love to fix this, however it would require heavy modification to how Corona works.
-
This is one of the known limitations. Please see "light transport issues" here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000516180
We would love to fix this, however it would require heavy modification to how Corona works.
Thanks Maru
-
Corona Colour Correct bug?
Not sure if anyone else has raised this but with the April 28th version at least, Ive noticed there is an issue with the color correct node. Sorry for the tiny examples from this logo, I'm being lazy and taking the brightness out of it to lower the albedo (albedo pass shown). Corona colour correct doesnt bring the white down at all - just the rest of the image. Max colour correction brings everything down and fixes the albedo. Pretty sure this is a bug? I've had it on a few materials so just used the max one as a fix. Thanks
Corona's Color Correct map works very different than the 3ds Max Color Correction map. Corona's Color Correct works the same way as Photoshop (or at least very similar).
If you want to get the same brightness adjustment as in 3ds Max Color Correction without using this map type, you can just load your bitmap, scroll down to the Output rollout and adjust the RGB Offset.
This isn't something related to the daily builds, it's the same in V5 and it's always been like that.
-
Ah right thanks for the info maru. I've not noticed it before. Cheers
-
daily 05.14
curtain material from "daily 28.04", a scene made in it. Opening in the material editor, there is a crash 3d max
-
if you open a new scene, the curtain material is not buggy
-
daily 05.14
curtain material from "daily 28.04", a scene made in it. Opening in the material editor, there is a crash 3d max
Hi,
Please can you provide the scene? Or at the very least a screenshot of the material setup?
Rowan
-
where to send it?
https://yadi.sk/d/SBqCWZK_CDXrHw
opening the scene. opening material editor. crash
-
where to send it?
https://yadi.sk/d/SBqCWZK_CDXrHw
opening the scene. opening material editor. crash
Hi,
Thank you, we'll take a look.
Rowan
(Internal ID=508439943)
-
Layered Material Bug!
Nice work guys on Corona 6! Found a problem- in layered materials, using a bitmap in the opacity slot on the base material... renders as black, not transparent (think complicated product labels).
-
I'm trying to rewrite a script, that connects CoronaBitmap HDRI image with rotation parameter of DomeLight,
so I put CoronaBitmap inside CoronaUvwRandomizer map (primitive mode) and using same U_to and U_from parameters to rotate it.
It reflects changes in preview window, but no changes in interactive render.
Can this be fixed?
I just can't wire point3 (CoronaBitmap's U_Offset) and float value (DomeLight rotation) parameters.
I put script in attachment.
-
I'm trying to rewrite a script, that connects CoronaBitmap HDRI image with rotation parameter of DomeLight,
so I put CoronaBitmap inside CoronaUvwRandomizer map (primitive mode) and using same U_to and U_from parameters to rotate it.
It reflects changes in preview window, but no changes in interactive render.
Can this be fixed?
I just can't wire point3 (CoronaBitmap's U_Offset) and float value (DomeLight rotation) parameters.
I put script in attachment.
Layered Material Bug!
Nice work guys on Corona 6! Found a problem- in layered materials, using a bitmap in the opacity slot on the base material... renders as black, not transparent (think complicated product labels).
Hi Guys,
As a rule, please only post issues related to the daily builds in this thread. The I need help (https://forum.corona-renderer.com/index.php?board=29.0) and Bug Reporting (https://forum.corona-renderer.com/index.php?board=2.0) sections of the forums should be used for more general queries. Please also read How to report issues to us! (https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006) before reporting bugs as it will give you an idea of what information we need.
Thanks,
Rowan
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WOW! Looking forward to testing this thing
UVW tiling randomization - prevents visual patterns from repeated tiling
Here are some initial results, but keep in mind this is still a work in progress:
https://corona-renderer.com/comparer/ziomkZ
https://corona-renderer.com/comparer/xUfops
It works with procedural maps too, so you can for example randomize a directional noise or gradients.
Awesome! Nice surprise
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where to send it?
https://yadi.sk/d/SBqCWZK_CDXrHw
opening the scene. opening material editor. crash
Hi,
Thank you, we'll take a look.
Rowan
(Internal ID=508439943)
me too, after assigning fabric curtain material to an object and reopening the material editor.
The curtain material is a Corona select material.
Max 2014 latest build
Update: Scene merged in a new one, max crashing panning the material in material editor and on IR start
Update 2: the issue occours when i drag the sky from environment slot to te material editor and the sun is off
Scene uploaded as: 1590087802_Untitled-recover.zip
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Turning Off corona Sun = crush with the new daily build
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Also - adding more suns + skymaps to older project will cause Max to crash. Yesterday I had 3 crashes caused by this. 2 of the times it happened when I tried to assign a sun to the skymap.
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Turning Off corona Sun = crush with the new daily build
Same here.
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Hi,
The crashing with suns should be fixed in the next daily build which will be coming soon :)
Rowan
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- Fixed crashes when Corona Sun is disabled
Released in the latest daily :)
daily 05.14
curtain material from "daily 28.04", a scene made in it. Opening in the material editor, there is a crash 3d max
This was also caused by the same issue and is fixed in the latest daily.
Cheers,
Rowan
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Hi
DB 28-05-2020, Max 2014
Strange behavior Render Hidden Geometry + object with applied Hair and Fur modifier.
If the object with H&F mod (even when it's not active) is hidden from the screen, it changes position on rendered picture, IR and Production doesn't matter.
On attached pictures box has not active H&F modifier with default settings
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Noisy ID passes
build 15-5-2020 Max 2020
Not sure if anyone else is having this. Im getting really noisy ID passes with any material that uses displacement. Its like the normals pass is overlaid and there is also some coloured bounced light. Very odd.
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I had the same issue - it had to do with the propagate masks - if you set it to NEVER - it resolves it. I tried to write a script to apply this to the whole scene which would fix the issue, but i suck at scripting so i couldnt do it. Unfortunately you'll need to go through the materials and ensure its set to NEVER
Noisy ID passes
build 15-5-2020 Max 2020
Not sure if anyone else is having this. Im getting really noisy ID passes with any material that uses displacement. Its like the normals pass is overlaid and there is also some coloured bounced light. Very odd.
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I tried to write a script to apply this to the whole scene which would fix the issue
have you seen this?
https://forum.corona-renderer.com/index.php?topic=27775.msg171259#msg171259
Good Luck
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Hello. Daily_28_05_2020. There is no CoronaSun in the CoronaLightList
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thanks mate i missed that one - ill try it out.
I tried to write a script to apply this to the whole scene which would fix the issue
have you seen this?
https://forum.corona-renderer.com/index.php?topic=27775.msg171259#msg171259
Good Luck
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I tried to write a script to apply this to the whole scene which would fix the issue
have you seen this?
https://forum.corona-renderer.com/index.php?topic=27775.msg171259#msg171259
Good Luck
Thanks Frood. Thats helpful. Hopefully this workflow will get ironed out.
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Hello. Daily_28_05_2020. There is no CoronaSun in the CoronaLightList
It has never been there.
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Hello. Daily_28_05_2020. There is no CoronaSun in the CoronaLightList
It has never been there.
Would love to see it show up there too so we can easily turn on and off the suns and get correct render elements when using lightmix.
Unless you are working on a way to have lightmix settings apply to all render elements and not just the "lightmix" one? :)
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No worries, we have it logged. :)
(Internal ID=283748911)
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No worries, we have it logged. :)
While you're looking at lightmix stuff, would it be possible to include the ability to assign objects with Corona Light materials that have "emit light" unticked into proper lightmix channels? Currently they all go into the unassigned channel which is quite annoying for things like interior spotlight light mix channels (when working around black Corona lights with certain ies files that the preserve black appearance button doesn't solve).
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No worries, we have it logged. :)
While you're looking at lightmix stuff, would it be possible to include the ability to assign objects with Corona Light materials that have "emit light" unticked into proper lightmix channels? Currently they all go into the unassigned channel which is quite annoying for things like interior spotlight light mix channels (when working around black Corona lights with certain ies files that the preserve black appearance button doesn't solve).
Already logged as well.
(Internal ID=296119376)
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One uestion about the new daily, the 2x memory reduction for 16 bit textures applys for normal bitmap or just corona bitmap? (the lack of the open or explorer button for corona bitmap is the main reason for me to not use it)
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One uestion about the new daily, the 2x memory reduction for 16 bit textures applys for normal bitmap or just corona bitmap? (the lack of the open or explorer button for corona bitmap is the main reason for me to not use it)
You mean this? :)
Update: the RAM savings only apply to Corona Bitmap.
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Yep Maru, but on max bitmap you can do it from the maps, with corona bitmap you have to enter all the way to the bitmap itself, and it gives the option to open the map itself and open on explorer window
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Corona UV Randomizer > Randomize each tile.
New stochastic tiling feature doesn't work with real-world uv and triplanar, what makes it almost useless for now. Hope it will be fixed. Thx
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Hi,
Will the 'TAB' issue (in colour picker) be fixed soon? This is an annoying little problem...
(If this isn't already discussed, you can't press TAB to go in to the next color value, as previously done).
Thanks
Thanks a lot for reporting. I wasn't aware of this. Confirmed, and reporting to the dev team now!
(Internal ID=496830132)
Hi,
This little issue still isn't fixed in the latest daily, it seems...
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Corona UV Randomizer > Randomize each tile.
New stochastic tiling feature doesn't work with real-world uv and triplanar, what makes it almost useless for now. Hope it will be fixed. Thx
This has been reported in this thread at least twice, and at least twice explained already that it's already acknowledge and being worked on. ;)
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Hi,
Will the 'TAB' issue (in colour picker) be fixed soon? This is an annoying little problem...
(If this isn't already discussed, you can't press TAB to go in to the next color value, as previously done).
Thanks
Thanks a lot for reporting. I wasn't aware of this. Confirmed, and reporting to the dev team now!
(Internal ID=496830132)
Hi,
This little issue still isn't fixed in the latest daily, it seems...
Hi,
When it's fixed it will be in the changelog. We always try to let users know when something is fixed too.
Cheers,
Rowan
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It seems that the behaviour of CoronaMultimap applied to a Railclone object has changed in the latest Daily Build.
Previously Mode 'Mesh Element' in MultiMap would assign a different Colour/Map to every single object generated by Railclone. Using the latest Daily - Instances in the Railclone object look as though they're grouped together and assigned the same Colour/Map.
I've tested this against the Daily Build from 28th April - everything is normal as before in that version.
This is on 3ds Max 2016, Railclone Pro 3.3.1
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It seems that the behaviour of CoronaMultimap applied to a Railclone object has changed in the latest Daily Build.
Previously Mode 'Mesh Element' in MultiMap would assign a different Colour/Map to every single object generated by Railclone. Using the latest Daily - Instances in the Railclone object look as though they're grouped together and assigned the same Colour/Map.
I've tested this against the Daily Build from 28th April - everything is normal as before in that version.
This is on 3ds Max 2016, Railclone Pro 3.3.1
Hi,
A couple of things changed around then.. if all slots have the frequency set to 0 then all slots are picked equally based on random amount.
Also the seed randomisation changed, maybe you can try to change the seed in the multimap and you will get a different mix of colours.
Let me know if this helps.
Rowan
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It seems that the behaviour of CoronaMultimap applied to a Railclone object has changed in the latest Daily Build.
Disable RC instancing
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Hi,
A couple of things changed around then.. if all slots have the frequency set to 0 then all slots are picked equally based on random amount.
Also the seed randomisation changed, maybe you can try to change the seed in the multimap and you will get a different mix of colours.
Let me know if this helps.
Rowan
Hi Rowan,
Thanks but I get the same result if Frequency for all slots is set to 0 or 1 (I've attached a simple example using Railclone Library style).
The seed in the multimap does change the slot being picked from but all of the instanced elements in the Railclone object are still treated as the same mesh element and get assigned this same slot.
As Nik suggests - Disabling the Instancing Engine in the Railclone object - gets us back to the result from before. But this does mean losing the savings on RAM usage that Railclone offers.
Up until this latest Daily you could get randomised slots for all elements (instanced or not) with the advantages of the Railclone Instancing Engine as well.
Anyway, if it's unavoidable due to changes overall, then that's that.
Similar results could be achieved with material ID's with a bit more effort (although would be great if Railclone internal Material ID randomisation worked with Corona here also).
Just a shame to lose that simple set up and ease of compatibility with older scenes that might use it.
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Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
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!!!
Guys, guys huge problem (For me at least).
Something has happened with the Corona Mix map. Mixing 2 Ocean Tex maps and feeding them into the Phoenix FD Simulator displacement node is NOT working anymore!
Mixing them and putting them into the displacement Slot in the Corona material works fine, but they don't work anymore in the Phoenix FD Liquid Sim.
To test out, just simulate one frame mix two ocean maps and put them into Phoenix displacement. The mesh preview will be flat, you don't even need to render.
14th May daily builds works OK. (I have tested it twice)
Latest daily build doesn't.
Has something changed in the Corona Mix map recently?
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Hi,
A couple of things changed around then.. if all slots have the frequency set to 0 then all slots are picked equally based on random amount.
Also the seed randomisation changed, maybe you can try to change the seed in the multimap and you will get a different mix of colours.
Let me know if this helps.
Rowan
Hi Rowan,
Thanks but I get the same result if Frequency for all slots is set to 0 or 1 (I've attached a simple example using Railclone Library style).
The seed in the multimap does change the slot being picked from but all of the instanced elements in the Railclone object are still treated as the same mesh element and get assigned this same slot.
As Nik suggests - Disabling the Instancing Engine in the Railclone object - gets us back to the result from before. But this does mean losing the savings on RAM usage that Railclone offers.
Up until this latest Daily you could get randomised slots for all elements (instanced or not) with the advantages of the Railclone Instancing Engine as well.
Anyway, if it's unavoidable due to changes overall, then that's that.
Similar results could be achieved with material ID's with a bit more effort (although would be great if Railclone internal Material ID randomisation worked with Corona here also).
Just a shame to lose that simple set up and ease of compatibility with older scenes that might use it.
Hi Ricky,
Are you able to install the latest version of Rail Clone? In v6 we updated to their latest API so instancing should be working fine.
We do have a test for this which is passing, so can I ask you to send over your scene and we will take a look at it?
Thanks,
Rowan
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Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
Hi,
So yeah it has changed in v6. This was part of some wider optimisations. Hopefully we can keep these changes to a minimum in the future.
Thanks,
Rowan
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Hi Ricky,
Are you able to install the latest version of Rail Clone? In v6 we updated to their latest API so instancing should be working fine.
We do have a test for this which is passing, so can I ask you to send over your scene and we will take a look at it?
Thanks,
Rowan
Hi,
Yes, I've made the update to Railclone to version 4.2.0 now.
This doesn't seem to have any effect on the original point I raised but I can see that Railclone's internal material ID randomising node is now working with Corona. So, this does help in providing an alternative route to achieve similar results in future.
Just to be clear about the original point though - using a 'mesh element' Multimap in a Railclone object still no longer has the desired effect on Railclone instances. I've attached examples again - the only change here is different daily build versions of Corona.
Are you getting this to work any differently with the latest build? I wasn't sure if you were talking about getting the Railclone material node working in your own tests or whether you're referring to the 'mesh element' behaviour in Multimap.
I could send this scene but it's just a basic set up made from scratch to illustrate this point. I've not found this issue to be scene dependent. Let me know if it's needed though.
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Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
Hi,
So yeah it has changed in v6. This was part of some wider optimisations. Hopefully we can keep these changes to a minimum in the future.
Thanks,
Rowan
Ok.... Can't help but still love you guys :D
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Hi,
Yes, I've made the update to Railclone to version 4.2.0 now.
This doesn't seem to have any effect on the original point I raised but I can see that Railclone's internal material ID randomising node is now working with Corona. So, this does help in providing an alternative route to achieve similar results in future.
Just to be clear about the original point though - using a 'mesh element' Multimap in a Railclone object still no longer has the desired effect on Railclone instances. I've attached examples again - the only change here is different daily build versions of Corona.
Are you getting this to work any differently with the latest build? I wasn't sure if you were talking about getting the Railclone material node working in your own tests or whether you're referring to the 'mesh element' behaviour in Multimap.
I could send this scene but it's just a basic set up made from scratch to illustrate this point. I've not found this issue to be scene dependent. Let me know if it's needed though.
Hi Ricky,
Thanks for the further information, I understand the issue now. I have been able to reproduce it here and I will forward it on to our dev team for further investigation.
Thanks,
Rowan
(Internal ID=520175778)
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!!!
Guys, guys huge problem (For me at least).
Something has happened with the Corona Mix map. Mixing 2 Ocean Tex maps and feeding them into the Phoenix FD Simulator displacement node is NOT working anymore!
Mixing them and putting them into the displacement Slot in the Corona material works fine, but they don't work anymore in the Phoenix FD Liquid Sim.
To test out, just simulate one frame mix two ocean maps and put them into Phoenix displacement. The mesh preview will be flat, you don't even need to render.
14th May daily builds works OK. (I have tested it twice)
Latest daily build doesn't.
Has something changed in the Corona Mix map recently?
Confirmed, doesn't happen only with the Ocean tex. Happens with any map I tested so far, which is plugged into Corona Mix.
(Internal ID=520218423)
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Hi to All. I now use the last corona daily build. And wondering corona proxy explorer sometimes works slower than previous versions on Corona 5. Sometimes 3dsmax freezing on 3-10mins for exporting first proxy file then after works fine like old versions.
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Hi to All. I now use the last corona daily build. And wondering corona proxy explorer sometimes works slower than previous versions on Corona 5. Sometimes 3dsmax freezing on 3-10mins for exporting first proxy file then after works fine like old versions.
Hi,
I have been unable to reproduce this one, do you have some specific object you are exporting to a proxy? If so would you be able to send this object to me?
Instructions on how to send files to us can be found in my signiture.
Cheers,
Rowan
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Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
Hi,
So yeah it has changed in v6. This was part of some wider optimisations. Hopefully we can keep these changes to a minimum in the future.
Thanks,
Rowan
Ok.... Can't help but still love you guys :D
We found a way to keep the seed stable, so it wont change in v6 after all
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Have I understood correctly that we're getting another seed behaviour change in multimap? It really should be made as stable as possible and never touched again since this way you can't rerender old projects without problems... this has happened 2 or 3 times in the past and it really caused headaches with old projects. Sorry if I misunderstood.
Hi,
So yeah it has changed in v6. This was part of some wider optimisations. Hopefully we can keep these changes to a minimum in the future.
Thanks,
Rowan
Ok.... Can't help but still love you guys :D
We found a way to keep the seed stable, so it wont change in v6 after all
Great, thank you!
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Using a hdri map in Reflection override while using IR produces these artifacts which eventually clean into less visible, regular render doesn't have them.
20.02 build, no portals
Hi,
This is fixed in the upcoming v6 DB.
Cheers,
Rowan
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Hi guys, sorry to post this here, did anyone is havin issues with DR rendering in latest build? not been able to get the servers produce passes, getting an error that says "cannot send message"
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Hi to All. I now use the last corona daily build. And wondering corona proxy explorer sometimes works slower than previous versions on Corona 5. Sometimes 3dsmax freezing on 3-10mins for exporting first proxy file then after works fine like old versions.
Hi,
I have been unable to reproduce this one, do you have some specific object you are exporting to a proxy? If so would you be able to send this object to me?
Instructions on how to send files to us can be found in my signiture.
Cheers,
Rowan
http://joxi.ru/D2P9pzZSk3D8PA
Hi to All. This is happen with different trees like maxtree, archmodels and other objects. But I can convert 2 times same tree and at first time can freeze and second no with same tree. Now I wait 5 mins to unfreeze procedure.
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Hi,
i just updated Corona V5 to 2020-06-18 dailybuild and the rendering process keeps crashing, Corona Error Message: LEGION_STOP @ C:\Corona\src\ShadingLib\UvMapper.h(238).
The scene originally was created using V4 if I recall correctly, but rendered mostly fine using V5 (I had some crashes, but as I was experimenting with tyflow I did not relate it to corona)
Please see the uploaded file: 1592584875_200619-tyflow-explode.max
Win 10, 18363.836
Max 2021 EDU (fresh install)
Corona V6-200618
Tyflow 0.16089
If you need any other information just let me know.
Best regards,
Daniel
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Hi,
i just updated Corona V5 to 2020-06-18 dailybuild and the rendering process keeps crashing, Corona Error Message: LEGION_STOP @ C:\Corona\src\ShadingLib\UvMapper.h(238).
The scene originally was created using V4 if I recall correctly, but rendered mostly fine using V5 (I had some crashes, but as I was experimenting with tyflow I did not relate it to corona)
Please see the uploaded file: 1592584875_200619-tyflow-explode.max
Win 10, 18363.836
Max 2021 EDU (fresh install)
Corona V6-200618
Tyflow 0.16089
If you need any other information just let me know.
Best regards,
Daniel
Hi,
Thank you for the report, so far I am unable to reproduce the issue with your scene.
Would you also be able to provide an archive of your scene assets?
Thanks,
Rowan
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Hi,
I uploaded the zip including assets via dropbox, the file is named 200619-tyflow-explode.zip. Is there anything else I can do to assist?
Cheers,
Daniel
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Hi,
I uploaded the zip including assets via dropbox, the file is named 200619-tyflow-explode.zip. Is there anything else I can do to assist?
Cheers,
Daniel
Hi,
Thank you for the assets, I can now reproduce the problem.
I will forward it to our dev team so it can be fixed.
Cheers,
Rowan
(Internal ID=526299993)
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Hi,
I uploaded the zip including assets via dropbox, the file is named 200619-tyflow-explode.zip. Is there anything else I can do to assist?
Cheers,
Daniel
Hi Daniel,
We have done some investigation into this and it looks like the problem is caused by some issues with one of your bitmaps.
The bitmap "diffuse" seems to have it's tiling mode set to an out of bounds value, v6 is more sensitive to these kinds of issues which is why you are getting this error.
I recommend deleting this bitmap and adding a fresh one in, as changing the tiling mode seems to cause a crash at the moment.
We are looking at making Corona more robust in these cases.
Let me know if you have any issues with this.
Rowan
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Displacement recalculation while IR is pretty slow with latest buiild. I even got max crash. No heavy displacement, just a pixel depth of 2-3 and stock settings.
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Displacement recalculation while IR is pretty slow with latest buiild. I even got max crash. No heavy displacement, just a pixel depth of 2-3 and stock settings.
Hi,
Please can you provide your scene?
Thanks,
Rowan
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Daily builds 2020-06-18
Distance texmap not work when first start 3dsmax 2014 files witch Multiscatter 1.615
It is necessary to open the material and change any of its parameters so that it works again.
See screenshots.
Max file attached.
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Hi to all, I find freezing corona work with Forest Pack 6.3.0 with library elements. If I start interactive and try to change the material of Forest Plants 3dsmax 2016 is freeze forever.
http://joxi.ru/5mdLZgEteb4oom
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Daily builds 2020-06-18
Distance texmap not work when first start 3dsmax 2014 files witch Multiscatter 1.615
It is necessary to open the material and change any of its parameters so that it works again.
See screenshots.
Max file attached.
Hi,
Thanks for reporting, I can reproduce the issue and I will forward on to our dev team.
Cheers,
Rowan
(Internal ID=527358417)
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Hi to all, I find freezing corona work with Forest Pack 6.3.0 with library elements. If I start interactive and try to change the material of Forest Plants 3dsmax 2016 is freeze forever.
http://joxi.ru/5mdLZgEteb4oom
Hi,
It looks like this is unsupported.
If you try to launch the library when IR is already running then ForestPack gives you the following error message.
However it probably shouldn't freeze still. Can you provide some more detailed reproduction steps?
Thanks,
Rowan
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freeze forever.
This also happens at "normal" usage , even with Corona v5 and FPP 6.2.2 (6.3.0 seems to be just recompiled for Max2021). You do not need to modify any material or have any library open, just move around with the Cam. The "Vertical" presets are very suitable for letting it freeze though because they are quite heavy.
Try this to fix it: Go to your ForestObject -> "Camera" -> "Clear", also untick "Auto assign to active view". If you reference a camera there and render that cam, FPP permanently regenerates it's objects leading to the freeze sooner or later. "Just" another case of:
https://forum.corona-renderer.com/index.php?topic=28904.msg168471#msg168471
Good Luck
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I've been playing around with the new 4K solver, I think it's pretty nice tbh, but a quick question is it more accurate when it comes to lighting? and i also noticed it minimized the color bleeding thing the UHD solver does, AKA: colors and lights are pretty much looking better than in the UHD though it takes more time to calculate which i definitely wouldn't recommend in IR but in the final render it makes all the lights and colors look a tad more realistic. Please tell me im not going crazy and being affected by the placebo effect lol
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Not going crazy, the 4K is more accurate so lighting may look different with it depending. It should always be faster to calculate the cache itself (taking about half the time), and I think the overall render time may go up or down depending on whether the increased accuracy means more/different calculations are required or not (as far as I understand it - not being a developer, I could be wrong on that :) ).
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Checked a couple pages back, not sure it was reported or not. Also not sure if this behavior is intended by design. -
Saving a cxr directly from framebuffer won't include the lightmix elements inside the file. One has to save from settings CXR to have it include those elements for later tinkering via CIE.
using build JUN 18
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Checked a couple pages back, not sure it was reported or not. Also not sure if this behavior is intended by design. -
Saving a cxr directly from framebuffer won't include the lightmix elements inside the file. One has to save from settings CXR to have it include those elements for later tinkering via CIE.
using build JUN 18
This has been the case for a fair while now, not sure why though as it would always make sense to save the lightmix with the CXR.
One issue that I regularly run into though is that when loading up CXR files with lightmix values that aren't set to 1, I'll have to manually change a lightmix spinner value to something arbitrary then change it back to view the accurate lightmix result.
It would be good to just load up the CXR and see the image as intended, with the lightmix values doing what they are set at in the saved file.
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Not going crazy, the 4K is more accurate so lighting may look different with it depending. It should always be faster to calculate the cache itself (taking about half the time), and I think the overall render time may go up or down depending on whether the increased accuracy means more/different calculations are required or not (as far as I understand it - not being a developer, I could be wrong on that :) ).
Yeah I'm loving the new 4k cache. My interiors I'm working on right now look crisper\more realistic to the extent that when I didn't change from UHD in one of the interiors I looked at it and thought 'Hmmmm, that doesn't look quite as...oh right!' and then made the change to 4k. And we just used it for a short 20 second animation and got far less flickering. Thanks guys!
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4K in DB 18 June is not well optimized.
LINK (https://forum.corona-renderer.com/index.php?topic=27953.msg172503#msg172503)
(*) 4K Cache Precomp time can be easily 25X time compared to UHD Cache in complex lighting situation (huge room, small window, CoronaSky+CoronaSun).
(*) Also, 4K is impossible to use in IR mode ( 8 FPS with UHD Cache vs 0.7 FPS).
(*) More noisy compared to v5.0 with Portals.
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Hi,
I tried the latest daily build on a scene where I was working with the 14th of May Daily. And I got a error of an internal not a number issue? Whatever that is..Anyway I ignored it but my scene was totally f-ed up. I freaked out (beacuse it's the main project I work on) and I switched back to the 14th May daily. Will the scene be plagued when corona 6 is launched?
Also there seems to be weird noise thing happening. Please see attached (sorry for the small crop, cannot show more of the thing I am working). I don't remember having these issues with Corona 5.
Thanks!
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Hi,
I tried the latest daily build on a scene where I was working with the 14th of May Daily. And I got a error of an internal not a number issue? Whatever that is..Anyway I ignored it but my scene was totally f-ed up. I freaked out (beacuse it's the main project I work on) and I switched back to the 14th May daily. Will the scene be plagued when corona 6 is launched?
Also there seems to be weird noise thing happening. Please see attached (sorry for the small crop, cannot show more of the thing I am working). I don't remember having these issues with Corona 5.
Thanks!
Hi Flavius,
Are you able to send over your scene where you experienced the NaN issue then we can take a look at it?
It's quite difficult to tell what is going on from that small crop.. Maybe you can submit a support ticket and we can take a look confidentially? We want to make sure that we iron out these issues before Corona 6 is launched :)
Cheers,
Rowan
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@ rowmanns
Ok, I will surely do so!
Thanks!
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Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
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Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
I've have the same issue, wasn't sure if it was caused by the Daily Build... annoying though! (Had to just mask out any parts of the AO pass that had opacity)
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Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
Hi,
Please can you provide the scene in question?
Instructions on how to send it to us can be found in my signiture.
Cheers,
Rowan
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4K in DB 18 June is not well optimized.
LINK (https://forum.corona-renderer.com/index.php?topic=27953.msg172503#msg172503)
(*) 4K Cache Precomp time can be easily 25X time compared to UHD Cache in complex lighting situation (huge room, small window, CoronaSky+CoronaSun).
(*) Also, 4K is impossible to use in IR mode ( 8 FPS with UHD Cache vs 0.7 FPS).
(*) More noisy compared to v5.0 with Portals.
Yeah we find it to be much slower for IR. We have been using it for final images\animations only. If it's always going to be slower it would be nice to have an option to enable a different solver for IR than for production.
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Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
Hi,
Please can you provide the scene in question?
Instructions on how to send it to us can be found in my signiture.
Cheers,
Rowan
https://yadi.sk/d/mbHp1hOlhFUUOw file
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Yeah we find it to be much slower for IR. We have been using it for final images\animations only. If it's always going to be slower it would be nice to have an option to enable a different solver for IR than for production.
Hi,
We are working on some optimisations for the 4k cache.
You can already enable a different solver for IR. In the performance tab of the render setup you can enable "Force Path Tracing".
Cheers,
Rowan
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Yeah we find it to be much slower for IR. We have been using it for final images\animations only. If it's always going to be slower it would be nice to have an option to enable a different solver for IR than for production.
Hi,
We are working on some optimisations for the 4k cache.
You can already enable a different solver for IR. In the performance tab of the render setup you can enable "Force Path Tracing".
Cheers,
Rowan
Right, I was just thinking of UHD Cache as an option since path tracing can be less optimal for interiors. But if you're boosting 4k's performance then it's a moot point and no need to clog the UI. Thanks!
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Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
I've have the same issue, wasn't sure if it was caused by the Daily Build... annoying though! (Had to just mask out any parts of the AO pass that had opacity)
I wasn't able to reproduce it. I tried V5 and V6 with transparent materials against the sky and against a solid object. Tried with the old and new sky model. Could you please send your scenes (preferably simplified) so that we could reproduce it?
Uploader: https://corona-renderer.com/upload
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I wasn't able to reproduce it. I tried V5 and V6 with transparent materials against the sky and against a solid object. Tried with the old and new sky model. Could you please send your scenes (preferably simplified) so that we could reproduce it?
I had the issue in a CTexmap Render Element, with the default CoronaAO map set as the texture. Any objects with opacity (e.g. leaves) had the opacity as solid black in the AO pass. Give that a go, if it still doesn't work I'll recreate it in a simple scene and send it over with screengrabs.
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I wasn't able to reproduce it. I tried V5 and V6 with transparent materials against the sky and against a solid object. Tried with the old and new sky model. Could you please send your scenes (preferably simplified) so that we could reproduce it?
I had the issue in a CTexmap Render Element, with the default CoronaAO map set as the texture. Any objects with opacity (e.g. leaves) had the opacity as solid black in the AO pass. Give that a go, if it still doesn't work I'll recreate it in a simple scene and send it over with screengrabs.
Thanks a lot for the clarification. I missed the "AO" part. Reproduced now.
(Internal ID=530398917)
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Right, I was just thinking of UHD Cache as an option since path tracing can be less optimal for interiors. But if you're boosting 4k's performance then it's a moot point and no need to clog the UI. Thanks!
I was thinking the same :- ).
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Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
I've have the same issue, wasn't sure if it was caused by the Daily Build... annoying though! (Had to just mask out any parts of the AO pass that had opacity)
I wasn't able to reproduce it. I tried V5 and V6 with transparent materials against the sky and against a solid object. Tried with the old and new sky model. Could you please send your scenes (preferably simplified) so that we could reproduce it?
Uploader: https://corona-renderer.com/upload
sent
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Awesome - can you tell us the file name, so we know which upload connects to this forum thread? Cheers!
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Awesome - can you tell us the file name, so we know which upload connects to this forum thread? Cheers!
mod.zip
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It's already reproduced and sent to the dev team for further investigation. Thanks for the file anyway!
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Not sure which other software updated my OptiX, and you likely already know about it, but the error message says I should report it so here we are :)
(https://i.imgur.com/qkWHAVq.png)
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to the devs:
Finding - using the latest daily - i noticed one of my current scenes (a simple bathroom scene) took 18 hours to complete (5K render on a Ryzen 3970).... baffled me why it took so long when other renders take between 2-4 hours for this size. I then started to diagnose the issue and narrowed it down to the UVWrandomizer. The high quality blending takes the longest while without this checked, its a little better but still longer than without using the UVWrandomizer altogether.
When i removed this UVWrandomizer, the scene rendered in just under 4 hours. I realise you tooltip says it takes longer to computer (double in the worst case scenario), however in my case it was 4x longer.
Just a heads up.
-
to the devs:
Finding - using the latest daily - i noticed one of my current scenes (a simple bathroom scene) took 18 hours to complete (5K render on a Ryzen 3970).... baffled me why it took so long when other renders take between 2-4 hours for this size. I then started to diagnose the issue and narrowed it down to the UVWrandomizer. The high quality blending takes the longest while without this checked, its a little better but still longer than without using the UVWrandomizer altogether.
When i removed this UVWrandomizer, the scene rendered in just under 4 hours. I realise you tooltip says it takes longer to computer (double in the worst case scenario), however in my case it was 4x longer.
Just a heads up.
Hey,
Thanks for the information, is it possible for you to send us the scene? We definately want to investigate this.
You can send it to our private uploader so we can treat if confidentially if needed. https://corona-renderer.com/upload
Thanks,
Rowan
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!!!
Guys, guys huge problem (For me at least).
Something has happened with the Corona Mix map. Mixing 2 Ocean Tex maps and feeding them into the Phoenix FD Simulator displacement node is NOT working anymore!
Mixing them and putting them into the displacement Slot in the Corona material works fine, but they don't work anymore in the Phoenix FD Liquid Sim.
To test out, just simulate one frame mix two ocean maps and put them into Phoenix displacement. The mesh preview will be flat, you don't even need to render.
14th May daily builds works OK. (I have tested it twice)
Latest daily build doesn't.
Has something changed in the Corona Mix map recently?
Hi,
This is fixed in the v6 DB 2020-07-07.
Cheers,
Rowan
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the error is not corrected 07_07
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the error is not corrected 07_07
It is not. If a bug is fixed, we explicitly state this in the changelog - https://forum.corona-renderer.com/index.php?topic=26830.0
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to the devs:
Finding - using the latest daily - i noticed one of my current scenes (a simple bathroom scene) took 18 hours to complete (5K render on a Ryzen 3970).... baffled me why it took so long when other renders take between 2-4 hours for this size. I then started to diagnose the issue and narrowed it down to the UVWrandomizer. The high quality blending takes the longest while without this checked, its a little better but still longer than without using the UVWrandomizer altogether.
When i removed this UVWrandomizer, the scene rendered in just under 4 hours. I realise you tooltip says it takes longer to computer (double in the worst case scenario), however in my case it was 4x longer.
Just a heads up.
Jeez...one more feature I will not touch then, good warning. Is this the case only when UVWRandomizer does the blending to avoid tiling, or also the Version5 basic features like simple offset/scale ?
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to the devs:
Finding - using the latest daily - i noticed one of my current scenes (a simple bathroom scene) took 18 hours to complete (5K render on a Ryzen 3970).... baffled me why it took so long when other renders take between 2-4 hours for this size. I then started to diagnose the issue and narrowed it down to the UVWrandomizer. The high quality blending takes the longest while without this checked, its a little better but still longer than without using the UVWrandomizer altogether.
When i removed this UVWrandomizer, the scene rendered in just under 4 hours. I realise you tooltip says it takes longer to computer (double in the worst case scenario), however in my case it was 4x longer.
Just a heads up.
Jeez...one more feature I will not touch then, good warning. Is this the case only when UVWRandomizer does the blending to avoid tiling, or also the Version5 basic features like simple offset/scale ?
@shortcirkuit - could you please send us a scene like that? https://corona-renderer.com/upload
@shortcirkuit and @Juraj - we currently have a similar report. It seems that the Blending option affects performance even if its effect is not visible in any way (it is enabled, but there is no random tiling). This will be fixed, but still the more reports we receive, the better.
(Internal ID=532780798)
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But is only the "blending" the culprit? Or is the whole UVWRandomizer node generally (with features of stock 5 build, not daily) taxing as well?
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After newest daily installation (07.07) , unknown error appears once IR is activated and scene won't render.
Everything worked fine with the previous daily. Will upload my file for your tests (file name: access_road_base_extra_cam)
Thanks
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Juraj, creates a plane with teapot + CoronaSun+Sky, with all settings by default for everything:
Teapot shader n° 1
(*) CoronaMtl
(*) Diffuse = Bitmap
5.2M Rays/s
Teapot shader n° 2
(*) CoronaMtl
(*) Diffuse = CoronaUvw + Bitmap
4.0M Rays/s
Teapot shader n° 3a
(*) CoronaMtl
(*) Diffuse = CoronaUvw + CoronaUvw + Bitmap
2.1M Rays/s
Teapot shader n° 3b
(*) CoronaMtl
(*) Diffuse = CoronaUvw + CoronaUvw + Bitmap
(*) Diasble High quality blending for both maps
4M Rays/s
This is the problem I found in my tests.
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But is only the "blending" the culprit? Or is the whole UVWRandomizer node generally (with features of stock 5 build, not daily) taxing as well?
With blending set to 0 i.e. switched off then the performance is similar to that of v5.
The main issue here is that when opening a v5 scene in v6 the blending value was set to 0.25 by default thus causing this unexpected slowdown.
This will be fixed, so that when you open a v5 scene in v6 the blending will be set to 0 by default (i.e. disabled) and not cause some unexpected performance drop.
I hope this provides some clarity on the issue.
Cheers,
Rowan
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@Juraj - it seems to be the new advanced blending.
@Maru - i will try and send it later today been super busy sorry for the delayed response.
Another note to DEVS:
Latest issue with new DAILY:
Internal error. Please report it at https://corona-renderer.com/link/2001:
device or resource busy: device or resource busy
No idea why?
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Another note to DEVS:
Latest issue with new DAILY:
Internal error. Please report it at https://corona-renderer.com/link/2001:
device or resource busy: device or resource busy
No idea why?
Hi,
These internal errors we can only solve with the scene. Please can you send it to us?
After newest daily installation (07.07) , unknown error appears once IR is activated and scene won't render.
Everything worked fine with the previous daily. Will upload my file for your tests (file name: access_road_base_extra_cam)
Thanks
Thanks for sending your scene I can reproduce this error in this scene.
Cheers,
Rowan
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Daily builds 2020-06-18
Distance texmap not work when first start 3dsmax 2014 files witch Multiscatter 1.615
It is necessary to open the material and change any of its parameters so that it works again.
See screenshots.
Max file attached.
The same bug is still present in the last daily build( 2020-07-07
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Daily builds 2020-06-18
Distance texmap not work when first start 3dsmax 2014 files witch Multiscatter 1.615
It is necessary to open the material and change any of its parameters so that it works again.
See screenshots.
Max file attached.
The same bug is still present in the last daily build( 2020-07-07
Hi,
If it's not in the changelog then it hasn't been fixed yet.
Changelog: https://forum.corona-renderer.com/index.php?topic=26830.0
Cheers,
Rowan
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Ok, I will know.
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Not sure which other software updated my OptiX, and you likely already know about it, but the error message says I should report it so here we are :)
(https://i.imgur.com/qkWHAVq.png)
This wasn't fixed either in the latest daily. Just wanted to make sure you get this info.
Thanks
-
Not sure which other software updated my OptiX, and you likely already know about it, but the error message says I should report it so here we are :)
(https://i.imgur.com/qkWHAVq.png)
This wasn't fixed either in the latest daily. Just wanted to make sure you get this info.
Thanks
Hi,
I think at the moment the fix for this will be to completely uninstall Corona and re-install Corona. Then the denoiser should work correctly.
Cheers,
Rowan
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I uninstalled using "add or remove programs" but it didn't work. What is the correct way to completely uninstall corona ?
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Hi,
That's strange, that is the correct way to uninstall Corona. I'd suggest to update your driver version to the latest nvidia drivers.
And if this doesn't help then maybe it is best to submit a support ticket and one of our support team will be able to assist you. https://coronarenderer.freshdesk.com/support/tickets/new
Rowan
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Hi.
I am rendering a camera in cubemap mode. The noise level remains at 180%, and that value does not change, although the number of passes increases and the noise disappears. Corona does not measure noise in cubemap mode?
Sorry for my English.
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Hi.
I am rendering a camera in cubemap mode. The noise level remains at 180%, and that value does not change, although the number of passes increases and the noise disappears. Corona does not measure noise in cubemap mode?
Sorry for my English.
Hi,
I can't reproduce this issue here.
Can you please provide the Corona version and 3ds Max version that you are using?
Cheers,
Rowan
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Hi.
I am rendering a camera in cubemap mode. The noise level remains at 180%, and that value does not change, although the number of passes increases and the noise disappears. Corona does not measure noise in cubemap mode?
Sorry for my English.
Hi,
I can't reproduce this issue here.
Can you please provide the Corona version and 3ds Max version that you are using?
Cheers,
Rowan
I tested on two different machines and on different versions of Max.
3D Max 2019 + Corona Build 2020-06-03
3D MAx 2020 + Corona Build 2020-06-03 + 4 Node Render.
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I tested on two different machines and on different versions of Max.
3D Max 2019 + Corona Build 2020-06-03
3D MAx 2020 + Corona Build 2020-06-03 + 4 Node Render.
Hi,
Okay thanks, in that case I'd recommend two things..
1) To update to the latest daily build version.
And if this doesn't solve the issue.
2) To send me the scene in question as I am unable to reproduce it still.
Instructions on how to send a scene to us cane be found in my signiture.
Cheers,
Rowan
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I can confirm the cubemap rendering noise value not changing. I had it before with some C6 daily, can not reproduce now.
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The problem occurs in simple scene with corona camera in cube mode inside a box with a window opening and a sky or complex scenes. Resolution with an aspect ratio of 6. I have updated to the latest daily build, and the problem persists. I have uploaded the scene in Corona Uploader.
Thanks.
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The problem occurs in simple scene with corona camera in cube mode inside a box with a window opening and a sky or complex scenes. Resolution with an aspect ratio of 6. I have updated to the latest daily build, and the problem persists. I have uploaded the scene in Corona Uploader.
Thanks.
Hi,
Thanks for uploading the scene, I can reproduce it in your scene but not in a fresh one.
I have sent it to our dev team to investigate.
Thanks,
Rowan
(Internal ID=535185307)
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Do you guys think you'll complete the "Shortening Time Spent Opening the Scene" card from Trello https://trello.com/c/9koqWvNM (https://trello.com/c/9koqWvNM) for Corona 6?
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Do you guys think you'll complete the "Shortening Time Spent Opening the Scene" card from Trello https://trello.com/c/9koqWvNM (https://trello.com/c/9koqWvNM) for Corona 6?
Unfortunately not. It's almost done, but there are few illusive bugs that we weren't able to track down and fix in time. To prevent delaying v6 release any further, we are forced to skip this feature for now. It should however be released in one of the first v7 daily builds shortly after the v6 final release.
On the other hand the Corona Scatter has already been changed to update asynchronously in the background, which is pretty much the same thing we want to do here for bitmaps and proxies. So if your scene heavily uses Corona Scatter, it should already open a bit faster.
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Unfortunately not. It's almost done, but there are few illusive bugs that we weren't able to track down and fix in time. To prevent delaying v6 release any further, we are forced to skip this feature for now. It should however be released in one of the first v7 daily builds shortly after the v6 final release.
On the other hand the Corona Scatter has already been changed to update asynchronously in the background, which is pretty much the same thing we want to do here for bitmaps and proxies. So if your scene heavily uses Corona Scatter, it should already open a bit faster.
Hey Ryuu, thanks for the update, a bit of a bummer, but totally understand. Looking forward to v6 (and v7 dailies). Our main issue is those of us working from assets on a networked drive, though we recently improved things greatly by excluding windows defender from scanning 3ds Max and the asset drive completely (in case anyone else is having similar issues)
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Hi,
i just updated Corona V5 to 2020-06-18 dailybuild and the rendering process keeps crashing, Corona Error Message: LEGION_STOP @ C:\Corona\src\ShadingLib\UvMapper.h(238).
The scene originally was created using V4 if I recall correctly, but rendered mostly fine using V5 (I had some crashes, but as I was experimenting with tyflow I did not relate it to corona)
Please see the uploaded file: 1592584875_200619-tyflow-explode.max
Win 10, 18363.836
Max 2021 EDU (fresh install)
Corona V6-200618
Tyflow 0.16089
If you need any other information just let me know.
Best regards,
Daniel
Daily builds 2020-06-18
Distance texmap not work when first start 3dsmax 2014 files witch Multiscatter 1.615
It is necessary to open the material and change any of its parameters so that it works again.
See screenshots.
Max file attached.
Hi,
Native 3ds max VFB doesn't update anymore until render is finished ( or canceled ).
Are you guys aware of this? Bug?
Thank you!
Hi.
I am rendering a camera in cubemap mode. The noise level remains at 180%, and that value does not change, although the number of passes increases and the noise disappears. Corona does not measure noise in cubemap mode?
Sorry for my English.
Good afternoon. Is this how it should be? Sky+Sun / DB 18.06.
All Fixed in the v6 Db 2020-07-21
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Corona Colour correct node doesnt work for reflection and bump mapping? Certainly in the last couple of daily builds if not earlier. Im sure it hasnt always been like this.
Put a coloured standard bitmap or even the checkerboard shader directly in to the bump channel and you can see it working. Run that through a corona colour correction node - not touching any of the settings and the effect stops working. Same for reflection. Putting it through the max standard colour correction node and everything works as expected.
Pretty sure the corona node should work but for some reason I cant get it to.
Cheers
-
Corona Colour correct node doesnt work for reflection and bump mapping? Certainly in the last couple of daily builds if not earlier. Im sure it hasnt always been like this.
Put a coloured standard bitmap or even the checkerboard shader directly in to the bump channel and you can see it working. Run that through a corona colour correction node - not touching any of the settings and the effect stops working. Same for reflection. Putting it through the max standard colour correction node and everything works as expected.
Pretty sure the corona node should work but for some reason I cant get it to.
Cheers
Hi,
We are aware of the issue with CoronaColorCorrect and bump mapping. We are looking into a fix for it, however a workaround is to set the ColorCorrects brightness value to a non zero number and it will work.
I wasn't able to reproduce the issue with reflection, it seems to be working fine for me. Can you provide some more information?
Rowan
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Hi Rowan
Thanks for trying to fix the bump issue. I cant seem to replicate the same reflection issue today, so maybe it was just the bump.
I was having issues with Railclone and the use segement material option in railclone 4. The bump wasnt working with that either regardless of which method was used. But taking that option off and just applying it to the railclone object (like previous versions of railclone) the bump mapping works again. Is there a known issue with this? The diffuse seemed to work fine.
Cheers
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Hi,
Can you provide some more information regarding the issue with RailClone 4?
I have just tried here quickly and it seems to be working as expected for me. (See attached screenshot for my setup) Maybe you can tell me if I'm missing something?
Thanks,
Rowan
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Thanks I'll dig out the file later today.
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Hey guys,
not sure where to post it but I am having a problem with latest daily build V6. I know it is alpha state and all but I was working with latest daily build (V6) and at one point I decided to switch back to corona V5. Well kinda strange issue popped up with same scene that was created in V6 and now opened in V5. It looks like shading issue or something and it is kinda annoying. Is there a way to get rid of it? See example pics as attachement.
Also, is it possible that V6 has higher RAM consumption than V5? I am not a tech guy to prove it but it looks like that scenes in V6 are a a bit heavier on RAM?
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Hey guys,
not sure where to post it but I am having a problem with latest daily build V6. I know it is alpha state and all but I was working with latest daily build (V6) and at one point I decided to switch back to corona V5. Well kinda strange issue popped up with same scene that was created in V6 and now opened in V5. It looks like shading issue or something and it is kinda annoying. Is there a way to get rid of it? See example pics as attachement.
Also, is it possible that V6 has higher RAM consumption than V5? I am not a tech guy to prove it but it looks like that scenes in V6 are a a bit heavier on RAM?
Reset your render settings (Render Setup > Scene > Reset settings).
Other than that, saving in V6 and opening in V5 (or saving in any newer version and opening in an older one is ALWAYS an unsupported scenario):
Saving a scene with a daily build and opening it with a regular version of Corona Renderer is usually impossible.
no forward compatibility is guaranteed! Scenes saved with a newer version may be impossible to open with an older version!
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds
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Thanks for answer, yeah I am aware of backward compatibility issues. I was maybe a bit too eager to try out V6... :)
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Thanks for answer, yeah I am aware of backward compatibility issues. I was maybe a bit too eager to try out V6... :)
Hi,
What was your problem with v6? We won't be able to fix it if we don't know what it is :)
Rowan
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Thanks for answer, yeah I am aware of backward compatibility issues. I was maybe a bit too eager to try out V6... :)
Hi,
What was your problem with v6? We won't be able to fix it if we don't know what it is :)
Rowan
Hey Rowan,
well it is more of a general issue. In short it looks like that working with more heavy scenes in V6 causes 3ds max to to crash unexpectedly. We are not quite sure where the problem could be but it might have connection to RAM. 128 GB workstations are doing kinda fine, while 64 GB workstations are having problems more frequently. And it looks like that these issues don't exist in V5.
Also and it doesn't help it looks like that some models converted from Vray to Corona (V6) are causing crashes aswell (3Ds max error to complete crash of app) again this issue does not seem to be in V5. See we are testing out Corona in our studio so we might switch to it completely and we got excited over the new sun so V6 was it.
Again I am not sure, if the problem is the V6 (if it is more RAM demaning or generally more hardware demanding) but it looks like that V5 doesn't have these problems.
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Hey Rowan,
well it is more of a general issue. In short it looks like that working with more heavy scenes in V6 causes 3ds max to to crash unexpectedly. We are not quite sure where the problem could be but it might have connection to RAM. 128 GB workstations are doing kinda fine, while 64 GB workstations are having problems more frequently. And it looks like that these issues don't exist in V5.
Also and it doesn't help it looks like that some models converted from Vray to Corona (V6) are causing crashes aswell (3Ds max error to complete crash of app) again this issue does not seem to be in V5. See we are testing out Corona in our studio so we might switch to it completely and we got excited over the new sun so V6 was it.
Again I am not sure, if the problem is the V6 (if it is more RAM demaning or generally more hardware demanding) but it looks like that V5 doesn't have these problems.
Hi,
If you have specific models which are causing crashes are you able to provide them to us? The only way we can fix crashes is if we are able to reproduce them here.
You can send us these files privately through our uploader, instructions on how to do this are in my signature.
In our tests so far v6 has generally a lower RAM usage than in v5. Again it would be useful of us to get a copy of your problem scenes so we can investigate the crashes.
Cheers,
Rowan
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Hi,
If you have specific models which are causing crashes are you able to provide them to us? The only way we can fix crashes is if we are able to reproduce them here.
You can send us these files privately through our uploader, instructions on how to do this are in my signature.
In our tests so far v6 has generally a lower RAM usage than in v5. Again it would be useful of us to get a copy of your problem scenes so we can investigate the crashes.
Cheers,
Rowan
[/quote]
Hello again,
thanks for the offer, I'll try to discuss this internally but I am afraid I won't be able to share it. Anyways I did some more tests today and It might just be our own issue that happened because of incomplete conversion of models from v-ray to corona. Will test furthermore...
again thanks for interest
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Hello!
Just tested latest daily build.
I have 5k monitor and i'm using 150% scale of windows UI
When i'm using corona IR vfb it show me render 2 time bigger then acutual resolution is. This makes blury image.
For example here is full screenshot of my screen. Corona shows resolution 945x478 px., but real size of this part of screen is 1890x456 px.
I have no such problem with previous build from 2020-07-07
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Check your Image Upscaling in the System Setup (from the Render Setup) - https://coronarenderer.freshdesk.com/support/solutions/articles/12000060305-what-is-image-upscaling-factor-
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Check your Image Upscaling in the System Setup (from the Render Setup) - https://coronarenderer.freshdesk.com/support/solutions/articles/12000060305-what-is-image-upscaling-factor-
Didn't notice this setting. It was at 2.0
Now it's ok, thank you!
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Most welcome! Sometimes something in the system gets that set to 2, usually on some new install of a Corona version (though could also be with a Windows update or something). Now you have it changed, it should stick. The setting is so you can render a smaller image for fast IR but have it scaled up so it's still usable/big enough to view on High DPI monitors.
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Corona Colour correct node doesnt work for reflection and bump mapping? Certainly in the last couple of daily builds if not earlier. Im sure it hasnt always been like this.
ColorCorrect + bump should be fixed in the latest build.
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Hello,
I have notice a problem with Orantrix.
The file crash if I use Render setting, render wrong if I use only Change with (Strand bigger) but if I use both and I leave without maps the "Width Maps" in render setting and I used only in Change with....it works, but is really mandatory to not use texture on Width map in render setting or it will crash.
The Orantrix team answer me that the problem for Corona:
I have been notified that Corona devs are still updating to our newer SDK, so they don't fully support ChangeWidth yet. We have tow ait for them to fix it.
For VRay this was fixed by Chaos Group. For Corona it's on their hands now. We notified this issue to them, now we just have to wait. To be more specific, the update have to and will come from Corona, not Ornatrix.
Any Idea about that in V6.
Thanks
-
Hi, yep, we have update to the new Ornatrix API in the pipeline. Unfortunately we did not manage to fully finish it for RC1, but it should be in RC2.
-
Hi Devs - i dont know when this happened and its been for quiet some time (or always?) But when I switched over from Vray i noticed that the sky alpha maps arent anywhere near as good.
Yes i do enable the override for direct visibility to black. WHen i put in different skies or backlgrounds in post, theres always a slight halo or whatever you call it - its not a perfect mask. I remember vray did perfect masks and i do believe when i switched over, so did corona and at some point, it stopped doing it as accurately. Maybe it was always like this? not sure.... any one else having the same issues?
-
Hi guys, i have an issue after install RC1.. i am using max 2019 and for some reason, I am getting error writing to file that i cant solve in older corona scenes.. if i start a new scene its fine.. so for now i get back to the preview daily version.
-
Hi guys, i have an issue after install RC1.. i am using max 2019 and for some reason, I am getting error writing to file that i cant solve in older corona scenes.. if i start a new scene its fine.. so for now i get back to the preview daily version.
Hi,
I'm sorry I don't understand the issue that you are having? Can you provide a scene and some reproduction steps?
Cheers,
Rowan
-
Hi Devs - i dont know when this happened and its been for quiet some time (or always?) But when I switched over from Vray i noticed that the sky alpha maps arent anywhere near as good.
Yes i do enable the override for direct visibility to black. WHen i put in different skies or backlgrounds in post, theres always a slight halo or whatever you call it - its not a perfect mask. I remember vray did perfect masks and i do believe when i switched over, so did corona and at some point, it stopped doing it as accurately. Maybe it was always like this? not sure.... any one else having the same issues?
Hi,
I don't understand your issue where, could you please send over a scene, some screenshots and reproduction steps?
Thanks,
Rowan
-
Hi guys, i have an issue after install RC1.. i am using max 2019 and for some reason, I am getting error writing to file that i cant solve in older corona scenes.. if i start a new scene its fine.. so for now i get back to the preview daily version.
Hi,
I'm sorry I don't understand the issue that you are having? Can you provide a scene and some reproduction steps?
Cheers,
Rowan
I have now revert to the oldest build but the exact problem was that the files i had already create with the older builds before RC1 couldnt saved anymore.. when i was try to save the files i was getting an error writing to file and the autosave the same..when i create a new scene and try to save everything was fine. If that not makes any sense i will re install RC1 and i will send you a scene that i have the problem. Thanks!
-
Do you mean this maybe?
https://coronarenderer.freshdesk.com/support/solutions/articles/5000672469-i-am-getting-error-creating-file-output-message-
-
Do you mean this maybe?
https://coronarenderer.freshdesk.com/support/solutions/articles/5000672469-i-am-getting-error-creating-file-output-message-
No its not the same issue, in my case i am getting "error creating file" when i am trying to save the file, not the render but because i know also the max issue i tried what's in the link just in case it was relative but didnt work. After i revert back to the previews build the issue gone. Tomorrow i will reinstall RC1 and i will let you know if i still have the same problem.
-
i will send it via your portal
-
i will send it via your portal
Please let me know the name of the file.
-
in my case i am getting "error creating file" when i am trying to save the file
Sounds mor like a file permission issue. Can you rename the file in Windows explorer? Copy/backup, then delete the original one? Maybe you have been logged in as a different user previously and you just have no file access.
Good Luck
-
Hi guys, i have an issue after install RC1.. i am using max 2019 and for some reason, I am getting error writing to file that i cant solve in older corona scenes.. if i start a new scene its fine.. so for now i get back to the preview daily version.
Hi,
I'm sorry I don't understand the issue that you are having? Can you provide a scene and some reproduction steps?
Cheers,
Rowan
I have now revert to the oldest build but the exact problem was that the files i had already create with the older builds before RC1 couldnt saved anymore.. when i was try to save the files i was getting an error writing to file and the autosave the same..when i create a new scene and try to save everything was fine. If that not makes any sense i will re install RC1 and i will send you a scene that i have the problem. Thanks!
Hi,
I have managed to reproduce this in one of our testing scenes. We will look into a fix for it asap.
Rowan
(Internal ID=543242879)
-
Hi guys, i have an issue after install RC1.. i am using max 2019 and for some reason, I am getting error writing to file that i cant solve in older corona scenes.. if i start a new scene its fine.. so for now i get back to the preview daily version.
Hi,
I'm sorry I don't understand the issue that you are having? Can you provide a scene and some reproduction steps?
Cheers,
Rowan
I have now revert to the oldest build but the exact problem was that the files i had already create with the older builds before RC1 couldnt saved anymore.. when i was try to save the files i was getting an error writing to file and the autosave the same..when i create a new scene and try to save everything was fine. If that not makes any sense i will re install RC1 and i will send you a scene that i have the problem. Thanks!
Hi,
I have managed to reproduce this in one of our testing scenes. We will look into a fix for it asap.
Rowan
(Internal ID=543242879)
Great, thanks!
-
I submitted it via ticket request.
i will send it via your portal
Please let me know the name of the file.
-
Same problem here.
When I save the .max file (on my C:/ or in network), I receive this message:
"Error writing to file"
Then, 3ds Max crash immediately.
If I delete the CoronaScatter object, the saving process works fine and I have no error.
So, here, the crash is related to the CoronaScatter object.
If I import this CScatter object in an empty scene, and try to save, 3ds Max crash O_O
The "funny" thing is that, in this scene, I have another CScatter.
And, with this CSCatter in the scene, I can save with no problem.
It's the first CScatter to create me problems.
-
Same problem i have.
The scene with corona scatter doesn't save and 3ds max crashes after "Error writing to file". Also i'm getting strange 3ds max UI behavior with corona scatters in the scene. The viewport freezes and not updating, while i'm moving objects.
After deleting all corona scaters- scene is working fine and saving file also works
Corona RC1, 3ds Max 2021
-
I think we need to wait v6.0 RC2 (^__^)
-
Hi Devs - i dont know when this happened and its been for quiet some time (or always?) But when I switched over from Vray i noticed that the sky alpha maps arent anywhere near as good.
Yes i do enable the override for direct visibility to black. WHen i put in different skies or backlgrounds in post, theres always a slight halo or whatever you call it - its not a perfect mask. I remember vray did perfect masks and i do believe when i switched over, so did corona and at some point, it stopped doing it as accurately. Maybe it was always like this? not sure.... any one else having the same issues?
I agree with this. Render on black background. Add 'backplate' in Photoshop and there is always a slight halo. Defringing the render usually fixes it but there are issues with doing this if you have glass that you can see the backplate through. I'll try and post an example tomorrow if I get chance. Also this isn't a Corona 6 Daily issue so I'll post my example in the 'need help' section. Feel free to move this
-
Morning all!
I arrived at the office this morning and installed RC1 from the daily builds.
Opened a file, which I worked on last week with the previous daily (corona-6-3dsmax-daily-2020-07-21) and all the normals/bump seemed a bit fucked up. These are generated with triplanar mapping texture node.
I reverted back to the previous daily and the problem is fixed. So what's up with the RC1?
Please see attached, you'll notice the difference right away...
-
Morning all!
I arrived at the office this morning and installed RC1 from the daily builds.
Opened a file, which I worked on last week with the previous daily (corona-6-3dsmax-daily-2020-07-21) and all the normals/bump seemed a bit fucked up. These are generated with triplanar mapping texture node.
I reverted back to the previous daily and the problem is fixed. So what's up with the RC1?
Please see attached, you'll notice the difference right away...
Hi,
Can you please send a simplyfied version of the scene or if that's not possible can you send a screenshot of your material library setup for this material?
Thanks,
Rowan
-
Morning all!
I arrived at the office this morning and installed RC1 from the daily builds.
Opened a file, which I worked on last week with the previous daily (corona-6-3dsmax-daily-2020-07-21) and all the normals/bump seemed a bit fucked up. These are generated with triplanar mapping texture node.
I reverted back to the previous daily and the problem is fixed. So what's up with the RC1?
Please see attached, you'll notice the difference right away...
Hi,
Can you please send a simplyfied version of the scene or if that's not possible can you send a screenshot of your material library setup for this material?
Thanks,
Rowan
Thanks for the reply. I uploaded a simplified version via your default web uploader.
Good luck and thanks again.
-
Hi,
I don't see the file there, would you be able to try again?
Cheers,
Rowan
-
Hi,
I don't see the file there, would you be able to try again?
Cheers,
Rowan
Apologies! I jumped the gun a bit too quickly there and couldn't manage to upload it with your portal. It's difficult to get the reCAPTCHA to work with the uploader as it expires by the time the upload is complete. Not sure if this is a problem only I experience?
Anyway, I used the Dropbox uploader instead. I hope you can now find it.
Sorry again, and thanks once more.
-
Thanks, I have the file now.
I will let you know when we have investigated it. I'll also make a note to look into the uploader :)
Cheers,
Rowan
(Internal ID=543992746)
-
Hi guys, i have an issue after install RC1.. i am using max 2019 and for some reason, I am getting error writing to file that i cant solve in older corona scenes.. if i start a new scene its fine.. so for now i get back to the preview daily version.
Same problem here.
When I save the .max file (on my C:/ or in network), I receive this message:
"Error writing to file"
Then, 3ds Max crash immediately.
If I delete the CoronaScatter object, the saving process works fine and I have no error.
So, here, the crash is related to the CoronaScatter object.
If I import this CScatter object in an empty scene, and try to save, 3ds Max crash O_O
The "funny" thing is that, in this scene, I have another CScatter.
And, with this CSCatter in the scene, I can save with no problem.
It's the first CScatter to create me problems.
Same problem i have.
The scene with corona scatter doesn't save and 3ds max crashes after "Error writing to file". Also i'm getting strange 3ds max UI behavior with corona scatters in the scene. The viewport freezes and not updating, while i'm moving objects.
After deleting all corona scaters- scene is working fine and saving file also works
Corona RC1, 3ds Max 2021
Fixed in RC2 :)
-
Hi. Just installed RC2, and got this:
Removing previous installation of IES bundle... done
Installing IES bundle... Failed to install file C:\Program Files\Corona\ies\Real-IES_bold.ies: Cannot open/read/write file 'C:/Program Files/Corona/ies/Real-IES_bold.ies'
Operation result: failed
How can I fix this?
-
Hi,
In RC2, Computing Secondary GI (4K) takes double time comparing to RC1. Render settings were reset, but it did not help.
Peter
-
right click in viewport doesn't show corona convert to and proxy anymore.
-
Hi,
In RC2, Computing Secondary GI (4K) takes double time comparing to RC1. Render settings were reset, but it did not help.
Peter
Hi,
Nothing in the 4k cache changed between RC1 and RC2, we are aware of some performance issues with it and are continuing to work on some optimisations.
Would you be able to provide your scene to us so we can investigate the cause of the slow down? Instructions on how to do this are in my signiture.
Hi. Just installed RC2, and got this:
Removing previous installation of IES bundle... done
Installing IES bundle... Failed to install file C:\Program Files\Corona\ies\Real-IES_bold.ies: Cannot open/read/write file 'C:/Program Files/Corona/ies/Real-IES_bold.ies'
Operation result: failed
How can I fix this?
Hi,
Can you try to run the installer again and see if that fixes the issue?
Cheers,
Rowan
-
right click in viewport doesn't show corona convert to and proxy anymore.
Hi,
They are both still there for me so I'm not sure exactly what has happened. However there is an easy way to add them back.
- Customize -> Customize User Interface -> Quads
- Select the "Corona Renderer" category
- Now drag the Corona Converter and Proxy exporter to the quad menu
- Finally save this as your default
I have attached some screenshots to illustrate the process.
Let me know if this works for you.
Cheers,
Rowan
-
Hello,
I got a crash when editing in photohshop a texture and saving it with the same name while the texture is in use by a material.
I installed RC2 and have 3ds max 2020, windows 10.
-
For a crash, please always send the minidump - see https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max. Thanks!
-
It would also help debugging a bit more if you could also provide few more details about how this happened. Was the texture loaded as a Corona Bitmap or as a 3ds Max Bitmap? Were you running IR or any other rendering at that time? Thanks
-
+1
Hello,
I got a crash when editing in photohshop a texture and saving it with the same name while the texture is in use by a material.
I installed RC2 and have 3ds max 2020, windows 10.
-
+1
Hello,
I got a crash when editing in photohshop a texture and saving it with the same name while the texture is in use by a material.
I installed RC2 and have 3ds max 2020, windows 10.
Hi,
Do you have some more information? Are you using Corona or 3ds Max bitmap? Are you running IR etc..
Rowan
-
Hello,
I've had issues with RC1 and RC2 when using CoronaLayeredMtl : the base mtl surface does not appear when used with masked layers. Previous versions seemed to work fine.
-
Hello,
I've had issues with RC1 and RC2 when using CoronaLayeredMtl : the base mtl surface does not appear when used with masked layers. Previous versions seemed to work fine.
Can you please explain what exactly you mean? I am sure a screenshot of the material setup and the rendered result would help. It seems to be working fine here (V6 RC2).
Could it be that you are connecting the masks to wrong slots in the Layered Mtl?
-
Hello!
I relaized that with Corona 6 when I convert Vray materials with Corona converter the converted materials sometimes won't show up on masks as the Propagate masks option is set to Always. I tried to figure out what's the pattern and what is the cause of this with no luck. It would be nice to have a checkbox in Corona converter though so you can decide if the newly created materials should be set to Never or Always.
-
Hello,
I've had issues with RC1 and RC2 when using CoronaLayeredMtl : the base mtl surface does not appear when used with masked layers. Previous versions seemed to work fine.
Can you please explain what exactly you mean? I am sure a screenshot of the material setup and the rendered result would help. It seems to be working fine here (V6 RC2).
Could it be that you are connecting the masks to wrong slots in the Layered Mtl?
Same scene : 01.jpg is before RC1 - 02.jpg in RC1 and RC2
I simplified the scene and rendered it in RC2 as seen in 03.jpg, you can find the corresponding material in 04.jpg
-
Something similar here.
I used bitmap for masking with disabled tiling (black background, white text). The bitmap not covered entire object, just small part of it. Previously it worked fine - paper material (base material) over entire object and black glossy text corresponding to white text on mask bitmap (layer 1).
Now I'm getting black glossy (layer 1) for entire object and text. Paper only where the black background on mask bitmap.
I'm adding some screens.
1 - wrong result (previously worked fine), 1_1 - mat setup
2 - looks like correct result but I had to invert mask and base/layer 1 materials - 2_1.
-
Does anybody have problems with loading large scene files? I have a scene at around 10gb, which loaded in max takes at about 40gb of ram and with, and since I installed the RC1, I've noticed I can't open the scene without waiting at least 30 mins.
-
Does anybody have problems with loading large scene files? I have a scene at around 10gb, which loaded in max takes at about 40gb of ram and with, and since I installed the RC1, I've noticed I can't open the scene without waiting at least 30 mins.
10GB?? I have big scenes but nothing THAT big. Anyway, try separating parts in XREFS and creating proxies for as many instances as you can. Something's not right if the scene is 10GB.
-
Does anybody have problems with loading large scene files? I have a scene at around 10gb, which loaded in max takes at about 40gb of ram and with, and since I installed the RC1, I've noticed I can't open the scene without waiting at least 30 mins.
10GB?? I have big scenes but nothing THAT big. Anyway, try separating parts in XREFS and creating proxies for as many instances as you can. Something's not right if the scene is 10GB.
It's a few streets roughly two sq.km hence the size, but that's not my pain point. With Corona 5 it was all good, and I never had those issues :(
-
Corona render does not work as expected with displace modifier.
Win10 (Last Updates) + Corona RC2 + Max 2014
PS
It seems to have stopped working after these Windows updates ... (attached screen)
On old daily builds it is not possible to reproduce the normal operation of the distance map and displacement map.
-
Does anybody have problems with loading large scene files? I have a scene at around 10gb, which loaded in max takes at about 40gb of ram and with, and since I installed the RC1, I've noticed I can't open the scene without waiting at least 30 mins.
10GB?? I have big scenes but nothing THAT big. Anyway, try separating parts in XREFS and creating proxies for as many instances as you can. Something's not right if the scene is 10GB.
It's a few streets roughly two sq.km hence the size, but that's not my pain point. With Corona 5 it was all good, and I never had those issues :(
Hi,
Please install RC2, we fixed a few issues with scene loading and saving.
Let me know if this doesn't help.
Rowan
-
Corona render does not work as expected with displace modifier.
Win10 (Last Updates) + Corona RC2 + Max 2014
PS
It seems to have stopped working after these Windows updates ... (attached screen)
On old daily builds it is not possible to reproduce the normal operation of the distance map and displacement map.
Hi,
This doesn't seem to have anything to do with Windows updates, it seems to have stopped working in the v6 daily build from 2020-06-18. It has stopped working only in 3ds Max versions 2014 to 2016. It functions correctly in 3ds Max 2017 and newer.
I will report this to the dev team and see what can be done, in the mean time you can use the CoronaDisplacementMod. Unfortunately this doesn't give you a viewport representation, but it does render correctly.
Thanks,
Rowan
(Internal ID=550411234)
-
Hello,
I've had issues with RC1 and RC2 when using CoronaLayeredMtl : the base mtl surface does not appear when used with masked layers. Previous versions seemed to work fine.
Can you please explain what exactly you mean? I am sure a screenshot of the material setup and the rendered result would help. It seems to be working fine here (V6 RC2).
Could it be that you are connecting the masks to wrong slots in the Layered Mtl?
Same scene : 01.jpg is before RC1 - 02.jpg in RC1 and RC2
I simplified the scene and rendered it in RC2 as seen in 03.jpg, you can find the corresponding material in 04.jpg
Something similar here.
I used bitmap for masking with disabled tiling (black background, white text). The bitmap not covered entire object, just small part of it. Previously it worked fine - paper material (base material) over entire object and black glossy text corresponding to white text on mask bitmap (layer 1).
Now I'm getting black glossy (layer 1) for entire object and text. Paper only where the black background on mask bitmap.
I'm adding some screens.
1 - wrong result (previously worked fine), 1_1 - mat setup
2 - looks like correct result but I had to invert mask and base/layer 1 materials - 2_1.
Hi,
Thanks for the information, to me these look like the same issue which was reported here: https://forum.corona-renderer.com/index.php?topic=26829.msg173975#msg173975
This was due to some changes in the Corona bitmap regarding how it treats alphas of textures when set to the no tiling mode. This change made it more correct and consistent with the 3ds Max bitmap.
However this is an unfortunate side effect, currently I don't have a workaround for you. But we will address this in one of the upcoming release candidates. I will keep you updated :)
Thanks,
Rowan
(Internal ID=543992746)
-
@martvaiss and @v.p.vlasenko - can you guys send us a simple scene demonstrating this behavior? The uploader is in my signature. After the upload, please let me know which upload method you used and what was the file name.
Also, what file format are you using for the mask image?
Does it have some sort of alpha channel in it?
Possibly reproduced, but a user scene would still be welcome.
(Internal ID=550612271)
-
Does anybody have problems with loading large scene files? I have a scene at around 10gb, which loaded in max takes at about 40gb of ram and with, and since I installed the RC1, I've noticed I can't open the scene without waiting at least 30 mins.
10GB?? I have big scenes but nothing THAT big. Anyway, try separating parts in XREFS and creating proxies for as many instances as you can. Something's not right if the scene is 10GB.
It's a few streets roughly two sq.km hence the size, but that's not my pain point. With Corona 5 it was all good, and I never had those issues :(
Hi,
Please install RC2, we fixed a few issues with scene loading and saving.
Let me know if this doesn't help.
Rowan
Hi Rowan, thanks for your message.
I did installed RC2 and now I wait a bit less time but still not as with the version 5. If I have to compare all three timings:
Corona 5 - close to 2min to load 10gb scene
Corona RC1 - close to 30 mins
Corona RC2 - close to 10 mins
Most assets are proxy,xrefs and even some containers the scene itself is quite small in size without the external components.
What I've noticed also it's the pharsing time. With Corona 5 it was snappy and quick, but with the 6 RC1 it's horrible, 6 RC2 is better but still not as with the version 5.
Sadly, I can't send the project as I'm under tight deadline and currently I've reverted everything to v5
Cheers
-
@martvaiss and @v.p.vlasenko - can you guys send us a simple scene demonstrating this behavior? The uploader is in my signature. After the upload, please let me know which upload method you used and what was the file name.
Also, what file format are you using for the mask image?
Does it have some sort of alpha channel in it?
Possibly reproduced, but a user scene would still be welcome.
(Internal ID=550612271)
Hi, uploaded using Private Uploader as 1597684477_1.zip
I simplified the scene even more. My mask image doesn't have any alpha, just black and white.
Btw, 3dsmax bitmap working fine.
-
Hi,
This doesn't seem to have anything to do with Windows updates, it seems to have stopped working in the v6 daily build from 2020-06-18. It has stopped working only in 3ds Max versions 2014 to 2016. It functions correctly in 3ds Max 2017 and newer.
I will report this to the dev team and see what can be done, in the mean time you can use the CoronaDisplacementMod. Unfortunately this doesn't give you a viewport representation, but it does render correctly.
Thanks,
Rowan
(Internal ID=550411234)
Thank you, I will follow the updates!
-
Hi Rowan, thanks for your message.
I did installed RC2 and now I wait a bit less time but still not as with the version 5. If I have to compare all three timings:
Corona 5 - close to 2min to load 10gb scene
Corona RC1 - close to 30 mins
Corona RC2 - close to 10 mins
Most assets are proxy,xrefs and even some containers the scene itself is quite small in size without the external components.
What I've noticed also it's the pharsing time. With Corona 5 it was snappy and quick, but with the 6 RC1 it's horrible, 6 RC2 is better but still not as with the version 5.
Sadly, I can't send the project as I'm under tight deadline and currently I've reverted everything to v5
Cheers
Hi,
We are getting quite close to the last release candidates, so in order to look into this for v6 we would need the scene asap. Is there any chance you could archive it and send it over to us?
Thanks,
Rowan
-
Hello,
I've had issues with RC1 and RC2 when using CoronaLayeredMtl : the base mtl surface does not appear when used with masked layers. Previous versions seemed to work fine.
Can you please explain what exactly you mean? I am sure a screenshot of the material setup and the rendered result would help. It seems to be working fine here (V6 RC2).
Could it be that you are connecting the masks to wrong slots in the Layered Mtl?
Same scene : 01.jpg is before RC1 - 02.jpg in RC1 and RC2
I simplified the scene and rendered it in RC2 as seen in 03.jpg, you can find the corresponding material in 04.jpg
Something similar here.
I used bitmap for masking with disabled tiling (black background, white text). The bitmap not covered entire object, just small part of it. Previously it worked fine - paper material (base material) over entire object and black glossy text corresponding to white text on mask bitmap (layer 1).
Now I'm getting black glossy (layer 1) for entire object and text. Paper only where the black background on mask bitmap.
I'm adding some screens.
1 - wrong result (previously worked fine), 1_1 - mat setup
2 - looks like correct result but I had to invert mask and base/layer 1 materials - 2_1.
Hi Guys,
This will be fixed in the upcoming RC3 through a new tiling mode in the CoronaBitmap. For affected bitmaps you will need to switch the tiling mode from "no tiling" to "clamp"
Please test this out when RC3 is released and let me know if you have any issues.
Thanks,
Rowan
-
Hi guys,
Playing around with latest Corona 6 RC2, alongside 3ds max 2020, latest service packs both for windows 10 (2004) and 3ds max 2020.
Dual Xeon v4, 128GB ECC, Nvidia GTX 1070 Ti.
No Railclone or Forstpacks inside the scene, just a bunch of CAD groups and the 3d model, currently building.
Experiencing really strange viewport behaviour:
As soon as add corona camera to the scene , try to view through it, with selected object, the viewport either ghosts the rest of the objects or hides objects, until I click at an empty spot inside the viewport.
Can not reproduce this behaviour with Perspective mode being active.
Attaching link to a video done with phone:
https://drive.google.com/file/d/1yFzZ-sPcI38rNI9xRZPKrb14hX9nzfe2/view?usp=drivesdk
-
Do you have a 3dconnection mouse?
Hi guys,
Playing around with latest Corona 6 RC2, alongside 3ds max 2020, latest service packs both for windows 10 (2004) and 3ds max 2020.
Dual Xeon v4, 128GB ECC, Nvidia GTX 1070 Ti.
No Railclone or Forstpacks inside the scene, just a bunch of CAD groups and the 3d model, currently building.
Experiencing really strange viewport behaviour:
As soon as add corona camera to the scene , try to view through it, with selected object, the viewport either ghosts the rest of the objects or hides objects, until I click at an empty spot inside the viewport.
Can not reproduce this behaviour with Perspective mode being active.
Attaching link to a video done with phone:
https://drive.google.com/file/d/1yFzZ-sPcI38rNI9xRZPKrb14hX9nzfe2/view?usp=drivesdk
-
Finally have this. Thanks : )
-
Some problem I have found since version 5. When I am using Spacing Tool with Corona lights to get along with spline shapes. At first It is fine but If I try to do one more time and just rotate the screen view it always crashes. Does anyone get this problem ?
Thank you !
-
Yes, I do. Tested with the 3d mouse disconnected, same. I remember experiencing issues with latest drivers from 3dconnexion and used old ones for quite a long time. Recently decided to update those, as the buttons stopped working witht the old ones, and switched 3ds max 2018 for 2020.
Update - The same issue with older 3ds max and corona 5. It must be issue not related to Corona Renderer.
Do you have a 3dconnection mouse?
Hi guys,
Playing around with latest Corona 6 RC2, alongside 3ds max 2020, latest service packs both for windows 10 (2004) and 3ds max 2020.
Dual Xeon v4, 128GB ECC, Nvidia GTX 1070 Ti.
No Railclone or Forstpacks inside the scene, just a bunch of CAD groups and the 3d model, currently building.
Experiencing really strange viewport behaviour:
As soon as add corona camera to the scene , try to view through it, with selected object, the viewport either ghosts the rest of the objects or hides objects, until I click at an empty spot inside the viewport.
Can not reproduce this behaviour with Perspective mode being active.
Attaching link to a video done with phone:
https://drive.google.com/file/d/1yFzZ-sPcI38rNI9xRZPKrb14hX9nzfe2/view?usp=drivesdk
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Hi,
the MatrialLibrary downlodable in Dropbox is updated with the new materials?
I download it but seems to be the old one.
tahnks
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Hi,
the MatrialLibrary downlodable in Dropbox is updated with the new materials?
I download it but seems to be the old one.
tahnks
It is now. I forgot to update it yesterday, sorry for that.
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Some problem I have found since version 5. When I am using Spacing Tool with Corona lights to get along with spline shapes. At first It is fine but If I try to do one more time and just rotate the screen view it always crashes. Does anyone get this problem ?
Thank you !
Hi, I couldn't reproduce this in V5 and RC3. Can you please:
- send a simple scene where this happens
- provide detailed steps how exactly to reproduce the crash (what exactly to click where, how exactly to trigger the crash)
The uploader is in my signature, thanks in advance!
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Hi. Apologies if this has already been discussed...
There seems to be an issue with the noise level when using regions.
I do a render, which takes 15 mins or so, but when I do a region the noise level says around 4.5% and the estimated render time is 45+ minutes... It's obviously getting confused with the noise in the non-rendering areas...
Is this replicable, understandable?
Many thanks. I'm using Daily Build 21 July 2020.
EDIT: It seems this problem only persists when the full render processes a bit early on, and then during the render I add the regions. If it's rendering with regions from the beginning (ie; from a clear VFB) then it works as expected/properly.
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Hi. Just installed RC3 and the updated materiallibrary.
Tried out the new materials, and when using "Concrete Plates Dirty" I got the "normal map using incorrect gamma" warning. It also looks like there is some serious terminator problems - maybe caused by to strong bump settings?
Besides that I had a hard time downloading the material file on my poor network. Had to do it twice, with several "failed network" instances. Any chance of improving this?
Thanks :)
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Hi. Apologies if this has already been discussed...
There seems to be an issue with the noise level when using regions.
I do a render, which takes 15 mins or so, but when I do a region the noise level says around 4.5% and the estimated render time is 45+ minutes... It's obviously getting confused with the noise in the non-rendering areas...
Is this replicable, understandable?
Many thanks. I'm using Daily Build 21 July 2020.
EDIT: It seems this problem only persists when the full render processes a bit early on, and then during the render I add the regions. If it's rendering with regions from the beginning (ie; from a clear VFB) then it works as expected/properly.
Hi,
I've just been testing this here and it seems to work as expected for me, if I add the region after the render has started it takes roughly the same amount of passes to converge to the same noise level without taking the extra time you are describing.
Would you,
1) Be able to install v6 RC3 and try it in this version? IIRC we also fixed another bug you mentioned in this version :) (You can set the bitmap tiling mode to clamped, in order to fix the artifacts you reported)
2) If the issue is still reproduceable in RC3 can you please archive and send the scene to us with some specific reproduction steps?
Instructions on how to do this are in my signature.
Thanks,
Rowan
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does RC3 fix the issue or the uvw randomizer makign the render take much longer?
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Some problem I have found since version 5. When I am using Spacing Tool with Corona lights to get along with spline shapes. At first It is fine but If I try to do one more time and just rotate the screen view it always crashes. Does anyone get this problem ?
Thank you !
Hi, I couldn't reproduce this in V5 and RC3. Can you please:
- send a simple scene where this happens
- provide detailed steps how exactly to reproduce the crash (what exactly to click where, how exactly to trigger the crash)
The uploader is in my signature, thanks in advance!
I already uploaded with video recordings and 3ds max files. Sorry for the first video, quality is bad.
Thank you
-
does RC3 fix the issue or the uvw randomizer makign the render take much longer?
Hi,
To get similar rendering times than in previous versions of Corona you can switch the blending amount to 0 or disable the HQ blending.
Thanks,
Rowan
-
Hi. Apologies if this has already been discussed...
There seems to be an issue with the noise level when using regions.
I do a render, which takes 15 mins or so, but when I do a region the noise level says around 4.5% and the estimated render time is 45+ minutes... It's obviously getting confused with the noise in the non-rendering areas...
Is this replicable, understandable?
Many thanks. I'm using Daily Build 21 July 2020.
EDIT: It seems this problem only persists when the full render processes a bit early on, and then during the render I add the regions. If it's rendering with regions from the beginning (ie; from a clear VFB) then it works as expected/properly.
Hi,
I've just been testing this here and it seems to work as expected for me, if I add the region after the render has started it takes roughly the same amount of passes to converge to the same noise level without taking the extra time you are describing.
Would you,
1) Be able to install v6 RC3 and try it in this version? IIRC we also fixed another bug you mentioned in this version :) (You can set the bitmap tiling mode to clamped, in order to fix the artifacts you reported)
2) If the issue is still reproduceable in RC3 can you please archive and send the scene to us with some specific reproduction steps?
Instructions on how to do this are in my signature.
Thanks,
Rowan
Thank you so much Rowan.
Sorry to be a pain, it seems to be working as expected again (in RC3 at least) :) So thanks again.
However, I'm still struggling with the bump mapping issue... I tried with RC3 and changed all the bump map textures to 'Clamp' and the problem persists/is worse.
What exactly is this clamping? Should it be applied to all bump textures? Or all textures? Or only textures that I don't want repeating?
The bumps are often plugged into tri-planar nodes, which seems to be the culprit (as discussed earlier)
Please see attached screengrab from RC3 with clamping set to all bump map textures...
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Hi,
So you should just apply the clamp mode to the texture which was set to "no tiling" mode. The rest you can leave as they were, I think in your case it was just the texture containing the sponsor/client logo.
Let me know how you get on.
Cheers,
Rowan
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Hi,
This doesn't seem to have anything to do with Windows updates, it seems to have stopped working in the v6 daily build from 2020-06-18. It has stopped working only in 3ds Max versions 2014 to 2016. It functions correctly in 3ds Max 2017 and newer.
I will report this to the dev team and see what can be done, in the mean time you can use the CoronaDisplacementMod. Unfortunately this doesn't give you a viewport representation, but it does render correctly.
Thanks,
Rowan
(Internal ID=550411234)
Thank you, I will follow the updates!
Hi,
This is fixed in v6 RC4.
Let me know if you have any issues with it.
Cheers,
Rowan
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Hi,
With the last RC4, the curve editor seems to ignore my *.acv file, the curve stay linear. Someone else has the problem ? Bug known ?
Thanks in advance
-
Hi,
With the last RC4, the curve editor seems to ignore my *.acv file, the curve stay linear. Someone else has the problem ? Bug known ?
Thanks in advance
Hi,
Thanks for reporting this, I was able to reproduce the same behaviour.
We will look into it.
Rowan
(Internal ID=554173807)
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Some problem I have found since version 5. When I am using Spacing Tool with Corona lights to get along with spline shapes. At first It is fine but If I try to do one more time and just rotate the screen view it always crashes. Does anyone get this problem ?
Thank you !
Hi, I couldn't reproduce this in V5 and RC3. Can you please:
- send a simple scene where this happens
- provide detailed steps how exactly to reproduce the crash (what exactly to click where, how exactly to trigger the crash)
The uploader is in my signature, thanks in advance!
I already uploaded with video recordings and 3ds max files. Sorry for the first video, quality is bad.
Thank you
I am still unable to reproduce this crash. Everything works fine, and I am trying to follow your steps carefully, using your provided scenes:
1. Select the light
2. Open the spacing tool
3. Pick the spline
4. Enable the follow option, change the number of duplicates
5. Repeat with different splines, applying the previous result
6. Deselect the original light
7. Move the camera around
8. Deselect / delete / Ctrl+Z
No issues so far. If you have some further ideas how this could be reproduced, please let us know. I will also ping other teammates to try this on different PCs.
Update: we tested on another computer, and no crashes either. I would suggest removing unnecessary scripts/plugins and using a different version of 3ds Max as 2018 is known to be unstable.
You can also use a newer version of Corona (currently V6 RC4) and if the issue still occurs, send us a minidump captured from the crash: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006
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Thank you. I will try different versions of 3ds max.
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Is there a known bug when using Corona 6 RC4 and Forest pack?
Experiencing quite strange behaviour with the following combo - win 10, latest build, 3ds max 2020, latest service pack, Corona 6 RC 4, and Forest pack 6.3.0.
A particular scene just stopped rendering any Forest pack object. If copy any object from this scene into an empty one and then try to populate Forest pack over those objects or any new ones, FP just does not render.
Vray renders perfectly those, regardless of the scene. I will try the same scene with 3ds max 2018 and Corona 5.
Edit: The same scene does not work with Corona 5 and 3ds max 2018 as well. FP just does not work for some reason with this scene.
If new one - it works, unless merge any element. At the same time Vray handles the scene with no issues. Attaching images.
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Is there a known bug when using Corona 6 RC4 and Forest pack?
Experiencing quite strange behaviour with the following combo - win 10, latest build, 3ds max 2020, latest service pack, Corona 6 RC 4, and Forest pack 6.3.0.
A particular scene just stopped rendering any Forest pack object. If copy any object from this scene into an empty one and then try to populate Forest pack over those objects or any new ones, FP just does not render.
Vray renders perfectly those, regardless of the scene. I will try the same scene with 3ds max 2018 and Corona 5.
Edit: The same scene does not work with Corona 5 and 3ds max 2018 as well. FP just does not work for some reason with this scene.
If new one - it works, unless merge any element. At the same time Vray handles the scene with no issues. Attaching images.
Hi,
Can you send over your scene so we can investigate?
Instructions on how to do so are in my signiture.
Cheers,
Rowan
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I guess it's either:
- some specific setting in the Forest object
- rendering an orthographic view
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i tried installing RC 4 & 5 but my max 2019 is stuck on on launching coronamaxutils2019.dlt on splash screen, reinstalling corona 5 and it works fine. Anything im doing wrong?
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i tried installing RC 4 & 5 but my max 2019 is stuck on on launching coronamaxutils2019.dlt on splash screen, reinstalling corona 5 and it works fine. Anything im doing wrong?
Hi,
Can you try running the uninstaller for v5 and then running the v6 installer again?
Also, which version of Windows are you using?
Rowan
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didn't help. Im running windows 10 pro 1909
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Can you try these things one by one?
1) Install NET Framework 4.8 - https://dotnet.microsoft.com/download/dotnet-framework/net48
2) Install Visual C++ Redistributable 2015 - https://www.microsoft.com/pl-pl/download/details.aspx?id=48145
3) Fully update your Windows and then restart your computer (use the regular Windows Update option; if you are using Windows 7 or 8, the best solution is upgrading to Windows 10)
4) Fully update your 3ds Max. The easiest method is using the Autodesk Desktop App, which will do it for you automatically.
Let me know if that helped, and if not, I will send you more steps.
Unfortunately at this point we can only troubleshoot like that, because we are not familiar with the error.
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didn't help. Im running windows 10 pro 1909
Hi,
Can you please generate a minidump from 3ds Max when it is frozen in this state and send it to us?
Instructions on how to do this can be found: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006#crashes2
Rowan
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didn't help. Im running windows 10 pro 1909
Hi,
Can you please generate a minidump from 3ds Max when it is frozen in this state and send it to us?
Instructions on how to do this can be found: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006#crashes2
Rowan
i uploaded a minidump now, i also updated windows to latest version 2004, and did the steps before uploading the file. didn't help
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Hi,
Where did you upload the minidump to? I don't see it in our uploader..
Thanks,
Rowan
-
uploaded to the dropbox now, thanks
-
Hi, I just tested with 3ds max 2017. It is fine but it still happens with 2018. Please see minidump file. Thank you
Some problem I have found since version 5. When I am using Spacing Tool with Corona lights to get along with spline shapes. At first It is fine but If I try to do one more time and just rotate the screen view it always crashes. Does anyone get this problem ?
Thank you !
Hi, I couldn't reproduce this in V5 and RC3. Can you please:
- send a simple scene where this happens
- provide detailed steps how exactly to reproduce the crash (what exactly to click where, how exactly to trigger the crash)
The uploader is in my signature, thanks in advance!
I already uploaded with video recordings and 3ds max files. Sorry for the first video, quality is bad.
Thank you
I am still unable to reproduce this crash. Everything works fine, and I am trying to follow your steps carefully, using your provided scenes:
1. Select the light
2. Open the spacing tool
3. Pick the spline
4. Enable the follow option, change the number of duplicates
5. Repeat with different splines, applying the previous result
6. Deselect the original light
7. Move the camera around
8. Deselect / delete / Ctrl+Z
No issues so far. If you have some further ideas how this could be reproduced, please let us know. I will also ping other teammates to try this on different PCs.
Update: we tested on another computer, and no crashes either. I would suggest removing unnecessary scripts/plugins and using a different version of 3ds Max as 2018 is known to be unstable.
You can also use a newer version of Corona (currently V6 RC4) and if the issue still occurs, send us a minidump captured from the crash: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006
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A little bug in the latest daily / material library;
When I applied "Plaster Black Smooth" it appears someone named Johnny forgot to relink the bump bitmap properly...
"Required asset file(s) could not be located:
C:\Users\Johny\Dropbox\169_corona_material_library\02_mapy\plaster_bump_big.jpg"
Hi,
We have fixed this in v6 RC6. You will need to re-download the material library, either through the installer or the offline file from: https://coronarenderer.freshdesk.com/support/solutions/articles/12000036778
Thanks,
Rowan
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Hi,
With the last RC4, the curve editor seems to ignore my *.acv file, the curve stay linear. Someone else has the problem ? Bug known ?
Thanks in advance
Hi,
This is fixed in RC6.
Please let me know if you have any issues.
Cheers,
Rowan
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Hi,
Currently the foam only works with PhoenixFD 4 right? Will it support version 3 at all by any chance? (Just want to know if I need to upgrade or not)
Cheers!
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Just noticed this small UI issue in Corona RC6 Standalone - lights long names are broken into two lines, which is hard to read. Also Corona Frame Buffer (RC6) is sometimes cutting long names, displaying only part of them, making Lightmix management a bit complicated.
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Hi,
Currently the foam only works with PhoenixFD 4 right? Will it support version 3 at all by any chance? (Just want to know if I need to upgrade or not)
Cheers!
Hi,
We won't be supporting Phoenix FD v3. Just v4 and newer.
Thanks,
Rowan
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Corona Devs - please.. please. please.... put forward the slicing plane clipper - very much hoping to see it in nearby dailies... its been too long...
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Just noticed this small UI issue in Corona RC6 Standalone - lights long names are broken into two lines, which is hard to read. Also Corona Frame Buffer (RC6) is sometimes cutting long names, displaying only part of them, making Lightmix management a bit complicated.
Hi,
Thanks for reporting. We will look into it.
Cheers,
Rowan
(Internal ID=558402101)
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Can you try these things one by one?
1) Install NET Framework 4.8 - https://dotnet.microsoft.com/download/dotnet-framework/net48
2) Install Visual C++ Redistributable 2015 - https://www.microsoft.com/pl-pl/download/details.aspx?id=48145
3) Fully update your Windows and then restart your computer (use the regular Windows Update option; if you are using Windows 7 or 8, the best solution is upgrading to Windows 10)
4) Fully update your 3ds Max. The easiest method is using the Autodesk Desktop App, which will do it for you automatically.
Let me know if that helped, and if not, I will send you more steps.
Unfortunately at this point we can only troubleshoot like that, because we are not familiar with the error.
Max still stuck on launching coronamaxutils2019.dlt on splash screen even after corona 6 official release... anything else i can do? or am i doomed to use corona 5..?
edit: this is on a few months old pc running threadripper 3970x. only has max 2019 installed with all updates, latest windows pro updates, a few normal plugins, Sini, forestpack, railclone, floor generator etc.
Now tried on other machines at the office and so far it has only worked on 2 out of 6 pc's, and thats the only pcs running an old intel cpu rest is threadrippers. no idea if that is relevant
-
Can you try these things one by one?
1) Install NET Framework 4.8 - https://dotnet.microsoft.com/download/dotnet-framework/net48
2) Install Visual C++ Redistributable 2015 - https://www.microsoft.com/pl-pl/download/details.aspx?id=48145
3) Fully update your Windows and then restart your computer (use the regular Windows Update option; if you are using Windows 7 or 8, the best solution is upgrading to Windows 10)
4) Fully update your 3ds Max. The easiest method is using the Autodesk Desktop App, which will do it for you automatically.
Let me know if that helped, and if not, I will send you more steps.
Unfortunately at this point we can only troubleshoot like that, because we are not familiar with the error.
Max still stuck on launching coronamaxutils2019.dlt on splash screen even after corona 6 official release... anything else i can do? or am i doomed to use corona 5..?
edit: this is on a few months old pc running threadripper 3970x. only has max 2019 installed with all updates, latest windows pro updates, a few normal plugins, Sini, forestpack, railclone, floor generator etc.
Now tried on other machines at the office and so far it has only worked on 2 out of 6 pc's, and thats the only pcs running an old intel cpu rest is threadrippers. no idea if that is relevant
Hi,
Thanks for the further information. Could you tell me your Windows language and locale settings?
Thanks,
Rowan
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windows display language: English (united states), region and regional format: Norway, Norwegian.
thanks
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windows display language: English (united states), region and regional format: Norway, Norwegian.
thanks
Hey,
When I change my region format to Norwegian I get the same issue as you.
So can you change your region to English and see if this helps?
Search -> Control Panel -> Clock and Region -> Region -> Change to English
Thanks,
Rowan
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windows display language: English (united states), region and regional format: Norway, Norwegian.
thanks
Hey,
When I change my region format to Norwegian I get the same issue as you.
So can you change your region to English and see if this helps?
Search -> Control Panel -> Clock and Region -> Region -> Change to English
Thanks,
Rowan
thank you!
changing this fixed the issue, however this changes the formatting from our native way in windows, max and other software. i assume this is a bug and can/will be fixed?
(https://i.imgur.com/6r9vZqg.png)
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Let's lock this topic and continue in bug reporting section...
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Topic locked