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Topics - cecofuli

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Hello friends,

I would like to show you the Italian translation with a new graphic layout of the official Corona Renderer blog pages related to Corona Renderer 7 and the new Corona Physical Material.

I think that Spanish friends who do not speak English well can benefit from the Italian version when translated with an automatic translator.

English version is also available.

Enjoy the reading 😊





I am proud to announce the release of the book --- Corona - THE COMPLETE GUIDE--- .
The writing took four years and it would never have been possible without the Corona team support.





I'm using a dual monitor setup and 3ds Max is on the Monitor 2.

(*1) Open FILE A and click render: the VFB is on Monitor 1. Click stop.
(*2) Move the VFB on Monitor 2 and click render again.
(*3) The VFB is on Monitor 2: it remembers its position. Good.

(*4) Now I open a new FILE B and click render: the VFB is on Monitor 1 again.
(*5) So, I need to move again the VFB on Monitor 2.

I think it's a bit annoying. Is is a feature or what?

Thank you =)


I think there is a problem when you set 4K Cache in load mode.

If you run Backburner, the nodes don't use the .4k file loaded, but they calculate a new .4k Cache from scratch.
If I run the same render in local, everything is ok and my workstation use the .4k file loaded.

Thank you.


When I watch the CScatter objects through an animated camera, randomly, in some frames they disappear.

So, open this file, enable IR and scroll the timeline => the CScatter objects, sometimes, disappear.
No problem with v5.0.

I think it's a bug

Thank you  )^__^(


when "Lock 3ds Max during render" is enabled, the buttons with the blue rectangle in the VFB don't work.
I mean, I'm not able to select "Save All, Save CXR, Disble All, Remove All, and Cancel.
I tried both 3ds Max 2015 and 2021.

I think it's a bug.

Thank you )^__^(


as in the title,  the "NOW" button in the Scatter lister doesn't work.

But, the "Update now" button in the Corona Scatter Viewport Display rollout works fine.

I think it's a bug.

EDIT: the same with v5.0

Thank you =)


as in the title, Standalone v6.0 RC1 doesn't support standard Bitmap.
If I enable the "Always use standalone maps" parameter, I'm able to see the Bitmap in the VFB.

Is it a bug or what?

EDIT: Ok, I see the "problem". It's the same issued we had here:

In short, when I run the Standalone v6.0 RC1 , I wasn't able to see the text "Unsupported 3dsmax map : Bitmap" text because I changed the Exposure parameter.
Anyway, why is Bitmap no longer supported now?

Also, from what I saw, only a few Color Correction parameters are supported with Standalone, even if you wrote in the RC1 Change log:
"Added standalone export support for 3ds Max ColorCorrect map"
Do I miss something?


 the Normal Map warning message behavior in v6.0 is different than v5.0.

Open the scene in attachment and render it with both v5.0 and v6.0.

(*) In v5.0, I don't receive any warning message, since the Bump channel is OFF.
Only when it is on, Corona shows me the warning message.

(*) In v6.0, it doesn't matter if the Bump checkbox is ON or OFF: Corona always show me the warning message

In my opinion, v5.0 has much cleaver behavior.

Is it a bug or is it an internal decision? =)

[Max] Daily Builds / 4K Cache thread
« on: 2020-07-29, 19:04:49 »

you guys are working on the 4K Cache optimization. Thank you =) .
As we already know, the DB 21 July is very slow.

Now, I'm making a 1,000 frames fly-through animation (it's a test) using "Try to load + append" every 25 frames, with both UHD Cache and 4K Cache.
It's a simple tunnel with some greeble.

--- UHD Cache: Precision 1 + Animation (flicker free) ---

(*) first frame: 30 seconds (you see the first frame in the first attachment)
(*) # 25 frames: 9 seconds
(*) # 50 frames: 10 seconds

The total amount of time for the .uhd file calculation (40 frames = 1,000 frames/25) is 15 minutes.

Everything is ok: the .uhd file is fast to calculate and only the first frame is a bit slow.

--- 4K Cache: Granularity 1 + Quality 1  + Animation (flicker free) ---

(*) first frame: 4 minutes 02 seconds (you see the first frame in the second attachment)
(*) # 25 frames: 3 minutes 48 seconds
(*) # 50 frames:  3 minutes 51 seconds

The total amount of time for .4k calculation (40 frames = 1.000 frames/25) is 2 hours and 40 minutes!!!

As we can see, we have two problems:

1°: the 4K Cache is too slow.
2°: why the #25, #50,  #75 frames calculation time is the same as in the first frame?
I will expected some kind of "reduction time" in the following frames, such as in the UHD. Or is this 4K Cache behavior normal?

Thank you =)


--- 1 ---
as in the title, I think that the Corona Renderer Official toolbar macros are in the wrong Category.

All official Corona macros are located in the Corona Renderer Category.
However, the Corona Renderer Official Toolbal macros are located in the Corona Category.
Why? =)
Maybe it's better to create a new Category called Corona Renderer Official toolbar to be consistent.

--- 2 ---
Another weird situation are the group of the icons.
for example, I want to change the icon of a toolbar button:

Right click on an icon -> Edit Button appearance -> Image Button radiobox -> CoronaRenderer0, CoronaRenderer1, CoronaRenderer10, CoronaRenderer11, CoronaRenderer12 etc..
I think all Corona Renderer Official Toolbar icons must be on the same group =)

Thank you ^_^


as in the title,
In all my scenes, I have the LUT file in the Asset tracking, although "LUT Enable" checkbox is off...
I think it should not be present...
Bug? 3ds max "magic trick"? =)

Thank you!

EDIT: I found another user had similar question --- LINK ---

[Max] Resolved Bugs / v6.0 CProxy BUG (same in v5.0)
« on: 2020-07-10, 18:41:29 »

CProxy in Previz Full (dot product shading) doesn't work in Orthogonal view.
I see the default sphere.

I don't know if it's a bug or maybe a 3ds Max 2015 viewport limitation (also 2021).

Thank you =)


I don't know if it's a bug or not.

In v6.0, I like that we can see "something" wrong in the MEdit preview when CDisatance is empty.
In fact, in v5.0 we had a simple white shader.
But, why did you removed the same warning in the render, as in v5.0?
Is it a bug or what?


when I move in viewport the CoronaSun disk to change, for example, from sunny day to sunset, I don't see any changes in the MEdit preview until I  modify some CoronaSky parameter.
It's like CoronaSky is not trigged by the CoronaSun solar disk changes.
I think it is better to see the changes in real time also in the MEdit.

Can it be considered as a bug? =)

Thank you.

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