Poll

Most wanted tutorial

Render Elements
99 (16.6%)
General material setup
198 (33.3%)
SSS
90 (15.1%)
Metal Materials
87 (14.6%)
GI vs. Animation
121 (20.3%)

Total Members Voted: 393

Author Topic: *Most wanted tutorial topics*  (Read 78334 times)

2015-06-30, 19:24:48

Ondra

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Name any specific topics you would like to see tutorials about. I will add poll when there are few ideas
« Last Edit: 2015-07-01, 15:20:46 by maru »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-06-30, 20:56:39
Reply #1

steyin

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Hmmm. Probably some material setups for metals using Siger's Fresnel map as I've seen a few different takes on the approach, as well as some using Bercon Maps. I don't understand how to use those half the time and the existing literature isn't very helpful.

2015-06-30, 21:11:41
Reply #2

romullus

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More indepth tutorial about SSS materials with examples like wax, milk, juice. I'd like to better understand when to use translucency, when refraction and when opacity.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-07-01, 19:07:42
Reply #3

Benny

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Since it says the three older tutorials that show core work flows like sun+sky, scattering and shadow catcher are based on old work flows I would like to see an update of these.

2015-07-01, 22:20:01
Reply #4

steyin

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Oh yes one on render elements. I only use a few, but would like to know what the rest do/are used for. I think I asked about this quite some time ago in referring to the wiki, but not every single element was explained.

2015-07-02, 10:10:07
Reply #5

spawn5891

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Material setup...mostly for arhviz scenes...thx

2015-07-02, 10:18:23
Reply #6

Ondra

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Added first poll, feel free to suggest more options
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-02, 10:28:12
Reply #7

giza

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there are quite some info for Volumetric lights/fog/god rays for exteriors but how about having a tutorial for volumetric lights effect for spotlights, ies, projections etc for interior shots thanks

2015-07-02, 10:46:59
Reply #8

naikku

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I´ll quote myself :)
"One tutorial I would like to see - Or I think would be just ok if someone could upload a simple 640*480 .PSD file of a reflective teapot on a plane but with render elements.
I would to know in which order I need to put the elements in layers and what mode I need to apply to them.
I would like to have all elements lined up in Photoshop and then I could decrease all reflection-levels from the image."

2015-07-02, 11:12:40
Reply #9

123joris456

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Mostly the animations fall under 1 of 4 categories:

- indoors with no moving objects
- indoors with moving objects
- outdoors with no moving objects
- outdoors with moving objects

A concise overview of the GI/render-settings for each category and some explanation of why they (ie the settings) have to be so.
Not an hour long video but more like a quick setup-guide that refreshes your memory.

Cheerio!

2015-07-02, 11:54:04
Reply #10

ikercito

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Maybe some Architectural Glass tutorials? I haven't been able to master those yet. Thx!

2015-07-02, 12:19:48
Reply #11

iNevestenko

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About Corona for C4D!

2015-07-02, 18:28:07
Reply #12

RickToxik

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Anything in Maya!!  : )
Maya 2016, windows 10

2015-07-03, 21:21:18
Reply #13

Chakib

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More indepth tutorial about SSS materials with examples like wax, milk, juice. I'd like to better understand when to use translucency, when refraction and when opacity.

+1 even if I saw exemples of some of them in Corona helpdesk but a good indepth tutorial is very welcome !

2015-07-03, 23:41:06
Reply #14

arqrenderz

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i would like to see some blend, multilayer, complex metals :)

2015-07-06, 09:42:26
Reply #15

johnsmint

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i would like to see some blend, multilayer, complex metals :)

+1

2015-07-06, 11:23:52
Reply #16

123joris456

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More indepth tutorial about SSS materials with examples like wax, milk, juice. I'd like to better understand when to use translucency, when refraction and when opacity.

This might help for now:

2015-07-06, 13:09:58
Reply #17

maru

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I would say something like this:
Imagine that you have some object, and you cut it in half. Then observe what is going on at the surface and inside.

-translucency: when you cut it in half, you see a very thin "skin" or "layer" on top, a portion of light bouncess off the surface and hits camera, but also a portion of light passes through that layer, and then scatters in some media inside. Examples: grapes, skin, paper (thick)

-opacity: imagine that you form a ball out of smoke, and then cut it in half - this is uniform, and does not have any kind of surface, close to the edges opacity goes from X to 0 so it has soft borders. Examples: smoke, clouds, ghost (though I am not sure if ghosts don't refract light!).

-refraction: unlike smoke, this object refracts light, when you cut it, you see that object has no separate surface, it is solid and has the same characteristics at every point, on top and inside. Examples: murky water, wax, juice

At least this is how I see it.
Marcin Miodek | chaos-corona.com
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2015-07-06, 13:25:39
Reply #18

romullus

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Thanks maru, i will take that for now. Unfortunatelly i cannot cut in half every object i want, for some cuttings i would end up in prison for looong years ;]
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2015-07-06, 13:28:11
Reply #19

maru

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Yeah, that's why you so this in your imagination, full impunity! <3
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2015-07-06, 13:56:15
Reply #20

Ondra

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Opacity is used when the SSS medium has the same IOR as environment. So for example smoke - smoke is just air with some particles in it. Because of this smoke has no surface. You can simulate this with opacity. When used, there will be no boundary - all light will enter the medium undisturbed, and only in the medium it will be scattered.


Ideal Refraction is used when the medium has clearly defined, smooth surface, such as water, glass, or milk. Even though milk scatters light a LOT, its surface is still flat, as shown in clear, mirror-like reflections. The light partly reflects and partly enters the medium without scattering, and only inside the medium it is scattered.


Glossy refraction or Translucency is used when the medium still has clearly defined border, but it is very rough on microscopic level. This causes the light to scatter immediately upon entering the medium (and then possibly again inside the medium).



It is simple to choose from these 3 categories. Only tricky part is whether to use glossy refraction or translucency... you can say that translucency is an extreme case of glossy refraction, but this is more about trying what looks good instead of relying on physics/real world properties
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-07-06, 15:19:15
Reply #21

romullus

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Now that kind of info is what i always wanted to know. Thank you very much!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2015-07-06, 18:00:27
Reply #22

Ludvik Koutny

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Yep, basically translucency is very, very close to refraction with IOR 1.0 and refraction glossiness set to 0.

Actually, if you ever need to control how much diffuse the scattering of translucency is, you can instead use refraction with IOR 1.0 and control refraction glossiness, if you then map refraction color instead of translucency color, and keep refraction glossiness at 0, you will see it looks almost same as translucency :)

2015-07-06, 18:57:29
Reply #23

romullus

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A bit complicated for me to grasp that concept at the moment, but i bookmarked this topic, so i come back at it later for sure :]

BTW, in your strawberry tutorial you used IOR at value 1.0 or just slightly above. Wouldn't be more physically correct to use higher IOR, like close to fresnel IOR values? Did you do that for performance reasons or there's something else?
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2015-07-06, 19:04:37
Reply #24

Ludvik Koutny

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A bit complicated for me to grasp that concept at the moment, but i bookmarked this topic, so i come back at it later for sure :]

BTW, in your strawberry tutorial you used IOR at value 1.0 or just slightly above. Wouldn't be more physically correct to use higher IOR, like close to fresnel IOR values? Did you do that for performance reasons or there's something else?

Nope, i just did not find higher IOR values looking right. But i knew nothing has 1.0 IOR, so i tried to add at least some.

When i observed real strawberry, i found out that light doesn't bend and refracts inside that much, but at the same time, i did find that using translucency only made strawberries look too solid and not watery and juicy enough. So i added some refraction to the mix, yet i found out that when i increased refraction IOR, light bending was too significant and did not look like the real strawberry i was looking at :) So the only way to have still somewhat not completely solid, but also not oddly refractive strawberry was to use unrealistically low IOR :)

2015-07-08, 13:24:36
Reply #25

GestaltDesign

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Would like to see in depth render elements workflow as well in particular with Fusion and Nuke!!
Strawberry SSS tutorial is superb by the way, the right level with a real world case, user workflow and scene download. Top job guys!!

2015-07-09, 16:18:53
Reply #26

steyin

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Thought of another one:


Displacement maps. I know how to make them and use displacement for the most part, but any more knowledge would be beneficial, especially for making some nice brick materials.

2015-07-10, 03:49:53
Reply #27

Christa Noel

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very very good explanation from maru and ondra, I really appreciate those kind of science :)
btw, I never study light physic or any science about it. so what is "medium" in ondra's theory above??
« Last Edit: 2015-07-23, 05:03:50 by noel20 »

2015-07-22, 23:59:41
Reply #28

Eder_Xavier

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ABOUT CLEAN NOISE FASTER ON INTERIOR SCENES..... I´M SURE THAT COULD BE A GREAT HELPFULL TUTORIAL.....

2015-07-23, 10:18:17
Reply #29

Christa Noel

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ABOUT CLEAN NOISE FASTER ON INTERIOR SCENES..... I´M SURE THAT COULD BE A GREAT HELPFULL TUTORIAL.....
hi, I think corona helpdesk has your need. check this, https://coronarenderer.freshdesk.com/support/solutions/articles/5000501983

2015-07-23, 14:59:01
Reply #30

Eder_Xavier

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ABOUT CLEAN NOISE FASTER ON INTERIOR SCENES..... I´M SURE THAT COULD BE A GREAT HELPFULL TUTORIAL.....
hi, I think corona helpdesk has your need. check this, https://coronarenderer.freshdesk.com/support/solutions/articles/5000501983

I´m not just looking for a guide like "How to get rid of excessive noise",  I´ve allready read all of these topics but could be helpfull talk about tips about optimize the render time to clean the noise render faster.

2015-09-03, 21:15:18
Reply #31

saladin yus

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arch viz material 3ds max .for some one who doesn't know Vray mat

2015-10-03, 23:41:58
Reply #32

alexandrecollaco

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A bit complicated for me to grasp that concept at the moment, but i bookmarked this topic, so i come back at it later for sure :]

BTW, in your strawberry tutorial you used IOR at value 1.0 or just slightly above. Wouldn't be more physically correct to use higher IOR, like close to fresnel IOR values? Did you do that for performance reasons or there's something else?

Nope, i just did not find higher IOR values looking right. But i knew nothing has 1.0 IOR, so i tried to add at least some.

When i observed real strawberry, i found out that light doesn't bend and refracts inside that much, but at the same time, i did find that using translucency only made strawberries look too solid and not watery and juicy enough. So i added some refraction to the mix, yet i found out that when i increased refraction IOR, light bending was too significant and did not look like the real strawberry i was looking at :) So the only way to have still somewhat not completely solid, but also not oddly refractive strawberry was to use unrealistically low IOR :)

Amazing strawberry tutorials.
I`m still trying to figure out exactly the SSS but I think I`ll get there.
What about a strawberry cut in half with a texture mapping it, I`m trying to make it work but I`m not sure where to use the diffuse texture. Any idea?

2016-03-20, 02:08:02
Reply #33

@matrix

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The basic materials tutorial you guys posted on your youtube is excellent! I think you should do more material creation videos I really like seeing how you guys create correct materials that look good in corona!!

2016-05-03, 15:22:15
Reply #34

swaoamit

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Mostly the animations fall under 1 of 4 categories:

- indoors with no moving objects
- indoors with moving objects
- outdoors with no moving objects
- outdoors with moving objects

A concise overview of the GI/render-settings for each category and some explanation of why they (ie the settings) have to be so.
Not an hour long video but more like a quick setup-guide that refreshes your memory.

Cheerio!

An much needed tutorial, I must say.

Why not add this subject in the poll too - Animation Settings

Which would consist Material Optimization (i.e. Displace, Translucency, Opacity), Geometry Optimization (i.e. Displace, Thickness - Shell Modifier?), Lighting Optimization (i.e. Portals, Shapes, Light Material) and finally Rendering Optimization (All the goodies from Render Settings) for Animation with camera movement as well as moving objects too.
« Last Edit: 2016-05-03, 15:26:43 by swaoamit »

2016-05-22, 08:27:34
Reply #35

steyin

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Is there a tutorial for using denoising and how it's settings work planned?

2016-05-22, 16:03:36
Reply #36

Ondra

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yes, definitely!
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-07-10, 20:02:18
Reply #37

MarsYellow

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Maybe some more 3D environment tut similar to the sand procedural map video you already have ,and some more info on corona sky i tried to create overcast scene but had no luck .

2016-07-10, 20:33:07
Reply #38

romullus

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Add Corona sky and sun to scene, set sun's intensity to 0, but don't disable it, open sky map in material editor and rise turbidity to 6-8 and you'll have pretty good overcast sky. You may need to adjust exposure and color temperature a little bit.
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2016-07-11, 11:26:41
Reply #39

DarcTheo

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Add Corona sky and sun to scene, set sun's intensity to 0, but don't disable it, open sky map in material editor and rise turbidity to 6-8 and you'll have pretty good overcast sky. You may need to adjust exposure and color temperature a little bit.

I didn't realise you could still get some soft direction by turning the sun to 0, I thought 0 would be the same as disabled. Not bad, Thanks.

2016-07-11, 11:38:11
Reply #40

romullus

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Yep, with sun turned off, you get unrealistic monotone sky colour, but when sun is active and its intensity is zero, it's like sun is fully covered by clouds layer, and very diffuse, but still directional light is coming through. That gives very nice lighting, which i often love to utilize instead of simple studio setup.
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2016-07-11, 12:47:43
Reply #41

Juraj

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See, I learned something new :- )

(I almost think you are the only person who had found out this).
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2016-07-11, 13:08:27
Reply #42

romullus

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Nah, i think maru had posted similar findings some time ago. Although i knew that trick even before he had posted it :]]
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2016-07-11, 13:49:52
Reply #43

Christa Noel

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Another trick again :) thanx romullus!

2016-07-11, 16:09:51
Reply #44

MarsYellow

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romullus well that is the kind of tips i love
i think you should probably create a post with all the tips that are buried deep in the renderer and not abvious to the user

2016-07-11, 16:23:52
Reply #45

maru

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romullus well that is the kind of tips i love
i think you should probably create a post with all the tips that are buried deep in the renderer and not abvious to the user
There is one already!
https://forum.corona-renderer.com/index.php/topic,9728.msg62377.html#msg62377

Nah, i think maru had posted similar findings some time ago. Although i knew that trick even before he had posted it :]]
I knew that trick before Romullus knew it! :]]]

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2016-07-11, 16:43:44
Reply #46

romullus

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Of course you did, i bet you knew it even before i knew about Corona itself :]
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2017-01-15, 10:28:52
Reply #47

3dvizual

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Hi..
I would really love to see some tutorials on making realistic looking furs for chairs, sofas and so on...
I have seen so many example with Fur used in corona not looking especially good.

It has been mostly VRAY fur in scenes that have had my attention.

But if you know of any good tutorials showing this, I will be glad to know about.

Thanks.

PS. I have attached an example of what I would love to see ..

2017-02-26, 03:23:38
Reply #48

RobH2

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I'd like to see a thorough Substance to Corona workflow. There are a lot of older posts but there is little new info. Most of the posts begin to point us in the right direction but are thin on procedure so we are left hanging with things not working.

2017-04-22, 20:51:38
Reply #49

romullus

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Someone needs to write in depth tutorial about Corona Colour Picker - everytime i try to switch to it, i get frustrated after few days and eventually i always get back to Max's picker. I just can't get my head around Corona picker's logic. For some reason it looks to me somehow inverted - when i expect linear values it gives me sRGB and vice versa.

It seems pretty nice tool, that picker, and i would love to use it, but i just can't comprehend it on my own :[
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2017-04-23, 19:04:02
Reply #50

Juraj

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Someone needs to write in depth tutorial about Corona Colour Picker - everytime i try to switch to it, i get frustrated after few days and eventually i always get back to Max's picker. I just can't get my head around Corona picker's logic. For some reason it looks to me somehow inverted - when i expect linear values it gives me sRGB and vice versa.

It seems pretty nice tool, that picker, and i would love to use it, but i just can't comprehend it on my own :[

I use it 100perc. of time since it came out and one suggestion is to not use it to translate values (clicking 'srgb' button on/off), that doesn't quite do what you would expect. As long as you use it like regular gamma picker (photoshop), it works with no confusion.

Or can you specify maybe further a bit ?
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2017-04-23, 20:02:48
Reply #51

romullus

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Thing is that over the years i get used to linear values in 3ds max picker so much, that sRGB values which are default in Corona picker, confuses me too much and as soon as i click that sRGB switcher i get completely lost. And the fact that Corona picker could not remember status of that switch, doesn't help either. I simply can't use tool, that i have hard time to understand to :[
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2017-05-22, 00:42:06
Reply #52

spar18

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I would love to have tutorials on exterior architectural renderings (there are a lot of interior ones but less exterior)

(Feel free to send me some if you have interesting one :) )

Thanks all !

2017-05-22, 17:30:59
Reply #53

maru

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I think it's time to reset the poll.

We have a "general material setup" tutorial.
SSS too.
Metal materials - I guess this is also covered in the PBR tutorial.
GI vs. Animation - not really sure what this is supposed to mean. :)
Marcin Miodek | chaos-corona.com
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2017-11-13, 17:42:48
Reply #54

mutilo

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Anything in C4D

Andrea

2017-11-13, 18:04:30
Reply #55

TomG

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Anything in C4D

Andrea

Be sure to check out the playlist at

That's where the existing tutorials for C4D are. More will be coming of course! Also, most of the Max ones apply too, as the core engine is the same, so for topics we haven't yet covered in video format for C4D, the Max ones could do in the meantime.

Also, be sure to check our C4D helpdesk pages at https://help.c4d.corona-renderer.com/support/home
Tom Grimes | chaos-corona.com
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2018-11-07, 14:55:37
Reply #56

Kassel

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Would love to see something for 3ds Max exterior rendering, similar to the 6 part Complete Project - Interior Visualization on your YouTube channel, something clear, in-depth and high quality that shows off the process has been missing for quite a while now. Cheers!

2019-01-31, 11:46:49
Reply #57

Kilja

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I want to see more with environment and Corona Scatter in Archviz. Maybe a complete Workflow of a real Project.
- efficient near and far Backgrounds
- nature on the house, like moss and stuff
- make ponds and the transition to meadows etc
- transitions of streets and ways both natural  gravel and concrete etc.
- for what u use corona scatter, how u set up materials like gravel etc maybe complex materials etc.

2019-10-16, 14:39:33
Reply #58

bai_dan

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I would love to see a tutorial for Team render on iMacs.

Thanks