Author Topic: Corona sun bug  (Read 3977 times)

2016-06-06, 11:23:52

Mikhalenko

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Hi all.
For scene lightning I use Corona Sun. Bt in Some areas it make image like "burned". Like on teapot, floor, chair in attachment.
I already try turn off visibility in reflection. It's dosen't help. And this problem appears in differente scene

2016-06-06, 12:24:30
Reply #1

Ondra

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we are just now working on a fix for this
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-06-06, 12:36:08
Reply #2

Frood

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One of the best news recently!

@Mikhalenko:
In short: activate "thin" in your glass pane material.

In long(er):
https://forum.corona-renderer.com/index.php/topic,6883
https://forum.corona-renderer.com/index.php/topic,10923.msg69753.html#msg69753


Good Luck

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2016-06-06, 14:52:39
Reply #3

agentdark45

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we are just now working on a fix for this

Awesome news! The less work-arounds the better. Fully refractive glass in windows with no slowdown or interior darkening, yes please!
Vray who?

2016-06-06, 18:01:51
Reply #4

Ondra

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Awesome news! The less work-arounds the better. Fully refractive glass in windows with no slowdown or interior darkening, yes please!

well... that wont be the case, no algorithm can do just that and probably never will. It will still not be refractive for GI, and there will be some darkening, but consistent, not localized in highlights
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-06-06, 18:06:41
Reply #5

agentdark45

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Awesome news! The less work-arounds the better. Fully refractive glass in windows with no slowdown or interior darkening, yes please!

well... that wont be the case, no algorithm can do just that and probably never will. It will still not be refractive for GI, and there will be some darkening, but consistent, not localized in highlights

Ok, good to know - so the "best" workflow for interiors will still be thin glass + single sided planes?
Vray who?

2016-06-06, 18:12:20
Reply #6

Ondra

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That is definitely the fastest - I dont know why people use something else, I think there is exactly zero chance to see the glass refraction (except for bent glass which can be done with bump map in all modes). But we will try to balance things out so it is perfectly usable even in the default non-thin mode.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-06-06, 23:57:21
Reply #7

Juraj

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Awesome news! The less work-arounds the better. Fully refractive glass in windows with no slowdown or interior darkening, yes please!

well... that wont be the case, no algorithm can do just that and probably never will. It will still not be refractive for GI, and there will be some darkening, but consistent, not localized in highlights

Ok, good to know - so the "best" workflow for interiors will still be thin glass + single sided planes?

I am using it for normal solid mesh panes. This way I can just swap the type of glass I want. Also thin glass applied to solid will still yield better reflections, you can stack two offset bumps, you get internal reflection,etc...

Thin plane doesn't make sense to me, irregardless of glass fakeness.
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2016-06-07, 08:12:30
Reply #8

mitviz

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i agree with Juraj, especially here where so many double glazed windows are used, it looks way better to have two sets of glass offset with a bump map to give a nice effect
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