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Messages - Aram Avetisyan

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1
Hello,

I recently updated max and corona and decided to give OCIO / ACEScg a try. When I save jpg or tif the results in Photoshop are fine. But I can not find a solution for exr. looks bad in PS.

(image shows left side Photoshop | right side VFB)

Hi,

This is because EXR (high dynamic range formats) are saved without the view transforms (to contain unmodified values), while VFB shows the render with the transform.

Here is a link to a workaround video on how to do the OCIO conversions in Photoshop:

2
[Max] I need help! / Re: Windows glasses, distorted
« on: 2025-04-18, 17:41:56 »
It is called double/triple glazing. Basically there are multiple planes which catch reflections.
It is pretty easy to get this effect when you have the geometry correct.

3
[Max] Bug Reporting / Re: Problems Rendering Animation!
« on: 2025-04-18, 17:38:11 »
It is actually not so hard.

On the frame where the issue appears, check camera position, check the objects above it from top view.
Almost always the problematic objects are above the camera. Select them, then "Get from selected" in material editor. This way you filter out just a few material and objects to check.

4
[Max] I need help! / Re: OCIO / ACEScg
« on: 2025-04-18, 09:43:40 »
Hi,

Which version of Corona are you using?

There were related fixes which should be in latest Corona 12 Update 2 release candidate. If possible, please try with it.
I suppose your veneer texture has nothing special and should be with sRGB primaries.

5
Hi,

It should be definitely possible to do with a script.
I will see if I find time and help you out with this (I have partly covered this in another script I created), unless someone does it sooner.

6
Below is first release candidate for Corona 12 Update 2.

From now on daily builds, release candidates and final releases will also be available in your Chaos account's downloads page.
Select "Go to other versions", instead of "Official release" pick "Preview" and you should be able to see the latest download.


Please check this article covering the risks of using daily builds: Daily Builds FAQ
If you are familiar with the daily builds and know how to use them, download the newest one here:

GDrive link as before:
chaos-corona-12-update-2-3dsmax-rc1.exe


User-Facing Improvements
  • Added checkbox for clamping/enable negative values. LUTs and Curves now pass channels with negative values and modify channels with nonnegative values.
  • Added support of Intel Denoiser for Blackwell (NVIDIA 50-series) GPUs.

Bugfixes
  • Fixed slowdown when Lightmix channel is shown in VFB - up to 10x slower than beauty on some PCs.
  • Fixed issue where applying decal on a glass object could lead to wrong refraction.
  • Fixed issue where Corona Pattern had holes in Orthographic projection.
  • Fixed missing lut/ies assets during rendering in case AssetManager can resolve them.
  • Fixed Vantage live link updates when deleting after moving camera/changing sun parameter.
  • Fixed issue where translucency settings were not considered in thin mode during conversion from V-Ray material. Added condition for use of SSS color
  • Fixed DPI scaling of licensing dialog and legal agreement dialog. Fixed wrong telemetry information link and host application name in legal agreement dialog.
  • Fixes issue where interactive rendering with Intel denoising was saved without denoising into history.
  • Added legacy mode for displaying the bitmaps in OCIO as in v12 Update 1. Fixed textures from Cosmos loaded with wrong gamma.

7
Hi,

I am having the same issue with the latest daily. Reverting back to previous daily fixed the issue.
Thank you for your time and effort.

Giorgos

Hi,

This is fixed internally already and should be in upcoming Corona 12 Update 2 RC (release candidates).
Please stay tuned and test with it, thanks.

8
Please check this article covering the risks of using daily builds: Daily Builds FAQ
If you are familiar with the daily builds and know how to use them, download the newest one here:
chaos-corona-13-3dsmax-daily-2025-03-28.exe


User-Facing Improvements
  • Added the possibility to import Scanned materials from Cosmos.
  • Added the possibility to apply Bloom&Glare on the alpha render element.
  • Detect 3ds Max environment effects and provide an option to delete them.
  • Added support for Max 2026.

Bugfixes
  • Explicitly update VFB after render stamp is toggled.
  • Fixed issue where the light mix context menu in VFB was not working when right-clicking on the light select names.
  • Tonemapping errors are no longer shown when doing live link to Vantage.
  • Fixed missing MaxScript names for parameters in TileMap, VrScans material, CoronaCamera, Curvature map, Chaos Scatter, Corona Pattern.
  • Fixed auto adjustment result being influenced by pixels excluded from rendering.
  • Preview of Chaos Scans with triplanar mapping enabled now shows average texture color.
  • Fixed issue where render could be aborted when running IR and rendering bitmap in the material editor at the same time.
  • Corona Curvature map now correctly works for objects with intersecting elements/volumes.
  • Fixed files uploaded from VFB history having wrong metadata for automatic virtual tour generation in Chaos Collaboration.
  • Added new LUTs made by Iraban Dutta.
  • In quiet mode (batch, command line rendering) take into account whether "Show overwrite confirmation" is enabled. If not, allow VFB history autosaving.
  • Fixed issue where light mix was not correctly exported to standalone.
  • Chaos Collaboration - Fixed uploaded images having incorrect gamma in Gamma color management workflow.
  • Improved the VFB refresh at the start of the production rendering.
  • Increase Corona Light viewport performance by not previewing hidden lights.
  • Fix image gamma loaded in CoronaBitmap to be 1.0 when using OCIO workflow. This makes CoronaBitmap give the same results as Max bitmap.

Regression bugfixes
  • Fix for the change in appearance in Corona Mix Map in sRGB mode.
  • Fixed preservation of legacy mode in Curvature Map.

9
[Max] Daily Builds / Re: New VFB Skin and functionality
« on: 2025-03-31, 21:37:07 »
Hello,

I'm not sure if this is intentionally developed this way, but it feels a bit counterintuitive:

In VFB2, when I set a render region and then press the "Render Region" button to turn it off, it greys out the region frame, but still renders only that region—not the whole image.
To continue rendering the full image, I need to click the drop-down button on the right side and then select "Disable All."

Please take a look at my attachment.
Is this the expected behavior?

Hi,

Yes, VFB 1.0 was in this way too.
You activate the tool to draw a region (or regions, more importantly), not the region itself.
I believe it is even handier this way, as you can draw and have the regions, then disable (but keep them) or delete them.

10
Gallery / Re: Nature Living
« on: 2025-03-26, 15:50:54 »
@V.virtualview

Hi,

Can you please post the before AI version (raw render) too? It is interesting to see both AI start and end points.

11
Hi,

Seamless texture is usually "seamless" exactly the way it is, at its borders. So if you tile it more or less, you basically change the border where it would repeat itself and be seamless.

Instead of changing the tiling, you can use UVWXForm or MapScale modifiers to change the scale of the textures. UVWUnwrap is another option.

Default world scale of 0.1cm has to do with the system units. But keep in mind that changing this will change the scene scale too.

12
[Max] I need help! / Re: Color accuracy
« on: 2025-03-14, 21:34:18 »
Corona did as best as it could to support ACES (whatever users had in mind saying it) in the meantime, on the go.

First it was the limitation of the host app (no proper color management), then it was its half baked state.

Corona had wide gamut for rendering since the very early days. Even with 3ds Max being just gamma managed, we added ACEScg as internal rendering space some time ago (maybe Corona 10 or older, cannot quite remember). This would give slight differences in color, the most significant being in colored medium. See this comparison. Overall, the differences between Wide RGB and ACEScg are very subtle, and this shows that Corona's internal rendering color space was very robust even before ACES was "cool".

Then we also implemented ACES OT operator. This specifically brought better highlight (including colored) handling. See this comparison.

It might have left unnoticed because, in my opinion, archviz is not a branch that would had seen significant boost from it. It just became a better standard, and render engines tried to adopt it as good as possible.




13
Hi,

Assuming Corona is set as active renderer, and regular viewports are used (no TrackView, materials, booleans etc.), we can check for layout and get the number of viewports/sections.
Then we can get the number of 3d viewports - 3ds Max seem to not count Corona Interactive as 3d viewport. If the layout number is bigger than 3d viewports, it is safe to tell (in regular/most cases) that the non-3d viewport is CoronaInteractive.

Here is the script:

Code: [Select]
fn checkCoronaInteractiveViewport = (

numLayout = (viewport.getLayout() as string)[8] as integer
--format "Current layout viewports: %\n" (numLayout as string)
--format "Renderable viewport count: %\n" (viewport.numViews as string)

if viewport.numViews < numLayout then (
format "Corona Interactive viewport is present.\n"
True
)
else (
format "No Corona Interactive viewport.\n"
False
)
)

checkCoronaInteractiveViewport()

Haven't checked for floating viewport case, but it should be easy to do through viewport IDs.

Hope this helps.

14
The minidump reports Corona version which is older than Corona 12 update 1 hotfix 1.
Most probably you don't have Corona 12 update 1 hotfix 1 installed on the machine where the scene crashes on open.

Please do a clean uninstall/install of Corona 12 update 1 hotfix 1 and try again.

15
Just to make sure - both machines have exactly the same version of 3ds Max and Corona, right?

While we check this, can you please try merging the scene part by part - this will greatly help to understand which part/object exactly causes the crash.

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