Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: Naxos on 2015-12-14, 17:55:01

Title: Mask seen in reflexion / refraction
Post by: Naxos on 2015-12-14, 17:55:01
Hello there,

I'm starting a new project, a nice one (Babyfoot games)... And i'd prefer to render it with Corona (fast, nice, i felt in love with it)...
My 2 other historic renderes are Maxwell (too slow for this project), and Vray (not so fast & nice in my opinion)...

Problem is that i'll HAVE TO get masks, lots of masks, and i must admint that Vray's option "affect all channels" plus multimatte element is a must have !

It renders the alpha objects taking account of reflexion / refractions...

Can Corona render that ? Will it be able to in a next release ?

here is a picture that explains what i mean...

(https://dl.dropboxusercontent.com/u/6669502/AffectAllChannel.jpg)

Regards.
Title: Re: Mask seen in reflexion / refraction
Post by: maru on 2015-12-15, 14:17:27
Hi, sorry, but this is currently not possible. We have already received feature requests about this and this is high on the todo lists.

Currently the only workaround would be to re-save the scene and "fake" the masks using custom materials (self illumination or lightmtl without emission). I understand it sounds ridiculous, but it looks like this is the only option now...
Title: Re: Mask seen in reflexion / refraction
Post by: Naxos on 2015-12-15, 14:52:29
Ok, i guess i can do the masks passes using Vray in the midtime...

If it is on the todo list, that's ok...
Title: Re: Mask seen in reflexion / refraction
Post by: Siahpoosh on 2016-01-20, 07:45:33
+1 , really needed
Title: Re: Mask seen in reflexion / refraction
Post by: Naxos on 2017-03-08, 16:23:05
Up...

It's been a while since this initial post... Any changes ?
Title: Re: Mask seen in reflexion / refraction
Post by: Ondra on 2017-03-08, 20:22:19
unfortunately not, not planned for 1.6, only later
Title: Re: Mask seen in reflexion / refraction
Post by: Ondra on 2017-03-11, 13:34:02
logged in the most wanted thread, closing this down as duplicate
Title: Re: Mask seen in reflexion / refraction
Post by: DPS on 2018-05-02, 08:54:02
Are we any closer to this being implemented?
Title: Re: Mask seen in reflexion / refraction
Post by: Naxos on 2018-05-02, 09:05:28
We still need that asap !

Please Ondra, have a quick look at it : you probably could code that in several hours or minutes...
Title: Re: Mask seen in reflexion / refraction
Post by: Ondra on 2018-05-07, 16:16:08
If I could, I would :/
Title: Re: Mask seen in reflexion / refraction
Post by: Naxos on 2018-05-09, 12:12:26
If I could, I would :/
https://www.youtube.com/watch?v=AFG_YVpDd_s (https://www.youtube.com/watch?v=AFG_YVpDd_s)
Title: Re: Mask seen in reflexion / refraction
Post by: DPS on 2018-05-10, 09:04:03
If I could, I would :/

Do you think it's something that could be learnt from Vray or is the issue to do with a fundamental difference in how Corona works compared with Vray? i.e not possible? :)
Title: Re: Mask seen in reflexion / refraction
Post by: icedlake on 2018-07-19, 11:08:17
unfortunately we still can't get this in the latest release 2.0.
Title: Re: Mask seen in reflexion / refraction
Post by: PauloRosario on 2019-03-20, 18:12:08
Please Ondra. Do u have any news?
I'm just looking for the possibility to mask diferent materials in layered material. Is there a timeframe?
Thank you
Title: Re: Mask seen in reflexion / refraction
Post by: maru on 2019-04-04, 15:35:35
Corona was not originally designed for doing things like this, so it will take some time to implement it. We do however have it on our TODO.
The current status is "once it will be coming soon, we will announce it".
We are aware that this is an essential feature for many users.
Title: Re: Mask seen in reflexion / refraction
Post by: Naxos on 2020-09-10, 10:02:33
Corona 6 is the answer, many thanks guys !
Title: Re: Mask seen in reflexion / refraction
Post by: PauloRosario on 2020-09-23, 16:03:32
Unfortunately I still can't get this in the latest release (6.0).
I did a simple test using corona 6 trial for 3ds max.
So that's what i need to do just to have masks:
1- Duplicate pillow's front mesh
2 - Use Push modifier to make it slightly in front of original front mesh.
2 - Set a new multi-sub object ID
3 - Place opacity map on that new material
4 - Set a diferent g-buffer iD for it

Using V-ray, for instance, i just need a vray blend and materials with diferent g-buffer ID's. No modeling work needed.


EDIT: Sorry guys, I know it’s not about reflection. But I was hoping that it would come together.
Title: Re: Mask seen in reflexion / refraction
Post by: maru on 2020-09-23, 17:58:03
Unfortunately I still can't get this in the latest release (6.0).
I did a simple test using corona 6 trial for 3ds max.
So that's what i need to do just to have masks:
1- Duplicate pillow's front mesh
2 - Use Push modifier to make it slightly in front of original front mesh.
2 - Set a new multi-sub object ID
3 - Place opacity map on that new material
4 - Set a diferent g-buffer iD for it

Using V-ray, for instance, i just need a vray blend and materials with diferent g-buffer ID's. No modeling work needed.


EDIT: Sorry guys, I know it’s not about reflection. But I was hoping that it would come together.

I am really sorry, but I do not understand the problem described here.
Could you explain what exactly you are after? What kind of masks do you need to render, and what for?
And maybe you could also show the correct V-Ray result?
Title: Re: Mask seen in reflexion / refraction
Post by: PauloRosario on 2020-09-23, 22:22:22
Hi Maru.
Yeah, i didn't express myself well and everything became a mess!

To be clear: I just need masks while i'm using CoronaLayeredMtl.
I need masks to do post-production of products to achieve high precision in color treatment.

For now, i have to use the techniques i said before:

1- Duplicate pillow's front mesh
2 - Use Push modifier to make it slightly in front of original front mesh.
2 - Set a new multi-sub object ID
3 - Place opacity map on that new material
4 - Set a different g-buffer iD for it

In V-ray i just have to use a vray Blend with two materials with different mask IDs.

There is no need to duplicate the front mesh of my models and use opacity maps on the materials.

Title: Re: Mask seen in reflexion / refraction
Post by: PauloRosario on 2020-09-30, 20:37:11
Hi Maru

Did you understand now?
Title: Re: Mask seen in reflexion / refraction
Post by: maru on 2021-01-07, 15:38:42
I know it's probably too late, but I still don't understand it, sorry. It's probably because of my lack of experience with masks and compositing.

Here is my issue:

As I understand it, from looking at your images, you would like to render a green mask of the "background" and a red mask of the "bird":
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=10562.0;attach=140560;image)

The thing is that you already have such mask:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=10562.0;attach=140562;image)

Why not just use it and, for example, color the black parts green and color the white parts red?
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=10562.0;attach=140564;image)

I am 100% sure I am missing something, but I would love to understand what.
Maybe explaining what kind of results you would like to get would make it easier? What the end result should look like?