Poll

3 features you want the most:

Tiles map
31 (6.7%)
Further imrpovements to Corona Image Editor
8 (1.7%)
Significantly faster DOF (Depth of Field) rendering
25 (5.4%)
Sketch/Toon/Stylized shader
29 (6.2%)
Dedicated CarPaint Shader
7 (1.5%)
Dedicated fabrics shader
27 (5.8%)
Lightmix extended to materials, textures, ...
27 (5.8%)
Interactive rendering in 3ds max viewport (with gizmos, object selection, manipulation, ...)
16 (3.4%)
Rendering memory usage improvements
16 (3.4%)
Speed of rendering improvements
42 (9%)
Speed of interactive rendering improvements specifically
31 (6.7%)
GPU/Hybrid rendering
88 (18.9%)
Stability improvements (bug fixes)
12 (2.6%)
Improvements to caustics
23 (4.9%)
Thin film/coating shader
5 (1.1%)
Parsing performance optimization (e.g. for animations)
40 (8.6%)
New and better frame buffer (docked and floating)
23 (4.9%)
Further improvements to Chaos Scatter
15 (3.2%)

Total Members Voted: 178

Author Topic: The most wanted feature?  (Read 524408 times)

2015-09-24, 11:28:11
Reply #240

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12708
  • Marcin
    • View Profile
Global control over GI color bleed (not local via Rayswitch mtl) would be really nice.
I think this would be against Corona philosophy. Also, you have MSI for this.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-09-24, 13:38:35
Reply #241

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
If there's troubles with strong colour bleeding, it's usually due to wrongly setup materials. And to fight wrong things with fakes... well, it's not a brightest idea, IMHO.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2015-09-24, 21:57:53
Reply #242

LukaK

  • Active Users
  • **
  • Posts: 21
    • View Profile
If there's troubles with strong colour bleeding, it's usually due to wrongly setup materials. And to fight wrong things with fakes... well, it's not a brightest idea, IMHO.

No, it's not about wrong materials setup... I think I can setup materials more or less correct, but I have sometimes problems with my clients (I work as architect/interior designer/visualizer), especially with interiors with white walls mostly, because gi color bleed is more visible there.
I always try to explain them, how things in reality works, by showing them photos of similar interiors where color bounce is more pronounced.
I know that cheating gi bleed is physically  incorrect, but in some circumstances it would really help. If there are only 2 or 3 materials, that needs GI Rayswitch adjustment, that's really not such a problem, but when you have 10 or more materials, then that's becoming tiresome, counterproductive and time expensive. Not to mention it's PITA to adjust and make changes to materials.
VRay has this option, and I use it almost on every project, sometimes only a little (color bleed on 85% for example), sometimes more.

I'm attaching a couple of quick test images, where this "problem" is more visible. It's a simple scene, green floor tiles and white walls (diffuse value is 200) whith some minor glossy reflections. At 100% gi color bleed I would really not be able to convince my customer, that the walls are white instead of green. OK 0% looks realy fake, but 30% (or maybe 40-50).. that would be ok.

Adjusting MSI values wouldn't solve this I suppose...

Regards,
Luka






2015-09-25, 11:42:20
Reply #243

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12708
  • Marcin
    • View Profile
You can create multiple materials using multi/sub and put them inside one rayswitch, or use MultiMap in material ID mode, or render separate GI pass and alter it in post. But I do not think some overall GI color bleed setting will be ever included. I'm not decisive, though. ;)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-09-25, 12:41:25
Reply #244

LukaK

  • Active Users
  • **
  • Posts: 21
    • View Profile
You can create multiple materials using multi/sub and put them inside one rayswitch, or use MultiMap in material ID mode, or render separate GI pass and alter it in post. But I do not think some overall GI color bleed setting will be ever included. I'm not decisive, though. ;)

Hm, that would be really complicated solution comparing to one simple spinner :)
Anywhay, it's not such a big problem, just tiresome sometimes. Thank you Maru for your answers and keep up the good work with Corona ;)

2015-10-28, 12:17:27
Reply #245

ajbmorris

  • Users
  • *
  • Posts: 3
    • View Profile
Exclusion lists on render elements - for example zdepth so you can exclude glass elements

2015-10-28, 12:48:38
Reply #246

metken345

  • Active Users
  • **
  • Posts: 21
    • View Profile
1: sharp physical caustic.
2: light mixer
3:dispersion material feature
4:rich material library

If assign them to delete all other rendering programs around the world.
you'll be rich. :)

2015-11-25, 22:57:38
Reply #247

Marcellus Ludovicus

  • Active Users
  • **
  • Posts: 29
  • Vincunt, eos quibuscum contendunt.
    • View Profile
I vote for an improvement to the shadow terminator smoothing.  Turbosmoothing doesn't seem like a long term solution. Thanks :)

2016-01-05, 11:41:19
Reply #248

pandus2

  • Active Users
  • **
  • Posts: 23
    • View Profile
1. Global Color Bleeding (fake, but very necessary fake) (Global Desaturate GI 0-100)
2. quality Caustic
3. Caustic Pass
4. Dispersion
« Last Edit: 2016-01-05, 13:42:17 by pandus2 »

2016-01-12, 18:12:23
Reply #249

poluokolotogo

  • Primary Certified Instructor
  • Users
  • ***
  • Posts: 3
    • View Profile
Render Region in Frame Buffer + Render Region in Interactive mode

2016-01-12, 18:31:38
Reply #250

Alessandro

  • Active Users
  • **
  • Posts: 323
    • View Profile
    • DotLab Srl
Please, region render in frame buffer, I need it!! It's absolutely useful during editing, using Max region means to loose a lot of time :(
My Ducati or a render with Corona.....mmm, hard question!

2016-01-13, 09:09:28
Reply #251

pandus2

  • Active Users
  • **
  • Posts: 23
    • View Profile
Render Region in Interactive mode

Render Region in Interactive mode is implemented in the Corona 1.3

2016-01-28, 05:44:12
Reply #252

HLeandre

  • Active Users
  • **
  • Posts: 61
    • View Profile
    • Arstation
Rendering PTex textures > CoronaPtex

2016-02-04, 13:19:01
Reply #253

filippo.previtali

  • Active Users
  • **
  • Posts: 69
    • View Profile
Just a simple solution for an issue I am struggling at the moment.......
any solid with volumetric material applied.....on the essential volumetric element won't be visible behind a normal sheet of glass unless its 'thin option has been checked and the glass is a not solid surface'.

just my two cents.

thanks a lot

F

2016-03-26, 03:31:21
Reply #254

3di

  • Active Users
  • **
  • Posts: 128
    • View Profile
automatic reduction of albedo on problem materials as shown red in the albedo pass.  with either the option of only lowering the problem areas diffuse value, or lowering all materials by the same value.

improving distributed rendering so the same outcome can be achieved with the same number of passes when using render farms, currently there seems to be a problem with fog materials, reflections, and lighting when using multiple nodes.  I'm using pixelplow at the moment, and scenes with volume materials render with extreme distortion.