Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: maru on 2020-09-16, 17:06:39

Title: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2020-09-16, 17:06:39
Corona Renderer 7 for 3ds Max daily builds discussion.

*You can always get the newest daily build in the usual location: [link] (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015)*
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LuckyFox on 2020-09-17, 17:11:37
Great to see you guys back at it with the same force right after the release! Looking forward for that tone-mapping rework.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-09-22, 01:25:48
Slicing clipper on the cards?  hoping so
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2020-09-22, 01:44:55
Slicing clipper on the cards?  hoping so

You can check current plans at https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

The slicer/clipper is still on the cards, but is not part of Corona 7 at the moment. The reworked tone mapping and new grounds-up PBR material are going to be big tasks, and we'll have to see what else may or may not get shifted from the pool-of-ideas as things progress.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-09-22, 02:48:54
Yeah i saw that - thanks for pointing it out - its a little disappointing to not have this up there as its a very old technique i used with vray years ago and was hoping it will be implemented by now.  My clients, and im sure a lot of other peoples clients here, ask for sectional or cut-through views which is a common request.  Its an added service we could really use..... just saying :)

Slicing clipper on the cards?  hoping so

You can check current plans at https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

The slicer/clipper is still on the cards, but is not part of Corona 7 at the moment. The reworked tone mapping and new grounds-up PBR material are going to be big tasks, and we'll have to see what else may or may not get shifted from the pool-of-ideas as things progress.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2020-09-22, 09:23:57
sectional or cut-through views

Check out tySlice (http://docs.tyflow.com/tyflow_modifiers/tySlice/) meanwhile...


Good Luck




Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-09-22, 12:34:22
Thanks - looked at this but it doesnt work to well

sectional or cut-through views

Check out tySlice (http://docs.tyflow.com/tyflow_modifiers/tySlice/) meanwhile...


Good Luck
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jasond on 2020-09-22, 13:58:31
I've been waiting for 'corona slice' since it went on the trello list since at least 2017. That's a long time to keep pushing a feature :(

Though tyslice is better than the default slice modifier, it's nowhere near as feature-rich as vrayclipper. Corona decision makers... throw us non-arch/viz users a bone once in a while.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2020-09-22, 14:40:16
Quote
throw us non-arch/viz users a bone once in a while.

Corona Slicer would be useful for archi/viz users too
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jasond on 2020-09-22, 14:54:53
Quote
throw us non-arch/viz users a bone once in a while.

Corona Slicer would be useful for archi/viz users too

Hehe true, I've seen lots of great arch/viz renders where a slice is used. Correction to my post.... throw us all a bone and at least try to get coronaslice implemented sooner rather than later :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jvincentrs4 on 2020-09-24, 22:59:09
I rather have the new materials new tone mapping and realism. There was some big pushes made by the new vray eevee is getting better and better and new unreal. Corona team I support
how its going lets see those big changes. Clippers can come later. I know those are not direct one to tone comparison of engines just my point is they are making some big leaps and i think
and hope corona does this in V7.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-09-29, 01:05:28
Hi Devs

I saw the roadmap and one of the items there spiked my interest, its the:
"Big release focused on significantly improving workflow and realism' - any chance you can elaborate on this?  keen to understand what is broadly behind this (and excited too)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LuckyFox on 2020-09-29, 15:05:06
Hi Devs

I saw the roadmap and one of the items there spiked my interest, its the:
"Big release focused on significantly improving workflow and realism' - any chance you can elaborate on this?  keen to understand what is broadly behind this (and excited too)
You can read what is behind this just under it: new color picker, tonemapping rework, PBR additions, etc. which makes it a bigger(more impact) release, in respect to v2,v3 and v5.
There is also a blogpost about what's to come: https://blog.corona-renderer.com/behind-the-scenes-what-now-after-corona-renderer-6/ (https://blog.corona-renderer.com/behind-the-scenes-what-now-after-corona-renderer-6/)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2020-09-29, 17:24:27
If you check the older roadmap items, you will see that each release has a description like that, e.g. "big release", "small release", "new features", "QOL improvements", etc. It's mostly to explain whether this release will be mostly bugfixing-focused, or containing new features and improvements.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: draxdamax on 2020-10-01, 19:54:40
Hi
I am posting although I am using the hotfix 1 which I guess is the daily build from 16.09 or almost the same.

Is the DR rendering problematic again?
I am getting some stange unhalted exceptions and freezing of the 3dsmax.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-10-02, 09:53:08
Hi
I am posting although I am using the hotfix 1 which I guess is the daily build from 16.09 or almost the same.

Is the DR rendering problematic again?
I am getting some stange unhalted exceptions and freezing of the 3dsmax.

Hi,

Please can you send the scene and some reproduction steps? Also which Max version are you using?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: James Vella on 2020-10-03, 20:40:39
I noticed on the blog that this could be potentially node based. I hope this is not true, the layer based approach in the new vray vfb is very powerful and a simple approach. Either that or have both options (layer based for normal users, nodes for super users for example)? Maybe a poll on this would be a good idea because I'm sure its just bias on my side. My thinking is that nodes are great for creating pipelines but artists are also comfortable with layer based systems because of the intuitive nature of working with photoshop and blend modes etc. I have always liked corona for its simple first philosophy.

My 2 cents.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2020-10-04, 17:55:57
i have a question about the tonemapping. anyone has any idea over if it will or if will ever be something like what Fstorm is? since its almost the most photolike toenmapping that exsict till this day. so will it be easier for users? or will it be photolike and more accurate to render on?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rhodesy on 2020-10-04, 19:40:36
Would it be possible to look at some user tweaking for the new sky model? Turbidity or more specifically negative turbidity if there is such a thing. The default blue of the sky is fine but being able to make it more of a rich darker colour like we see on a clear sunny day would really help add some extra punch to a scenes contrast and blue tint to glazing etc. This can be achieved with HDRIs but of course you don't get the flexiblity of sun position there. Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-10-05, 01:19:45
OH NO NOT NODE BASED PLEASE!!!

I noticed on the blog that this could be potentially node based. I hope this is not true, the layer based approach in the new vray vfb is very powerful and a simple approach. Either that or have both options (layer based for normal users, nodes for super users for example)? Maybe a poll on this would be a good idea because I'm sure its just bias on my side. My thinking is that nodes are great for creating pipelines but artists are also comfortable with layer based systems because of the intuitive nature of working with photoshop and blend modes etc. I have always liked corona for its simple first philosophy.

My 2 cents.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2020-10-05, 02:35:52
Would it be possible to look at some user tweaking for the new sky model? Turbidity or more specifically negative turbidity if there is such a thing. The default blue of the sky is fine but being able to make it more of a rich darker colour like we see on a clear sunny day would really help add some extra punch to a scenes contrast and blue tint to glazing etc. This can be achieved with HDRIs but of course you don't get the flexiblity of sun position there. Thanks

Change the color of the ground for the coronaSky. That gives you a nice control too. RenderLegion shoild call it different so people start using it.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2020-10-08, 00:23:36
I've been waiting for 'corona slice' since it went on the trello list since at least 2017. That's a long time to keep pushing a feature :(

Though tyslice is better than the default slice modifier, it's nowhere near as feature-rich as vrayclipper. Corona decision makers... throw us non-arch/viz users a bone once in a while.

That request has been there since beta version 0.7 and its never made it out of the 'future features' list. Its really useful for archviz users as well. Makes creating floorplans and section cuts an absolute breeze.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-10-08, 00:57:07
yep im going to bump this one again - very much needed for our services.

I've been waiting for 'corona slice' since it went on the trello list since at least 2017. That's a long time to keep pushing a feature :(

Though tyslice is better than the default slice modifier, it's nowhere near as feature-rich as vrayclipper. Corona decision makers... throw us non-arch/viz users a bone once in a while.

That request has been there since beta version 0.7 and its never made it out of the 'future features' list. Its really useful for archviz users as well. Makes creating floorplans and section cuts an absolute breeze.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: sebastian___ on 2020-10-14, 17:27:44
Where does it say on the blog it could be node based ?
But node based are not that scary, and you could do more things with nodes and it can be actually more intuitive than layer based. Or maybe it could be in both options, like Combustion was.
And you could arrange the nodes to resemble the arrangements of typical layers. So there, now it looks just like layers:


(https://forum.corona-renderer.com/index.php?action=dlattach;topic=30877.0;attach=135440;image)



OH NO NOT NODE BASED PLEASE!!!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2020-10-14, 17:33:40
Where does it say on the blog it could be node based ?

Ctrl+F magic ;)
Quote
We’re also thinking about making the tone mapping into something node based.
Source: https://blog.corona-renderer.com/behind-the-scenes-an-early-look-at-corona-renderer-7/
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2020-10-14, 21:44:06
Node based tonemapping sounds great. Ive been doing alot in fusion recently and really like the workflow.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2020-10-14, 23:17:02
I'm ok with nodes. Don't see anything wrong with it.
I wouldn't be able to go back to the compact material editor for example.
I'm in.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2020-10-15, 10:56:48
I'm ok with nodes. Don't see anything wrong with it.
I wouldn't be able to go back to the compact material editor for example.
I'm in.

Yeah i agree im never going back to compact. Its so counterproductive not being able to see a whole material graph. I just had to force myself to learn how to use the SME.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kyle on 2020-10-15, 11:03:28
I'm ok with nodes. Don't see anything wrong with it.
I wouldn't be able to go back to the compact material editor for example.
I'm in.

Yeah i agree im never going back to compact. Its so counterproductive not being able to see a whole material graph. I just had to force myself to learn how to use the SME.

I'm the same, used the compact material editor for years, finally convinced myself to use SME and never looked back.  Well tried to use the compact material editor a couple of times to show work colleagues a material who still use it but it seems so illogical now hard to find where you are within a material.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jms.lwly on 2020-10-15, 13:22:46
Node based tonemapping sounds great. Ive been doing alot in fusion recently and really like the workflow.

I'm ok with nodes. Don't see anything wrong with it.
I wouldn't be able to go back to the compact material editor for example.
I'm in.

+1

I'm always surprised when I see amazing artist tutorials and they're still using Compact...  likewise, used Fusion for a few short animations and really enjoyed the node-based approach.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lightmerge on 2020-10-27, 14:54:59
is caustics solver getting worked on?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2020-11-01, 19:17:06
Just to note that the 45 days does get "used" no matter which version you install, and once it runs out, it has run out for all versions (older or newer). When a new version comes out (the final release of the new version), the trial does get an extra 14 days to try it out, so you would be able to test Corona 7 for 14 days once it releases.

To be honest at this point in time, there are no major changes between 6 and the 7 daily build, the majority of the new features are not in there yet, so you wouldn't learn any more than during your trial of 6 (which is why we only renew the trial on release of the final, because then there really is new stuff to try out, and in working form too ;) )
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Tanakov on 2020-11-09, 17:31:11
Hey guys, just checking in to see if we have any news on Scatter improvements.

Cheers.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2020-11-25, 19:12:58
Love to see on trello how you guys progress with the new shader and tone mapping. Can't wait to check out the new shader ! Any idea when we can expect a daily with any new functionality ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-11-26, 09:33:52
Love to see on trello how you guys progress with the new shader and tone mapping. Can't wait to check out the new shader ! Any idea when we can expect a daily with any new functionality ?
We're working on it.. Hopefully soon ;)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2020-11-26, 11:19:57
Sounds good, It's a long time for no daily builds
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2020-11-27, 01:18:19
FYI latest build DR is broken, main pc cannot find rneder nodes it displays message "no sockets could be bound"
after an hour trying to fix my network turned out going back to corona6 hotfix1 solves the issue.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-11-27, 08:52:38
FYI latest build DR is broken, main pc cannot find rneder nodes it displays message "no sockets could be bound"
after an hour trying to fix my network turned out going back to corona6 hotfix1 solves the issue.
Hi,

We're aware of this one and looking into a fix.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2020-11-28, 10:09:24
Hi,
Where did I a mistake or where am I wrong? Why is caustics losing brightness depending on the resolution?
please see attached image for more details. thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-11-30, 14:35:51
Hi,
Where did I a mistake or where am I wrong? Why is caustics losing brightness depending on the resolution?
please see attached image for more details. thanks
Hi,

We are aware of this issue and it is something we would like to improve in the future.

For the time being, you can increase the caustics radius to help with this issue.
To do this you first need to enable the devel/debug mode (Render setup -> System -> System Settings -> Enable devel/debug mode)
And then navigate to the performance tab, where you should now see a new caustics solver rollout with some advanced parameters including radius.

Cheers,

Rowan

(Internal ID=566135445)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2020-11-30, 15:13:07
Hi,
Where did I a mistake or where am I wrong? Why is caustics losing brightness depending on the resolution?
please see attached image for more details. thanks
Hi,

We are aware of this issue and it is something we would like to improve in the future.

For the time being, you can increase the caustics radius to help with this issue.
To do this you first need to enable the devel/debug mode (Render setup -> System -> System Settings -> Enable devel/debug mode)
And then navigate to the performance tab, where you should now see a new caustics solver rollout with some advanced parameters including radius.

Cheers,

Rowan

(Internal ID=566135445)

Thanks, but I can't find the  new caustics solver rollout
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-11-30, 15:17:05
Hi,

I have attached an image of it. Caustics has to be enabled for it to appear also.

Which version of Corona are you using? This rollout was added in the v6 daily builds.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2020-11-30, 16:39:08
Hi,

I have attached an image of it. Caustics has to be enabled for it to appear also.

Which version of Corona are you using? This rollout was added un the v6 daily builds.

Cheers,

Rowan

Installed the recent build, found it. Thank you very much.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-12-02, 00:25:36
hi guys

iv noticed lately that the IR would refresh on its own without me adjusting anything - if i leave corona to interactively render and then go to my 2nd monitor to browse the web for instance and THEN go back to corona, the interactive starts again.
it also just keeps refreshing and refreshing at times for not reason at all. 

When i have the mouse over the render it stabalises - when i move the mouse OFF the render, it then refreshes.  Weird behavior.

ive tried this both on the latest daily and hotfix 1.  Could it be a windows thing?

EDIT:

worked it out - it was the target of the corona camera.  When i disable it, it doesnt do it anymore.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Afterglow on 2020-12-02, 00:57:39
hi guys

iv noticed lately that the IR would refresh on its own without me adjusting anything - if i leave corona to interactively render and then go to my 2nd monitor to browse the web for instance and THEN go back to corona, the interactive starts again.
it also just keeps refreshing and refreshing at times for not reason at all. 

When i have the mouse over the render it stabalises - when i move the mouse OFF the render, it then refreshes.  Weird behavior.

I have this issue sometimes too..  Also, i find with some scenes, when running IR, Max "freezes" for a few seconds every few seconds.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-02, 13:21:05
hi guys

iv noticed lately that the IR would refresh on its own without me adjusting anything - if i leave corona to interactively render and then go to my 2nd monitor to browse the web for instance and THEN go back to corona, the interactive starts again.
it also just keeps refreshing and refreshing at times for not reason at all. 

When i have the mouse over the render it stabalises - when i move the mouse OFF the render, it then refreshes.  Weird behavior.

I have this issue sometimes too..  Also, i find with some scenes, when running IR, Max "freezes" for a few seconds every few seconds.

Hi Guys,

Do you have an example scene where you can reproduce this issue that you would be able to send to us?

Could you also let us know, which versions of Corona, 3ds Max and Windows you are using, as well as any 3rd party plugins in the scene?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2020-12-02, 13:30:35
I have that very frequently (for years) and I have been told (which I mostly verified) it's tied to native 3dsMax Physical camera (Target use, DOF, shifted view,etc..)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2020-12-02, 14:16:52
... or Forest Pack bounding box (not in your case of course :)


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-12-02, 21:46:41
what do you mean by this?

... or Forest Pack bounding box (not in your case of course :)


Good Luck
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2020-12-02, 21:48:43
Thanks for the response - Im using Windows 10 - latest build.  I tried it with corona hotfix 1 and latest daily. and 3DS Max 2021.2

Its a very heavy scene ill try and replicate it in a simpler scene although something tells me this happens more on heavier scenes.  I will send it over when i get an opportunity to do so - thankyou

hi guys

iv noticed lately that the IR would refresh on its own without me adjusting anything - if i leave corona to interactively render and then go to my 2nd monitor to browse the web for instance and THEN go back to corona, the interactive starts again.
it also just keeps refreshing and refreshing at times for not reason at all. 

When i have the mouse over the render it stabalises - when i move the mouse OFF the render, it then refreshes.  Weird behavior.

I have this issue sometimes too..  Also, i find with some scenes, when running IR, Max "freezes" for a few seconds every few seconds.

Hi Guys,

Do you have an example scene where you can reproduce this issue that you would be able to send to us?

Could you also let us know, which versions of Corona, 3ds Max and Windows you are using, as well as any 3rd party plugins in the scene?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2020-12-03, 08:20:05
what do you mean by this?

It means that exactly this happens using ForestPack in many situations: hovering over the viewport (even when it's covered by other windows), FP constantly rebuilds its items, causing IR to stutter or restart.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JG_monomiru on 2020-12-04, 10:45:51
will you bring back the "visible in mask" option in V7?

Since the removal of that option in V6 its quite a pain to render masks and normal/z-depth with multi-submaterial-setup. When you want one set of masks for glas objects in front not messing up with z-depth and normals ... but still visible in reflections, but not showing masks. So you can then render a 2nd pass (render-elements only) where that specific material it is visible to shows up in rgb-masks, zdepth and normals....

so you can alter glass-balustraded (for example) in postproduction.

Right now in V6 and dailyV7 this workflow is not possible - as that material does show up in full in z-depth/normals etc.... even though it was set to propagate mask (reflection, or always). Only way to get a z-depth/normal element is to turn the whole object invisible to camera - but this isn't a sollution when working with "multi-submaterial" obejcts...

Right now I'm stuck to V5... which makes the whole workflow obsolete with the new versions.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-08, 09:57:38
will you bring back the "visible in mask" option in V7?

Since the removal of that option in V6 its quite a pain to render masks and normal/z-depth with multi-submaterial-setup. When you want one set of masks for glas objects in front not messing up with z-depth and normals ... but still visible in reflections, but not showing masks. So you can then render a 2nd pass (render-elements only) where that specific material it is visible to shows up in rgb-masks, zdepth and normals....

so you can alter glass-balustraded (for example) in postproduction.

Right now in V6 and dailyV7 this workflow is not possible - as that material does show up in full in z-depth/normals etc.... even though it was set to propagate mask (reflection, or always). Only way to get a z-depth/normal element is to turn the whole object invisible to camera - but this isn't a sollution when working with "multi-submaterial" obejcts...

Right now I'm stuck to V5... which makes the whole workflow obsolete with the new versions.
Hi,

I have created a feature req to add this functionality back in. I understand that this is a pain at the moment and I will let you know when I have some further information from our devs.

Cheers.

Rowan

(Report ID=CRMAX-44)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Lachin on 2020-12-10, 19:23:17
I didn't get it right now I'm running corona 6.0.
delete corona version 6.0 write new version 7.0?
best regards
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2020-12-10, 19:40:04
I didn't get it right now I'm running corona 6.0.
delete corona version 6.0 write new version 7.0?
best regards

You can download the V7 daily builds here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds

You don't have to uninstall V6. You can just install the new version over the old one.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Misha on 2020-12-11, 08:53:37
HI!
Sorry for my English ((
But I've got a little problem with ForestPack(6.3.1) + latest corona daily build(10.12.2020)
let me explain:
I have a small exterior scene with trees on background  and grass maked in ForestPack
When I installed latest daily build(10.12.2020) - my scene freeze on interactive render
When I turn off ForestPack trees all fine and scene rendering fine
And I decide reinstall previous daily build and all rendering fine
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-11, 09:25:24
HI!
Sorry for my English ((
But I've got a little problem with ForestPack(6.3.1) + latest corona daily build(10.12.2020)
let me explain:
I have a small exterior scene with trees on background  and grass maked in ForestPack
When I installed latest daily build(10.12.2020) - my scene freeze on interactive render
When I turn off ForestPack trees all fine and scene rendering fine
And I decide reinstall previous daily build and all rendering fine
Hi,

I would like to investigate this, please can you send over your scene? Instructions on how to do this are in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Misha on 2020-12-11, 10:58:06
yes will send little later
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-11, 11:34:46
yes will send little later
Thanks, please let me know the filename once it is uploaded.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Misha on 2020-12-11, 12:24:54
yes will send little later
Thanks, please let me know the filename once it is uploaded.

Sauna_EXT - file name
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-11, 16:40:44
yes will send little later
Thanks, please let me know the filename once it is uploaded.

Sauna_EXT - file name
Thanks, I found it. I will update you when we have had a chance to investigate.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Misha on 2020-12-11, 17:09:06
Thank you!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dekh15425 on 2020-12-12, 00:50:29
sheen pass will be much appreciated for pbr shaders
or like AOVs in arnold renderer
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2020-12-12, 17:56:27
HI!
Sorry for my English ((
But I've got a little problem with ForestPack(6.3.1) + latest corona daily build(10.12.2020)
let me explain:
I have a small exterior scene with trees on background  and grass maked in ForestPack
When I installed latest daily build(10.12.2020) - my scene freeze on interactive render
When I turn off ForestPack trees all fine and scene rendering fine
And I decide reinstall previous daily build and all rendering fine

Same problem here. Max 2014, Max 2021
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-14, 10:37:27
HI!
Sorry for my English ((
But I've got a little problem with ForestPack(6.3.1) + latest corona daily build(10.12.2020)
let me explain:
I have a small exterior scene with trees on background  and grass maked in ForestPack
When I installed latest daily build(10.12.2020) - my scene freeze on interactive render
When I turn off ForestPack trees all fine and scene rendering fine
And I decide reinstall previous daily build and all rendering fine

Same problem here. Max 2014, Max 2021
Hi,

Reproduced, forwarding to the devs for further investigation.

Cheers,

(Report ID=CRMAX-77)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2020-12-15, 21:12:07
Hi guys, we are having some issues memory related with some heavy scenes, 3 different scenes crash due to low memory, cpu is a i9 9900k with 64 gigs ram, previous version didnt have those issues, we were able to render the shots with no problem, ill see if i can upload one of them when we finish (no forest on this scenes) and also had the same forest issue on other scenes not so heavy
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-16, 09:50:14
Hi guys, we are having some issues memory related with some heavy scenes, 3 different scenes crash due to low memory, cpu is a i9 9900k with 64 gigs ram, previous version didnt have those issues, we were able to render the shots with no problem, ill see if i can upload one of them when we finish (no forest on this scenes) and also had the same forest issue on other scenes not so heavy
Hi,

Did you also get low memory warnings on the previous version of Corona? Or is it now Corona is using more memory and crashing?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2020-12-16, 11:01:53
Hi, no, no low memory warning with previous version, just latest daily build.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-16, 14:08:03
Hi, no, no low memory warning with previous version, just latest daily build.
Hi,

Could you check through task manager or with the Render Stamp token %mc (corona memory) how much memory was being used in the previous version and how much is being used now?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2020-12-16, 16:36:20
yeah i'd like to report an issue, The automatic vertical tilt got broken for god knows why. the corona cam that is
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-16, 16:41:44
yeah i'd like to report an issue, The automatic vertical tilt got broken for god knows why. the corona cam that is
Hi,

Could you provide some examples? Including a scene and some reproduction steps if possible?

See my signature for information we ask for when reporting bugs to us.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2020-12-16, 16:44:43
yeah i'd like to report an issue, The automatic vertical tilt got broken for god knows why. the corona cam that is
Hi,

Could you provide some examples? Including a scene and some reproduction steps if possible?

See my signature for information we ask for when reporting bugs to us.

Thanks,

Rowan


yes sure, i tried it with multiple scenes, if I try the automatic vertical tilt on a corona cam alone it simply doesn't work, I fixed it by adding a physical cam and enabling automatic vertical tilt there then deleting that and adding a corona cam. ill try to reproduce it and send you the files.
 Thank you for the amazing work you all do
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2020-12-16, 19:39:11
Hi all,
with the 7 daily build, in some case,  saving in .tif format with store alpha channel checked the file not generate the preview in folder where it is saved.
Windows 10, max 2020.
Can be my problem or is know iusue?

thank you
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2020-12-16, 21:35:04
Loving the new PBR material!  Are you planning on re-working the material library to have them mostly be CoronaPhysicalMtl?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2020-12-17, 01:10:21
Hi all,
with the 7 daily build, in some case,  saving in .tif format with store alpha channel checked the file not generate the preview in folder where it is saved.
Windows 10, max 2020.
Can be my problem or is know iusue?

thank you

Same here! I thought it could be anything, glad to see it confirmed.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-17, 10:49:03
yeah i'd like to report an issue, The automatic vertical tilt got broken for god knows why. the corona cam that is
Hi,

Could you provide some examples? Including a scene and some reproduction steps if possible?

See my signature for information we ask for when reporting bugs to us.

Thanks,

Rowan


yes sure, i tried it with multiple scenes, if I try the automatic vertical tilt on a corona cam alone it simply doesn't work, I fixed it by adding a physical cam and enabling automatic vertical tilt there then deleting that and adding a corona cam. ill try to reproduce it and send you the files.
 Thank you for the amazing work you all do
Hi,

Ok thanks, Please let me know the file name when you upload it.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2020-12-17, 10:52:00
Hi all,
with the 7 daily build, in some case,  saving in .tif format with store alpha channel checked the file not generate the preview in folder where it is saved.
Windows 10, max 2020.
Can be my problem or is know iusue?

thank you

Same here! I thought it could be anything, glad to see it confirmed.
Hi,

This seems to be a bug on our side. It is caused by sharpening being enabled, we are looking into a fix for it.

Rowan

(Report ID=CRMAX-63)
Title: Max Crashing on Render After Changing Anything in the Scene
Post by: DustinMoore on 2020-12-17, 22:25:13
 (Daily Build) Using Corona Sun and Sky. If I move the Sun or adjust the intensity, then render, Max crashes. If I move an object with Corona Light Material or change intensity, render, then crash. Just changed a glass object from "Thin-walled" to normal, render and crash. But I can render over and over again right after opening Max back up and loading the recovery file. I just cant change anything, then render.

UPDATE: Previous daily build is not crashing.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2020-12-18, 10:57:04
Started using 7 yesterday, liking it so far! Looking forward to a tutorial/explanation on the new PBR materials.

Not sure if this is a bug or not (I noticed it in Corona 6 too): When I update the camera tone mapping settings while running IR, the IR updates. This shouldn't happen, right? I'm 99% sure that in previous versions of Corona when I changed these settings the IR remained steady (for lack of better word) but the camera tone mapping updated, of course. But right now when I change Highlight Compression (for example, or any of the other tone mapping settings) the entire render resets.

Is this understandable?
Title: Re: Max Crashing on Render After Changing Anything in the Scene
Post by: rowmanns on 2020-12-18, 12:10:54
(Daily Build) Using Corona Sun and Sky. If I move the Sun or adjust the intensity, then render, Max crashes. If I move an object with Corona Light Material or change intensity, render, then crash. Just changed a glass object from "Thin-walled" to normal, render and crash. But I can render over and over again right after opening Max back up and loading the recovery file. I just cant change anything, then render.

UPDATE: Previous daily build is not crashing.
Hi,

It may be worth trying to reset your licensing files. Sometimes this is a cause of strange crashes like this.
Go to C:\Users\_username_\AppData\Local\CoronaRenderer and remove all files inside this folder.
Note: while this is perfectly safe to do, it will require re-activation of Corona upon the next 3ds Max launch.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: vansan on 2020-12-18, 18:58:54
Since Corona team is on holidays I made a temporary fix for myself with Resourse hacker software and moved Metallness map slot after Base bump map slot.
Attached image with screenshot.
Hope I didn't break any rules, this is just a interface usability fix before next daily comes out next year, and sorry if I did.
You can reproduce this fix yourself, just open C:\Program Files\Corona\Corona Renderer for 3ds Max\20**\CoronaMaxUtils_Release-2021.dll file, find Dialog folder, find 16429:1033 and change it, replacing text with these strings:
Code: [Select]
16429 DIALOGEX 0, 0, 215, 431
STYLE DS_SETFONT | WS_CHILD
CAPTION ""
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
FONT 8, "Microsoft Sans Serif", FW_NORMAL, FALSE, 0
{
   CONTROL "Amount", -1, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 72, 0, 25, 8
   CONTROL "Map", -1, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 148, 0, 20, 8
   CONTROL "Base color", 16695, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 8, 50, 10
   CONTROL "", 16696, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 8, 25, 10
   CONTROL "0,255,0", 16697, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 8, 10, 10
   CONTROL "Custom1", 16698, "CustButton", WS_CHILD | WS_VISIBLE, 104, 8, 105, 10
   CONTROL "Base roughness", 16703, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 20, 66, 10
   CONTROL "", 16704, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 20, 25, 10
   CONTROL "0,255,0", 16705, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 20, 10, 10
   CONTROL "Custom1", 16706, "CustButton", WS_CHILD | WS_VISIBLE, 104, 20, 105, 10
   CONTROL "Base IOR", 16719, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 32, 66, 10
   CONTROL "", 16720, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 32, 25, 10
   CONTROL "0,255,0", 16721, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 32, 10, 10
   CONTROL "Custom1", 16722, "CustButton", WS_CHILD | WS_VISIBLE, 104, 32, 105, 10
   CONTROL "Transl. fraction", 16723, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 44, 61, 10
   CONTROL "", 16724, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 44, 25, 10
   CONTROL "0,255,0", 16725, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 44, 10, 10
   CONTROL "Custom1", 16726, "CustButton", WS_CHILD | WS_VISIBLE, 104, 44, 105, 10
   CONTROL "Base bump", 16777, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 56, 50, 10
   CONTROL "Custom1", 16780, "CustButton", WS_CHILD | WS_VISIBLE, 104, 56, 105, 10
   CONTROL "Metalness", 16715, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 68, 50, 10
   CONTROL "Custom1", 16718, "CustButton", WS_CHILD | WS_VISIBLE, 104, 68, 105, 10
   CONTROL "Base anisotropy", 16707, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 80, 66, 10
   CONTROL "", 16708, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 80, 25, 10
   CONTROL "0,255,0", 16709, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 80, 10, 10
   CONTROL "Custom1", 16710, "CustButton", WS_CHILD | WS_VISIBLE, 104, 80, 105, 10
   CONTROL "Base aniso. rot.", 16711, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 92, 66, 10
   CONTROL "", 16712, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 92, 25, 10
   CONTROL "0,255,0", 16713, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 92, 10, 10
   CONTROL "Custom1", 16714, "CustButton", WS_CHILD | WS_VISIBLE, 104, 92, 105, 10
   CONTROL "Refraction", 16727, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 104, 66, 10
   CONTROL "", 16728, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 104, 25, 10
   CONTROL "0,255,0", 16729, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 104, 10, 10
   CONTROL "Custom1", 16730, "CustButton", WS_CHILD | WS_VISIBLE, 104, 104, 105, 10
   CONTROL "Thin abs. color", 16845, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 116, 66, 10
   CONTROL "", 16846, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 116, 25, 10
   CONTROL "0,255,0", 16847, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 116, 10, 10
   CONTROL "Custom1", 16849, "CustButton", WS_CHILD | WS_VISIBLE, 104, 116, 105, 10
   CONTROL "Opacity", 16699, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 128, 40, 10
   CONTROL "", 16700, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 128, 25, 10
   CONTROL "0,255,0", 16701, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 128, 10, 10
   CONTROL "Custom1", 16702, "CustButton", WS_CHILD | WS_VISIBLE, 104, 128, 105, 10
   CONTROL "Displacement", 16771, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 140, 59, 10
   CONTROL "Custom1", 16772, "CustButton", WS_CHILD | WS_VISIBLE, 104, 140, 105, 10
   CONTROL "Clearcoat", 16731, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 152, 66, 10
   CONTROL "", 16732, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 152, 25, 10
   CONTROL "0,255,0", 16733, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 152, 10, 10
   CONTROL "Custom1", 16734, "CustButton", WS_CHILD | WS_VISIBLE, 104, 152, 105, 10
   CONTROL "Clearcoat IOR", 16735, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 164, 66, 10
   CONTROL "", 16736, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 164, 25, 10
   CONTROL "0,255,0", 16737, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 164, 10, 10
   CONTROL "Custom1", 16738, "CustButton", WS_CHILD | WS_VISIBLE, 104, 164, 105, 10
   CONTROL "Clearcoat rough.", 16739, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 176, 66, 10
   CONTROL "", 16740, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 176, 25, 10
   CONTROL "0,255,0", 16741, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 176, 10, 10
   CONTROL "Custom1", 16742, "CustButton", WS_CHILD | WS_VISIBLE, 104, 176, 105, 10
   CONTROL "Clearcoat abs.", 16848, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 188, 66, 10
   CONTROL "", 16856, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 188, 25, 10
   CONTROL "0,255,0", 16857, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 188, 10, 10
   CONTROL "Custom1", 16858, "CustButton", WS_CHILD | WS_VISIBLE, 104, 188, 105, 10
   CONTROL "Clearcoat bump", 16859, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 200, 65, 10
   CONTROL "Custom1", 16862, "CustButton", WS_CHILD | WS_VISIBLE, 104, 200, 105, 10
   CONTROL "Sheen", 16743, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 212, 66, 10
   CONTROL "", 16744, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 212, 25, 10
   CONTROL "0,255,0", 16745, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 212, 10, 10
   CONTROL "Custom1", 16746, "CustButton", WS_CHILD | WS_VISIBLE, 104, 212, 105, 10
   CONTROL "Sheen color", 16840, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 224, 66, 10
   CONTROL "", 16841, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 224, 25, 10
   CONTROL "0,255,0", 16842, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 224, 10, 10
   CONTROL "Custom1", 16843, "CustButton", WS_CHILD | WS_VISIBLE, 104, 224, 105, 10
   CONTROL "Sheen rough.", 16747, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 236, 66, 10
   CONTROL "", 16748, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 236, 25, 10
   CONTROL "0,255,0", 16749, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 236, 10, 10
   CONTROL "Custom1", 16750, "CustButton", WS_CHILD | WS_VISIBLE, 104, 236, 105, 10
   CONTROL "Absorption color", 16751, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 248, 66, 10
   CONTROL "", 16752, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 248, 25, 10
   CONTROL "0,255,0", 16753, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 248, 10, 10
   CONTROL "Custom1", 16754, "CustButton", WS_CHILD | WS_VISIBLE, 104, 248, 105, 10
   CONTROL "Scatter albedo", 16755, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 260, 66, 10
   CONTROL "", 16756, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 260, 25, 10
   CONTROL "0,255,0", 16757, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 260, 10, 10
   CONTROL "Custom1", 16758, "CustButton", WS_CHILD | WS_VISIBLE, 104, 260, 105, 10
   CONTROL "SSS amount", 16759, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 272, 66, 10
   CONTROL "", 16760, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 272, 25, 10
   CONTROL "0,255,0", 16761, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 272, 10, 10
   CONTROL "Custom1", 16762, "CustButton", WS_CHILD | WS_VISIBLE, 104, 272, 105, 10
   CONTROL "SSS radius", 16763, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 284, 66, 10
   CONTROL "", 16764, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 284, 25, 10
   CONTROL "0,255,0", 16765, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 284, 10, 10
   CONTROL "Custom1", 16766, "CustButton", WS_CHILD | WS_VISIBLE, 104, 284, 105, 10
   CONTROL "SSS bleed color", 16767, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 296, 66, 10
   CONTROL "", 16768, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 296, 25, 10
   CONTROL "0,255,0", 16769, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 296, 10, 10
   CONTROL "Custom1", 16770, "CustButton", WS_CHILD | WS_VISIBLE, 104, 296, 105, 10
   CONTROL "Self-illumination", 16773, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 308, 66, 10
   CONTROL "", 16774, "CustEdit", WS_CHILD | WS_VISIBLE | WS_TABSTOP, 68, 308, 25, 10
   CONTROL "0,255,0", 16775, "SpinnerControl", WS_CHILD | WS_VISIBLE, 92, 308, 10, 10
   CONTROL "Custom1", 16776, "CustButton", WS_CHILD | WS_VISIBLE, 104, 308, 105, 10
   CONTROL "Reflect BG override", 16781, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 320, 80, 10
   CONTROL "Custom1", 16782, "CustButton", WS_CHILD | WS_VISIBLE, 104, 320, 105, 10
   CONTROL "Refract BG override", 16783, BUTTON, BS_AUTOCHECKBOX | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 4, 332, 81, 10
   CONTROL "Custom1", 16784, "CustButton", WS_CHILD | WS_VISIBLE, 104, 332, 105, 10
}
Press F5, save and replace original file (after backing it up, of course, in case you made something wrong).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Javadevil on 2020-12-22, 00:19:42
Hi,
Where did I a mistake or where am I wrong? Why is caustics losing brightness depending on the resolution?
please see attached image for more details. thanks

Glad someone else found this, I was surprised the longer I left the caustics to render the less they showed up.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Nekrobul on 2020-12-23, 16:03:42
Hey guys! Just tryed daily build from 2020-12-10 and found a strange looking bug.

Parsing time turns infinite when there is coronascatter from the previous version is present in the scene.

I will try to replicate same bug with the clean scene to see if the scene is the problem or it is replicatable.

PS - Max 2021 V2 Win10 Xeon 8176ES x2 64RAM
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: sdhollman on 2021-01-04, 20:04:58
I want to try the latest daily build of 7 to see how the new PBR based shaders work. Is there a way to install 7 beta without overwriting 6? I need 6 for production and cloud rendering. Thanks for the help on this one. :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-01-04, 20:25:49
See https://coronarenderer.freshdesk.com/support/solutions/articles/12000066819
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-01-05, 09:08:56
Hey guys! Just tryed daily build from 2020-12-10 and found a strange looking bug.

Parsing time turns infinite when there is coronascatter from the previous version is present in the scene.

I will try to replicate same bug with the clean scene to see if the scene is the problem or it is replicatable.

PS - Max 2021 V2 Win10 Xeon 8176ES x2 64RAM

Hi,

Were you able to reproduce this? If so please can you send over a scene so that we can investigate.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-01-05, 10:16:14
Hi,
Where did I a mistake or where am I wrong? Why is caustics losing brightness depending on the resolution?
please see attached image for more details. thanks

Glad someone else found this, I was surprised the longer I left the caustics to render the less they showed up.

This is a known issue and we will do our best to improve this in the newer versions along with other caustics fixes.
The current workaround is to enable the development / experimental stuff rollout (https://coronarenderer.freshdesk.com/support/solutions/articles/12000021288) and increase the "initial lookup radius" of the caustics solver when rendering in higher resolutions.

(Internal ID=566135445)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-01-05, 10:24:04
Started using 7 yesterday, liking it so far! Looking forward to a tutorial/explanation on the new PBR materials.

Not sure if this is a bug or not (I noticed it in Corona 6 too): When I update the camera tone mapping settings while running IR, the IR updates. This shouldn't happen, right? I'm 99% sure that in previous versions of Corona when I changed these settings the IR remained steady (for lack of better word) but the camera tone mapping updated, of course. But right now when I change Highlight Compression (for example, or any of the other tone mapping settings) the entire render resets.

Is this understandable?

I tried this with V6 HF1 and the newest V7 daily (04.01) and couldn't reproduce it:
- create a Corona Camera
- view from camera
- run IR (tried with docked and floating)
- adjust the Corona Camera highlight compression and other params
- IR does not restart

Can you provide simple repro steps?

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-01-08, 18:31:17
Any ETA on the new tone mapping ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-01-08, 19:47:12
Hi all,
with the 7 daily build, in some case,  saving in .tif format with store alpha channel checked the file not generate the preview in folder where it is saved.
Windows 10, max 2020.
Can be my problem or is know iusue?

thank you
Fixed in latest daily build available: https://forum.corona-renderer.com/index.php?topic=30876.msg180340#msg180340
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-01-14, 00:56:23
Hi Devs

Im still getting issues everytime i move the mouse OFF the VFB, the IR restarts - anyone else experiencing this?

IT seems to happen on heavier scenes.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-01-14, 09:07:57
Hi Devs

Im still getting issues everytime i move the mouse OFF the VFB, the IR restarts - anyone else experiencing this?

IT seems to happen on heavier scenes.
Hi,

Did you ever get a chance to send one of these scenes to us? This is something we have not been able to reproduce, so we would need the scene in questions as well as some reproduction steps.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-01-14, 11:13:32
Hi Devs

Im still getting issues everytime i move the mouse OFF the VFB, the IR restarts - anyone else experiencing this?

IT seems to happen on heavier scenes.

This happens to me for years and I never quite put my finger on what it could be. I would also say it happens in heavier scenes (which means it could be absolutely anything there...).

Based on other render-restart issues, it might be something with Physical Camera/DOF/Shift perspective combination.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2021-01-14, 14:47:10
Check for the ProOptimizer modifier somewhere in the scene, this one triggered IR restarts for me sometimes in the past.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-01-14, 22:49:34
yeah i managed to fix it when i remerged everything in a new scene - finding the problem may be like finding a needle in haystack - i will report back if i find it.
I recall it was also related to cameras also - i had once fixed it by disabling target cameras.  I will do more testing.


Hi Devs

Im still getting issues everytime i move the mouse OFF the VFB, the IR restarts - anyone else experiencing this?

IT seems to happen on heavier scenes.

This happens to me for years and I never quite put my finger on what it could be. I would also say it happens in heavier scenes (which means it could be absolutely anything there...).

Based on other render-restart issues, it might be something with Physical Camera/DOF/Shift perspective combination.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-01-15, 10:09:23
Yes, that's one of my biggest  culprits, target !
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rozpustelnik on 2021-01-25, 12:33:57
Any info on aerial perspective, and "altitude" in the new sky?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: wecaptivate on 2021-01-25, 23:51:59
I see that the new PBR material was marked as complete on the Trello board on the 19/01 but the latest daily build is 08/01 - will there be an updated daily build any time soon with the completed PBR material?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: samjmason on 2021-01-26, 01:48:55
Was wondering if Tyflow instancing / motionblur was still being considered?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-01-27, 11:16:03
Any info on aerial perspective, and "altitude" in the new sky?

Altitude + turbidity should be ready soon(ish). Unfortunately it's currently a bit delayed because of SIGGRAPH and the fact that our researcher working on this is still just a human being and needs to sleep at least 2 hours a day :) Our current estimate is that we should have it ready in daily builds sometime in March. We definitely plan to have it available in v7.

Aerial perspective is scheduled for later. Probably more like v9 than v8.

I see that the new PBR material was marked as complete on the Trello board on the 19/01 but the latest daily build is 08/01 - will there be an updated daily build any time soon with the completed PBR material?

There are no big changes in PBR since the last daily build, just some very small UI tweaking. Sometimes it just takes us a few days to remember to update the Trello board, unfortunately. However this does not mean that there can be no more changes to the PBR material before the release. We're still gathering & processing feedback to see how can we improve it. About next daily build, with some luck by the end of this week, otherwise sometime next week.

Was wondering if Tyflow instancing / motionblur was still being considered?
It's not in our immediate roadmap for v7. But I can see that we're talking with the tyflow developers about this and from what I can see it may be relatively easy to add, so it may still happen for v7 (no promises though).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rozpustelnik on 2021-01-27, 19:32:33

Aerial perspective is scheduled for later. Probably more like v9 than v8.


I always admire devs with huge sense of humour ;)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-01-28, 17:13:21
Hi

Max 2021.3, daily builds starting from the 2020-12-10, MSE works much slower than with Corona 6. Each selection of material takes more time to get it into the Parameter Editor. And it gets even worse if IR is active. Sometimes during IR after different kinds of operations with materials Max is hanging for 5-10 minutes, sometimes Max doesn't get back to work after 15 minutes of hanging (I couldn't wait longer and restarted Max).
At the moment I work with the same scenes using Corona 6 and everything is working fine, so there are no problems in those scenes.

BTW, Corona 6 starts render the scenes saved with mentioned DB only after resetting Corona, otherwise Max is crashing when render starts.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-01-29, 09:35:23
Hi

Max 2021.3, daily builds starting from the 2020-12-10, MSE works much slower than with Corona 6. Each selection of material takes more time to get it into the Parameter Editor. And it gets even worse if IR is active. Sometimes during IR after different kinds of operations with materials Max is hanging for 5-10 minutes, sometimes Max doesn't get back to work after 15 minutes of hanging (I couldn't wait longer and restarted Max).
At the moment I work with the same scenes using Corona 6 and everything is working fine, so there are no problems in those scenes.

BTW, Corona 6 starts render the scenes saved with mentioned DB only after resetting Corona, otherwise Max is crashing when render starts.
Hi,

Opening scenes saved in newer versions of Corona (i.e. v7 daily builds) with older versions (i.e. v6 HF1) is not supported by Corona at all so crashes and unexpected behaviour etc.. can be expected.

Secondly could you please provide an example of the slow SME? As scene + video and some reproduction steps would be really useful for us to reproduce this. Are you also using any 3rd party plugins?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maximvis on 2021-02-16, 09:03:43
Hey! Yesterday I found a critical error when working in Corona 7. When you turn on Batch Render, after rendering the first image, Max crashes. Could this be due to the fact that the scene was made in Corona 6?

System:
Ryzen 3950x
64Gb RAM
RTX 3070
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-02-16, 09:42:29
Hey there,
Is trello up to date ? Any news on new daily build or new tone mapping in particular ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-02-16, 09:44:31
+1
I hope Corona is not dying slowly...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-02-16, 10:15:03
Don't worry, we're still going strong :)

We're currently in a phase where we're doing some long needed maintenance of the code, which also includes some bigger changes of the rendering core. Small sneak peak of things coming in the next daily build:

Unfortunately for the last few weeks we're in a state where we want to release new build that week, only to find out one more bug introduced by these changes that we want/need to fix before doing that. I have high hopes for this week, but I don't want to make any promises.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-02-16, 10:22:39
Don't worry, we're still going strong :)

We're currently in a phase where we're doing some long needed maintenance of the code, which also includes some bigger changes of the rendering core. Small sneak peak of things coming in the next daily build:
  • Up to 30% speedup in scenes with transparency & media
  • Up to 60% speedup of HQ denoising (~20% on average)
  • Fixed self-intersection and precision issues when camera/scene is not centered on the coordinate system origin


Unfortunately for the last few weeks we're in a state where we want to release new build that week, only to find out one more bug introduced by these changes that we want/need to fix before doing that. I have high hopes for this week, but I don't want to make any promises.

Yeah, this is nice. Does the speed up apply also to opacity ?
What about tone mapping ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-02-16, 11:01:17
Yeah, this is nice. Does the speed up apply also to opacity ?
What about tone mapping ?

Yeah, transparency/opacity, same thing :)

Sorry for missing the previous question about tone mapping. We're still progressing from the pipeline being hardcoded to being configurable from the UI. That will still take at least few weeks, again taking a bit longer than it normally would, because this is also connected to cleaning up some old UI code, etc.

The first iteration will be just the current pipeline where you can duplicate some operators or change their order. Only after this step it would make sense to start experimenting with adding new operators.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-16, 13:50:16
Hey! Yesterday I found a critical error when working in Corona 7. When you turn on Batch Render, after rendering the first image, Max crashes. Could this be due to the fact that the scene was made in Corona 6?

System:
Ryzen 3950x
64Gb RAM
RTX 3070
Hi,

Would you be able to provide the scene in question? I would like to investigate this :)

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maximvis on 2021-02-16, 13:57:26
Thanks for the answer. The error occurs in all scenes that were created in Crown 6 and lower. I can upload a scene for you, the question is where and in which version of 3d max)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-02-16, 14:22:08
Thank you for your reply. Looking forward to next build.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-16, 14:29:33
Thanks for the answer. The error occurs in all scenes that were created in Crown 6 and lower. I can upload a scene for you, the question is where and in which version of 3d max)
Hi,

You can find instructions on how to send the scene to me in my signature. Any version of 3ds max is fine for me.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-02-16, 14:34:18
Yeah, this is nice. Does the speed up apply also to opacity ?
What about tone mapping ?

Yeah, transparency/opacity, same thing :)

Sorry for missing the previous question about tone mapping. We're still progressing from the pipeline being hardcoded to being configurable from the UI. That will still take at least few weeks, again taking a bit longer than it normally would, because this is also connected to cleaning up some old UI code, etc.

The first iteration will be just the current pipeline where you can duplicate some operators or change their order. Only after this step it would make sense to start experimenting with adding new operators.

Thank you Ryuu, this looks nice. Have you guys decided already whether the tonemapping will bring new modes aside from reinhard etc, and also things more like camera raw - shadows/whites/blacks etc. ? All this together and being able to stack multiple operators would be awesome.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maximvis on 2021-02-16, 14:43:53
Thanks for the answer. The error occurs in all scenes that were created in Crown 6 and lower. I can upload a scene for you, the question is where and in which version of 3d max)
Hi,

You can find instructions on how to send the scene to me in my signature. Any version of 3ds max is fine for me.

Cheers,

Rowan


I sent you an email. Thank)

Maxim
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-16, 14:50:14

I sent you an email. Thank)

Maxim
Thanks,

I have the scene, we will take a look and I will let you know when I have some more info.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maximvis on 2021-02-16, 14:54:45

I sent you an email. Thank)

Maxim
Thanks,

I have the scene, we will take a look and I will let you know when I have some more info.

Rowan


Thank you so much! I will wait. Good luck, thanks for Corona)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-16, 16:59:38
Thank you so much! I will wait. Good luck, thanks for Corona)
Hi,

So I have some good news. It looks like this bug is caused by an issue that we already know about and we have already fixed it in our internal builds.

If everything goes as planned the fix will be in the next daily build.

Cheers,

Rowan

(Report ID=CRMAX-148)

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: John.McWaters on 2021-02-16, 17:24:50
Do you know if the issues with UVW Randomizer's compatibility with other maps will be fixed in the next daily build?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-17, 09:04:50
Do you know if the issues with UVW Randomizer's compatibility with other maps will be fixed in the next daily build?
It's still on our list, but sadly I can't give a timescale on that one yet.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maximvis on 2021-02-17, 09:50:28
Thank you so much! I will wait. Good luck, thanks for Corona)
Hi,

So I have some good news. It looks like this bug is caused by an issue that we already know about and we have already fixed it in our internal builds.

If everything goes as planned the fix will be in the next daily build.

Cheers,

Rowan

(Report ID=CRMAX-148)

Thanks for your prompt support. I'll wait for the next Build))

Good luck

Maxim
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-19, 16:28:05
Thanks for your prompt support. I'll wait for the next Build))

Good luck

Maxim
Go go go! :)
https://forum.corona-renderer.com/index.php?topic=30876.msg182024#msg182024
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-02-19, 17:10:39
The accuracy improvement is just awesome! It will fix alot of issues with tiny details.


Good Luck


Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: smadiswelem on 2021-02-20, 10:17:55
Significantly improved rendering quality for scenes far away from origin by internally shifting the scene so the camera sits at origin. No changes to scenes are needed.
What does it mean? I didnt get it?) like more details will appear on far parts of the render?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-02-20, 10:39:37
The farther away from scene origin an object is, the less precisely program can calculate its location. Normally this isn't big issue, but in more extreme cases it can lead to clearly visible artifacts. Take a look at two attached renders, both are rendered in exactly the same conditions, except that one of them is located at the centre of the scene and the other one is moved by 100 000 units away from the centre in all 3 axis. New build should address this issue.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-02-20, 13:28:12
Good afternoon! In version 7, it became very common to encounter incorrect gamma detection in normal maps. Previously, there were never any problems in the old scenes, now there is an incorrect warning.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-02-20, 14:04:29
Good afternoon, I'm registering increment on render times with last version, here is an screenshot from a video I'm doing, the highlighted ones are rendered with previous version, the white ones are from after the update, kogomotor 02 its an amd with better results from last versions, ogomotor14 is an 19 and kogomotor07 is an i7, I know it isn't accurate because the calculation was made with previous version but i want it to share this results, also I'm presenting a crash on a video shot with motion blur, previous and last daily version, let m know if you like to test both scenes.

Oh,  almost forgot, all the machines are using high quality denoise because I'm mixing amd with intel
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-02-20, 14:37:59
Good afternoon! In version 7, it became very common to encounter incorrect gamma detection in normal maps. Previously, there were never any problems in the old scenes, now there is an incorrect warning.

Did you try to reset strength multiplier back to defaul 1.0? I never saw that someone would use such strange multiplier value. In fact i didn't even know that it's possible to set it to negative. Makes no sense to me.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maximvis on 2021-02-21, 08:54:03
Thanks for your prompt support. I'll wait for the next Build))

Good luck

Maxim
Go go go! :)
https://forum.corona-renderer.com/index.php?topic=30876.msg182024#msg182024

Thank you so much! Works great now! Thanks for your work)

MAXIM
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-22, 10:21:31
Good afternoon, I'm registering increment on render times with last version, here is an screenshot from a video I'm doing, the highlighted ones are rendered with previous version, the white ones are from after the update, kogomotor 02 its an amd with better results from last versions, ogomotor14 is an 19 and kogomotor07 is an i7, I know it isn't accurate because the calculation was made with previous version but i want it to share this results, also I'm presenting a crash on a video shot with motion blur, previous and last daily version, let m know if you like to test both scenes.

Oh,  almost forgot, all the machines are using high quality denoise because I'm mixing amd with intel
Hi,

There's a lot of information here :) But I have a few questions

Can you tell me exactly which versions of Corona and 3ds Max you are using? Can you also tell me the full specification of the computers you are using to render.

If possible it would be really useful to get both of the scenes in question, instructions on how to send these to me are in my signature.

As a side note, the Intel hybrid denoiser also works on AMD :)

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-02-22, 11:25:04
Good afternoon! In version 7, it became very common to encounter incorrect gamma detection in normal maps. Previously, there were never any problems in the old scenes, now there is an incorrect warning.

Did you try to reset strength multiplier back to defaul 1.0? I never saw that someone would use such strange multiplier value. In fact i didn't even know that it's possible to set it to negative. Makes no sense to me.

This material is not mine, it is from a scene that I bought a long time ago and often use it, I did not notice the messages before, probably it confused me Put one, the problem is gone. I withdraw the question.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-02-22, 11:41:01
Hi, yes, versions of corona are:
corona-7-3dsmax-daily-2021-01-08 for previous frames
corona-7-3dsmax-daily-2021-02-19 for latest frames

3dsmax 2020.3.2 security fix (22.0 - 22.3.2.3204)

computer Specs:

AMD 3070X , 128 gb 3600MHZ, GeForce GTX 1070
Intel i9 9900K, 64gb 2133MHZ, GeForce GTX 1070
Intel Core i7-8750H, 32gb 2666MHZ, GeForce 1050 Ti

ill try to upload both scenes during the day, thanks for the intel tip, didn't know.

Also, corona-7-3dsmax-daily-2021-02-19 crashes on heavy scenes when i try to move a light during interactive rendering, and also have experience some crashes when use the corona converter with the map browser on in nodes (sometimes showing and sometimes map browser empty)

Oh, sorry I almost forgot, I've also notice some hang time during render, it starts very goo for example 25 passes with a time spec of 34 minutes and then it hangs and freeze for about 15 to 20 minutes (not completely freeze, just incrementing time on several passes) and then it continues the render and finish it at the previous speed (before it hangs) and did some texts with DR and took much more time than single machine, this scene has fur on it but its not like crazy heavy.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-02-22, 13:05:51
i found a new bug in the latest daily build, it involves the corona distance map. if I was to add an item I can't remove it, removing any added item will freeze the whole max interface and will lead to a crash. i tried it with multiple scenes (simple and complex node setups too) and will be sharing another bug that I found also involving the distance map that creates weird artifacts with fog and volume material.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-02-22, 13:22:50
Good afternoon, I'm registering increment on render times with last version, here is an screenshot from a video I'm doing, the highlighted ones are rendered with previous version, the white ones are from after the update, kogomotor 02 its an amd with better results from last versions, ogomotor14 is an 19 and kogomotor07 is an i7, I know it isn't accurate because the calculation was made with previous version but i want it to share this results, also I'm presenting a crash on a video shot with motion blur, previous and last daily version, let m know if you like to test both scenes.

Oh,  almost forgot, all the machines are using high quality denoise because I'm mixing amd with intel
Hi,

There's a lot of information here :) But I have a few questions

Can you tell me exactly which versions of Corona and 3ds Max you are using? Can you also tell me the full specification of the computers you are using to render.

If possible it would be really useful to get both of the scenes in question, instructions on how to send these to me are in my signature.

As a side note, the Intel hybrid denoiser also works on AMD :)

Cheers,

Rowan

All 3 scenes are up, each with the name of the error or situation presenting, hope this helps.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-23, 09:17:43
i found a new bug in the latest daily build, it involves the corona distance map. if I was to add an item I can't remove it, removing any added item will freeze the whole max interface and will lead to a crash. i tried it with multiple scenes (simple and complex node setups too) and will be sharing another bug that I found also involving the distance map that creates weird artifacts with fog and volume material.
Hi,

Thanks for reporting this, I can reproduce it here and our devs are already working on a fix.

Cheers,

Rowan

(Report ID=CRMAX-296)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-23, 09:28:27
All 3 scenes are up, each with the name of the error or situation presenting, hope this helps.
Hi,

Regarding the motion blur crash scene, was there some specific frame that the scene crashed on? So far I wasn't able to reproduce this issue..

Secondly with the DR freeze was there also a specific frame that this happened on? Are you also sure that both versions of Corona and 3ds Max are the same on both the Server and the Node?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-02-23, 11:23:33
Hi, the 3rd frame start to crash, did you load my 4k precalc or make one by yourself?, on the freeze matter was on every single frame, when it passes 25 or 30 passes it hangs (single machine) for a while, then it continues normal, on DR the matter is that it takes longer with DR than single machine, like 20% longer.
i can confirm that all machines have same 3dsmax version, corona version and windows version.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-23, 12:53:28
Hi, the 3rd frame start to crash, did you load my 4k precalc or make one by yourself?, on the freeze matter was on every single frame, when it passes 25 or 30 passes it hangs (single machine) for a while, then it continues normal, on DR the matter is that it takes longer with DR than single machine, like 20% longer.
i can confirm that all machines have same 3dsmax version, corona version and windows version.
Hi,

I tried both with the pre-calculated file you sent and creating my own. Thus far I wasn't able to reproduce any crashes. Was there a specific camera you were rending from?

EDIT: I managed to reproduce a crash, I will report it to the devs

Cheers,

Rowan

(Report ID=CRMAX-298)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lolec on 2021-02-23, 19:28:46
Not sure if this is related to V7, but I've never seen this before.

Imported a STEP mesh from Solidworks, Used planar UVW map to project a wood texture.

Displacement is messed up in the round corners.


(https://i.imgur.com/KSyjIVn.jpg)

Normal Bump works as expected, so this is clearly a Displacement issue.

(https://i.imgur.com/1hDpR3q.png)

Any known workarounds?  Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-02-24, 09:36:40
Have you welded the vertices? Usually STEP imports need a bit of cleaning up...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jjgod1 on 2021-02-24, 12:18:39

Is corona 7 different from corona 6, can i render corona 7 file with corona 6?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-02-24, 12:33:44
Quote
Is corona 7 different from corona 6, can i render corona 7 file with corona 6?
from my experiences:
yes you can but you have to:
- trasform physicalMaterial in LegacyMaterial.
-export the ligtmix seup and postproces so you can reuse it witth corona6

Important:after loaded the files reset the setting of corana6 so you have no crash.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-24, 13:24:49

Is corona 7 different from corona 6, can i render corona 7 file with corona 6?
Hi,

From the daily builds readme :)
Quote
--- ATTENTION ---
We cannot guarantee that the daily builds will be stable or fit-for-purpose, so please treat them as experimental and avoid using them in production!
Always be prepared to revert to an official release version of Corona Renderer: https://corona-renderer.com/download/
Keep in mind that a scene created with a newer version of Corona Renderer may not work correctly with an earlier version.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-24, 13:30:42
Hi, the 3rd frame start to crash, did you load my 4k precalc or make one by yourself?, on the freeze matter was on every single frame, when it passes 25 or 30 passes it hangs (single machine) for a while, then it continues normal, on DR the matter is that it takes longer with DR than single machine, like 20% longer.
i can confirm that all machines have same 3dsmax version, corona version and windows version.
Hi,

Okay so,
Scene rendering time doubling: (Report ID=CRMAX-297)
Crash while rendering: (Report ID=CRMAX-298)
Freeze during rendering with DR (Report ID=CRMAX-303)

I'll let you know when I have some more info.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-02-24, 18:01:02
Hi, the 3rd frame start to crash, did you load my 4k precalc or make one by yourself?, on the freeze matter was on every single frame, when it passes 25 or 30 passes it hangs (single machine) for a while, then it continues normal, on DR the matter is that it takes longer with DR than single machine, like 20% longer.
i can confirm that all machines have same 3dsmax version, corona version and windows version.
Hi,

Okay so,
Scene rendering time doubling: (Report ID=CRMAX-297)
Crash while rendering: (Report ID=CRMAX-298)
Freeze during rendering with DR (Report ID=CRMAX-303)

I'll let you know when I have some more info.

Rowan

Thank you very much Rowan, i hope my files help you guys, also in cant seem to be able to reproduce it again but in two occasions I try to rotate a texture in corona bitmap W axis and didn't got it to rotate, then i drop the texture again on node mode and it worked, only happened two times on two different bitmaps, both jpg


Oh, and i almost forgot, i think i mention this before, don't remember, it happened to me again yesterday, when I move a light source during interactive rendering max crashes, no message no warning, just classic crash and close
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-25, 09:16:45
Thank you very much Rowan, i hope my files help you guys, also in cant seem to be able to reproduce it again but in two occasions I try to rotate a texture in corona bitmap W axis and didn't got it to rotate, then i drop the texture again on node mode and it worked, only happened two times on two different bitmaps, both jpg

Oh, and i almost forgot, i think i mention this before, don't remember, it happened to me again yesterday, when I move a light source during interactive rendering max crashes, no message no warning, just classic crash and close
Hi,

I think that these issues aren't related to the daily builds anymore. As to not spam here could you please either report them in a separate thread in the "bug reporting" or "I need help" sections of the forums. Or create a support ticket here: https://coronarenderer.freshdesk.com/support/tickets/new
Regarding the crashes while moving lights, the solution to this usually is to reset your license files and reactivate Corona. Please follow solution A here: https://coronarenderer.freshdesk.com/support/solutions/articles/12000015667

As always please follow these guidelines when reporting bugs, it's makes it much quicker and easier for us to reproduce and report them to the dev team: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006

Cheers,

Rowan



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-02-25, 09:24:38
Not sure if this is related to V7, but I've never seen this before.

Imported a STEP mesh from Solidworks, Used planar UVW map to project a wood texture.

Displacement is messed up in the round corners.


(https://i.imgur.com/KSyjIVn.jpg)

Normal Bump works as expected, so this is clearly a Displacement issue.

(https://i.imgur.com/1hDpR3q.png)

Any known workarounds?  Thanks!
Hi,

We have some displacement improvements in the pipeline, would you be able to share your scene with us and I can check if they are already resolved?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-02-25, 10:37:02
Thank you very much Rowan, i hope my files help you guys, also in cant seem to be able to reproduce it again but in two occasions I try to rotate a texture in corona bitmap W axis and didn't got it to rotate, then i drop the texture again on node mode and it worked, only happened two times on two different bitmaps, both jpg

Oh, and i almost forgot, i think i mention this before, don't remember, it happened to me again yesterday, when I move a light source during interactive rendering max crashes, no message no warning, just classic crash and close
Hi,

I think that these issues aren't related to the daily builds anymore. As to not spam here could you please either report them in a separate thread in the "bug reporting" or "I need help" sections of the forums. Or create a support ticket here: https://coronarenderer.freshdesk.com/support/tickets/new
Regarding the crashes while moving lights, the solution to this usually is to reset your license files and reactivate Corona. Please follow solution A here: https://coronarenderer.freshdesk.com/support/solutions/articles/12000015667

As always please follow these guidelines when reporting bugs, it's makes it much quicker and easier for us to reproduce and report them to the dev team: https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006

Cheers,

Rowan
Hi

Thanks, sorry, it never happened to me before so for me it was related to this build, ill be more careful next time, ill try to solve the lights issue.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-02-26, 10:06:23
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-02-26, 15:44:10
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.

I am afraid this is a 3ds Max bug, what happens is that if any of the two ID's has its scale set to RWS, it applies for both slots but in preview only (not exclusive to Corona).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-02-26, 23:02:33
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.

I am afraid this is a 3ds Max bug, what happens is that if any of the two ID's has its scale set to RWS, it applies for both slots but in preview only (not exclusive to Corona).

I can't determine why it works for you, my texture disappears.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-02-26, 23:07:42
Hi!
I found an error in the Material Editor. Use Real-world Scale conflicts with the standard parameter. If you insert a texture with Real-world disabled in 1 ID, the texture will not be visible in the preview of the material in 2 ID with Real-world enabled.

I am afraid this is a 3ds Max bug, what happens is that if any of the two ID's has its scale set to RWS, it applies for both slots but in preview only (not exclusive to Corona).

I'm sorry I didn't understand you right away, but it turns out to be really a problem of 3ds max itself, scanline render gives the same problem. (((
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: julobo on 2021-03-02, 17:18:24
Hi, in the latest daily, 3dsmax freeze when I try to remove deleted elements from distance map or lightselect render element.
max 2021.3, win10, corona latest daily.

edit: sorry, the problem was on my side, my batch file was pointing the wrong path.
Problem solved
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-08, 11:03:18
Good afternoon, I'm registering increment on render times with last version, here is an screenshot from a video I'm doing, the highlighted ones are rendered with previous version, the white ones are from after the update, kogomotor 02 its an amd with better results from last versions, ogomotor14 is an 19 and kogomotor07 is an i7, I know it isn't accurate because the calculation was made with previous version but i want it to share this results, also I'm presenting a crash on a video shot with motion blur, previous and last daily version, let m know if you like to test both scenes.

Oh,  almost forgot, all the machines are using high quality denoise because I'm mixing amd with intel
Hi,

The issue with the longer rendering times in the last builds of Corona when compared with earlier v7 daily builds have been fixed. And are in the latest v7 Daily Build (2021-03-05).

Thanks,

Rowan

 
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: VASLAVO on 2021-03-08, 23:13:51
Good afternoon, I'm registering increment on render times with last version, here is an screenshot from a video I'm doing, the highlighted ones are rendered with previous version, the white ones are from after the update, kogomotor 02 its an amd with better results from last versions, ogomotor14 is an 19 and kogomotor07 is an i7, I know it isn't accurate because the calculation was made with previous version but i want it to share this results, also I'm presenting a crash on a video shot with motion blur, previous and last daily version, let m know if you like to test both scenes.

Oh,  almost forgot, all the machines are using high quality denoise because I'm mixing amd with intel
Hi,

The issue with the longer rendering times in the last builds of Corona when compared with earlier v7 daily builds have been fixed. And are in the latest v7 Daily Build (2021-03-05).

Thanks,

Rowan

Thanks you so much, il give it a try right now, you guys are awesome

VK
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Artisticpixel on 2021-03-09, 13:36:43
I have a Physical material-coronaUVWRandomizer-Corona Colour correct-Corona Multimap with 7 textures in the multimap.

Everything works fine on my Main workstation but the DR machine is rendering strange and coming up with 'Texture map plugin missing' with Offending maps I cannot find in my scene.

Is this a limitation of the Daily Builds at the moment or is there something wrong with Corona? I am using Windows 10, latest build on both machines.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-09, 16:10:38
I have a Physical material-coronaUVWRandomizer-Corona Colour correct-Corona Multimap with 7 textures in the multimap.

Everything works fine on my Main workstation but the DR machine is rendering strange and coming up with 'Texture map plugin missing' with Offending maps I cannot find in my scene.

Is this a limitation of the Daily Builds at the moment or is there something wrong with Corona? I am using Windows 10, latest build on both machines.
Hi,

Is there some specific texture map plugin that the error is pointing to? I would double check that all versions of Corona and 3ds Max are the same on the Host and Node machines.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Artisticpixel on 2021-03-09, 17:18:34
Just using native corona maps and both machines on exact same versions. I also dont understand how the Node is picking up 99% of the texture.jpgs but missing the multimap ones, and they are in the same folder structure as everything else that is seen. Thats why I thought maybe the combination of randomizer multimap etc isnt playing nice in the node.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-10, 10:26:22
Hi,

Without looking at the scene it's hard to detail what exactly is going on. Please can you either send your scene to us or submit a support ticket and we will do our best to figure out what's going on.

Instructions on how to do this can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-03-10, 13:53:50
Hey guys. Any news on tone mapping ? At least a glimpse of what it will look like and changes planned ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-10, 17:19:47
Hey guys. Any news on tone mapping ? At least a glimpse of what it will look like and changes planned ?
Hi,

We're still working on it and it's on track for v7.
We don't want to show off something that's not quite ready yet. Once we're at that stage we will get it out in a daily build.

I can't give any timescales as usual, but bare with us :)

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-03-10, 19:09:33
Thank you Rowan !
Title: Adding Physical Camera to Distance Texture
Post by: dsolod on 2021-03-11, 06:50:26
Hello,
In the latest daily it's possible to add only Corona Camera origin into the Distance Texture
Would you consider to add the Physical Camera as well?
Thanks!
Title: Re: Adding Physical Camera to Distance Texture
Post by: rowmanns on 2021-03-11, 11:26:50
Hello,
In the latest daily it's possible to add only Corona Camera origin into the Distance Texture
Would you consider to add the Physical Camera as well?
Thanks!
Hi,

We are thinking of changing this so you can add any object to the distance map.
I have a request logged for this :)

Rowan

(Report ID=CRMAX-328)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Diogom on 2021-03-14, 03:18:16
guys, I noticed two things that might be a bug with this version 7.

When using tyFlow, if I Try to render using tyCache in mesh mode the max just freezes, and I have to kill max in task manager.

another time when I had set my refraction ior too high while using interactive and corona legacy material, the memory use jumped to more than 80gb and max freezed too, before changing this setting the memory use was like 13gb.

I Hope this helped.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-15, 09:08:22
guys, I noticed two things that might be a bug with this version 7.

When using tyFlow, if I Try to render using tyCache in mesh mode the max just freezes, and I have to kill max in task manager.

another time when I had set my refraction ior too high while using interactive and corona legacy material, the memory use jumped to more than 80gb and max freezed too, before changing this setting the memory use was like 13gb.

I Hope this helped.

Hi,

Which exact daily build are you using? Could you also please send through some example scenes which demonstrate these issues?

Instructions on how to send scenes to us can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2021-03-18, 08:28:25
I'm having an issue with IR on the latest build. It seems to restart rendering constantly if the mouse cursor is hovering in any of the viewports. If I move the cursor outside of the viewports, it renders fine. I don't recall this happening in my other scenes with this build, but this scene has an animated timeline (not playing when IR).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-18, 09:28:56
I'm having an issue with IR on the latest build. It seems to restart rendering constantly if the mouse cursor is hovering in any of the viewports. If I move the cursor outside of the viewports, it renders fine. I don't recall this happening in my other scenes with this build, but this scene has an animated timeline (not playing when IR).
Hi Jens,

Are you able to send this scene to us? We have had this issue reported sporadically to us over the years, but sadly we have never been able to reproduce it.

Instructions on how to send the scene are in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-03-18, 10:26:07
I'm almost sure it's FPP 6.2.x with an animated camera, referenced in a forest object (@Rowan: see ticket #184420).

To test:


If IR stops restarting in any of the above cases, it's the FPP bounding box issue: As soon as the mouse hovers over the bounding box of a FPP object, IR restarts. Maybe you could check this.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-03-18, 11:00:21
Well I never even installed ForestPack Pro (Trialled it once time ago) yet I encounter this issue from time to time as well. Just hovering mouse outside of VFB :- ).

Now that animated timeline was mentioned... that's something I will look for association next time it happens.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-03-18, 11:16:31
Interesting. I almost never have a non-animated timeline but encountered this only in conjunction with FP. But at the same time, I do not own a similar demanding display gadget accumulation like you :]


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2021-03-18, 16:55:18
Hi Jens,

Are you able to send this scene to us? We have had this issue reported sporadically to us over the years, but sadly we have never been able to reproduce it.

Instructions on how to send the scene are in my signature.

Cheers,

Rowan

Done.

I have also uploaded a new file as I now get crashes on render. This is after I tried to roll back from the nightly vray5 and phoenix + corona 7 builds to the "stable" official releases (I need to send this project to a cloud render service later). I have then tried to uninstall corona, vray and phoenix first + deleted ENU folder, restart and then install the stable releases. Main issue here seems to be the displacement of the phoenix ocean tex. It crashes the scene every time even though I made new maps and deleted the old. It works okay solo in a fresh scene, but there's some old setting somewhere that makes it crash.

update: it is something in the render settings that triggers this. I have tried merging stuff from the old scene in to a new scene and if I include the "render settings", the crash on render starts. So I have uploaded two small test scenes. One WITH the merged in "render settings" that crashes and one WITHOUT that merged "render settings" that works fine.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-19, 09:31:36
Hi Jens,

Scenes saved in newer versions of Corona are not expected to work in older versions of Corona and can lead to crashes etc.. See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds

I'll take a look at the scene nonetheless, however I would advise against opening scenes saved in newer versions of Corona in older versions.

I will also take a look at the scene with the IR refreshing, can you tell me the name of that scene?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-03-19, 14:10:44

I have also uploaded a new file as I now get crashes on render. This is after I tried to roll back from the nightly vray5 and phoenix + corona 7 builds to the "stable" official releases (I need to send this project to a cloud render service later). I have then tried to uninstall corona, vray and phoenix first + deleted ENU folder, restart and then install the stable releases. Main issue here seems to be the displacement of the phoenix ocean tex. It crashes the scene every time even though I made new maps and deleted the old. It works okay solo in a fresh scene, but there's some old setting somewhere that makes it crash.

update: it is something in the render settings that triggers this. I have tried merging stuff from the old scene in to a new scene and if I include the "render settings", the crash on render starts. So I have uploaded two small test scenes. One WITH the merged in "render settings" that crashes and one WITHOUT that merged "render settings" that works fine.

Hi
When I rolled from Corona 7 DBs back to Corona 6 it was enough to reset Corona render settings in scenes saved under Corona 7, after that Corona 6 worked fine for me. Otherwise Max crashed when I tried to render those scenes without resetting.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2021-03-19, 14:20:05
Hi Jens,

Scenes saved in newer versions of Corona are not expected to work in older versions of Corona and can lead to crashes etc.. See: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds

I'll take a look at the scene nonetheless, however I would advise against opening scenes saved in newer versions of Corona in older versions.

I will also take a look at the scene with the IR refreshing, can you tell me the name of that scene?

Cheers,

Rowan

I think the file name was this one: "Vindoe_environmnt_oktagon_v51-local.v06" I'm uploading a new scene, this time in max 2021 and with corona v6 that also has the IR refresh bug.

I tried switching to max 2021 instead of my current 2020, as max kept bugging out (keyboard shortcuts didn't work and couldn't click max' menus). So not able to save or anything, but could navigate and use viewports and the command panel. So weird. If I try and close the max window it does so immediately, no prompt asking for saving, no max crash report etc. But 3dsmax.exe keeps running in the background. I'm not getting this bug with the scene in max 2021, but now there IR bug is back! Argh, this project is cursed! I do think it could be tied to vray5/phoenix as all these bugs came after installing and using those.

*update in case anyone else had his bug* the bug with not being able to click menus and keyboard shortcuts not working only happens when I open the material editor (slate). Then it activates the same second. There's a phoenix ocean tex and foam tex amongst a couple of corona maps and materials in there. It happens with the newest "stable" vray version: vray_adv_51001_max2020_x64. If I install 51000 instead, bug is still there. BUT if i go back to 50005, the bug is no longer there.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-03-20, 08:26:56
Interesting. I almost never have a non-animated timeline but encountered this only in conjunction with FP. But at the same time, I do not own a similar demanding display gadget accumulation like you :]


Good Luck

There might a list of features with some similar "attributes" that cause excessive refresh. I.E:

- Physical camera with Target and something else going on
- ForestPack with Physical camera animated
etc..

When this happens to me, it's usually in larger scenes already and it's really hard to diagnose (Also at that point of project I no longer have enough life energy to do diagnosing).
But it's almost always tied to behavior with camera I don't think I ever had this issue in rendering IR from viewport.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2021-03-21, 03:28:35
is there a way you guys can add a feature to Coron Multimap where you can add a self illumination or lighting enabled map so that some random elements in a model can be lit?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-03-21, 07:30:07
is there a way you guys can add a feature to Coron Multimap where you can add a self illumination or lighting enabled map so that some random elements in a model can be lit?

You can use Corona Multimap inside Layered Material as a mask, or you can plug Multimap to the Self-illumination slot of Corona Material
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2021-03-22, 06:00:03
is there a way you guys can add a feature to Coron Multimap where you can add a self illumination or lighting enabled map so that some random elements in a model can be lit?

You can use Corona Multimap inside Layered Material as a mask, or you can plug Multimap to the Self-illumination slot of Corona Material

Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-03-22, 21:31:25
DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-03-22, 23:13:11
I managed to do something not physically correct in the physically correct material! Or am I doing something wrong?

Shadows are black and white with colored material. And when the Directionality in the light source changes, the light in the refractive material turns black. Its black outline is visible but its luminous properties are lost, I assume this contradicts the physics of light.


Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-03-23, 07:42:43
DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?

Cheers Bormax, I was planning to post a notification today about it here. Regarding edge colour I am going to quote some answers:

"In normal use, the Physical material works like the real world, where reflections are always white, with very slight color variation at the grazing angles. To maintain this, there is no longer any “Reflection Color” slot in the material, unlike in the Legacy Material, and the Physical material correctly calculates color curves for metals based on the Edge color."

About glossiness to roughness map, that is indeed correct a simple inversion would work most of the time granted that the glossiness map is actually properly fitting for the model (as far as I've seen there are cases were 3d humanoid models were made to have different glossiness and roughness maps). Most Quixel bridge assets though are imported to Corona Renderer as inverted roughness maps, due to pre-CoronaPhysicalMtl setup and it works equally great.

I would suggest everyone to take a look here: [Behind the scenes: The Physical Material] (https://blog.corona-renderer.com/behind-the-scenes-the-physical-material/?fbclid=IwAR0AInktt_947lf_dPwE_5XZ-gHkPfczWjOeHeSQ_2-SYdgff_2SaUqP_nw)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-03-23, 08:16:34
DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?

Cheers Bormax, I was planning to post a notification today about it here. Regarding edge colour I am going to quote some answers:

"In normal use, the Physical material works like the real world, where reflections are always white, with very slight color variation at the grazing angles. To maintain this, there is no longer any “Reflection Color” slot in the material, unlike in the Legacy Material, and the Physical material correctly calculates color curves for metals based on the Edge color."

I would suggest everyone to take a look here: [Behind the scenes: The Physical Material] (https://blog.corona-renderer.com/behind-the-scenes-the-physical-material/?fbclid=IwAR0AInktt_947lf_dPwE_5XZ-gHkPfczWjOeHeSQ_2-SYdgff_2SaUqP_nw)

we are just interested in the question of how we should define this edge color for physically correct materials? should we select it according to the reference image or are there any rules for this?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-03-23, 11:08:20
I managed to do something not physically correct in the physically correct material! Or am I doing something wrong?

Shadows are black and white with colored material. And when the Directionality in the light source changes, the light in the refractive material turns black. Its black outline is visible but its luminous properties are lost, I assume this contradicts the physics of light.

Hi Bormax,

The proper way to approach this for CoronaPhysicalMtl would be to either enable "Thin Shell" and apply the colored checker mask in "Thin Absorption", or in a more physically correct manner without the use of Thin Shell but with Volumetric Scattering (in a form of tinted glass), or even with a colored coated translucent paint through ClearCoats Absorption layer. The result of your example is expected as refraction rays are not colored, only diffuse reflection is (base layer). Please see attached.

Regarding the second issue can you please offer some reproduction steps I can't seem to be able to do it. Thanks!

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2021-03-23, 13:44:38
I'm almost sure it's FPP 6.2.x with an animated camera, referenced in a forest object (@Rowan: see ticket #184420).

To test:

  • switch to a one viewport layout, move away from the scene - looking into the sky for example
  • remove the camera reference from all FPP objects
  • delete all keys of the animated camera
  • delete all FPP objects
  • update to a newer FPP version (which one do you use Jens?), I could not repro this with 6.3.1 (which we currently use) any more

If IR stops restarting in any of the above cases, it's the FPP bounding box issue: As soon as the mouse hovers over the bounding box of a FPP object, IR restarts. Maybe you could check this.


Good Luck

Hi Frood, sorry for not getting back to you on this. I got the IR refresh bug again, and came back to this thread to read through what you said. You are right!! If I disable them but the forest pack icon is still visible, nothing changes. But if I hide them completely in the forest lister, the IR bug goes away. That's it.

It's 100% tied to the camera. If I remove the "limit to visibility" under the Forestobject's "camera" roll down menu, the IR bug goes away.

update: Just saw this on the forum. Guess I'll try with that update :)
Forest Pack 7.0.8
- Fixed continuous updating of Interactive Render when using Camera->"Limit to Visibility".
   * This bug would also affect general performance when camera clipping is enabled on viewport.

Cheers!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-03-23, 18:47:30
Yep, the worst issue however has been that it happened even when using a perspective viewport - not even looking through a (referenced) camera. Now they seem to have fixed even camera view? Interesting and thanks for the info.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-03-24, 12:19:24
Downloaded and installed the latest daily yesterday (22 March, I think?).

This isn't a bug per se, but suddenly I see this blocky progression happening in my renders (most noticeably only when it first starts but the progressive nature of the render also looks different than it used to). Note: a remove region render is responsible for the obvious shape in this screenshot.

What's changed to suddenly start this different behavior? Is it expected?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-03-24, 12:54:15
Downloaded and installed the latest daily yesterday (22 March, I think?).

This isn't a bug per se, but suddenly I see this blocky progression happening in my renders (most noticeably only when it first starts but the progressive nature of the render also looks different than it used to). Note: a remove region render is responsible for the obvious shape in this screenshot.

What's changed to suddenly start this different behavior? Is it expected?


"We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes."
From the changelog :) https://forum.corona-renderer.com/index.php?topic=30876.msg183142#msg183142
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-03-24, 13:46:37
Downloaded and installed the latest daily yesterday (22 March, I think?).

This isn't a bug per se, but suddenly I see this blocky progression happening in my renders (most noticeably only when it first starts but the progressive nature of the render also looks different than it used to). Note: a remove region render is responsible for the obvious shape in this screenshot.

What's changed to suddenly start this different behavior? Is it expected?


"We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes."
From the changelog :) https://forum.corona-renderer.com/index.php?topic=30876.msg183142#msg183142

Interesting, thanks for the reply!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-03-24, 20:07:43
Those are not buckets, those are THICC pixels! :D Big difference
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-03-24, 20:53:11
I think you need to put them on diet. 1x1 buckets pixels would be perfect! :]
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-03-25, 04:40:49
boy this new material converter really stuffed up my materials!  what is wrong with it?  its all over the place.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ArchSpideR on 2021-03-25, 08:01:40
good afternoon. the converter from build 22mart. bad understands some vray materials.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Igor Lapin on 2021-03-25, 08:18:34
Hello!
"We now render the image in 32x32 pixel buckets"

How can I disable this? Excuse me, but it looks awful.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-03-25, 08:44:10
boy this new material converter really stuffed up my materials!  what is wrong with it?  its all over the place.

It's not done well. It fully ignores the use of Reflection slot (Instead of mapping it to IOR using few possible methods) and so the new materials don't match if reflection map was used at all.

Other issue could arise from being able to recognize metallic materials, but that's the issue with people using "No Fresnel" method for non-metallic materials (like DesignConnected does for example, by using Fallof Fresnel in Reflection slot for non-metals and IOR 999).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-25, 09:19:17
hi,
i am using the last corona daily built, but the materials converter don't work well in some cases,
there is a way to use the previous materisals converter without unistall the last corona daily build?

thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Dimer on 2021-03-25, 09:28:16
Hi!3d max 2022 released, I'm waiting for support corona 7 daily builds ) Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-25, 09:41:34
Quote
hi,
i am using the last corona daily built, but the materials converter don't work well in some cases,
there is a way to use the previous materisals converter without unistall the last corona daily build?

thanks

i found it:
https://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-03-25, 10:04:37
Hi

2 latest DBs IR works very laggy with Forest Pack 7. With FP 6 IR works fine
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 10:30:44
boy this new material converter really stuffed up my materials!  what is wrong with it?  its all over the place.

It's not done well. It fully ignores the use of Reflection slot (Instead of mapping it to IOR using few possible methods) and so the new materials don't match if reflection map was used at all.

Other issue could arise from being able to recognize metallic materials, but that's the issue with people using "No Fresnel" method for non-metallic materials (like DesignConnected does for example, by using Fallof Fresnel in Reflection slot for non-metals and IOR 999).
Hi Guys,

Can you please send through the scene(s) in question (before the conversion) and we will look into it.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 10:35:14
Quote
hi,
i am using the last corona daily built, but the materials converter don't work well in some cases,
there is a way to use the previous materisals converter without unistall the last corona daily build?

thanks

i found it:
https://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html
JFYI this is a really old version of the converter and could cause issues when using it with the latest version of Corona.

If you have a scene where the converter doesn't work well, please could you send it to us? Instructions can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 10:36:17
good afternoon. the converter from build 22mart. bad understands some vray materials.
Hi,

Please can you send through this scene. Instructions are in my signature.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 10:37:04
Hi

2 latest DBs IR works very laggy with Forest Pack 7. With FP 6 IR works fine
Hi,

Please can you send over a scene?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: smadiswelem on 2021-03-25, 10:45:58
The material converter, removes from some materials the base color map,also when im pressing show selected maps in viewport its not working ,and after converting the scene all base color maps are not visible
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-03-25, 10:47:38

Can you please send through the scene(s) in question (before the conversion) and we will look into it.


Well... there is nothing to send :- ). The Converter doesn't account in any way for "Reflection" slot because new Material doesn't have one, and nearest equivalent is IOR. But mapping (Clamping) reflection shouldn't be considered "fake" per se and rather translated into IOR. Plenty of dielectric materials require mapping reflection to create illusion of depth.

Real world materials do indeed only vary roughness and surface relief, but with CGI Shaders we're faking information that geometry simply doesn't have. With that in mind, even mapping reflection is physically correct to real-world matched counterpart.

There is thread somewhere else on this forum where work-around was found in different ways, most common simply mapping IOR with Mix-Node. Dubcat did lot more complicate OSL setup, which sadly isn't universal enough (Since majority of 3dsMax don't even feature OSL and it could introduce lot of perfomance issues).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: BVVV on 2021-03-25, 10:49:07
"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 11:04:29
"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Hi,

Thanks for the feedback, currently you can't turn it off. But we are working on a fix so that it will become less noticeable. Stay tuned.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 11:10:31
Hi!3d max 2022 released, I'm waiting for support corona 7 daily builds ) Thanks
If you re-run the installer it should magically appear ;)

There are a couple of crashes we've encountered and are already working on fixes for compatibility with Max 2022.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ArchSpideR on 2021-03-25, 12:15:52
good afternoon. the converter from build 22mart. bad understands some vray materials.
Hi,

Please can you send through this scene. Instructions are in my signature.

Rowan

sent it   "#198752 corona_convert_not good"
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Nejc Kilar on 2021-03-25, 12:54:41
"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Hi,

Thanks for the feedback, currently you can't turn it off. But we are working on a fix so that it will become less noticeable. Stay tuned.

Rowan

Just asking out of pure curiosity but I'm wondering, is it possible to have the first couple of passes render oldschool style and then the rest do the new bucket thing?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-03-25, 13:30:54
"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Hi,

Thanks for the feedback, currently you can't turn it off. But we are working on a fix so that it will become less noticeable. Stay tuned.

Rowan

Just asking out of pure curiosity but I'm wondering, is it possible to have the first couple of passes render oldschool style and then the rest do the new bucket thing?

What does it matter? It's not affecting the final render, it's visible for only the pre-comp anyway and if it results in faster renders then it's certainly worthwhile.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-03-25, 14:01:49
Just a note that whether it matters or not varies from person to person - for some, the psychological sense of loss of speed due to the buckets is important; for others, they don't care about that and just care about the actual final speed no matter how it looks or "feels". We'll try and find a way to make it a good solution for both groups, one way or another :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-03-25, 14:31:25
Exactly, some of us likes not only when their renders are beatiful, but also when renderer itself is beautiful :]
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-25, 14:38:39
render image in 32x32 pixel buckets has or will have impact in ram consumpion?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-03-25, 14:52:06
If it did, I'd expected it to have been noted in the changelog https://forum.corona-renderer.com/index.php?topic=30876.msg183142#msg183142 ("We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes.")
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-03-25, 14:54:47
And in fact I don't see any significant difference in peak levels until now. Mem usage looks a bit different though, but there is so much 3ds max involved that one cannot tell...


Good Luck


Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Nejc Kilar on 2021-03-25, 15:50:05
"We now render the image in 32x32 pixel buckets"

it looks not good.. where can I turn it off?
Hi,

Thanks for the feedback, currently you can't turn it off. But we are working on a fix so that it will become less noticeable. Stay tuned.

Rowan

Just asking out of pure curiosity but I'm wondering, is it possible to have the first couple of passes render oldschool style and then the rest do the new bucket thing?

What does it matter? It's not affecting the final render, it's visible for only the pre-comp anyway and if it results in faster renders then it's certainly worthwhile.

Just being curious really, that's all. If there is a middle ground I'm sure the devs will try to aim for that and I'm just wondering if that's how the middle ground could look like.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-03-25, 16:17:53
"We now render the image in 32x32 pixel buckets. 5% speedup on average, up to 15% in some scenes."
From the changelog :) https://forum.corona-renderer.com/index.php?topic=30876.msg183142#msg183142

This isn't on Interactive rendering, correct? Just a bit concerned. I hated when corona changed to the trendy thicc pixels in a previous version.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-03-25, 16:21:30
It's on both IR and final (in the current daily, I should add - who knows in future dailies though depending on what we try, in order to keep everyone happy and getting the max benefit from the power of Corona :) )
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-03-25, 17:07:14
Bug report: build March 22 - it seems that converted materials don't differentiate glossiness from roughness too well. I converted some old clear glass material to new physical material and converter set its roughness mode to glossiness. That would be fine, if not the fact that presets still treats it like roughness and all rough/gloss values are inverted, i.e. if i choose glass preset, it sets glossiness to 0
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-25, 17:09:45
I'm almost sure it's FPP 6.2.x with an animated camera, referenced in a forest object (@Rowan: see ticket #184420).

To test:

  • switch to a one viewport layout, move away from the scene - looking into the sky for example
  • remove the camera reference from all FPP objects
  • delete all keys of the animated camera
  • delete all FPP objects
  • update to a newer FPP version (which one do you use Jens?), I could not repro this with 6.3.1 (which we currently use) any more

If IR stops restarting in any of the above cases, it's the FPP bounding box issue: As soon as the mouse hovers over the bounding box of a FPP object, IR restarts. Maybe you could check this.


Good Luck

Hi Frood, sorry for not getting back to you on this. I got the IR refresh bug again, and came back to this thread to read through what you said. You are right!! If I disable them but the forest pack icon is still visible, nothing changes. But if I hide them completely in the forest lister, the IR bug goes away. That's it.

It's 100% tied to the camera. If I remove the "limit to visibility" under the Forestobject's "camera" roll down menu, the IR bug goes away.

update: Just saw this on the forum. Guess I'll try with that update :)
Forest Pack 7.0.8
- Fixed continuous updating of Interactive Render when using Camera->"Limit to Visibility".
   * This bug would also affect general performance when camera clipping is enabled on viewport.

Cheers!
Hi Jens,

I just tested your scene with FP 7.0.9. and it no longer constantly refreshes! Could you give it a go too and let me know if you still have any issues?

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ArchSpideR on 2021-03-25, 17:18:10
I think the best option would be to give a choice of what to convert the material into, to the corona standard or to the physical one
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2021-03-26, 00:39:03
It's on both IR and final (in the current daily, I should add - who knows in future dailies though depending on what we try, in order to keep everyone happy and getting the max benefit from the power of Corona :) )

I find it makes IR a little less effective for me.  The chunky resolve makes it a little harder to 'predict' the final outcome of a texture, for example, when you are working a mile-a-minute.  Maybe it's just me but that's my $0.02.  Wouldn't matter to me on production but I wonder about its effectiveness for IR.  Maybe it's an option?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2021-03-26, 02:33:02
is anyone else having random crashes once they start rendering the high res 6K wide images with the latest couple of builds?
sometimes after 20 passes, sometimes close to 50 passes and max shuts down completely. same happens with backburner and DR.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: BVVV on 2021-03-26, 06:15:05
It's on both IR and final (in the current daily, I should add - who knows in future dailies though depending on what we try, in order to keep everyone happy and getting the max benefit from the power of Corona :) )

I find it makes IR a little less effective for me.  The chunky resolve makes it a little harder to 'predict' the final outcome of a texture, for example, when you are working a mile-a-minute.  Maybe it's just me but that's my $0.02.  Wouldn't matter to me on production but I wonder about its effectiveness for IR.  Maybe it's an option?

Me too.
The new 32x32 bucket has slowed down the IR operating experience by 50% (personal feeling).
I could preview the results in real-time quickly and smoothly while operating,now I have to wait a while. This sluggishness makes me very uncomfortable.
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-26, 09:22:36
is anyone else having random crashes once they start rendering the high res 6K wide images with the latest couple of builds?
sometimes after 20 passes, sometimes close to 50 passes and max shuts down completely. same happens with backburner and DR.
Hi,

Can you send over the scene in question? I'd like to investigate this.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Place on 2021-03-26, 11:17:18
Same here!

It's on both IR and final (in the current daily, I should add - who knows in future dailies though depending on what we try, in order to keep everyone happy and getting the max benefit from the power of Corona :) )

I find it makes IR a little less effective for me.  The chunky resolve makes it a little harder to 'predict' the final outcome of a texture, for example, when you are working a mile-a-minute.  Maybe it's just me but that's my $0.02.  Wouldn't matter to me on production but I wonder about its effectiveness for IR.  Maybe it's an option?

Me too.
The new 32x32 bucket has slowed down the IR operating experience by 50% (personal feeling).
I could preview the results in real-time quickly and smoothly while operating,now I have to wait a while. This sluggishness makes me very uncomfortable.
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-26, 11:20:43
Quote
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
+1
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kyle on 2021-03-26, 11:42:51
Quote
It may be a good choice to only apply 32x32 buckets on the final rendering to speed up.
+1

I agree the buckets in IR don't feel like it gives that instant feedback even if it is technically faster
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ihabkal on 2021-03-26, 23:02:45
no problems here regarding buckets but I have 64 cores. you might need more cores. my problem is Corona was crashing because one scripted light had raytraced shadows. maybe a fail safe to add to Corona an automatic disabling of raytraced shadows when rendering rather than getting hard crashes.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-03-27, 00:19:35
hey devs - a bit off topic on the dailies but i posted before a fresh reminder about the corona clipper :)  would love to have that implimented asap.
I lost out on a big project the other day as corona doesnt have it - i know there are workarounds but i didnt want to commit to something i havent done in corona before - its been a vray feature for years!  please guys.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-29, 11:38:38
no problems here regarding buckets but I have 64 cores. you might need more cores. my problem is Corona was crashing because one scripted light had raytraced shadows. maybe a fail safe to add to Corona an automatic disabling of raytraced shadows when rendering rather than getting hard crashes.
Hi,

Can you please provide a simple scene + your script which demonstrates this? It's kind of hard to reproduce this issue from your current description.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-29, 13:40:16
hey devs - a bit off topic on the dailies but i posted before a fresh reminder about the corona clipper :)  would love to have that implimented asap.
I lost out on a big project the other day as corona doesnt have it - i know there are workarounds but i didnt want to commit to something i havent done in corona before - its been a vray feature for years!  please guys.
Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-03-30, 10:37:33
Just wondering RE: The buckets is this optional? Progressive is really useful for checking lighting or colours really quickly even when the image is barely resolved and it doesnt seem like buckets help this use case if youre not waiting for a full image?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-03-30, 11:03:23

Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan

With the utmost respect for the team, it has basically been on every roadmap for every major version in the last 7 years and was something I remember requesting back in the beta 0.7 days alongside many others here.
At the time it was already an older feature in Vray.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-03-30, 11:06:39

Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan

With the utmost respect for the team, it has basically been on every roadmap for every major version in the last 7 years and was something I remember requesting back in the beta 0.7 days alongside many others here.
At the time it was already an older feature  in Vray.

I was just thinking the same thing, if you click on 'Slicer/Clipper material' on the roadmap you can see it's history of being moved from board to board as far back as 1.8
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-03-30, 12:03:07
Thanks Rowan - but is a feature that is directly related to a service that we can make money from.  Other features have snuck in, which have been 'good to have' but not what i would consider essential - please guys - its been a long long time!
 
hey devs - a bit off topic on the dailies but i posted before a fresh reminder about the corona clipper :)  would love to have that implimented asap.
I lost out on a big project the other day as corona doesnt have it - i know there are workarounds but i didnt want to commit to something i havent done in corona before - its been a vray feature for years!  please guys.
Hi,

Unfortunately we won't be able to do this for v7, but we have it on our tentative roadmap for v8: https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-30, 13:09:14
Just wondering RE: The buckets is this optional? Progressive is really useful for checking lighting or colours really quickly even when the image is barely resolved and it doesnt seem like buckets help this use case if youre not waiting for a full image?
Hi,

We're in the process of tweaking this so it won't be as visible, hopefully we'll have something for the next daily build.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-03-30, 13:31:16
hello i'd just like to update the corona team and congratulate them on the bucket render as in my personal experience it made everything snappier and easier in the progressive render (running on a 32core Ryzen 3950X) and it even made caustics calculate a loooot faster instead of waiting for 4 full passes I'm waiting for the buckets. so thank you again for the development you guys are doing.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-03-30, 14:39:02
DB 22-03-2021 - updated PhysicalMaterial is great! Clear coat now works exactly as I want it to work - thank you guys!

Could you, please, give some information about Edge color - does it just tint reflection on the surface  at a glancing angles of viewing or it does something more?
Also would like to know, is it enough simply invert glossiness map to get roughness map with the same visual representation of material, or some other adjustments have to be done in order to convert glossiness map to roughness map properly?

Cheers Bormax, I was planning to post a notification today about it here. Regarding edge colour I am going to quote some answers:

"In normal use, the Physical material works like the real world, where reflections are always white, with very slight color variation at the grazing angles. To maintain this, there is no longer any “Reflection Color” slot in the material, unlike in the Legacy Material, and the Physical material correctly calculates color curves for metals based on the Edge color."

I would suggest everyone to take a look here: [Behind the scenes: The Physical Material] (https://blog.corona-renderer.com/behind-the-scenes-the-physical-material/?fbclid=IwAR0AInktt_947lf_dPwE_5XZ-gHkPfczWjOeHeSQ_2-SYdgff_2SaUqP_nw)

we are just interested in the question of how we should define this edge color for physically correct materials? should we select it according to the reference image or are there any rules for this?

Apologies for the late reply, we will offer a texmap solution, where specific inputs will be given, that define the real-world base and edge tint colours of metals (not for dielectrics), so please stay tuned. Highly likely this will be introduced in one of the upcoming daily builds.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jpjapers on 2021-03-30, 17:48:33

Hi,

We're in the process of tweaking this so it won't be as visible, hopefully we'll have something for the next daily build.

Cheers,

Rowan

Ok, i would very strongly suggest not removing the progressive mode from IR as i think the sentiment of a few of the comments above reads this way too.
Progressive rendering in IR to check small areas or overall scene lighting is such a massive part of the speed at which we are required to work and while it might be faster for buckets to resolve the whole image, the majority of the time im using IR, im not looking for a full image im looking at small areas or looking at the way a single light is casting or overall scene light levels etc. Final render it makes perfect sense.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-30, 20:35:15
Hi Everybody!

We just released a new daily build with some changes to the bucket rendering. I am interested to hear your feedback with regards to these changes, hopefully it is less painful for everyone this time :D
  • Changed the way the bucket rendering is applied
  • It is applied from the beginning only in IR+subsampling or DR slave renders
  • In all other cases we start with the old progressive render and switch to buckets after 5 passes.

Cheers,

Rowan

p.s. you can download it here: https://forum.corona-renderer.com/index.php?topic=30876.msg183559#msg183559
Title: Bucket Rendering
Post by: Mohammadreza Mohseni on 2021-03-31, 09:17:12
Hi,
I saw in the changelog of the two latest daily builds that the way of bucket rendering is applied has been changed. can you elaborate more and shed some light on this matter?
so in the newest 30/03/2021 release, we always use a bucket of 32*32 to render after 5 passes of progressive render?
will this add room to improve the caustic solver speed?
Are not we get an option to change the bucket size to improve the rendering speed in different scenes? or any other option to change? even if not exposed in UI it would be great to have the option to set using maxscript.


and something not relevant to this topic but may not worth a new topic:
what "geometry min Instance Saving" does exactly? it has the default value of 50000. I could guess something but not sure so it would be better to ask.

Thanks in advance.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: harumscarum on 2021-03-31, 14:00:00
latest build (March 22) Cscatter bug
once Instance object is removed from scene this null error occurs and max freezes
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-31, 15:02:06
Quote
It is applied from the beginning only in IR+subsampling
what is the case "Interactive Rendering+subsampling"?

thank you
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-31, 15:05:26
latest build (March 22) Cscatter bug
once Instance object is removed from scene this null error occurs and max freezes
Hi,

I can't reproduce this, can you provide some more information please? Which version of 3ds Max are you using and are you running IR while you remove the object?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aldola on 2021-03-31, 15:06:41
Hi sometimes the converter deletes material maps in some objects, does this happened to anyone else?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-31, 15:07:00
Quote
It is applied from the beginning only in IR+subsampling
what is the case "Interactive Rendering+subsampling"?

thank you
Hi,

I'm not sure I understand the question, it is applied from the beginning with Interactive Rendering when subsampling is enabled..

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-03-31, 15:08:02
Hi sometimes the converter deletes material maps in some objects, does this happened to anyone else?
Yeah, we are aware of this and are working on a fix. As always when using the daily builds we recommend backing up your scene before you do any changes.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-31, 15:51:38
Quote
Hi,

I'm not sure I understand the question, it is applied from the beginning with Interactive Rendering when subsampling is enabled..

Rowan
thank you for replay,
subsampling is enabled by default? how i can enabled/disabled it?

thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-03-31, 16:22:19
You can adjust or even turn off subsampling in dev/debug rollout system settings window.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: LorenzoS on 2021-03-31, 16:48:50
Quote
You can adjust or even turn off subsampling in dev/debug rollout system settings window.
Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-03-31, 17:40:18
It's a good practice to search for answers on the helpdesk as the first step ;)
https://coronarenderer.freshdesk.com/support/solutions/articles/5000520620-how-to-use-interactive-rendering-
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-03-31, 19:25:48
There is a problem with the CoronaLight source in Max 2022 (2021 works fine).
It works fine, but not displays in a viewport at all.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JeffPatton on 2021-03-31, 20:24:32
Regarding the new CoronaPhysicalMtl - Will it be possible for the Base layer bump (normal) map to not impact the Clearcoat layer?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-03-31, 20:48:47
It already shouldn't, but if the normals are wrong (that is, needs Gamma adjustment checked in the Corona Normal and it isn't checked), or if the base layer bump is particularly super strong, it can show up in the clear coat. This is already being looked into :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JeffPatton on 2021-03-31, 20:50:59
Sorry, I just saw the posts about it in the dedicated physical material thread.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-03-31, 21:51:35
NP! Better something reported twice than not at all :) Just wanted to let you know the current status.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: marchik on 2021-04-01, 01:55:03
It already shouldn't, but if the normals are wrong (that is, needs Gamma adjustment checked in the Corona Normal and it isn't checked), or if the base layer bump is particularly super strong, it can show up in the clear coat. This is already being looked into :)

can you reproduce my case with too little normal bump intensity, at which it appears on the clearcoat layer? or was it only noticed if the intensity was too high?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Igor Lapin on 2021-04-01, 11:27:30

Please tell me how you can work normally in interactive mode with this new buckets render ... make it possible to disable it
And IR Subsampling... nothing is visible because of these squares. Only annoying. Thank goodness it can be turned off.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rendermonkey on 2021-04-03, 05:54:00
It seems the Bugtracker is not really up to date so this is why I post it here.
Please take a look at the converter script... I do only get bad conversions from Vray into the new physical material.

Regards!

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-04-04, 23:35:18
Hi, Coronatus :)
I've noticed that my 3990x is utilizing only 30% of its cores when rendering selected mode is: viewport selection (daily from 22.03.2021)
Is it only on my end?

Additionally, whenever I import an object made with v-ray materials and try to convert the corona converted materials, the diffuse map is always deleted, and the color is set to black.

Anyone?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: tip01 on 2021-04-05, 12:27:19
Hey! I do not see projections in the windows, except for the perspective of light sources. The sun is fine. Max 2022
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-04-05, 13:04:15
Hey! I do not see projections in the windows, except for the perspective of light sources. The sun is fine. Max 2022

Yeah, the same here, I've mentioned it last week after 2022 released.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-04-05, 14:00:06
Corona has not been updated for Max 2022 yet, you'll have to wait for that to make its way into the Corona 7 daily and the next 6 hotfix.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-07, 10:05:15
Hey! I do not see projections in the windows, except for the perspective of light sources. The sun is fine. Max 2022

Yeah, the same here, I've mentioned it last week after 2022 released.
Hi,

So we are aware of this one, we'll have a fix for this in the upcoming daily builds.

Cheers.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-07, 10:30:02
It seems the Bugtracker is not really up to date so this is why I post it here.
Please take a look at the converter script... I do only get bad conversions from Vray into the new physical material.

Regards!
Hi,

The old bugtracker hasn't been used in a really long time, here is a good place to report bugs.

Can you provide a scene or some before/after screenshots of the materials which are not being converted correctly?

Cheers.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-07, 10:31:51
Hi, Coronatus :)
I've noticed that my 3990x is utilizing only 30% of its cores when rendering selected mode is: viewport selection (daily from 22.03.2021)
Is it only on my end?

Additionally, whenever I import an object made with v-ray materials and try to convert the corona converted materials, the diffuse map is always deleted, and the color is set to black.

Anyone?
Hi,

I haven't noticed the 1st issue, would you be able to provide a simple scene? I would also recommend making sure that your Windows and 3ds Max versions are fully up to date too.

Cheers
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: michaltimko on 2021-04-07, 12:34:06
Not sure if someone mentioned this here but latest converter literally wipes out bitmaps in some conversion and converts vray materials as metal, probably ignoring refl.
Used it in one of my commercial scenes and it converted everything into PhysicalMat and messed up 90% of materials in the scene. Absolute mess.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-07, 14:17:38
Not sure if someone mentioned this here but latest converter literally wipes out bitmaps in some conversion and converts vray materials as metal, probably ignoring refl.
Used it in one of my commercial scenes and it converted everything into PhysicalMat and messed up 90% of materials in the scene. Absolute mess.
Hi,

I'm afraid this is a hazard of the daily builds... https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds

We always recommend backing up your scenes before using them in a daily build.

Would you be able to send over one of your scenes so we can use it for testing further fixes for the converter?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: michaltimko on 2021-04-07, 15:59:11
Not sure if someone mentioned this here but latest converter literally wipes out bitmaps in some conversion and converts vray materials as metal, probably ignoring refl.
Used it in one of my commercial scenes and it converted everything into PhysicalMat and messed up 90% of materials in the scene. Absolute mess.
Hi,

I'm afraid this is a hazard of the daily builds... https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds

We always recommend backing up your scenes before using them in a daily build.

No problems, im using daily builds on daily basis , this is first time my scene got screwed but thats purely my fault. And unfortunately i cant send it to you, its big real estate project and max file only is 8gb.

Would you be able to send over one of your scenes so we can use it for testing further fixes for the converter?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rendermonkey on 2021-04-07, 20:17:57
Hey, I attached a simple vray to corona conversion scene.

The conversion is left some bitmaps and the materials are wrong.

KR
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-07, 23:21:44
Really miss the Corona Converter with the latest build. Is it possible to get previous version of Corona converter and make it work with the latest Corona DB?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-08, 14:05:20
Really miss the Corona Converter with the latest build. Is it possible to get previous version of Corona converter and make it work with the latest Corona DB?
Hi,

We're working really hard on some fixes for the converter, hopefully we'll have something ready soon.

Thanks for your patience

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-08, 15:15:33
Hey, I attached a simple vray to corona conversion scene.

The conversion is left some bitmaps and the materials are wrong.

KR
Hi,

This scene already has the materials converted to CoronaPhysical, do you have the scene before you ran the converter?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-08, 15:24:04
Really miss the Corona Converter with the latest build. Is it possible to get previous version of Corona converter and make it work with the latest Corona DB?
Would you be able to send over a scene or two where the conversion is failing?

Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rendermonkey on 2021-04-09, 20:17:51
Hey, I attached a simple vray to corona conversion scene.

The conversion is left some bitmaps and the materials are wrong.

KR
Hi,

This scene already has the materials converted to CoronaPhysical, do you have the scene before you ran the converter?

Thanks,

Rowan

Sure, file attached!

Hope you'll get this fixed soon...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: denisgo22 on 2021-04-10, 13:41:49
highly recommend for a huge render time saving add to Corona Camera-- parameter of denoising amount and passes amount/ so it will be possible to adjust the render time for different cameras. since there are different positions where half of the image is empty. for example for aerial views where a large number of unnecessary passes are rendered after reaching the required number of amount noise and quality.it will also be possible to reduce render times for views where the visible quality is sufficient with fewer passes, or more noise amount/
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-10, 20:20:44
Hi
Is it expected behavior?
Check the difference of passes amount and noise level on attached pictures rendered the same time with production and interactive mode. (Attached Production render picture saved with no denoising)

IR cleans picture noticeably slower than production render

DB 30-03-2021, Max 2021.3, Dual Xeon E5 2660 (16cores/32 threads)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lolec on 2021-04-11, 00:20:00
Default setting is IR using all but one of your cores. Depending on your processor that can make a noticeable difference. That can be changed but not recommended as it makes max unusable while IR
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-11, 09:04:22
Default setting is IR using all but one of your cores. Depending on your processor that can make a noticeable difference. That can be changed but not recommended as it makes max unusable while IR

Thanks lolec. You are right, I should add information about CPUs which I have
I have 16 cores/32 threads system, 1 thread is reserved by Corona for other needs during IR. Difference of passes (50 and 48) fits this values, but noise level difference is more noticeable (3.91% and 4.80%). I didn't notice such difference with previous versions of Corona, maybe I just didn't pay attention to that... I'm going to make the same test with Corona 6, but later
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-11, 10:53:05
Here is the same test with Corona 6.
Ok, noise level difference is about the same as with Corona 7. But now I'm confused by the overall render time with the same noise limit
Corona 7 - 2.44
Corona 6 - 1.46
Materials which I've changed to render these pictures with Corona 6 are wall material and sofa fabric (they were new physical mats). Wall material was simple, no maps, only roughness was adjusted. Fabric physical mat - pretty simple, had Sheen effect adjusted. And that is it.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lolec on 2021-04-11, 17:32:36
I believe “noise level” is not a fundamentally objective measurable thing. Every time there is a significant change in the engine, they need to re-define how noise level is estimated and reported. If you run the same render for the same amount of time does it look cleaner in Corona 7? The changes they make are most of the time designed to speed up the render, so that should be the case.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-04-12, 09:21:59
I have not used noise level for years. It's just too dependable on detail structure of image. Add detailed carpet into scene and the whole parameter becomes quite useless for evaluation of "render" noise.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: leo_surrealismo on 2021-04-12, 14:56:18
I have not used noise level for years. It's just too dependable on detail structure of image. Add detailed carpet into scene and the whole parameter becomes quite useless for evaluation of "render" noise.

hi Juraj,
I`m moving from vray and I`m using noise limit 2% on my setup.   Can you tell me what`s your workflow instead of using noise? sorry if it`s a noob question.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-04-12, 16:13:32
I have not used noise level for years. It's just too dependable on detail structure of image. Add detailed carpet into scene and the whole parameter becomes quite useless for evaluation of "render" noise.

hi Juraj,
I`m moving from vray and I`m using noise limit 2% on my setup.   Can you tell me what`s your workflow instead of using noise? sorry if it`s a noob question.

I am using passes, so I have to do some quick local test to see which amount is the right one. Even for animation, passes would equal consistent look without shimmering.

It roughly translates to 2 perc. as well. But it can be 4perc. if the scene has lot of micro-detail (like office type carpet,etc..). The renderer will mistake it for noise.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: leo_surrealismo on 2021-04-12, 16:52:45
got it.
with passes, what If I change resolution?  do I have to make the tests on the exact output resolution to have consistent results?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-04-12, 17:14:47
if the scene has lot of micro-detail (like office type carpet,etc..). The renderer will mistake it for noise.

Fark, this is a bit disheartening to hear! I always assumed Corona was smarter than that...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-12, 20:05:37
I have not used noise level for years. It's just too dependable on detail structure of image. Add detailed carpet into scene and the whole parameter becomes quite useless for evaluation of "render" noise.

hi Juraj,
I`m moving from vray and I`m using noise limit 2% on my setup.   Can you tell me what`s your workflow instead of using noise? sorry if it`s a noob question.

I am using passes, so I have to do some quick local test to see which amount is the right one. Even for animation, passes would equal consistent look without shimmering.

It roughly translates to 2 perc. as well. But it can be 4perc. if the scene has lot of micro-detail (like office type carpet,etc..). The renderer will mistake it for noise.

I thought about situation with objects like carpets, I've posted my idea of here some time ago
https://forum.corona-renderer.com/index.php?topic=31461.0

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-04-13, 11:08:34
got it.
with passes, what If I change resolution?  do I have to make the tests on the exact output resolution to have consistent results?

With larger resolution you can get away with larger noise, so quite often half the passes are necessary. But it's important to not have too little passes since +/- 100 passes are requires for clean AA.

What happens when you find out you only need 50 passes to have good noise on high-res image, lower the AA/GI ratio to get 100 passes in the same time. If you're rendering frequently very high-res images, you can just make your default ratio something like 8/2 instead of default 16/2 and forget about it. It's better for IR and IR with Optix Denoiser as well since you get faster feedback.

I think I have that as default Corona settings since I don't really want to change it per project like Vray :- ).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Place on 2021-04-13, 17:01:13
got it.
with passes, what If I change resolution?  do I have to make the tests on the exact output resolution to have consistent results?

With larger resolution you can get away with larger noise, so quite often half the passes are necessary. But it's important to not have too little passes since +/- 100 passes are requires for clean AA.

What happens when you find out you only need 50 passes to have good noise on high-res image, lower the AA/GI ratio to get 100 passes in the same time. If you're rendering frequently very high-res images, you can just make your default ratio something like 8/2 instead of default 16/2 and forget about it. It's better for IR and IR with Optix Denoiser as well since you get faster feedback.

I think I have that as default Corona settings since I don't really want to change it per project like Vray :- ).

I don't get it... can you explain better?
I mean, I always thought I had to rise up number of passes with high-res images: what do you mean with "good noise"? And what about denoise parameters in that case?
And what do you mean with high-res? 6, 9, 12K?

Thank you in advance,
Man
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Juraj on 2021-04-14, 12:37:03
Yeah, 4k+

You don't need more passes with higher resolution, quite oppositely. Noise becomes less perceptible with higher resolution. Just like with real cameras. Noisy high-res image from DSLR still looks good. Noisy low-res shit from cellphone does not.

100 passes for 2K, 4K or 8K should give you the same noise level roughly, but 8K will look good sooner, it may already look good with only 50 passes.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-04-15, 11:27:07
Hi. Does anyone else have this problem? The first time you click on it, some menu items are not available. After removing Corona, everything works the first time. See the attached file.

3dsmax 2021, corona-7-3dsmax-daily-2021-03-30
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-04-15, 11:50:12
So that's Corona's fault?! I have this issue for a couple weeks now, but i couldn't guess it has anything to do with Corona, i thought it's just a Max was messing up after windows update, or something similar. Luckily (or sadly), it's not the most annoying issue i have or had in 3ds Max.

3ds max 2016 if that's important.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-15, 12:02:07
Hi. Does anyone else have this problem? The first time you click on it, some menu items are not available. After removing Corona, everything works the first time. See the attached file.

3dsmax 2021, corona-7-3dsmax-daily-2021-03-30

I have the same issue.
3DS Max 2021.3
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-15, 15:09:59
Hi. Does anyone else have this problem? The first time you click on it, some menu items are not available. After removing Corona, everything works the first time. See the attached file.

3dsmax 2021, corona-7-3dsmax-daily-2021-03-30
Hi,

I haven't noticed this, does it happen in every scene?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-04-15, 15:24:10
Yes, it happens in every scene, usually once per session.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-04-15, 15:26:10
Hi,

I haven't noticed this, does it happen in every scene?

Thanks,

Rowan


Yes. Once for each menu and only on the first click.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-16, 15:34:01
Hi,

I haven't noticed this, does it happen in every scene?

Thanks,

Rowan
Yes. Once for each menu and only on the first click.
Hi,

That's really strange, I have not been able to reproduce this. Which exact 3ds Max version are you using? Are all the updates installed? Also which exact version of Windows are you using?

Are your GPU drivers also up to date?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-04-16, 20:59:55
Max 2021.3, Win10 pro 2004, amd 2990wx, Radeon rx580 8gb.

All updates and drivers are installed. And I also tried to install an older version of the video card driver, as there were problems with them in Blender before.
As soon as I have time I will try to remove other plugins or reset 3ds max.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TEV09 on 2021-04-20, 13:03:21
Hi. Does anyone else have this problem? The first time you click on it, some menu items are not available. After removing Corona, everything works the first time. See the attached file.

3dsmax 2021, corona-7-3dsmax-daily-2021-03-30
I have the same problem. It only happens when you restart 3Ds Max. I have tested this on 2018 version without plugins (corona 7 only) and on 2021, after removing corona render the problem disappears.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-04-20, 14:38:41
Hi. Does anyone else have this problem? The first time you click on it, some menu items are not available. After removing Corona, everything works the first time. See the attached file.

3dsmax 2021, corona-7-3dsmax-daily-2021-03-30

Thank you, we've managed to reproduce this.

(Report ID=CRMAX-487)

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-21, 18:04:01
Hi All,

We have made some improvements to the converter in the latest daily build. It should no longer delete maps, I am interested to hear everyone's feedback on this new iteration of the converter.

Changelog:
https://forum.corona-renderer.com/index.php?topic=30876.msg184445#msg184445

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-21, 20:25:51
Hi
Corona DB 2021-04-21 and previous one (didn't try with Corona 6), if secondary GI solver set to 4K Cache, GI in reflections gets splotchy during IR. There is no such problem with UHD Cache. These splotches appear only during IR, no problem with production render.
On attached pictures we see the boxes on the wall reflected in flat mirror placed on the opposite wall. Here is also the scene for you, made in Max 2021, saved as Max 2018

Max 2021.3
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-04-21, 21:52:57
Hi again!
Corona7 DB 2021-04-21. IR is still working very laggy with Forest Pack 7. With ForestPackPro711 it works a bit better than with ForestPackPro706, but it is still makes IR not usable in scenes with grass and trees scattered with FP. With FP6 in the same scenes IR works fine and smooth.

Here is simplified example - piece of ground surface with boxes scattered the same way as I scatter grass patches. With FP 7 any change such as Sun position or panning in rendered window makes Max to hang for 7-20 seconds before IR's picture is getting updated. With FP6 - no any such kind of hanging, picture is updating immediately.

Max 2021.3, Corona7 DB 2021-04-21
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-04-22, 13:55:59
Hi
Corona DB 2021-04-21 and previous one (didn't try with Corona 6), if secondary GI solver set to 4K Cache, GI in reflections gets splotchy during IR. There is no such problem with UHD Cache. These splotches appear only during IR, no problem with production render.
On attached pictures we see the boxes on the wall reflected in flat mirror placed on the opposite wall. Here is also the scene for you, made in Max 2021, saved as Max 2018

Max 2021.3

Thank you Bormax! We've managed to reproduce this issue both in V7 DB 2021-04-21 and V6HF2.

(Report ID=CRMAX-500)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-04-22, 13:58:21
Hi again!
Corona7 DB 2021-04-21. IR is still working very laggy with Forest Pack 7. With ForestPackPro711 it works a bit better than with ForestPackPro706, but it is still makes IR not usable in scenes with grass and trees scattered with FP. With FP6 in the same scenes IR works fine and smooth.

Here is simplified example - piece of ground surface with boxes scattered the same way as I scatter grass patches. With FP 7 any change such as Sun position or panning in rendered window makes Max to hang for 7-20 seconds before IR's picture is getting updated. With FP6 - no any such kind of hanging, picture is updating immediately.

Max 2021.3, Corona7 DB 2021-04-21

And thank you again! We've reproduced that one as well.

(Report ID=CRMAX-499)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: danio1011 on 2021-04-22, 23:06:05
Would you ever consider a toggle to FULLY turn off bucket rendering for IR?  I still find it sub-optimal in certain situations, such as when you delete a region box when you've already passed the initial pass limit.  You could even bury it in the dev settings.  Just generally speaking I haven't 'noticed' the speed increase of bucket rendering in IR but I have noticed some of the downsides that affect the artistic process.  It also sometimes seems like optix isn't quite as effective using buckets but that may be my imagination.

Thanks for considering.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-04-26, 13:21:03
Hey guys, since the majority of other big features are now closed on trello do you have any ETA on when can we expect a daily build with new tone mapping ? Pretty sure many of us are eagerly waiting to see it in play.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ACSLATER on 2021-04-26, 19:19:09
I'm using Corona version: 7 (DailyBuild Apr 21 2021) - 3DS Max 2020

Hi guys, Seems like there is an issue with the shadow catcher material when HDRI is set to "Dome", getting too close with the camera or perspective view, the geometry of the shadow catcher material becomes visible. You can also see it in cutting a line at the bottom of the car. Havent tried it in Corona 6
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-04-27, 12:07:19
I'm using Corona version: 7 (DailyBuild Apr 21 2021) - 3DS Max 2020

Hi guys, Seems like there is an issue with the shadow catcher material when HDRI is set to "Dome", getting too close with the camera or perspective view, the geometry of the shadow catcher material becomes visible. You can also see it in cutting a line at the bottom of the car. Havent tried it in Corona 6

This looks like the camera is rendering under the shadow catcher geometry, are you using any clipping? What's the size of your shadow catcher plane in metric units?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-04-27, 16:24:46
Hey guys, since the majority of other big features are now closed on trello do you have any ETA on when can we expect a daily build with new tone mapping ? Pretty sure many of us are eagerly waiting to see it in play.
Hi,

I hope relatively soon, we are working hard on it still to get it ready. I will poke our devs and see if I can get a better estimate for you.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JG_monomiru on 2021-04-29, 15:34:35
I tried the new propagate-mask feature in z-depth. Which might help a lot in certain situations.
But its missing in Cgeometry_normals...

Is there a list in wich Renderelements, this new option is used?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-05, 09:59:08
I tried the new propagate-mask feature in z-depth. Which might help a lot in certain situations.
But its missing in Cgeometry_normals...

Is there a list in wich Renderelements, this new option is used?
Hi,

So far it is available in the following;

I can log a feature request to add it to other render elements if it makes sense to, could you give me a bit of info about how you would use it in the other render elements?

Cheers!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-05, 10:00:34
Hi!

Did anyone have a chance to test the CoronaConverter fixes which we introduced in the last daily build?

I am interested to hear any feedback with regards to this :)

Cheers!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: draxdamax on 2021-05-06, 08:19:52
For me the converter still gives strange results. I kind of stopped using it.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-06, 09:52:51
For me the converter still gives strange results. I kind of stopped using it.
Hi,

I'm sad to hear that. Do you have some examples where it gives you strange results? I would like to investigate more.

Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Neeraj Gajjar on 2021-05-06, 10:57:09
Hi
I don't know if it's a bug or works like that.
when we replace instance material/map type in material editor it won't replace on scene environment panel in render settings , but replaced in environment tab.
using corona DB 21-04-2021,3dsmax 2022.0.1
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-05-06, 11:51:33
it won't replace on scene environment panel in render settings

Render setup window just needs to be updated I guess. Close and reopen it and you should see the updated map. If not, the maps have not been instances initially.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cgiout on 2021-05-06, 13:08:54
I don't know if the behavior is normal or it's a misunderstading from me.

1. Converting materials of ​selected objects, duplicates the materials into slate editor. It maintains the old material and then creates the converted one (overlapped)...annoying thing because i don't need the old mat nomore.

2. Converting materials from selected materials into slate editor, doesn't convert anything

What's wrong.

Running latest daily on 3dsmax2019.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Neeraj Gajjar on 2021-05-06, 13:25:42
it won't replace on scene environment panel in render settings

Render setup window just needs to be updated I guess. Close and reopen it and you should see the updated map. If not, the maps have not been instances initially.


Good Luck
Yes it worked on render setup window.
But while working on Interactive rendering in active viewport or corona VFB it also needs to restart interactive rendering to update any changes done in replaced map. after restart it works just fine.


thanks.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-05-06, 14:51:05
For me the converter still gives strange results. I kind of stopped using it.
Hi,

I'm sad to hear that. Do you have some examples where it gives you strange results? I would like to investigate more.

Thanks!

I'm still seeing that the material converter isn't reliable with v7 dailies. I have uploaded an archived scene to the dropbox uploader. It contains a towel which used to convert flawlessly, but now it converts it allllll wrong.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-06, 16:19:22
I don't know if the behavior is normal or it's a misunderstading from me.

1. Converting materials of ​selected objects, duplicates the materials into slate editor. It maintains the old material and then creates the converted one (overlapped)...annoying thing because i don't need the old mat nomore.

2. Converting materials from selected materials into slate editor, doesn't convert anything

What's wrong.

Running latest daily on 3dsmax2019.
Hi,

The 1st one is a 3ds max bug we managed to do some fix for this on our side, however this fix only works in Max 2020 and later. The workaround for it in Max 2019 is to have the SME closed when you run the converter.

I will take a look into the 2nd issue.

Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-06, 16:20:55
it won't replace on scene environment panel in render settings

Render setup window just needs to be updated I guess. Close and reopen it and you should see the updated map. If not, the maps have not been instances initially.


Good Luck
Yes it worked on render setup window.
But while working on Interactive rendering in active viewport or corona VFB it also needs to restart interactive rendering to update any changes done in replaced map. after restart it works just fine.


thanks.
Hi,

Thanks for reporting this, iirc this was caused by 3ds Max. I will take another look and see if we can something about it.

Cheers!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-06, 16:22:13
For me the converter still gives strange results. I kind of stopped using it.
Hi,

I'm sad to hear that. Do you have some examples where it gives you strange results? I would like to investigate more.

Thanks!

I'm still seeing that the material converter isn't reliable with v7 dailies. I have uploaded an archived scene to the dropbox uploader. It contains a towel which used to convert flawlessly, but now it converts it allllll wrong.
Hi,

I see the scene in our uploader, we will look into it and see if we can do something :)

Thank you!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-05-06, 17:01:30
iirc this was caused by 3ds Max.

Looks like. I just tried it with 2021 + same DB an could not reproduce.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-05-06, 21:35:50
Hi! I have one question, will Corona Converter be able to disable the conversion of materials to PhysicalMtl? Since I have a lot of projects with finely tuned complex materials that simply break down when converted and give a completely different result. At the moment, the Corona Converter causes me only a feeling of deep disappointment, I want to throw it out as a tool that can do nothing but break well-tuned materials! I believe this is an imposed function that does not work properly at the moment and makes me ask for an old converter. For example, the converter has become very long to convert and load the processor, the Converter will never be able to determine what to convert, metal or not metal? The converter does not work well with LayeredMtl where materials with different properties are mixed, will the converter be able to accurately reproduce such materials? It does not convert translucency well, so it will not convert flora well, and so on... How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?

An obvious function, but why did no one in your company think of it right away, why do need to ask for it?
A vivid example in the pictures.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-05-06, 23:14:22
Build Apr 21

Displacement does not work in layered material, not even in the base slot.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-05-07, 10:07:18
Hi! I have one question, will Corona Converter be able to disable the conversion of materials to PhysicalMtl? Since I have a lot of projects with finely tuned complex materials that simply break down when converted and give a completely different result. At the moment, the Corona Converter causes me only a feeling of deep disappointment, I want to throw it out as a tool that can do nothing but break well-tuned materials! I believe this is an imposed function that does not work properly at the moment and makes me ask for an old converter. For example, the converter has become very long to convert and load the processor, the Converter will never be able to determine what to convert, metal or not metal? The converter does not work well with LayeredMtl where materials with different properties are mixed, will the converter be able to accurately reproduce such materials? It does not convert translucency well, so it will not convert flora well, and so on... How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?

An obvious function, but why did no one in your company think of it right away, why do need to ask for it?
A vivid example in the pictures.

This would be a great scene for us to investigate the conversion further, is there a possibility you could share an archive?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-05-07, 10:17:59
Build Apr 21

Displacement does not work in layered material, not even in the base slot.

Hey, it seems to be working fine here, can you please share more information from your material setup (or a small repro scene)?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-05-07, 11:09:00
Build Apr 21

Displacement does not work in layered material, not even in the base slot.

Hey, it seems to be working fine here, can you please share more information from your material setup (or a small repro scene)?

I just found that it works in new scenes, but doesn't work in the legacy ones, at least not in the one i attached here. After reseting render settings, layered displacement starts working here too. Maybe i did mess up with render settings somehow, but i couldn't find anything that could be causing such behaviour. I would appreciate if you could take a look and let me know what's wrong with this scene.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-05-07, 11:54:34
Build Apr 21

Displacement does not work in layered material, not even in the base slot.

Hey, it seems to be working fine here, can you please share more information from your material setup (or a small repro scene)?

I just found that it works in new scenes, but doesn't work in the legacy ones, at least not in the one i attached here. After reseting render settings, layered displacement starts working here too. Maybe i did mess up with render settings somehow, but i couldn't find anything that could be causing such behaviour. I would appreciate if you could take a look and let me know what's wrong with this scene.

Thank you Romullus, it seems that's a bug with the Displacement preservation in Mtl override, displacement won't be calculated/rendered. So to resolve it remove the preserve option, I am reporting it, thanks again.

(Report ID=CRMAX-541)

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-05-07, 12:05:19
Oh, it's that simple. Thanks George! :]
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: twoheads on 2021-05-07, 12:27:53
Hey Guys,

When we can expect release candidate?

No pressure, just asking.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-05-07, 13:17:08
Hey Guys,

When we can expect release candidate?

No pressure, just asking.

We can't even hazard a guess yet, since a major feature (tone mapping) is not even in a daily yet :) So that has to be in a daily, then it depends on bug reports or user feedback, then we will have a better idea of how much is still to be done before things could move to RC stage - but until then, who knows what bugs and user feedback there could be... maybe none all is perfect, maybe lots...

So, very much no way to put a date on an RC yet.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: denisgo22 on 2021-05-07, 13:31:59
highly recommend adding an option noise amount, pass amount and denoiser amount  in Corona Camera to be able to adjust theses  parameters per Camera view/
for for huge render time savings per camera/because each view sometimes requires visually less or more noise amount or passes which theoretically can greatly reduce render times.

can also dramatically reduce render times at different resolutions on different cameras

I once wrote about this also in future requests but got no answer
thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-05-07, 15:13:57
Hi! I have one question, will Corona Converter be able to disable the conversion of materials to PhysicalMtl? Since I have a lot of projects with finely tuned complex materials that simply break down when converted and give a completely different result. At the moment, the Corona Converter causes me only a feeling of deep disappointment, I want to throw it out as a tool that can do nothing but break well-tuned materials! I believe this is an imposed function that does not work properly at the moment and makes me ask for an old converter. For example, the converter has become very long to convert and load the processor, the Converter will never be able to determine what to convert, metal or not metal? The converter does not work well with LayeredMtl where materials with different properties are mixed, will the converter be able to accurately reproduce such materials? It does not convert translucency well, so it will not convert flora well, and so on... How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?

An obvious function, but why did no one in your company think of it right away, why do need to ask for it?
A vivid example in the pictures.

This would be a great scene for us to investigate the conversion further, is there a possibility you could share an archive?

Thanks for the reply. I sent you the scene "Trees and Grass" I hope it will help you. But I still recommend making the "Convert to PhysicalMtl" parameter and leaving Legacy Material as the default. Since at this stage, if there is an incorrect conversion from Legacy to Physical, then I have uncertainty that it will also not correctly convert VRayMtl in places, until the system is 100% debugged, it is still worth making the life of users easier. I have now almost stopped using the converter, due to incompatibility with previous versions of Corona and a certain lottery when I am not sure of the exact result.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-05-07, 16:46:11
Another example of a complex scene in terms of materials. After the conversion, you will have to edit all the materials, since there is not a single hit. My cannon is bronze, the converter says it's not metal, but how does the system know where the metal is, where it's not metal, at the moment it can only be determined by a person. Different behavior of Glossiness and reflections. As a result, you need to tweak and optimize everything. With this quality and accuracy of the conversion, the question arises, and will it also work with Vray? Converting to physical material is a point function, but not as global as it is now.

God forbid if you release this converter to the masses like this, even with all the fixes, but I'm sure there will be a lot of headaches for people, many will not appreciate it.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: twoheads on 2021-05-07, 22:31:22
Hey Guys,

When we can expect release candidate?

No pressure, just asking.

We can't even hazard a guess yet, since a major feature (tone mapping) is not even in a daily yet :) So that has to be in a daily, then it depends on bug reports or user feedback, then we will have a better idea of how much is still to be done before things could move to RC stage - but until then, who knows what bugs and user feedback there could be... maybe none all is perfect, maybe lots...

So, very much no way to put a date on an RC yet.

Thanks for the info Tom
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-10, 11:39:42
How do I transfer scenes to people who have a previous version? Has anyone thought about this? And in general, why this rigid irreversible imposition of what works poorly?
Hi,

Thank you for sending over a scene, our devs are looking into the conversion right now and they will see if something can be done.

To answer this point, unfortunately in Corona we do not support forwards compatibility. So in the past this situation might have worked, it also might not have worked and caused some unexpected behavior and crashes.

Sorry about this.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lzanlorenzi on 2021-05-10, 15:59:34
and about the converter?... falloff maps still being a mess when we use the last converter. The converter create a lot of CoronaMix maps. Thanks for your hard word, I believe that issues will be fixed soon! ;)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-11, 09:17:51
and about the converter?... falloff maps still being a mess when we use the last converter. The converter create a lot of CoronaMix maps. Thanks for your hard word, I believe that issues will be fixed soon! ;)
Hi,

If you have a scene where the conversion doesn't work correctly please can you send it to us and we will investigate. Instructions on how to send the scene to us can be found in my signature.

Cheerss!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-05-12, 22:43:48
Aerial perspective included in 'Improved Sun & Sky model' in list 'version 7 - IN DEVELOPMENT' [Trello] - is this like global atmospheric fog / haze?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-05-13, 09:21:03
Anyone having issues with the color selector? Whenever I try to pick a color, my CPU gets crazy maxing out all cores, and it stays for 5-10 seconds; it's unusable. 
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-05-13, 11:09:27
Anyone having issues with the color selector? Whenever I try to pick a color, my CPU gets crazy maxing out all cores, and it stays for 5-10 seconds; it's unusable.

I am unable to reproduce this, can you please offer a reproduction scene or some steps? Can you also reproduce the issue in a new empty scene?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: hldemi on 2021-05-13, 12:08:25
Hey Guys,

When we can expect release candidate?

No pressure, just asking.

We can't even hazard a guess yet, since a major feature (tone mapping) is not even in a daily yet :) So that has to be in a daily, then it depends on bug reports or user feedback, then we will have a better idea of how much is still to be done before things could move to RC stage - but until then, who knows what bugs and user feedback there could be... maybe none all is perfect, maybe lots...

So, very much no way to put a date on an RC yet.

Tom, is tone mapping feature being actively worked on or is it still in a waiting phase. I would love to see some news about that
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-05-13, 16:12:16
+
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-05-13, 16:15:39
Very much being actively worked on :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-05-13, 21:02:25
Very much being actively worked on :)

Pls gib ! We can't wait any longer to get our hands on it :D
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-05-13, 21:19:04
:) As soon as all is working reliably and as intended, we will for sure get it into your hands!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: annkos on 2021-05-14, 17:41:54
Hi guys, i just start trying Corona 7 last daily. One thing i have noticed is that in some models specifically on archmodels collection 171, when converting from CoronaLegacyMtl to the new CoronaPhysical material i have an issue with the refraction.  For some reason the guy that made the models had the refraction level 1 but the color black so even if in the legacy material that's not a problem and won't translate as glass, after the conversion to physical material it is a problem since the leaf looks like glass. As far as I can understand in the conversion takes into account only the refraction amount and not the legacy material refraction color. I hope that makes sense! 
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: M0ntana on 2021-05-14, 19:09:59
Will be OptiX (NVIDIA GPU AI denoiser 6.5.0) work with High Quality image filter? Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-05-14, 19:21:35
Will be OptiX (NVIDIA GPU AI denoiser 6.5.0) work with High Quality image filter? Thanks

No, as that would require NVIDIA to retrain their AI using the different type of noise pattern given by the High Quality Filtering.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-17, 13:14:54
Another example of a complex scene in terms of materials. After the conversion, you will have to edit all the materials, since there is not a single hit. My cannon is bronze, the converter says it's not metal, but how does the system know where the metal is, where it's not metal, at the moment it can only be determined by a person. Different behavior of Glossiness and reflections. As a result, you need to tweak and optimize everything. With this quality and accuracy of the conversion, the question arises, and will it also work with Vray? Converting to physical material is a point function, but not as global as it is now.

God forbid if you release this converter to the masses like this, even with all the fixes, but I'm sure there will be a lot of headaches for people, many will not appreciate it.
Hi Feodor,

Would you be able to send us this scene also? We would need the scene in order to figure out what is going wrong here.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: selene on 2021-05-18, 01:16:33
Hi guys, i just start trying Corona 7 last daily. One thing i have noticed is that in some models specifically on archmodels collection 171, when converting from CoronaLegacyMtl to the new CoronaPhysical material i have an issue with the refraction.  For some reason the guy that made the models had the refraction level 1 but the color black so even if in the legacy material that's not a problem and won't translate as glass, after the conversion to physical material it is a problem since the leaf looks like glass. As far as I can understand in the conversion takes into account only the refraction amount and not the legacy material refraction color. I hope that makes sense!

Hello annkos, please could you provide us some of these models with the corresponding materials or create for us some reproduction case we might investigate?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: shortcirkuit on 2021-05-18, 04:39:51
Hey Devs,

Can i please make a relatively simple request if it isnt possible already?  So when creating proxies using built in script, when there is existing proxy files, it asks only to overrite - is it possible to add a function to 'use existing' from within that folder? 
If not can this somehow be added?  would be super helpful
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JG_monomiru on 2021-05-18, 12:21:19
after working with corona7 now for a while, i find it a bit odd, that you named the old/standard corona-material into CoronaLegacyMtl.
I constanlty run into errors with various scripts etc, that won't recognise coronaphysicalMtl which might became the new standard.

would prefer also for compatibility issues, that the old material would still be named without "legacy" ... as the differentiation is already done with the addition of "physical"...

also the new corona-converter is a a bit odd... as it only converts materials into the new physical-material... there seems no option converting it into the "older" legacy-material...at least not for the seleted objects i want to convert.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-05-18, 14:53:17
after working with corona7 now for a while, i find it a bit odd, that you named the old/standard corona-material into CoronaLegacyMtl.
...

Just to keep everything tidy, the continuation is here:
https://forum.corona-renderer.com/index.php?topic=33253.0
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-05-18, 17:48:23
after working with corona7 now for a while, i find it a bit odd, that you named the old/standard corona-material into CoronaLegacyMtl.
I constanlty run into errors with various scripts etc, that won't recognise coronaphysicalMtl which might became the new standard.

would prefer also for compatibility issues, that the old material would still be named without "legacy" ... as the differentiation is already done with the addition of "physical"...

Well, one of the reasons we chose to rename the materials was to prevent confusion :)

We renamed the old material to legacy to make it explicit in the UI that this is something that shouldn't be used in new projects and might be removed some time in the future. On the other hand the material should still be accessible from maxscript using the old CoronaMtl name. If you have some script that should work with the legacy material and doesn't work anymore, please send us the script and we'll take a look.

For similar reason we chose to name the new material CoronaPhysicalMtl instead of just reusing the CoronaMtl name to avoid any confusion with legacy scripts, tutorials, screenshots, etc. which would now refer to the new material which looks and behaves different.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bluebox on 2021-05-19, 20:15:08
Just noticed you guys continue on the sky model with aerial perspective. Now we really want to test all those features together with improved tone mapping :D
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-05-19, 21:48:37
Just noticed you guys continue on the sky model with aerial perspective. Now we really want to test all those features together with improved tone mapping :D

Wow! This is a nice surprise. You had it under the sleeve, huh?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JG_monomiru on 2021-05-20, 12:51:06
not sure if this is a wanted feature...

but everytime i install a new build, all my corona-system settings get resetted.
Would be great if individual settings like "output autosave" could be kept...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-20, 13:21:30
not sure if this is a wanted feature...

but everytime i install a new build, all my corona-system settings get resetted.
Would be great if individual settings like "output autosave" could be kept...
Hi,

That doesn't sound right at all. I will take a look into it and let you know.

EDIT: I wasn't able to reproduce this, which version of 3ds Max are you using? And how are you updating Corona, just running the installer and updating the previous version or uninstalling first?

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: specialagent on 2021-05-22, 09:09:53
Not sure if you can disclose it or not, but will the new tone mapping include support for OCIO/ACES or not?



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-05-24, 00:33:15
Good afternoon! Detected unstable Corona behavior during rendering. After running on the render after some time, 1-10 minutes, possibly longer, 3ds max crashes without any messages. This starts happening starting with the "corona-7-3dsmax-daily-2021-05-10.exe". In an earlier build, this is not observed. I send you a scene "CD_2021.rar" to identify the bug.

Used 3ds max 2021

Thank you
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-05-24, 15:06:39
Good afternoon! Detected unstable Corona behavior during rendering. After running on the render after some time, 1-10 minutes, possibly longer, 3ds max crashes without any messages. This starts happening starting with the "corona-7-3dsmax-daily-2021-05-10.exe". In an earlier build, this is not observed. I send you a scene "CD_2021.rar" to identify the bug.

Used 3ds max 2021

Thank you

Hello Feodor!

Thank you for reporting this to us, I have been able to reproduce it as well. We will update you on any progress.

(Report ID=CRMAX-631)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: specialagent on 2021-05-25, 06:12:10
Not sure if you can disclose it or not, but will the new tone mapping include support for OCIO/ACES or not?
Still waiting for an answer!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-05-25, 14:46:18
Not sure if you can disclose it or not, but will the new tone mapping include support for OCIO/ACES or not?
Still waiting for an answer!

"Not sure if you can disclose it or not,"

Well I think we answered that part :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rhodesy on 2021-05-27, 13:02:42
Cant tell if this is Max 2022 or the last few corona dalies but when I select corona bitmap the file loader doesnt open to select a bitmap. Pressing the load image button doesnt do anything either so had to just use the Max bitmap loader. Renders fine with existing corona bitmaps but they cant be changed as the loader doesnt pop up for me.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-05-27, 13:52:27
Hi

When copying material in specular mode, the parameter changes the range from 1 to 3 (see attached)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-27, 15:16:55
Cant tell if this is Max 2022 or the last few corona dalies but when I select corona bitmap the file loader doesnt open to select a bitmap. Pressing the load image button doesnt do anything either so had to just use the Max bitmap loader. Renders fine with existing corona bitmaps but they cant be changed as the loader doesnt pop up for me.
Hi,

This seems to work fine for me.. How are you trying to open the bitmap through the slate material editor or some other way? If possible you you provide a short screen recording of the issue and I will investigate further.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-27, 15:18:28
Hi

When copying material in specular mode, the parameter changes the range from 1 to 3 (see attached)

Hi,

Thanks for reporting this, I can reproduce it and I will report it for our dev team to fix.

Cheers,

Rowan

(Report ID=CRMAX-644)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rhodesy on 2021-05-28, 00:05:00
Cant tell if this is Max 2022 or the last few corona dalies but when I select corona bitmap the file loader doesnt open to select a bitmap. Pressing the load image button doesnt do anything either so had to just use the Max bitmap loader. Renders fine with existing corona bitmaps but they cant be changed as the loader doesnt pop up for me.
Hi,

This seems to work fine for me.. How are you trying to open the bitmap through the slate material editor or some other way? If possible you you provide a short screen recording of the issue and I will investigate further.

Thanks,

Rowan

Yeah just slate editor. Right click add corona bitmap and I get the node but no pop up dialogue to search for and add the bitmap. Just get the corona bitmap options over to the right. If I then click the load map button manually, nothing happens. Might be a max issue then. Just replaced the ENU folder in MAX but still cant open a jpeg in the corona loader. Strange one. Only thing I can think of is I have the 'turn off dialogues' script in Max to stop all the annoying pop ups during loading. Not sure if this is related.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Rhodesy on 2021-05-28, 20:40:09
Just to say this issue has been helpfully resolved by Frood in another thread. The issue related to starting max with quiet mode enabled which also meant that the corona bitmap loader didn’t work. So can confirm not a daily build bug. Sorry for any time wasting
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-05-31, 09:52:49
Just to say this issue has been helpfully resolved by Frood in another thread. The issue related to starting max with quiet mode enabled which also meant that the corona bitmap loader didn’t work. So can confirm not a daily build bug. Sorry for any time wasting
Hi,

I'm glad it's resolved, no time wasted. We'd much rather you reported issues like this just in case :)

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-01, 15:38:16
Hey guys, when can we see "Reworking tone mapping"? It's so long to wait it...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-01, 15:43:45
Good afternoon! Detected unstable Corona behavior during rendering. After running on the render after some time, 1-10 minutes, possibly longer, 3ds max crashes without any messages. This starts happening starting with the "corona-7-3dsmax-daily-2021-05-10.exe". In an earlier build, this is not observed. I send you a scene "CD_2021.rar" to identify the bug.

Used 3ds max 2021

Thank you
Hi Feodor,

We have fixed this crash and the fix is in todays daily build (v7 2021-06-01). Please let me know if you have any further problems.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-02, 14:53:28
Good afternoon! Detected unstable Corona behavior during rendering. After running on the render after some time, 1-10 minutes, possibly longer, 3ds max crashes without any messages. This starts happening starting with the "corona-7-3dsmax-daily-2021-05-10.exe". In an earlier build, this is not observed. I send you a scene "CD_2021.rar" to identify the bug.

Used 3ds max 2021

Thank you
Hi Feodor,

We have fixed this crash and the fix is in todays daily build (v7 2021-06-01). Please let me know if you have any further problems.

Cheers,

Rowan

Thank you very much!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-06-03, 18:25:12
Installed the latest build.
I opened a scene with a few V-ray bushes and grass (the scene was moved from a different HDD where texture paths were not set yet).

When an old corona converter is used, the converter keeps the bitmap nodes (even empty) and has the file name and last path.

When the same is converted with the latest converter - all empty bitmap nodes are replaced with a color map node.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-03, 19:34:51
Build Apr 21

Displacement does not work in layered material, not even in the base slot.

Hey, it seems to be working fine here, can you please share more information from your material setup (or a small repro scene)?

I just found that it works in new scenes, but doesn't work in the legacy ones, at least not in the one i attached here. After reseting render settings, layered displacement starts working here too. Maybe i did mess up with render settings somehow, but i couldn't find anything that could be causing such behaviour. I would appreciate if you could take a look and let me know what's wrong with this scene.
Hi Romullus,

This is fixed in todays daily build 2021-06-03.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-03, 19:44:10
Thank you!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-06-03, 20:21:48
Hi guys!

The Dalily Build corona-7-3dsmax-daily-2021-06-01 has a problem with the updated Intel Denoiser.
When I hit the Denoise button, after a few seconds it crashes Corona Image Editor. I use an AMD 5950X and the image is 6.000px wide.

Did you noticed anything as well?

Tonight I'll install the new Daily Build to check if the problem persists.

Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-06-03, 20:25:12
I Installed now the new Daily Build and the Intel Denoiser crashes the Corona Image Editor as well...

Thanks,

Dionysios -
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Neeraj Gajjar on 2021-06-03, 20:52:58
Hey Guys,

Anyone having problem in displacement shown as in attached files.?

Using DB - 2021-06-03 , 3ds Max 2022
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-03, 21:03:01
That's by design. Displacement is calculated only inside camera frustum and is not updated on view change when rendering in IR. You need to restart interactive rendering, or make some small change in displacement strength in order to update displacement. Alternative way is to switch from screen size to world size in displacement settings and pay the penalty of higher RAM usage.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Flavius on 2021-06-04, 09:51:44
As someone else posted, Intel denoiser now crashes 3dsmax. It hangs a couple of seconds then 3dsmax closes instantly, no errors, no warnings nothing.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Flavius on 2021-06-04, 15:02:06
Hi, there's another bug which I see in this daily build. The IR sometimes doesn't work. It's calculating something (see CPU usage) but the image doesn't update. It seems to happen random. I have to restart the IR for it to work again. Anyone else encountered this? Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-05, 18:20:50
Checking out the new addition for sky, (I had a lot of hopes), but I experienced pain, the presence of an aerial perspective in the background, and its physical absence in the form of volume. It is there in the distance, and it is beautiful, but to make the volume so that the rocks, the city are hidden in the fog, we return again to CoronaVolumeMtl. Which does not take into account the height and rounding of the atmosphere, and that would take into account the need to build a dome and other dances with a tambourine! Pain, sadness. You have done everything to correctly display the aerial perspective in the texture map, and what to do next? I might as well use HDRI, it will have beautiful sunsets and clouds. Why climb to a height of 15,000 meters and still get nothing but a view in the light? I hope the developers understand that these additions to the sky also require changes to the Volume material

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-06-05, 23:31:45
Checking out the new addition for sky, (I had a lot of hopes), but I experienced pain, the presence of an aerial perspective in the background, and its physical absence in the form of volume. It is there in the distance, and it is beautiful, but to make the volume so that the rocks, the city are hidden in the fog, we return again to CoronaVolumeMtl. Which does not take into account the height and rounding of the atmosphere, and that would take into account the need to build a dome and other dances with a tambourine! Pain, sadness. You have done everything to correctly display the aerial perspective in the texture map, and what to do next? I might as well use HDRI, it will have beautiful sunsets and clouds. Why climb to a height of 15,000 meters and still get nothing but a view in the light? I hope the developers understand that these additions to the sky also require changes to the Volume material

It doesn't work like vray's?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: EugeneDa on 2021-06-06, 01:00:09
"Aerial perspective" is not available yet. See Daily Builds Changelog ;)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-06, 12:56:08
Checking out the new addition for sky, (I had a lot of hopes), but I experienced pain, the presence of an aerial perspective in the background, and its physical absence in the form of volume. It is there in the distance, and it is beautiful, but to make the volume so that the rocks, the city are hidden in the fog, we return again to CoronaVolumeMtl. Which does not take into account the height and rounding of the atmosphere, and that would take into account the need to build a dome and other dances with a tambourine! Pain, sadness. You have done everything to correctly display the aerial perspective in the texture map, and what to do next? I might as well use HDRI, it will have beautiful sunsets and clouds. Why climb to a height of 15,000 meters and still get nothing but a view in the light? I hope the developers understand that these additions to the sky also require changes to the Volume material

It doesn't work like vray's?


Not! Or I didn't find it
In trello.com it is worth crossing out the parameter "Aerial perspective", as a completed task, maybe I'm rushing to conclusions and flogging the fever, maybe this long-awaited opportunity will still come out, since nothing is said about it in the" Daily Builds Changelog". But it will be a shame if it stops there.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-06-07, 10:21:15
As someone else posted, Intel denoiser now crashes 3dsmax. It hangs a couple of seconds then 3dsmax closes instantly, no errors, no warnings nothing.

Can you please archive and submit a scene where the crash occurs? Please feel free to also attach a minidump of the crash if possible. Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-08, 09:12:36
Hi, there's another bug which I see in this daily build. The IR sometimes doesn't work. It's calculating something (see CPU usage) but the image doesn't update. It seems to happen random. I have to restart the IR for it to work again. Anyone else encountered this? Thanks

Hi,

Do you have a scene where you can reproduce this which you would be able to send to us?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-08, 09:13:20
I Installed now the new Daily Build and the Intel Denoiser crashes the Corona Image Editor as well...

Thanks,

Dionysios -
Hi,

Would you be able to send your scene + cxr over to us and I will take a look.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-08, 09:13:49
As someone else posted, Intel denoiser now crashes 3dsmax. It hangs a couple of seconds then 3dsmax closes instantly, no errors, no warnings nothing.
Hi,

Would you be able to send this scene over to us?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2021-06-08, 12:30:05
Installed the latest build.
I opened a scene with a few V-ray bushes and grass (the scene was moved from a different HDD where texture paths were not set yet).

When an old corona converter is used, the converter keeps the bitmap nodes (even empty) and has the file name and last path.

When the same is converted with the latest converter - all empty bitmap nodes are replaced with a color map node.

This is the way converter handles maps, mixing with some color for consistency.
You must find the Bitmap node (even empty) way down below, the Bottom node for the Left Mix map.

Aram
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-08, 19:40:06
I cleaned the topic from discussions about supposedly slow Corona developement. You can continue the conversation there: https://forum.corona-renderer.com/index.php?topic=33474.0
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-08, 20:20:05
Is Render to Texture broken with Corona?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Scahek on 2021-06-08, 20:32:43
Good day! I sent a commercial commercial made on Corona Renderer 7 DB to Dropbox :) It was hard, short deadlines and most of the modeling, but something happened:) It is a pity that we did not wait for a full-fledged sky, but thank you so much for your efforts!!! I think the following will be several times better. :) We are thinking of making another English version:) Thank you again!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-09, 08:38:44
Is Render to Texture broken with Corona?
Hi,

Please can you provide some more info? For example; what exactly is broken, Corona Version, 3ds Max version and if possible a scene demonstrating the issue.

Good day! I sent a commercial commercial made on Corona Renderer 7 DB to Dropbox :) It was hard, short deadlines and most of the modeling, but something happened:) It is a pity that we did not wait for a full-fledged sky, but thank you so much for your efforts!!! I think the following will be several times better. :) We are thinking of making another English version:) Thank you again!
Hi,

Are you reporting a bug or some issue? I don't understand your question.

Has anyone found out what the new "haze" in the sky model is or how it works?
Hi,

The haze isn't quite ready so it has not been included yet. As of yet I don't have a timescale for it.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-06-09, 16:08:37
There has also been a note/question about the haze in the new sky model that has kinda been lost in the previous discussion.

This is something that is already implemented in the model, but unfortunately we have found some bugs in the implementation, just before we released the updated model in the daily builds. So for the time being we have hidden this feature from the UI, with plan to add it back in later builds when it's fixed. This is also the reason why it was ticked as done on trello and then unticked again.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-09, 16:19:58
Ryuu, can you confirm that haze/areial perspective will behave similarly to the previously posted video from V-Ray, i.e. it will affect colours of the distance objects and not only just a sky itself?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rozpustelnik on 2021-06-09, 16:25:37
As for aerial perspective - would it be possible to not affect the HDRI itself? Just the geometry in the scene.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-06-09, 16:34:32
Ryuu, can you confirm that haze/areial perspective will behave similarly to the previously posted video from V-Ray, i.e. it will affect colours of the distance objects and not only just a sky itself?

Yes, haze affects everything in the scene, not just the background.

As for aerial perspective - would it be possible to not affect the HDRI itself? Just the geometry in the scene.

At this point there is no option to exclude the background and we're not planning to add that in v7.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-09, 18:02:30
Is Render to Texture broken with Corona?
Hi,
Please can you provide some more info? For example; what exactly is broken, Corona Version, 3ds Max version and if possible a scene demonstrating the issue.

3ds Max 2022, corona-7-3dsmax-daily-2021-05-20
It doesn't work with any simple scene

please see the link 

Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-09, 19:29:16
Ryuu, can you confirm that haze/areial perspective will behave similarly to the previously posted video from V-Ray, i.e. it will affect colours of the distance objects and not only just a sky itself?

Yes, haze affects everything in the scene, not just the background.

Happy to hear that. Thank you!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2021-06-10, 13:33:42
Is Render to Texture broken with Corona?
Hi,
Please can you provide some more info? For example; what exactly is broken, Corona Version, 3ds Max version and if possible a scene demonstrating the issue.

3ds Max 2022, corona-7-3dsmax-daily-2021-05-20
It doesn't work with any simple scene

please see the link 

Thanks

We confirm this not working and currently have it logged. Thank you.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-10, 13:56:49
Thank you. I hope to see this have been fixed very soon.
I cannot continue work with my project (with corona 7). Will try with Corona 6

Update.
Max 2021 corona 6 hf2 seems broken too
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bair4ik on 2021-06-10, 23:54:46
Hello, is CoronaVolumeMaterial in Corona Renderer 7 not work full?

Attached pics: 001.jpg - C6, 1.jpg - C7. And screenshot of preset.

The rays are visible only when the light source is directed at the camera, and then only half. The beam starts not from the light but a little further away. And those who are not looking at the camera are not visible at all.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: b10bulent on 2021-06-11, 09:51:28
Hello. 
corona converter is not working properly.vray materials do not convert.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-11, 10:13:46
Hello. 
corona converter is not working properly.vray materials do not convert.
Hi,

Please could you provide the scene in question? Instructions on how to do this can be found in my signature.

Thanks,

Rowa
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bair4ik on 2021-06-11, 11:04:45
Hi,

Please could you provide the scene in question? Instructions on how to do this can be found in my signature.

Thanks,

Rowa

Upload, Successfully uploaded as 1623402068_Volume-light.zip.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-11, 12:11:43
Hi,

Please could you provide the scene in question? Instructions on how to do this can be found in my signature.

Thanks,

Rowa

Upload, Successfully uploaded as 1623402068_Volume-light.zip.
Hi,

This seems to be a different scene to the one you have in the screenshot above. Are you sure you uploaded the correct scene?

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bair4ik on 2021-06-11, 12:33:15
Hi,

Please could you provide the scene in question? Instructions on how to do this can be found in my signature.

Thanks,

Rowa

Upload, Successfully uploaded as 1623402068_Volume-light.zip.
Hi,

This seems to be a different scene to the one you have in the screenshot above. Are you sure you uploaded the correct scene?

Thanks,

Rowan

Yes, rays of light not visible if start render. Scene for "1.jpg"
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: b10bulent on 2021-06-11, 13:17:12
The stage is big so I can't share.
but in rc1 version vray does not translate materials. I have vray installed on my computer.

I have installed corona-7-3dsmax-daily-2021-06-03. no problem here. but it translates everything into physical material.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Aram Avetisyan on 2021-06-11, 13:26:16
Thank you. I hope to see this have been fixed very soon.
I cannot continue work with my project (with corona 7). Will try with Corona 6

Update.
Max 2021 corona 6 hf2 seems broken too

We double checked this for Corona 6 Hotfix 2 in both Max 2020 (Render to Texture) and Max 2021 (Bake to Texture) and it works as expected. Make sure the UV Channels and Unwraps are done properly. Also please try with Render to Texture instead of Bake to Texture if you can.

Regards,
Aram
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jms.lwly on 2021-06-11, 13:37:06
Using the Corona 7 Release Candidate - and it seems to have broken UVW randomisation.

One material, multiple maps (although the issue is apparent with just two maps) - both with identical UWV randomisation, in this case by Mesh Element - same seed, same values.

I seem to remember this making the randomisation match on different map channels - so the diffuse / bump / displace / whatever would be coherently randomised across the model - but this doesn't seem to be the case currently, each map is randomised differently making UVW randomise useless if you have more than one map in a material.

Hopefully a straightforward fix to return to the previous function? Nice.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-11, 14:19:33
The stage is big so I can't share.
but in rc1 version vray does not translate materials. I have vray installed on my computer.

I have installed corona-7-3dsmax-daily-2021-06-03. no problem here. but it translates everything into physical material.
Would you be able to provide just a simple version of the scene with that material? We made some changes between these two versions of Corona to how v-ray materials are convertered.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-06-11, 14:24:56
broken UVW randomisation.

Seems to happen also even with one single map using displacement:

Checker -> UVW Randomizer (Mesh Element mode) -> pipe to 1. Diffuse, 2. Displacement.

Result is always misaligned. Looks like it has been like this in older versions as well (checked v6.1).


Good Luck


Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: tallbox on 2021-06-11, 14:46:36
Does the RC1 retains the bitmap node pats after conversion when they are missing their texture?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-11, 16:15:18
Thank you. I hope to see this have been fixed very soon.
I cannot continue work with my project (with corona 7). Will try with Corona 6

Update.
Max 2021 corona 6 hf2 seems broken too

We double checked this for Corona 6 Hotfix 2 in both Max 2020 (Render to Texture) and Max 2021 (Bake to Texture) and it works as expected. Make sure the UV Channels and Unwraps are done properly. Also please try with Render to Texture instead of Bake to Texture if you can.

Regards,
Aram

Ooops, yeah, it was the wrong map channel. sorry
But max 2022 corona 7 daily still doesn't work.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Avi on 2021-06-11, 16:26:26
Using the Corona 7 Release Candidate - and it seems to have broken UVW randomisation.

One material, multiple maps (although the issue is apparent with just two maps) - both with identical UWV randomisation, in this case by Mesh Element - same seed, same values.

I seem to remember this making the randomisation match on different map channels - so the diffuse / bump / displace / whatever would be coherently randomised across the model - but this doesn't seem to be the case currently, each map is randomised differently making UVW randomise useless if you have more than one map in a material.

Hopefully a straightforward fix to return to the previous function? Nice.

Hi,

I have gone through your issue and it could be that I misunderstood you but according to how you have explained the issue, I am unable to recreate the same misaligned textures using Corona 7 RC 1.

Here is my inspection : https://bit.ly/2TZ6UeF

If you can share your issue with a simple scene or some simple steps which are easy to follow or a small video recording showcasing the issue, that would be great.

Thank you.

Regards,
Avi
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-06-11, 17:36:56
a simple scene or some simple steps which are easy to follow

Checker -> UVW Randomizer (Mesh Element mode, use U and/or V offset 0 to 1) -> pipe to 1. Diffuse, 2. Displacement. Could also not repro any discrepancy in other slots.


Good Luck


Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: leo_surrealismo on 2021-06-11, 17:45:11
I guess he means multiple bitmaps on same material.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-06-11, 17:57:48
Yes, but testing it I found the above.


Good Luck


Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: leo_surrealismo on 2021-06-11, 17:59:43
Yes, but testing it I found the above.


Good Luck

my bad, sorry. 
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Avi on 2021-06-11, 19:31:54
a simple scene or some simple steps which are easy to follow

Checker -> UVW Randomizer (Mesh Element mode, use U and/or V offset 0 to 1) -> pipe to 1. Diffuse, 2. Displacement. Could also not repro any discrepancy in other slots.


Good Luck

Hi Frood,

I was able to reproduce this on my end also. Thank you for bringing this to our attention. I have logged this issue into our system. I hope this will be fixed and implemented soon.

Inspection : https://bit.ly/3czv3il

Regards,
Avi

 (Report ID=CRMAX-687)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Vitaliy Kryshchuk on 2021-06-11, 22:23:04
Hello.
corona converter is not working properly.vray materials do not convert.
scene attached!
thx.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: b10bulent on 2021-06-12, 16:30:09
Hello.
corona converter is not working properly.vray materials do not convert.
scene attached!   especially Vray2sidedmtl
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: M Nabil on 2021-06-13, 15:03:22
Hello :

Do I need to convert all the v6 scenes to v7 new physical materials?

And would it affects the render time, memory consuming or not
Thank you
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-06-13, 20:12:51
Hello :

Do I need to convert all the v6 scenes to v7 new physical materials?

And would it affects the render time, memory consuming or not
Thank you

Entirely optional whether you convert a v6 scene to the new Physical Material or not. It will have no effect on render time or memory usage (the render time speed ups come from other things). I'd say for a finished scene where you are just rendering out a few more images, probably don't convert; for a WIP scene where you still have work to do, convert, as then you will get the benefits of the new Physical Material in developing the rest of the scene (though you could mix and match old and new if you wanted).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-14, 10:39:23
Hello.
corona converter is not working properly.vray materials do not convert.
scene attached!   especially Vray2sidedmtl
Hello.
corona converter is not working properly.vray materials do not convert.
scene attached!
thx.

Hi,

So I think that this is caused by having an old version of v-ray installed. Please can you update to v-ray 5 and you should not get this error anymore.

We are seeing if we can do something about this for older versions of v-ray.

Thanks,

Rowan

(Report ID=CRMAX-691)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Vitaliy Kryshchuk on 2021-06-14, 11:24:56
Hello.
corona converter is not working properly.vray materials do not convert.
scene attached!   especially Vray2sidedmtl
Hello.
corona converter is not working properly.vray materials do not convert.
scene attached!
thx.

Hi,

So I think that this is caused by having an old version of v-ray installed. Please can you update to v-ray 5 and you should not get this error anymore.

We are seeing if we can do something about this for older versions of v-ray.

Thanks,

Rowan

(Report ID=CRMAX-691)

vray next, update 3.1
this is old version?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-14, 11:39:22
vray next, update 3.1
this is old version?
Hi,

Yeah it's an older version, you can download the latest version from: https://www.chaosgroup.com/3d-rendering-software

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Vitaliy Kryshchuk on 2021-06-14, 11:40:39
vray next, update 3.1
this is old version?
Hi,

Yeah it's an older version, you can download the latest version from: https://www.chaosgroup.com/3d-rendering-software

Thanks,

Rowan
Ok, thx)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: claudyo on 2021-06-14, 15:28:55
I have vray 5 instaled and I still get the error with the converter.

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-14, 16:51:39
I have vray 5 instaled and I still get the error with the converter.
Hi,

Please can you send this scene over to us? Instructions on how to do so are in my signature.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-14, 17:59:30
Using RC1, i got some strange buckets when rendering with DR (not on all images)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-06-14, 18:25:42
Using RC1, i got some strange buckets when rendering with DR (not on all images)

What UHD Cache settings are you using? Are all of the computers using the same UHD Cache file?
Is it Corona DR only, Backburner, Deadline, or is some other app involved?
Thanks in advance for your answers!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-14, 19:09:55
Using RC1, i got some strange buckets when rendering with DR (not on all images)

What UHD Cache settings are you using? Are all of the computers using the same UHD Cache file?
Is it Corona DR only, Backburner, Deadline, or is some other app involved?
Thanks in advance for your answers!

All default settings if i remember, no saved Cache file (maybe UHD quality set to 0.1?), only DR, no BB or other. 6 Render slaves used, all on max2022, RC1 (i'm not an corona expert, used vray for 20 years orso...)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: M Nabil on 2021-06-15, 08:02:14
Hello
There is something that happens on IR render, something like (Bucket) shows up when maximize and restore down the IR windows only, I've recorded this because I don't know if this the (Bucket) feature you've mentioned before or something else.
title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>[/youtube]
Thank you
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-06-15, 08:39:42
Hello
There is something that happens on IR render, something like (Bucket) shows up when maximize and restore down the IR windows only, I've recorded this because I don't know if this the (Bucket) feature you've mentioned before or something else.
title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>[/youtube]
Thank you

It's a new addition - it's expected. Some don't like it and have complained, but others - like myself - accept it for it's supposed speed boost.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: b10bulent on 2021-06-15, 14:55:50
I don't want to convert materials into physical materials. How will this be?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Mohammadreza Mohseni on 2021-06-15, 15:06:54
It would be great if the converter has the option to choose between physical or legacy material for the conversion.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-15, 15:41:50
It would be great if the converter has the option to choose between physical or legacy material for the conversion.
I don't want to convert materials into physical materials. How will this be?
Hi,

In v7 the converter will only convert materials to the CoronaPhysicalMaterial.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: b10bulent on 2021-06-15, 16:34:02
It would be great if the converter has the option to choose between physical or legacy material for the conversion.
I don't want to convert materials into physical materials. How will this be?
Hi,

In v7 the converter will only convert materials to the CoronaPhysicalMaterial.




Thanks,

Rowan




I do not like it.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-06-15, 17:35:17
There really is no reason to convert to the Legacy (which is pretty much deprecated and only there for compatibility with older scenes to be honest). Of course if you really must convert to the old material, just keep Corona 6 installed using the multiloader approach, and then you can run Corona 6 whenever you have a particular need to convert to the old material (e.g. you are providing scenes or models to a client who only has Corona 6 for some reason), but otherwise use Corona 7 for when you don't have that need :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-06-16, 05:21:55
Rc1 not convert vraylightMtl!!!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-16, 08:39:18
Rc1 not convert vraylightMtl!!!
Hi,

What is the error message you get?

Some more information in this case would be pretty useful. A guide on what information we ask for when reporting issues can bbe found in my signature.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: edgaroe on 2021-06-16, 18:01:21
Hello Guys i've been testing this version and i had trouble with the corona converter, ¿am i the only one or is this a common bug in this version?

when i hit the corona renderer to convert a vray asset, it doesn't work at all, i tried a fiew times and nothing, i had to rework material by material, anyone with this problem?[/font]
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Vitaliy Kryshchuk on 2021-06-16, 19:02:30
Hello Guys i've been testing this version and i had trouble with the corona converter, ¿am i the only one or is this a common bug in this version?

when i hit the corona renderer to convert a vray asset, it doesn't work at all, i tried a fiew times and nothing, i had to rework material by material, anyone with this problem?[/font]

install vray5
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-17, 12:34:43
When starting a rendering with an animated camera that moves on each frame, if i want to cancel the rendering for instance on frame 2, the rendering still goes on with the other frames (tried to cancel de rendering in the vfb, and then also in the max-render window)

Any hints ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-06-17, 15:27:10
Hello Guys i've been testing this version and i had trouble with the corona converter, ¿am i the only one or is this a common bug in this version?

when i hit the corona renderer to convert a vray asset, it doesn't work at all, i tried a fiew times and nothing, i had to rework material by material, anyone with this problem?[/font]

Could you send us any scene where this is happening? The uploader is in my forum signature. Thanks in advance!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-06-17, 15:27:38
When starting a rendering with an animated camera that moves on each frame, if i want to cancel the rendering for instance on frame 2, the rendering still goes on with the other frames (tried to cancel de rendering in the vfb, and then also in the max-render window)

Any hints ?

Are you using the "Cancel" or "Stop" button? What you described is expected when using the "Stop" button.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-17, 16:53:54
i tried the Stop from the Vfb, and then the Cancel from the max window

when i was on frame 1 and hit the stop from the vfb, it stopped, but went on rendering frame 2, etc etc
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-06-17, 16:58:46
Need to use Cancel from the VFB (it's under the Stop, as a dropdown if you click and hold). Stop does indeed just stop the current frame and continue on to the next (if there is one - if there isn't then Stop runs denoising on the current frame and stops, while Cancel skips denoising and stops)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-06-18, 09:30:25
This is actually a 3ds Max feature:
- Stop button stops the current process and proceeds with the next steps (e.g. denoising, saving the file, going to the next frame)
- Cancel button stops the current process and cancels any next steps (e.g. no denoising is applied, the file is not saved, no next frame is being rendered)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-18, 13:36:35
Hi Guys,

Issues with the Corona Converter and V-ray 4 should now be fixed. Please let me know if you still experience any issues with it.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-18, 14:01:18
I am very happy with the new atmosphere! Thank you guys! Only I didn't find this new shader. Where is it located and how do I enable it? (apologies for the blindness) :)))

I figured it out! ) I still can't get used to the simplicity of the Corona)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Duron on 2021-06-18, 14:02:38
Installed RC2 to try the new atmosphere shader. but i get weird result out of the box.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-18, 14:12:34
Installed RC2 to try the new atmosphere shader. but i get weird result out of the box.
Hi,

Try increasing the altitude? The greeny haze is something we are aware of and it will be fixed in RC3.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Duron on 2021-06-18, 14:20:10
Hi,

Try increasing the altitude? The greeny haze is something we are aware of and it will be fixed in RC3.

Thanks,

Rowan

Already did. The only thing which helps slightly is to increase the turbidity but it feels like beeing limited to use this feature only for 10-20%. It somewhat works only for sunset/rise scenarios.

I am coming from the last daily build before RC1 and have been working on a project for many days. Immediately after installing RC2 I noticed a big loss of responsiveness with IR. Only selecting objects like the sun or a dummy in the scene takes a few seconds for IR to update.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-18, 14:32:48
Hi,

Try increasing the altitude? The greeny haze is something we are aware of and it will be fixed in RC3.

Thanks,

Rowan

Already did. The only thing which helps slightly is to increase the turbidity but it feels like beeing limited to use this feature only for 10-20%. It somewhat works only for sunset/rise scenarios.

I am coming from the last daily build before RC1 and have been working on a project for many days. Immediately after installing RC2 I noticed a big loss of responsiveness with IR. Only selecting objects like the sun or a dummy in the scene takes a few seconds for IR to update.
Could you share your scene with us and we can look into it?

Regarding the sluggish IR, I didn't notice that at all when testing here. I'd recommend the usual steps, restarting your PC and ensuring everything is up to date.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Scahek on 2021-06-18, 16:11:16
And for me, it turns out very well, if the green haze is removed in RC3, then the class (I think it's okay, but you can get acquainted with the new function)!!! I've been waiting for this for a long time, Thank you!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-18, 18:24:25
Scahek, could you post those same renders but with the atmospheric haze much closer to the camera?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-06-18, 18:34:23
Hi again!
Corona7 DB 2021-04-21. IR is still working very laggy with Forest Pack 7. With ForestPackPro711 it works a bit better than with ForestPackPro706, but it is still makes IR not usable in scenes with grass and trees scattered with FP. With FP6 in the same scenes IR works fine and smooth.

Here is simplified example - piece of ground surface with boxes scattered the same way as I scatter grass patches. With FP 7 any change such as Sun position or panning in rendered window makes Max to hang for 7-20 seconds before IR's picture is getting updated. With FP6 - no any such kind of hanging, picture is updating immediately.

Max 2021.3, Corona7 DB 2021-04-21

Hi
I've tried to use FP7 with the Corona7 RC1,2 and have to say that IR works better with it now. Testing scene which I attached earlier (https://forum.corona-renderer.com/index.php?topic=30877.300) works pretty smooth, but the real working scenes with a lot of FR objects work still a bit  laggy, much smoother than it was in April, but worse than with FP6
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-18, 18:50:54
I really don't understand what is happening. Why are you releasing things in the daily build that are nowhere near ready to even be tested. As someone already mentioned Volume effect in the sky does nothing but introduce green haze. Also, the interactive render is once again SLOWER. Are you just focused on checking boxes at this point? How you plan to release V7 by the end of the month I have no idea.

And I do not mind and I am interested to get acquainted with the new tool, even if it is not correct, it is a build!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-18, 18:56:00
And for me, it turns out very well, if the green haze is removed in RC3, then the class (I think it's okay, but you can get acquainted with the new function)!!! I've been waiting for this for a long time, Thank you!

There are not enough divine rays from the mountains. But they will be delivered after Vray has them. ;)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Scahek on 2021-06-18, 22:44:10
And for me, it turns out very well, if the green haze is removed in RC3, then the class (I think it's okay, but you can get acquainted with the new function)!!! I've been waiting for this for a long time, Thank you!

There are not enough divine rays from the mountains. But they will be delivered after Vray has them. ;)
I like how Corona Renderer is progressing. As soon as RC2 came out, I immediately wanted to try it out, this is being completed on RC1... but I like the result on a simple stage... Now I wanted to make a new atmosphere :) Waiting for RC3 :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Scahek on 2021-06-18, 23:23:47
Scahek, could you post those same renders but with the atmospheric haze much closer to the camera?
Something like this... We still need to work on the stage. :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Feodor on 2021-06-19, 00:03:49
And for me, it turns out very well, if the green haze is removed in RC3, then the class (I think it's okay, but you can get acquainted with the new function)!!! I've been waiting for this for a long time, Thank you!

There are not enough divine rays from the mountains. But they will be delivered after Vray has them. ;)
I like how Corona Renderer is progressing. As soon as RC2 came out, I immediately wanted to try it out, this is being completed on RC1... but I like the result on a simple stage... Now I wanted to make a new atmosphere :) Waiting for RC3 :)

me too! But I hope that in the future they will implement it. And there will be +100 points to realism.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-19, 00:58:00
Really curious about the fog implementation. I haven't downloaded the newest build - is the fog a global post processing option, or do we still create a volume and assign a shader to it?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-06-19, 02:26:38
No volume with a shader assigned - just a checkbox, and a "strength of effect" parameter. This means it is much faster than using any sort of volume shader (as well as being easier to control, and looking better for this kind of effect).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-19, 02:31:13
No volume with a shader assigned - just a checkbox, and a "strength of effect" parameter. This means it is much faster than using any sort of volume shader (as well as being easier to control, and looking better for this kind of effect).

👏👏👏
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-19, 11:12:06
Just tried the new volume effects in Skylight, so it seems weird.

it was an empty scene with default Corona settings, added Sun and Sky, merger model interior then turn on volume effects and set value 5

+ one more example with gray box interior with different settings

upd.
attached test simple interior scene
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-19, 11:50:12
Green tint is a known issue, the fix is planned. https://forum.corona-renderer.com/index.php?topic=30877.msg186635#msg186635
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-19, 12:31:42
Green tint is a known issue, the fix is planned. https://forum.corona-renderer.com/index.php?topic=30877.msg186635#msg186635

oops, I missed it, thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-20, 20:35:27
I really don't understand what is happening. Why are you releasing things in the daily build that are nowhere near ready to even be tested. As someone already mentioned Volume effect in the sky does nothing but introduce green haze. Also, the interactive render is once again SLOWER. Are you just focused on checking boxes at this point? How you plan to release V7 by the end of the month I have no idea.
Hi,

Let me point you to the disclaimer on our helpdesk and on the dropbox folder. https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds

The green haze is something which will be fixed in the next build, probably sometime this week.

As for the IR being slower, can you provide some more details? It's pretty hard for us to figure out what is wrong without some more detailed information. Please can you provide a 3ds max scene, the 3ds max version + 3rd party plugins you are using as well as some reproduction steps. The information which we ask for when reporting bugs can be found in my signature.

Thanks :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-06-21, 09:37:26
I'm liking the volume effect in the sky, guys! Well done. It seems to be fast and probably helpful. No idea how you did it...

Now, the question I suspect will come up from many others; is there a way to integrate this new volume effect when using a HDRI?

Thanks!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-21, 09:51:10
Indeed, aerial perspective that would work with HDRI, would be very appreciated. Current implementation is incredibly nice, since it reacts to sky turbidity and sun position and angle, but i think it would be helpful to have additional simple, entirely post-process "fog", that would work with all sorts of lighting and would not trigger IR restart. Something that you normally do in photoshop with z-depth mask.

P.S. can't wait the next build with fixed green tint issue, so i could give it a proper try.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-06-21, 09:56:16
Yes, exactly.

I'm no expert, but I would presume that it should be fairly straight forward to somehow create an 'in scene' cheat fog effect with z-depth. Of course this wouldn't react to light so much, but I'm not expecting any miracles for a quick volume effect such as the one we now have...

Anyway, I do think this current fog is pretty cool. Looking forward to giving it a proper test drive in a real project.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Duron on 2021-06-21, 13:02:46
I'm liking the volume effect in the sky, guys! Well done. It seems to be fast and probably helpful. No idea how you did it...

Now, the question I suspect will come up from many others; is there a way to integrate this new volume effect when using a HDRI?

Thanks!

I wanted to ask the same question today. +1
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-06-21, 16:13:16
Internally logged as a feature request (aerial perspective effect for HDRI enviro).

(Report ID=CRMAX-716)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-21, 17:50:28
Good afternoon, I'm registering increment on render times with last version, here is an screenshot from a video I'm doing, the highlighted ones are rendered with previous version, the white ones are from after the update, kogomotor 02 its an amd with better results from last versions, ogomotor14 is an 19 and kogomotor07 is an i7, I know it isn't accurate because the calculation was made with previous version but i want it to share this results, also I'm presenting a crash on a video shot with motion blur, previous and last daily version, let m know if you like to test both scenes.

Oh,  almost forgot, all the machines are using high quality denoise because I'm mixing amd with intel
Hi,

There's a lot of information here :) But I have a few questions

Can you tell me exactly which versions of Corona and 3ds Max you are using? Can you also tell me the full specification of the computers you are using to render.

If possible it would be really useful to get both of the scenes in question, instructions on how to send these to me are in my signature.

As a side note, the Intel hybrid denoiser also works on AMD :)

Cheers,

Rowan

All 3 scenes are up, each with the name of the error or situation presenting, hope this helps.
Hi,

I retested this crash today and it is fixed in RC2. It was most likely fixed by some LayaredMtl crashes we resolved in a previous daily build.

Let me know if you still have some issues.

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-22, 21:03:27
Having a roughness map and being able to just pass it into the shader without any CC or adjustment to get proper shading is pretty fantastic +1
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TEV09 on 2021-06-23, 01:59:14
Hi! With new physmtl, unchecked cast shadows in object properties list produces weird shadows  for some camera angles. RC2

UPD: It turned out to be an old problem, it had nothing to do with the new shader...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-23, 13:25:23
Hi Guys,

The green haze has been fixed in v7 RC3 which is available now.

I look forward to seeing some cool scenes :)

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Dionysios.TS on 2021-06-23, 14:10:06
Hi Guys,

The green haze has been fixed in v7 RC3 which is available now.

I look forward to seeing some cool scenes :)

Cheers,

Rowan

Fantastic news! :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-06-23, 14:26:10
Yeah,thanks, I'll try in this night.
But... do you have any plans to fix BTT tool for the final release?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jms.lwly on 2021-06-23, 15:14:53
Quote
Checker -> UVW Randomizer (Mesh Element mode, use U and/or V offset 0 to 1) -> pipe to 1. Diffuse, 2. Displacement. Could also not repro any discrepancy in other slots.
Quote
Inspection : https://bit.ly/3czv3il

Regards,
Avi

 (Report ID=CRMAX-687)

Just to add to this one, UVW Randomizer doesn't work correctly when used with a CoronaDisplacementMod - the same (incorrect) randomisation which doesn't match the Diffuse is applied.

Hoping this is fixed before long, it's not been mentioned in RC2 or 3 and currently makes UVW Randomisation almost unusable...

Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-23, 16:42:11
in RC3, is it normal that the max IOR value of a physical material is 3 ? (minimum is 1)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-23, 16:44:47
yes
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-23, 17:22:39
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-23, 17:23:13
yes

why ? How do you set up a material that is quite very reflective (but non glossy), and still not mirror ?

usually, i would have set the IOR to a higher value, but maybe i'm wrong ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-06-23, 17:35:24
yes

why ? How do you set up a material that is quite very reflective (but non glossy), and still not mirror ?

usually, i would have set the IOR to a higher value, but maybe i'm wrong ?

The reason is that in real life there are almost no non-metal materials that would have IOR over 3. There are some weird chemical substances that do have it, but it is very unlikely that they would be rendered.
If a material has higher IOR, it means it's a metal and there is a selector for this in the Physical Mtl.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-24, 09:43:53
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)

I'm seeing the same thing, anything above 3.5 turbidity seems to add a really strong magenta tint.  Also the altitude setting, when the tooltip refers to 'observer altitude' - not quite sure what this is referring to or how to implement it correctly for the correct effect
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Flavius on 2021-06-24, 10:07:21
The crashes with Intel Denoiser are still a problem. Only now I had time to send the scene on your private uploader. On low resolution it works(720px or so), but on higher resolution(try 3000px) it crashes. It happens in multiple scenes. Thanks!

EDIT : Rowan Already answered this. Thanks again.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-24, 10:21:08
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)

I'm seeing the same thing, anything above 3.5 turbidity seems to add a really strong magenta tint.  Also the altitude setting, when the tooltip refers to 'observer altitude' - not quite sure what this is referring to or how to implement it correctly for the correct effect

Just to add to this, I think it would be worth while for a dedicated helpdesk article on using the aerial perspective and what effect the settings can have, I'm seeing some quite heavy colour shifts just from changing the altitude value, currently feels like it's going to take quite a lot of trial and error fiddling with turbidity and altitidue to get the right effect.  Green and Magenta tints are really obvious in different parts of the image depending on what you change.  For example, 1.5m altitude has relatively neutral haze, but magenta in higher up shadow areas, change the altitude to 10m, the magenta is more subtle but the haze is now shifted heavily towards green/yellow, change to 25m and the colours swap over.  And it gets weirder if you throw turbidity changes into the mix too.  I don't currently have time to render examples etc, but will if I get a chance
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-24, 10:37:28
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)

I'm seeing the same thing, anything above 3.5 turbidity seems to add a really strong magenta tint.  Also the altitude setting, when the tooltip refers to 'observer altitude' - not quite sure what this is referring to or how to implement it correctly for the correct effect

Just to add to this, I think it would be worth while for a dedicated helpdesk article on using the aerial perspective and what effect the settings can have, I'm seeing some quite heavy colour shifts just from changing the altitude value, currently feels like it's going to take quite a lot of trial and error fiddling with turbidity and altitidue to get the right effect.  Green and Magenta tints are really obvious in different parts of the image depending on what you change.  For example, 1.5m altitude has relatively neutral haze, but magenta in higher up shadow areas, change the altitude to 10m, the magenta is more subtle but the haze is now shifted heavily towards green/yellow, change to 25m and the colours swap over.  And it gets weirder if you throw turbidity changes into the mix too.  I don't currently have time to render examples etc, but will if I get a chance

I just wanted to point out again, that the most weird thing that I found while playing a lot with all parameters is the heavy refraction tint seen on cars and facades window glass surfaces. If you check my Refraction Pass iamge, you will notice that most of the heavy Magenta Tint the beauty result has is coming from the refraction of those elements. This really doesn´t make sense in my head, atmospheric perspective effect should not be stronger inside cars and rooms than outside, right?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-24, 10:39:33
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)
Hi,

Can you share this scene with us? Instructions on how to do so can be found in my signature.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-24, 10:43:12
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-24, 10:44:37
Yeah,thanks, I'll try in this night.
But... do you have any plans to fix BTT tool for the final release?
Hi,

We are looking into this at the moment, I will give you an update when I know some more.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-24, 10:53:06
Hi everyone,

We have been using some of the Corona 7 daily builds in some of our latest production archviz projects. We are very happy in general with all the nice new Corona 7 features, like the PhysicalMtl, etc. All dailies have been pretty stable for us during these last weeks.

I have just tried the new Atmospheric perspective effect in one of our current complex exterior scenes (urban situation). I find the effect to be really nice, fast to render and effective, thanks a lot for the hard work! However, I´ve experienced some weird behaviours, something like a strong Magenta tint, while tweaking the turbidity values. The most curious thing is that it is super visible through reftactions on glass surfaces. I´m a bit confused, not sure what is happening here. Please find attached some crop redners of one of the shots. I´m using a default CoronaSun and the new "improved" Sky model, with everything by default, except from:
-Altutude: 40m
-Volume effect: 1.5
-Turbidity: variable from 2 to 6 (read each file name to see value)
Hi,

Can you share this scene with us? Instructions on how to do so can be found in my signature.

Thanks,

Rowan

It is not possible, I´m very sorry, for NDA reasons. That´s why I posted a croped version of the original render. Nevertheless, I will try to use another scene, and replicate the issue, specially the refraction tint. and share the scene.
Thanks for your effort.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-24, 10:53:53
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?

+1 - it's definitely very promising though, just needs some polishing I feel, low res image and a photo of my screen but here it is in action albeit quite subtley
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-24, 10:54:58
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?
Yep, on it :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-24, 10:59:34
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?

+1 - it's definitely very promising though, just needs some polishing I feel, low res image and a photo of my screen but here it is in action albeit quite subtley

Would it be possible to have it as a separate render element not burnt into the beauty pass?  like we can with bloom and glare? or a distance from camera type settings as it does seem to currently wash out the whole image right into the foreground
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-24, 11:57:32
Hi,

I easily replicated the Magenta Tint issue in a very simple wood scene, with a very simple building with glass openings.
As you can see, the interior of the building seems to be flooded with some kind of strange dense magenta fog. I will share the scene, but you can easily replicate it in 2min.
I used everything by default, except:
-Altitude: 40m
-Volume Effect: 1.5
-Turbidity: 2, 3, 4 & 6. see attachment.

Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-06-24, 12:55:43
@team, i think there's a lot of issues and questions about the new aerial perspective, can we have dedicated topic on this subject please?

It is on! https://forum.corona-renderer.com/index.php?topic=33613.msg186845#msg186845
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Duron on 2021-06-25, 15:11:53
Is there any fix in the pipeline about CR7 combined with ForestPack 7?

Working with FP7 in the latest builds/RC's is really hard. Not only that the scene/IR is reacting slow, i also get crashes very often. I didn't used FP until v7 came out - so i don't know if FP is generally struggling to work with CoronaRenderer. Just noticed some responisvenes issues with latest builds.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 17:23:54
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-06-25, 17:43:47
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.

Can't you just add a subdivide or tesselate modifier?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 17:46:57
I could yes, but wouldn't that be adding unecessary geometry to an already RAM hungry application?  Increasing the amount of geometry isn't always practical, especially if it's a scene that's already needing to be optimized because of RAM usage.

Especially when this was said a while back from one of the team "Subdividing the plane does not matter, as Corona's displacement is adaptive and it is calculated based on the max size controlled in the Render Setup > Performance tab."

It also completely defeats the object, these are the issues we were having last time, which we've since been told have been fixed, to the point where the old displacement has been removed.  These artifacts wouldn't be visible with the old displacement, yet they clearly haven't been fixed.

To generalise - we've removed something that worked and replaced it with something that doesn't work as well.  This is the first scene I've tried it on too, on a really simple piece of geometry.  Doesn't fill me with confidence on what I'll find when I'm working on much more complex geometry.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 17:50:29
And just for clarity that it is being caused by displacement, the middle region here is with displacement off
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: lupaz on 2021-06-25, 17:56:49
I don't mean to disregard your comment. But I think the 2.5 displacement is so good that I many times just use it instead of a bump map.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 18:02:05
It may also help if I narrow it down a bit.  The artifacts are much stronger/noticeable in strong direct light, and they become more pronounced the further away from the camera they are and the more oblique the viewing angle becomes.  Could it be a screen size issue?  I'll try lowering that

Edit:  Tested lowering the screen size and makes no noticeable difference
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 18:03:59
I don't mean to disregard your comment. But I think the 2.5 displacement is so good that I many times just use it instead of a bump map.

Haha you're not disregarding it, you can't.  I provided the evidence.  And I'm genuinely glad you find it great.  I really want to find it great too, as I now have no choice :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-06-25, 18:17:01
Let us know how it goes with screen size, it could be a factor for sure if it is only far away from the camera. You could also use World size, and to avoid that affecting the whole scene could do that in a Corona Displacement Modifier so that only the problematic plane uses World Size (or, a smaller Screen Size).
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 18:19:53
Hi Tom

I updated the post about screen size, it made no difference.  Will try with world size on a modifier.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-25, 22:19:20
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.

I´m suffering these very same artifacts on a couple of facades in the same scene where I rendered my Atmospheric persp Magenta tint issues. I tried to increase screen size a lot for this object, but it didin´t work. I tried to subdivide my poly object with several subdivide methods, but it just made the issue a bit more subtle. The problem I find is that it is not easy to subdivide an object that comes from external sources with very nasty topology (as this client´s Rhino file). So I end up with uneven distributed triangles density and shape, and Corona 2.5 Displacement strugles with it.

We love using Corona, it is our only engine for production, but sadly, we always complain about Displacement quality internally while we work. Maybe this is just subjective but we feel that Displacement has always been a weak point of this nice software when compared to other engines. I´d love to have an alternative method to avoid using this Displacement method, maybe something like vRay´s 2d displ. or FStorm´s parallax bump (not sure if they would help, but I´d really like to give them a try).

Later I will try to find a gap to post a crop render example of the real production shot, so you can see how visible these artifacts are on my facades.
Thanks
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-25, 22:22:51
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.

I´m suffering these very same artifacts on a couple of facades in the same scene where I rendered my Atmospheric persp Magenta tint issues. I tried to increase screen size a lot for this object, but it didin´t work. I tried to subdivide my poly object with several subdivide methods, but it just made the issue a bit more subtle. The problem I find is that it is not easy to subdivide an object that comes from external sources with very nasty topology (as this client´s Rhino file). So I end up with uneven distributed triangles density and shape, and Corona 2.5 Displacement strugles with it.

We love using Corona, it is our only engine for production, but sadly, we always complain about Displacement quality internally while we work. Maybe this is just subjective but we feel that Displacement has always been a weak point of this nice software when compared to other engines. I´d love to have an alternative method to avoid using this Displacement method, maybe something like vRay´s 2d displ. or FStorm´s parallax bump (not sure if they would help, but I´d really like to give them a try).

Later I will try to find a gap to post a crop render example of the real production shot, so you can see how visible these artifacts are on my facades.
Thanks

Or Coronas original displacement that pretty much had zero issues except RAM consumption ... but it worked.  Come on guys, you said this was fixed, what scenes are you testing it on?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-25, 22:28:48
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.

I´m suffering these very same artifacts on a couple of facades in the same scene where I rendered my Atmospheric persp Magenta tint issues. I tried to increase screen size a lot for this object, but it didin´t work. I tried to subdivide my poly object with several subdivide methods, but it just made the issue a bit more subtle. The problem I find is that it is not easy to subdivide an object that comes from external sources with very nasty topology (as this client´s Rhino file). So I end up with uneven distributed triangles density and shape, and Corona 2.5 Displacement strugles with it.

We love using Corona, it is our only engine for production, but sadly, we always complain about Displacement quality internally while we work. Maybe this is just subjective but we feel that Displacement has always been a weak point of this nice software when compared to other engines. I´d love to have an alternative method to avoid using this Displacement method, maybe something like vRay´s 2d displ. or FStorm´s parallax bump (not sure if they would help, but I´d really like to give them a try).

Later I will try to find a gap to post a crop render example of the real production shot, so you can see how visible these artifacts are on my facades.
Thanks

Or Coronas original displacement that pretty much had zero issues except RAM consumption ... but it worked.  Come on guys, you said this was fixed, what scenes are you testing it on?

Yeah, original method was better on this topic, but for us RAM usage was really an issue, so we coulnd´t use that method with enough quality, so the results were poor too. We added 128gb of RAM to all PCs and even with that, we are usually too near to 80-90% of usage. Of course, we are really bad optimizing our scenes, so it is not only Coronas fault ;)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Duron on 2021-06-26, 14:34:34
noticed this pixel missmatch in the center of the image while using IR.. If i copy to max window it isn't visible anymore. I tried to reproduce it in a new scene but i couldn't. So it happens when using CoronaCamera or in my specific scene.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-06-27, 18:42:48
noticed this pixel missmatch in the center of the image while using IR.. If i copy to max window it isn't visible anymore. I tried to reproduce it in a new scene but i couldn't. So it happens when using CoronaCamera or in my specific scene.

I've had this bug for a long time. 1+ year.

I have never bothered to report it as it doesn't worry me so much, but yes, this should be made aware of and fixed...?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-28, 10:53:42
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.

I´m suffering these very same artifacts on a couple of facades in the same scene where I rendered my Atmospheric persp Magenta tint issues. I tried to increase screen size a lot for this object, but it didin´t work. I tried to subdivide my poly object with several subdivide methods, but it just made the issue a bit more subtle. The problem I find is that it is not easy to subdivide an object that comes from external sources with very nasty topology (as this client´s Rhino file). So I end up with uneven distributed triangles density and shape, and Corona 2.5 Displacement strugles with it.

We love using Corona, it is our only engine for production, but sadly, we always complain about Displacement quality internally while we work. Maybe this is just subjective but we feel that Displacement has always been a weak point of this nice software when compared to other engines. I´d love to have an alternative method to avoid using this Displacement method, maybe something like vRay´s 2d displ. or FStorm´s parallax bump (not sure if they would help, but I´d really like to give them a try).

Later I will try to find a gap to post a crop render example of the real production shot, so you can see how visible these artifacts are on my facades.
Thanks

Or Coronas original displacement that pretty much had zero issues except RAM consumption ... but it worked.  Come on guys, you said this was fixed, what scenes are you testing it on?
Hi,

Please can you provide the scene in question and we'll look into it.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-28, 11:11:03
I can although it contains forest packs and I never seem to be able to archive forest pack scenes.  Leave it with me and I'll see what I cand do
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-28, 15:14:16
Is it normal that with FP and RC, the loading times of the geometry take such a long time ? (seemed faster in vray) (No animated objects or proxys)

and actually what is quiete slow as well is when you have an animated camera (but static objects), and you try to go from one frame to the other
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-28, 15:18:13
Doesn't look like the 2.5D Displacement issues have been entirely fixed.  Using RC3 - see attached

You can clearly see the artifacts in the render and the corresponding mesh in the viewport that has a denser mesh where the artifacts are occuring.

This is disappointing as there is currently no alternative and what I was dreading the most.

The displacement is only subtle and it's on a flat plane, so not even curved geometry this time.

This really really needs to be fixed before you release the final version without the old displacement.

I´m suffering these very same artifacts on a couple of facades in the same scene where I rendered my Atmospheric persp Magenta tint issues. I tried to increase screen size a lot for this object, but it didin´t work. I tried to subdivide my poly object with several subdivide methods, but it just made the issue a bit more subtle. The problem I find is that it is not easy to subdivide an object that comes from external sources with very nasty topology (as this client´s Rhino file). So I end up with uneven distributed triangles density and shape, and Corona 2.5 Displacement strugles with it.

We love using Corona, it is our only engine for production, but sadly, we always complain about Displacement quality internally while we work. Maybe this is just subjective but we feel that Displacement has always been a weak point of this nice software when compared to other engines. I´d love to have an alternative method to avoid using this Displacement method, maybe something like vRay´s 2d displ. or FStorm´s parallax bump (not sure if they would help, but I´d really like to give them a try).

Later I will try to find a gap to post a crop render example of the real production shot, so you can see how visible these artifacts are on my facades.
Thanks

Or Coronas original displacement that pretty much had zero issues except RAM consumption ... but it worked.  Come on guys, you said this was fixed, what scenes are you testing it on?
Hi,

Please can you provide the scene in question and we'll look into it.

Thanks,

Rowan

It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-28, 15:48:34
Finally I had the time to render some crops and take some screenshots of the production scene I was talking about when commenting about Displacement Artifacts.

Here I´m attaching screenshots of the Facade geometry in 3 versions: the Original Geometry coming from Rhino, that same object with a Subdivide Modifier (Delaunay mode) applied, and a new object Re-Exported from Rhino with higher tessellation. Then you can check the crop render of that facade for each version, in 2 different Displacment qualities (ScreenSize=1.2 and ScreenSize=0.5) to check if quality affects this issue.
To my surprise, I was wrong, and with subdivision, the artifacts are getting more noticeable, instead of less. And, as you may see, the re-exported version of the facade, has more Displacement artifacts than the original geometry. Another weird thing is that, in the higher Displacement quality versions, artifacts are more noticeable (not sure if this is related to some kind Moire effect?).
Now I´m a bit lost here, if anyone can give some tips in how to improve the geometry, or what things to avoid, to make these kind of artifacts less noticeable, that would be welcome.  How do you deal with these kind of surfaces in your proyects?
Thanks in advance
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-28, 15:55:08
It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public
Thank you for sending it through! We will use it for internal testing purposes only.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: aaouviz on 2021-06-28, 16:59:54
Finally I had the time to render some crops and take some screenshots of the production scene I was talking about when commenting about Displacement Artifacts.

Here I´m attaching screenshots of the Facade geometry in 3 versions: the Original Geometry coming from Rhino, that same object with a Subdivide Modifier (Delaunay mode) applied, and a new object Re-Exported from Rhino with higher tessellation. Then you can check the crop render of that facade for each version, in 2 different Displacment qualities (ScreenSize=1.2 and ScreenSize=0.5) to check if quality affects this issue.
To my surprise, I was wrong, and with subdivision, the artifacts are getting more noticeable, instead of less. And, as you may see, the re-exported version of the facade, has more Displacement artifacts than the original geometry. Another weird thing is that, in the higher Displacement quality versions, artifacts are more noticeable (not sure if this is related to some kind Moire effect?).
Now I´m a bit lost here, if anyone can give some tips in how to improve the geometry, or what things to avoid, to make these kind of artifacts less noticeable, that would be welcome.  How do you deal with these kind of surfaces in your proyects?
Thanks in advance

Honestly; in this circumstance I would definitely not be using displacement, and just modelling the geometry. With floor generator it won't take you long...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-28, 17:17:42
Finally I had the time to render some crops and take some screenshots of the production scene I was talking about when commenting about Displacement Artifacts.

Here I´m attaching screenshots of the Facade geometry in 3 versions: the Original Geometry coming from Rhino, that same object with a Subdivide Modifier (Delaunay mode) applied, and a new object Re-Exported from Rhino with higher tessellation. Then you can check the crop render of that facade for each version, in 2 different Displacment qualities (ScreenSize=1.2 and ScreenSize=0.5) to check if quality affects this issue.
To my surprise, I was wrong, and with subdivision, the artifacts are getting more noticeable, instead of less. And, as you may see, the re-exported version of the facade, has more Displacement artifacts than the original geometry. Another weird thing is that, in the higher Displacement quality versions, artifacts are more noticeable (not sure if this is related to some kind Moire effect?).
Now I´m a bit lost here, if anyone can give some tips in how to improve the geometry, or what things to avoid, to make these kind of artifacts less noticeable, that would be welcome.  How do you deal with these kind of surfaces in your proyects?
Thanks in advance

Honestly; in this circumstance I would definitely not be using displacement, and just modelling the geometry. With floor generator it won't take you long...

I agree that´s the only way that this facade would look perfectly clean, I really like modelling or re-modelling everything with correct topology and UVWs when possible. The issue in this kind of projects is that big and/or complex facades are coming from the architects several times during the process. The design of the facade is not really closed when we are working on the visualization. Let´s say that we receive the facdes once per week or every two weeks... this is the case when I discard re-modelling the facades from scratch or trying to add this kind of relief with floor generator, Railclone or whatever. In this kind of projects we really need some kind of straight Export/import process that is as automatic and quick as possible.
In any case, thanks a lot for your suggestion.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-29, 14:31:15
Finally I had the time to render some crops and take some screenshots of the production scene I was talking about when commenting about Displacement Artifacts.

Here I´m attaching screenshots of the Facade geometry in 3 versions: the Original Geometry coming from Rhino, that same object with a Subdivide Modifier (Delaunay mode) applied, and a new object Re-Exported from Rhino with higher tessellation. Then you can check the crop render of that facade for each version, in 2 different Displacment qualities (ScreenSize=1.2 and ScreenSize=0.5) to check if quality affects this issue.
To my surprise, I was wrong, and with subdivision, the artifacts are getting more noticeable, instead of less. And, as you may see, the re-exported version of the facade, has more Displacement artifacts than the original geometry. Another weird thing is that, in the higher Displacement quality versions, artifacts are more noticeable (not sure if this is related to some kind Moire effect?).
Now I´m a bit lost here, if anyone can give some tips in how to improve the geometry, or what things to avoid, to make these kind of artifacts less noticeable, that would be welcome.  How do you deal with these kind of surfaces in your proyects?
Thanks in advance

Hi,

Could you provide this scene?

Instructions on how to send ti us can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-29, 14:33:05
It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public

Hi,

When you were testing this with a lower screen size what values did you test it with?

I tested a few different values and with around 0.3 the artidcats appear to be gone. Could you try this and let me know what you think?

I have this logged and I will send it on to our dev team to see if something can be done.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: JulioCayetano on 2021-06-29, 16:40:55
Finally I had the time to render some crops and take some screenshots of the production scene I was talking about when commenting about Displacement Artifacts.

Here I´m attaching screenshots of the Facade geometry in 3 versions: the Original Geometry coming from Rhino, that same object with a Subdivide Modifier (Delaunay mode) applied, and a new object Re-Exported from Rhino with higher tessellation. Then you can check the crop render of that facade for each version, in 2 different Displacment qualities (ScreenSize=1.2 and ScreenSize=0.5) to check if quality affects this issue.
To my surprise, I was wrong, and with subdivision, the artifacts are getting more noticeable, instead of less. And, as you may see, the re-exported version of the facade, has more Displacement artifacts than the original geometry. Another weird thing is that, in the higher Displacement quality versions, artifacts are more noticeable (not sure if this is related to some kind Moire effect?).
Now I´m a bit lost here, if anyone can give some tips in how to improve the geometry, or what things to avoid, to make these kind of artifacts less noticeable, that would be welcome.  How do you deal with these kind of surfaces in your proyects?
Thanks in advance

Hi,

Could you provide this scene?

Instructions on how to send ti us can be found in my signature.

Cheers,

Rowan

As I commented when talking about the Atmospheric perspective effect Magenta Tint, I cannot share the scene, due to NDA restrictions, sorry. On top it is super heavy and complex, not a good one for testing these issues. When I find a gap I will try to reduce it to the minimum and at the same time avoid NDA restrictions by taking only a small part of their design.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-29, 20:46:57
Could it be that using intel denoiser on large size images (3500x5500 more or less) crashes 3dsmax (had 3-4 crashes on rc3 today) after a DR rendering ?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-29, 21:43:24
Could it be that using intel denoiser on large size images (3500x5500 more or less) crashes 3dsmax (had 3-4 crashes on rc3 today) after a DR rendering ?
Hi,

These should be fixed in RC4, released today. Please try and let me know if you still have issues.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-30, 00:36:59
Is the entire Corona Material Library being updated to CoronaPhysicalMtl for the next release?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-30, 09:07:49
Could it be that using intel denoiser on large size images (3500x5500 more or less) crashes 3dsmax (had 3-4 crashes on rc3 today) after a DR rendering ?
Hi,

These should be fixed in RC4, released today. Please try and let me know if you still have issues.

Thanks,

Rowan

Ok seems so work now, i will let you know if there are any other crashes
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-30, 09:30:16
Question : while IR is super fast (once all the geometry is loaded), and rotation the viewport is very responsive, when you want to change the camera (while IR is running), the update of the IR is super slow.... Normal?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-06-30, 11:29:23
It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public
Hi,

We have done some investigation into this, unfortunately in this case it does seem that the 2.5d displacement struggles. However a workaround to this issue would be to use the subdivide modifier on the geometry to get more uniform triangles.

I have tried it on your scene and it does now render without any artifacts. I know this is not an ideal solution and we will continue looking into it.

Please let me know how this works for you.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-30, 11:32:51
Question : while IR is super fast (once all the geometry is loaded), and rotation the viewport is very responsive, when you want to change the camera (while IR is running), the update of the IR is super slow.... Normal?

What is your version of 3ds max and Corona?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-30, 13:39:15
It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public

Hi,

When you were testing this with a lower screen size what values did you test it with?

I tested a few different values and with around 0.3 the artidcats appear to be gone. Could you try this and let me know what you think?

I have this logged and I will send it on to our dev team to see if something can be done.

Thanks,

Rowan

I went to 0.5 and got the RAM dialogue pop up so gave up
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-30, 13:40:46
It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public
Hi,

We have done some investigation into this, unfortunately in this case it does seem that the 2.5d displacement struggles. However a workaround to this issue would be to use the subdivide modifier on the geometry to get more uniform triangles.

I have tried it on your scene and it does now render without any artifacts. I know this is not an ideal solution and we will continue looking into it.

Please let me know how this works for you.

Thanks,

Rowan

Another workaround is rolling back to Corona 6 and using the old displacement, sorry guys.  Disappointing
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-06-30, 13:43:32
It's uploading now called "RC3 Displace" - it's the full archived scene but it's confidential so please don't share any visuals in public
Hi,

We have done some investigation into this, unfortunately in this case it does seem that the 2.5d displacement struggles. However a workaround to this issue would be to use the subdivide modifier on the geometry to get more uniform triangles.

I have tried it on your scene and it does now render without any artifacts. I know this is not an ideal solution and we will continue looking into it.

Please let me know how this works for you.

Thanks,

Rowan

Also I use displacement on most things, I'm often submitting clay renders with Corona Wires.  I do not want to submit them with ugly subdivide modifiers over everything.  Having to subdivide geometry does not equate to 2.5D displacement has been fixed so we're removing the old displacement I'm afraid
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-06-30, 18:04:30
RC4 occured error in interactive and rendering!!!!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-06-30, 18:41:16
RC4 occured error in interactive and rendering!!!!

We'd need to know more - what was the error? Can you send in the scene? Does it happen in every scene? Does it happen in final rendering or just IR? Unfortunately "there was an error" does not give us any information to diagnose, resolve, fix, etc. a problem.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-06-30, 18:53:47
in Rc4 render it is all black, and interactive max crash. in Rc3 its ok!!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-06-30, 19:22:24
https://photos.app.goo.gl/J9Bzt8fGwu53knvv9
Rc4 Error.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-06-30, 19:27:37
https://photos.app.goo.gl/J9Bzt8fGwu53knvv9
Rc4 Error.
tested in several scenes!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-06-30, 19:39:48
It's usually a good idea to provide a sample scene so that the development team can diagnose the problem.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Misha on 2021-06-30, 19:57:03
HI!
Corona RC4 - scene with forest pack - crashed
When I'm reinstall to RC3 All works fine
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-06-30, 20:02:19
It's usually a good idea to provide a sample scene so that the development team can diagnose the problem.
the problem is not in the scene, as they were tested in several scenes, the problem is in RC4, because in RC3 there is no problem in rendering.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Duron on 2021-06-30, 20:41:03
We have green + purple tint in RC4 again.. guys? how?
It looks like rainbow now.. horizontal colour tint all over the image changing by distance to object.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-06-30, 21:44:41
Question : while IR is super fast (once all the geometry is loaded), and rotation the viewport is very responsive, when you want to change the camera (while IR is running), the update of the IR is super slow.... Normal?

What is your version of 3ds max and Corona?

Rc4 and max2022 latest update
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-06-30, 22:15:53
Can you install latest official release (6 HF2) and compare IR responsiveness to it?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: GeorgeK on 2021-07-01, 09:25:42
https://photos.app.goo.gl/J9Bzt8fGwu53knvv9
Rc4 Error.
tested in several scenes!

Please submit a ticket, consider archiving a scene where the issue is reproducible for you and if possible include your 3dsMax minidump produced after the crash. For submitting a ticket please check the link on my footer below.

Thank you
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-01, 10:40:49
HI!
Corona RC4 - scene with forest pack - crashed
When I'm reinstall to RC3 All works fine
Hi,

Please can you send the scene to us? Instructions on how to do so are in my signature. Also, which version of ForestPack are you using?

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-01, 10:42:25
We have green + purple tint in RC4 again.. guys? how?
It looks like rainbow now.. horizontal colour tint all over the image changing by distance to object.
Hi,

Can you send this scene over to us?

We have several testing scenes here and so far I couldn't reproduce this.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-07-01, 11:37:05
Question : while IR is super fast (once all the geometry is loaded), and rotation the viewport is very responsive, when you want to change the camera (while IR is running), the update of the IR is super slow.... Normal?

I cannot confirm anything of this. FPP v7.x + Corona v7.x is one of the best combos ever released. Even changing camera settings with activated autokey works without FPP rebuilds now. And IR does not restart anymore just because you keyed/changed the camera EV value.

There is just only one thing missing to make it perfect: when panning or zooming the view, all works smoothly. But if any rotation is involved, FPP starts to rebuild the scatter items again. According to Itoo it's a Corona issue and as a consequence, my expectations are high to get that last issue fixed for Corona v7.

I made all tests with Max 2021 (and 2020/2016 partially), so it may be again some Max issue? If you have the option to test with a different Max version, please do (and report back), thanks!


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-07-01, 14:01:33
Question : while IR is super fast (once all the geometry is loaded), and rotation the viewport is very responsive, when you want to change the camera (while IR is running), the update of the IR is super slow.... Normal?

I cannot confirm anything of this. FPP v7.x + Corona v7.x is one of the best combos ever released. Even changing camera settings with activated autokey works without FPP rebuilds now. And IR does not restart anymore just because you keyed/changed the camera EV value.

There is just only one thing missing to make it perfect: when panning or zooming the view, all works smoothly. But if any rotation is involved, FPP starts to rebuild the scatter items again. According to Itoo it's a Corona issue and as a consequence, my expectations are high to get that last issue fixed for Corona v7.

I made all tests with Max 2021 (and 2020/2016 partially), so it may be again some Max issue? If you have the option to test with a different Max version, please do (and report back), thanks!


Good Luck

I tried the same scene (with FP and RC elements) in max2021, Rc4, and when changing the camera frame, i have around 30secs of parsing and 30 secs of geometry loading, before actually starting the render. (btw, dual cpu Intel(R) Xeon(R) Gold 6136 CPU @ 3.00GHz  with 64gb ram)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-07-01, 14:11:16
(...) and when changing the camera frame (...)

Do you mean viewport change or timeline frame change (animated camera) here? And which FPP version do you use?


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-07-01, 17:39:32
https://photos.app.goo.gl/J9Bzt8fGwu53knvv9
Rc4 Error.
tested in several scenes!

Please submit a ticket, consider archiving a scene where the issue is reproducible for you and if possible include your 3dsMax minidump produced after the crash. For submitting a ticket please check the link on my footer below.

Thank you
file sent by dropbox with the name of HOUSECORONA.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: muoto on 2021-07-01, 17:49:23
(...) and when changing the camera frame (...)

Animated camera, latest version of FP

Do you mean viewport change or timeline frame change (animated camera) here? And which FPP version do you use?


Good Luck
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-07-01, 21:34:22
Animated camera, latest version of FP

A timeline frame change always triggered a complete rescatter and reparse, I see no change here compared to older Corona versions - so expected, yes.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-02, 09:24:29
for some odd reason, once I installed RC4 every time i render any scene it crashes, no matter how simple the model is
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-02, 09:41:32
https://photos.app.goo.gl/J9Bzt8fGwu53knvv9
Rc4 Error.
tested in several scenes!

Please submit a ticket, consider archiving a scene where the issue is reproducible for you and if possible include your 3dsMax minidump produced after the crash. For submitting a ticket please check the link on my footer below.

Thank you
file sent by dropbox with the name of HOUSECORONA.

Hi,

Your scene renders fine for me in RC4. Maybe resetting your licensing files will help. Can you try deleting everything in: C:\Users\USERNAME\AppData\Local\CoronaRenderer re-activating Corona and seeing if this still happens.

Also, could you please grab a minidump from the crash? Instructions on how to do this can be found in my signature.

If you continue to experience problems after this, could you please submit a ticket to our support team and they will be able to help you.

https://coronarenderer.freshdesk.com/support/tickets/new

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-02, 09:43:34
for some odd reason, once I installed RC4 every time i render any scene it crashes, no matter how simple the model is
Hi,

Maybe resetting your licensing files will help. Can you try deleting everything in: C:\Users\USERNAME\AppData\Local\CoronaRenderer re-activating Corona and seeing if this still happens.

If you continue to experience issues I'd suggest submitting a support ticket here: https://coronarenderer.freshdesk.com/support/tickets/new

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-02, 09:47:17
for some odd reason, once I installed RC4 every time i render any scene it crashes, no matter how simple the model is
Hi,

Maybe resetting your licensing files will help. Can you try deleting everything in: C:\Users\USERNAME\AppData\Local\CoronaRenderer re-activating Corona and seeing if this still happens.

If you continue to experience issues I'd suggest submitting a support ticket here: https://coronarenderer.freshdesk.com/support/tickets/new

Cheers,

Rowan


i'll definitely try that, i tried to reinstall RC3 and it works like charm but once i go back to RC4 it crashes again (with an uninstall and clean install when changing)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-02, 09:53:30
for some odd reason, once I installed RC4 every time i render any scene it crashes, no matter how simple the model is
Hi,

Maybe resetting your licensing files will help. Can you try deleting everything in: C:\Users\USERNAME\AppData\Local\CoronaRenderer re-activating Corona and seeing if this still happens.

If you continue to experience issues I'd suggest submitting a support ticket here: https://coronarenderer.freshdesk.com/support/tickets/new

Cheers,

Rowan


i'll definitely try that, i tried to reinstall RC3 and it works like charm but once i go back to RC4 it crashes again (with an uninstall and clean install when changing)
Hi,

That's super strange, would you be able to send over a minidump from the crash? Instructions on how to obtain one can be found in my signature.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-02, 16:36:57
Hi. Does anyone else have this problem? The first time you click on it, some menu items are not available. After removing Corona, everything works the first time. See the attached file.

3dsmax 2021, corona-7-3dsmax-daily-2021-03-30
Fixed in RC5
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-02, 16:45:02
for some odd reason, once I installed RC4 every time i render any scene it crashes, no matter how simple the model is
Hi,

Maybe resetting your licensing files will help. Can you try deleting everything in: C:\Users\USERNAME\AppData\Local\CoronaRenderer re-activating Corona and seeing if this still happens.

If you continue to experience issues I'd suggest submitting a support ticket here: https://coronarenderer.freshdesk.com/support/tickets/new

Cheers,

Rowan


i'll definitely try that, i tried to reinstall RC3 and it works like charm but once i go back to RC4 it crashes again (with an uninstall and clean install when changing)
Hi,

That's super strange, would you be able to send over a minidump from the crash? Instructions on how to obtain one can be found in my signature.

Cheers,

Rowan



I just sent the file since i got the same crash even with RC5
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-02, 17:00:46
I just sent the file since i got the same crash even with RC5
Thanks for the minidump, we will look into it. Just to confirm, this happens in all scenes when rendering, even just a box?

What are your windows region, language and locale settings?

Rowan

(Report ID=CRMAX-778)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-02, 17:22:57
I just sent the file since i got the same crash even with RC5
Thanks for the minidump, we will look into it. Just to confirm, this happens in all scenes when rendering, even just a box?

What are your windows region, language and locale settings?

Rowan

(Report ID=CRMAX-778)

i just tested out a couple of things and i found out that it happens when a scene has forest pack and happens once i start parsing scene, region (united states) language (English) Locate settings?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-07-02, 18:10:26
https://photos.app.goo.gl/J9Bzt8fGwu53knvv9
Rc4 Error.
tested in several scenes!

Please submit a ticket, consider archiving a scene where the issue is reproducible for you and if possible include your 3dsMax minidump produced after the crash. For submitting a ticket please check the link on my footer below.

Thank you
file sent by dropbox with the name of HOUSECORONA.

Hi,

Your scene renders fine for me in RC4. Maybe resetting your licensing files will help. Can you try deleting everything in: C:\Users\USERNAME\AppData\Local\CoronaRenderer re-activating Corona and seeing if this still happens.

Also, could you please grab a minidump from the crash? Instructions on how to do this can be found in my signature.

If you continue to experience problems after this, could you please submit a ticket to our support team and they will be able to help you.

https://coronarenderer.freshdesk.com/support/tickets/new

Thanks,

Rowan
Rowan, I did everything you asked, and the error continues in rc4 and rc5, in rc3 it works perfectly. In 3dsmax it opens the window saying: An error has occured and the application will now close...
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-02, 19:24:40
I just sent the file since i got the same crash even with RC5
Thanks for the minidump, we will look into it. Just to confirm, this happens in all scenes when rendering, even just a box?

What are your windows region, language and locale settings?

Rowan

(Report ID=CRMAX-778)

i just tested out a couple of things and i found out that it happens when a scene has forest pack and happens once i start parsing scene, region (united states) language (English) Locate settings?

Just as an update, updating forest pack seemed to fix the issue
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-07-05, 00:22:08
RC4 AND RC5 ONLY WORKS WITH FOREST PACK 7!!!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: cjwidd on 2021-07-05, 02:45:44
Says who?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Bormax on 2021-07-05, 09:08:36
RC4 AND RC5 ONLY WORKS WITH FOREST PACK 7!!!

Confirm, RC5+FP6 is crashing Max. RC4+FP6 worked fine for me. RC+FP7 works well

MAX 2021.3
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-05, 15:57:08
i think i also found another bug when working with 2D pan zoom When in interactive render it works like charm but once i hit the render to go for the final image it renders the image without the 2D pan zoom
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-07-05, 16:02:21
i think i also found another bug when working with 2D pan zoom When in interactive render it works like charm but once i hit the render to go for the final image it renders the image without the 2D pan zoom

That's as designed, and just as well, too, IMO.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Abdullah_Alallah on 2021-07-05, 16:18:11
i think i also found another bug when working with 2D pan zoom When in interactive render it works like charm but once I hit the render to go for the final image it renders the image without the 2D pan zoom

That's as designed, and just as well, too, IMO.

Is it? sorry then i thought it wasn't like that or at least I remember it rendering the view even if I was zoomed in with the 2D pan zoom enabled and it would render a zoomed in version
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-07-05, 16:21:39
RC4 AND RC5 ONLY WORKS WITH FOREST PACK 7!!!

Confirm, RC5+FP6 is crashing Max. RC4+FP6 worked fine for me. RC+FP7 works well

MAX 2021.3
For me: RC3+ FP6 works fine,  RC4 and RC5 + FP6=Crash max , RC5+FP7= works fine!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2021-07-07, 16:07:23
Hi, I'm not able to submit bug report via web. Captcha fails for some reason, so posting here:

I'm running a brand new install on a laptop. I've installed daily build 7 rc3 and now I just installed vray adv 510003 to convert a vray model (attached via private uploader) I need in my scene.

Bug happens both when I merge this model into my current scene, but also if I just open the model file directly and try from there.

Steps to reproduce (for me):

Open scene. Select entire model. Run corona converter on seletec objects. Open material editor (slate). Now bug happens. Keyboard stops working. Soon after max crashes without any error. I couldn't even find the .dmp file?

Can you reproduce this?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jens on 2021-07-07, 16:28:28
Hi, I'm not able to submit bug report via web. Captcha fails for some reason, so posting here:

I'm running a brand new install on a laptop. I've installed daily build 7 rc3 and now I just installed vray adv 510003 to convert a vray model (attached via private uploader) I need in my scene.

Bug happens both when I merge this model into my current scene, but also if I just open the model file directly and try from there.

Steps to reproduce (for me):

Open scene. Select entire model. Run corona converter on seletec objects. Open material editor (slate). Now bug happens. Keyboard stops working. Soon after max crashes without any error. I couldn't even find the .dmp file?

Can you reproduce this?

Hmm okay, so it's actually not that file. It's on every max scene I open now after having installed vray! I have had some similar bugs on my main workstation like this too some time ago and had to install pre v.5 of vray in order to have it be stable.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: kanyno on 2021-07-08, 05:17:06
corona select can't be used in the scene environment on the single map anymore? That's too bad, because we could use several hdri without the need for lightmix, which actually weighs a lot on the render.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: maru on 2021-07-08, 14:38:13
Hi, I'm not able to submit bug report via web.
JFYI: You can as well contact us by email at support@corona-renderer.com - it will work exactly the same way (create a new support ticket in our system).

corona select can't be used in the scene environment on the single map anymore? That's too bad, because we could use several hdri without the need for lightmix, which actually weighs a lot on the render.

What exactly seems to be the problem? (see the attached screenshot)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: gioba on 2021-07-08, 17:07:56
hi guys; the new pbr configuration will be avaiable also in glossiness version or roughness only?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: TomG on 2021-07-08, 17:10:35
hi guys; the new pbr configuration will be avaiable also in glossiness version or roughness only?

You can choose to use either - you can change that per material, but you can also use the System settings to decide which you prefer as the default. The same is true for IOR / Specular.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: gioba on 2021-07-08, 17:42:15
hi guys; the new pbr configuration will be avaiable also in glossiness version or roughness only?

You can choose to use either - you can change that per material, but you can also use the System settings to decide which you prefer as the default. The same is true for IOR / Specular.

oh great, thanks man
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dumbrava.traian on 2021-07-09, 15:38:55
Does anyone have problems with Forest pack and Corona 7 RC 5? when i try with corona-7-3dsmax-daily-2021-06-03 work good but with Corona 7 RC 5 i think with the new converter desen't even start the render if i have a forestpack obj on the scene
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-09, 16:52:58
Does anyone have problems with Forest pack and Corona 7 RC 5? when i try with corona-7-3dsmax-daily-2021-06-03 work good but with Corona 7 RC 5 i think with the new converter desen't even start the render if i have a forestpack obj on the scene
Hi,

There is an issue with using older versions of ForestPack at the moment, we are working on a fix for it, however a quick workaround would be to install the latest version of ForestPack.

Cheers,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dumbrava.traian on 2021-07-09, 17:00:27
Does anyone have problems with Forest pack and Corona 7 RC 5? when i try with corona-7-3dsmax-daily-2021-06-03 work good but with Corona 7 RC 5 i think with the new converter desen't even start the render if i have a forestpack obj on the scene
Hi,

There is an issue with using older versions of ForestPack at the moment, we are working on a fix for it, however a quick workaround would be to install the latest version of ForestPack.

Cheers,

Rowan

Thanks for the reply , At the moment i have reinstall corona-7-3dsmax-daily-2021-06-03 i feel is more stable and since i have some time limitations at the moment i will keep it these way , hope you will fix it in the next daily builds (ps it will be really nice if you put in changelog -fix forestpack compatibility so other users will know it) Thank you and keep up the good work.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: niljut on 2021-07-12, 17:09:03
What happened to the new color selector dialog? It was on the road map for version 7, then pushed to version 8, and now it's gone. I was unreasonably hyped for it. 😂
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ryuu on 2021-07-12, 17:15:53
Don't worry, it doesn't mean that we're scrapping this. During v8 planning, we just decided that it isn't really a trello-grade feature :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Jon Evans on 2021-07-13, 12:42:50
Hi there, RC5 is running really well. Do you happen to know how far we are from an official release?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: enrico.lapponi on 2021-07-13, 12:48:22
Hello! I'm having continuous crashes in the scene you see in the attachment. It's a spotlight made by a cylinder, then a cone with a CoronaVolumetric Material applied to it, and a CoronaLight set to Disc for the lighting.
When the Interactive Rendering stars Max crashes, sometimes. In other cases, it crashes after moving the spotlight or changing a parameter in the CoronaLight.
The behavior only happens when the Secondary Solver is set to UHD Cache, when set to Path Tracing it works fine.
I'm working with 3ds Max 2022.0 and Corona 7 RC5.
Is this a known bug? The scene is in the attachments.
Thanks,
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-07-14, 09:31:04
Hello! I'm having continuous crashes in the scene you see in the attachment. It's a spotlight made by a cylinder, then a cone with a CoronaVolumetric Material applied to it, and a CoronaLight set to Disc for the lighting.
When the Interactive Rendering stars Max crashes, sometimes. In other cases, it crashes after moving the spotlight or changing a parameter in the CoronaLight.
The behavior only happens when the Secondary Solver is set to UHD Cache, when set to Path Tracing it works fine.
I'm working with 3ds Max 2022.0 and Corona 7 RC5.
Is this a known bug? The scene is in the attachments.
Thanks,
Hello enrico.lapponi!

Thank you for reporting this to us, I've reproduced the issue and it will be investigated.

(Report ID=CRMAX-798)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: enrico.lapponi on 2021-07-14, 10:07:33
Hello! I'm having continuous crashes in the scene you see in the attachment. It's a spotlight made by a cylinder, then a cone with a CoronaVolumetric Material applied to it, and a CoronaLight set to Disc for the lighting.
When the Interactive Rendering stars Max crashes, sometimes. In other cases, it crashes after moving the spotlight or changing a parameter in the CoronaLight.
The behavior only happens when the Secondary Solver is set to UHD Cache, when set to Path Tracing it works fine.
I'm working with 3ds Max 2022.0 and Corona 7 RC5.
Is this a known bug? The scene is in the attachments.
Thanks,
Hello enrico.lapponi!

Thank you for reporting this to us, I've reproduced the issue and it will be investigated.

(Report ID=CRMAX-798)

Ok, thank you! Happy to help!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-07-14, 16:22:06
for some odd reason, once I installed RC4 every time i render any scene it crashes, no matter how simple the model is
Fixed in RC6 :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-07-14, 16:22:57
Is Render to Texture broken with Corona?
Hi,
Please can you provide some more info? For example; what exactly is broken, Corona Version, 3ds Max version and if possible a scene demonstrating the issue.

3ds Max 2022, corona-7-3dsmax-daily-2021-05-20
It doesn't work with any simple scene

please see the link 

Thanks
Fixed in RC6 :)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jms.lwly on 2021-07-14, 18:15:32
Quote
Checker -> UVW Randomizer (Mesh Element mode, use U and/or V offset 0 to 1) -> pipe to 1. Diffuse, 2. Displacement. Could also not repro any discrepancy in other slots.
Quote
Inspection : https://bit.ly/3czv3il

Regards,
Avi

 (Report ID=CRMAX-687)

Just to add to this one, UVW Randomizer doesn't work correctly when used with a CoronaDisplacementMod - the same (incorrect) randomisation which doesn't match the Diffuse is applied.

Just checking, this doesn't appear to have been resolved - looking at the release notes for RC6 there is something about UVW Randomisation - but as far as I can see it still applies a different randomisation to Displace vs all other slots?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: scionik on 2021-07-14, 19:38:51
Is Render to Texture broken with Corona?
Hi,
Please can you provide some more info? For example; what exactly is broken, Corona Version, 3ds Max version and if possible a scene demonstrating the issue.

3ds Max 2022, corona-7-3dsmax-daily-2021-05-20
It doesn't work with any simple scene

please see the link 

Thanks
Fixed in RC6 :)

Great. Thank you very much. Now works fine!
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Meda on 2021-07-14, 23:06:34
not sure how the new Volume Effect (Aerial Perspective ) Handel other volumetric effects. but here is test using VBD file in CVolume Grid.
check the links below

https://ibb.co/RC54Gfb
https://ibb.co/MSRybpg
https://ibb.co/k8bVczG
https://ibb.co/n69dVs6
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-15, 09:11:09
Just checking, this doesn't appear to have been resolved - looking at the release notes for RC6 there is something about UVW Randomisation - but as far as I can see it still applies a different randomisation to Displace vs all other slots?
Hi,

So far this hasn't been fixed, sadly I don't think it will make it into v7. I believe this issue has been around for quite some time, and fails only when the UVW randomiser is set to mesh element mode.

I will let you know when I have some more information.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-07-15, 09:17:29
Just checking, this doesn't appear to have been resolved - looking at the release notes for RC6 there is something about UVW Randomisation - but as far as I can see it still applies a different randomisation to Displace vs all other slots?
Hi,

So far this hasn't been fixed, sadly I don't think it will make it into v7. I believe this issue has been around for quite some time, and fails only when the UVW randomiser is set to mesh element mode.

I will let you know when I have some more information.

Thanks,

Rowan

Would be more than happy to wait for a final release if this gets fixed.  It's really important on things like floors, tiled walls, cladding etc made with floorgen
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-07-15, 10:02:39
not sure how the new Volume Effect (Aerial Perspective ) Handel other volumetric effects. but here is test using VBD file in CVolume Grid.
check the links below

https://ibb.co/RC54Gfb
https://ibb.co/MSRybpg
https://ibb.co/k8bVczG
https://ibb.co/n69dVs6

Hi Meda,

Unfortunately I'm not able to reproduce your issue. Could you please send us your scene so we can investigate it?
And also, which version of Corona and 3dsMax are you using?

Thank you in advance,
Kris
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: jms.lwly on 2021-07-15, 10:58:43
Quote
Would be more than happy to wait for a final release if this gets fixed.  It's really important on things like floors, tiled walls, cladding etc made with floorgen

Agreed - didn't have this problem with UVW Randomise in v6, and it's frustrating that this broke in v7 and doesn't sound like its getting fixed.
At this rate I'll be skipping v7 and hoping this is fixed in v8, not ideal.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-07-15, 11:08:38
If it was/is working in v6 but it's broken in v7 then old v6 scenes rendered in v7 will not look correct, is that the case? If so that will certainly need fixing, I agree. We rely on being able to re-render scenes correctly all the time, sometimes years later. Naturally certain shading things might be different, that's fair, but fundamental texture mapping etc. must be retained IMO.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: dj_buckley on 2021-07-15, 11:27:54
Just checking, this doesn't appear to have been resolved - looking at the release notes for RC6 there is something about UVW Randomisation - but as far as I can see it still applies a different randomisation to Displace vs all other slots?
Hi,

So far this hasn't been fixed, sadly I don't think it will make it into v7. I believe this issue has been around for quite some time, and fails only when the UVW randomiser is set to mesh element mode.

I will let you know when I have some more information.

Thanks,

Rowan

If it's been around for quite some time, then all the more reason it should be fixed so we can use the feature properly/to it's full potential
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-15, 14:19:59
If it was/is working in v6 but it's broken in v7 then old v6 scenes rendered in v7 will not look correct, is that the case? If so that will certainly need fixing, I agree. We rely on being able to re-render scenes correctly all the time, sometimes years later. Naturally certain shading things might be different, that's fair, but fundamental texture mapping etc. must be retained IMO.
Quote
Would be more than happy to wait for a final release if this gets fixed.  It's really important on things like floors, tiled walls, cladding etc made with floorgen

Agreed - didn't have this problem with UVW Randomise in v6, and it's frustrating that this broke in v7 and doesn't sound like its getting fixed.
At this rate I'll be skipping v7 and hoping this is fixed in v8, not ideal.

Hi Guys,

For the record UVWRandomizer in mesh element mode did not work with displacement (2.5d or old) in v6 or in v5 and older.

The other modes in the UVWRandomizer do function correctly with displacement.

If you can show me a scenario where this worked in v6 and is broken in v7, please do so and I will look into it immediately.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-07-15, 14:44:04
We rely on being able to re-render scenes correctly all the time, sometimes years later.

Then there is no other option but using exactly that software version which was used to create the scene originally. Many features will change, just think of post processing in v8 and what that means to the resulting image(s).  You cannot expect to get 1:1 results in future versions, but fortunately we can use the Corona multiloaders to easily load an older version side by side for that reason (amongst others).


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: alexyork on 2021-07-15, 15:17:37
We rely on being able to re-render scenes correctly all the time, sometimes years later.

Then there is no other option but using exactly that software version which was used to create the scene originally. Many features will change, just think of post processing in v8 and what that means to the resulting image(s).  You cannot expect to get 1:1 results in future versions, but fortunately we can use the Corona multiloaders to easily load an older version side by side for that reason (amongst others).


Good Luck

You only quoted the first half of my message? That's why I said that "Naturally certain shading things might be different, that's fair, but fundamental texture mapping etc. must be retained IMO". Of course certain things will look a little different a version down the line, but not mapping or other fundamental things that are down to artistic choice.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Frood on 2021-07-15, 15:46:10
Hey Alex,

You only quoted the first half of my message?

Yes, because I refer to what I quote usually ;] Didn't wanted to falsify. I just wanted to encourage you (and others maybe) to make use of that option. And the quoted part was the core of the message - matching generally. Having 5 years+ projects as well, using the multiloaders avoided already a lot of trouble here and I think it is calming to know that you always can fallback without destroying your production environment.


Good Luck



Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: pokoy on 2021-07-15, 20:08:35
Just to add to the 'mapping should look identical years later', something interesting happened to me recently.
I rendered some initial images for a client. Quite a few materials used noise maps for different material properties. Then, my son wanted to install minecraft on my workstation, I hesitated but finally agreed - I knew I was asking for trouble and I got what I deserved.
The next time I rendered the same images - exactly the same file - all noises had a different look, like their seed has changed. ALL of them.
It wasn't too critical since it wasn't a final. But whatever caused it, must have been caused by installing other software on the machine, Max and Corona were not touched in any way.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Meda on 2021-07-15, 22:54:07
Hello
i attached a simple scene and one vdb cloud .
all the info needed included in a txt file

https://workupload.com/file/Wk3W3nT7ctB

thank you.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Ondra on 2021-07-16, 14:04:16
Just to add to the 'mapping should look identical years later', something interesting happened to me recently.
I rendered some initial images for a client. Quite a few materials used noise maps for different material properties. Then, my son wanted to install minecraft on my workstation, I hesitated but finally agreed - I knew I was asking for trouble and I got what I deserved.
The next time I rendered the same images - exactly the same file - all noises had a different look, like their seed has changed. ALL of them.
It wasn't too critical since it wasn't a final. But whatever caused it, must have been caused by installing other software on the machine, Max and Corona were not touched in any way.
Max noise is horrible and uses rand() feature
rand() is horrible by design and should not be used
Old Microsoft C++ implementations were horrible and it is not entirely out of question that the installer installed over the redistributables with another version that had different implementation of rand()
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-07-16, 14:36:31
Hello
i attached a simple scene and one vdb cloud .
all the info needed included in a txt file

https://workupload.com/file/Wk3W3nT7ctB

thank you.

Hi Meda!

Thank you very much. Your issue has been reported.

Kind Regards,
Kris

(Report ID=CRMAX-809)
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bud85 on 2021-07-20, 09:50:23
Hello, how i can convert phisicalmat -> legacy for previos versions of corona?
and ColorEdge itoo plugin not working on this version =(
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: rowmanns on 2021-07-20, 10:44:04
Hello, how i can convert phisicalmat -> legacy for previos versions of corona?
and ColorEdge itoo plugin not working on this version =(
Hi,

Unfortunately there is no way to convert from CoronaPhysicalMtl to CoronaLegacyMtl.

Regarding the colorEdge plugin not working, from my quick tests it seems like this never worked with Corona. I will log this and send it on to our dev team.

Thanks,

Rowan
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bud85 on 2021-07-20, 10:47:49
Hello, how i can convert phisicalmat -> legacy for previos versions of corona?
and ColorEdge itoo plugin not working on this version =(
Hi,

Unfortunately there is no way to convert from CoronaPhysicalMtl to CoronaLegacyMtl.

Regarding the colorEdge plugin not working, from my quick tests it seems like this never worked with Corona. I will log this and send it on to our dev team.

Thanks,

Rowan


in this video colorEdge working in corona 4
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-07-20, 11:16:37
I never tried color edge plugin, but you can get the same, or even more complex result with the standard tools of 3ds Max, namely face mapping and gradient ramp.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: bud85 on 2021-07-20, 12:03:51
I never tried color edge plugin, but you can get the same, or even more complex result with the standard tools of 3ds Max, namely face mapping and gradient ramp.
it will be usefull for me in this work.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: ONO on 2021-07-21, 03:03:12

Just to add to the 'mapping should look identical years later', something interesting happened to me recently.
I rendered some initial images for a client. Quite a few materials used noise maps for different material properties. Then, my son wanted to install minecraft on my workstation, I hesitated but finally agreed - I knew I was asking for trouble and I got what I deserved.
The next time I rendered the same images - exactly the same file - all noises had a different look, like their seed has changed. ALL of them.
It wasn't too critical since it wasn't a final. But whatever caused it, must have been caused by installing other software on the machine, Max and Corona were not touched in any way.
Max noise is horrible and uses rand() feature
rand() is horrible by design and should not be used
Old Microsoft C++ implementations were horrible and it is not entirely out of question that the installer installed over the redistributables with another version that had different implementation of rand()
Since the 3dMax noise map is bad. Should we be expecting a Corona Noise Map in V8?
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: romullus on 2021-07-21, 10:17:10
There's already plenty of noise map implementations in 3ds max, siger noise (free), osl noise in recent max versions, to name a few. I think it would be better if we let Corona team to concentrate their attention on things that are missing.
Title: Re: Corona Renderer 7 for 3ds Max - Daily Builds Discussion
Post by: Kris H on 2021-07-29, 12:35:38
Hey Devs,

Can i please make a relatively simple request if it isnt possible already?  So when creating proxies using built in script, when there is existing proxy files, it asks only to overrite - is it possible to add a function to 'use existing' from within that folder? 
If not can this somehow be added?  would be super helpful

Hey,

Could you please provide us some more info about your idea? :)

Thank you in advance,
Kris