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Messages - Jarnold

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Hey guys,

So I've been having to animate visibility tracks and use masks for a project.

I have noticed how even though an object is at 0.2 visibility, it's mask will be at 1.0 visibility.
Keen to hear your thoughts!


EDIT: Apologies, this is in version 4 Hotfix 1, it may have been fixed in one of the latest versions

Maybe it would be useful with a render element where you can preselect two camera settings up and down in exposure?

Isn't this easily achievable by just rendering out an EXR or other 16/32bit image format and then controlling the exposure in post?

[Max] Feature Requests / Re: Indexed animated proxies
« on: 2020-11-06, 00:35:43 »

But yeah if it is possible it would be great to have the option to create proxies that are one file per frame, like how is possible in point cache, or in Grow FX cache.

I would imagine this would lead to smaller files, and less load on a network if different nodes are loading different files rather than all trying to use the same file.

Keen to hear your thoughts!

[Max] Feature Requests / Indexed animated proxies
« on: 2020-10-19, 23:58:40 »
Hi everyone,

I think it would be great if animated corona proxies were indexed so only the portion of the proxy that is needed is loaded rather than the whole file. Vray does this with .vrmesh.

When animating trees it can create a lot of data and this in turn puts strain on the network when we have 100+ nodes loading up multiple 5gb+ proxies for every frame of an animation.

The current workaround I am doing involves making a .vrmesh and setting its display paramater to show whole mesh and rendering inside corona. This is less than ideal as I have to change between vray and corona to create the proxy, and would also like to benefit from being able to use the corona proxy display parameters to speed up viewport.

Hi all, will corona scatter work on proxies set to point cloud?

i.e will it translate the proxy to mesh and then perform the corona scatter? Or does it scatter across the point cloud giving less than acceptable results.


This sounds awesome, do you have any more information on how this will work? I'm interested to know how it will work with things like animations. Would it load in different resolutions at camera distance in a similar way to LOD?

[Max] Feature Requests / Corona Materials Library Resolution
« on: 2018-09-25, 10:14:41 »
Hey Guys!

Are there any plans to bring in different resolutions for the material library? This would be very handy for saving some RAM at render time, some of the maps are 8k in size and most are 4k or 6k. It would be very handy to be able to choose the size of the map you want to use!

Jack Arnold

Hi all,

I think it would be a good option to be able to turn on and off whether Volumetrics are applied to a CShading_Beauty pass much like bloom and glare are.

This would give users the option to render out a version with and without Volumetrics in just one render.
It also makes it possible to set the denoiser to a level that suits the beauty pass without losing too much detail, and then taking the volumetric pass to Photoshop for further denoising before adding them together in PS for maxium control.

Let me know what you think!


[Max] Bug Reporting / Level of Detail (LOD) Utility
« on: 2018-01-23, 10:04:45 »
Hi all,

I've trying to get to grips with the Level of Detail Utility in 3Ds Max. It works as expected in VRay but when I swtich to Corona all of of the objects render at the same time rather than hiding all but one like it is supposed too.

I've attached an image to illustrate what I mean.

Is this something to do with Corona or am I messing up somewhere along the way?

[Max] Resolved Feature Requests / PTEX
« on: 2017-04-10, 12:05:14 »
Hi everyone,

I think it would be great if Corona could be made to work with PTEX

VRay supports this and would be a very handy addition to have in Corona.

Hey guys, it would be great if a checkbox could be put in next to the Tone Mapping in the frame buffer just like there is one next to the Bloom and Glare. It would be very handy to quickly switch it on and off to see how all the changes worked together to change the image.


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