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Messages - maru

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[Max] Feature Requests / Re: The most wanted feature?
« on: 2022-08-04, 17:07:55 »
Sounds great! Can't wait to see cloudy Corona sky for once :]

Like this?

disclaimer: early prototype ;)

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-04, 11:18:46 »
Oh, now i got it, you need to change the ID Mode to "Pattern object". My bad, but maybe it's better to make it the default?

anyways I've already recorded the video, so I'll attach it :D

I can’t make a full-fledged example with a working case right now, I just recorded a short video, yes, it just cuts out everything that does not fit and leaves gaps

corona_vray_randomize.mp4 - I think you only need to change the multimap mode to "Mesh Element" (see screenshot). The only issue is that if the pattern node consists of more than one element, then those elements will be colored differently. So instead of two boxes always being the same color, we will get two boxes with two different colors. I think for this to work as expected we would need a new "Pattern" randomization mode, like we have for Decals. :)

vray_rotation.mp4 - this is already logged

pattern overlaping3.mp4 - this is already logged

About this point:

01. Chaos Cosmos assets using only .tx textures. The only benefit of this format is mipmapping. Does corona renderer support this internal mipmap instructions or it is currently used in "read only" mode ?
      If corona have some internal benefits using .tx textures, it will be great to have the option in converter to convert classic jpg/png/tiffs to tx format. If not, then it will be great to have the option to convert tx textures back to common jpg file format.

We only have initial support for TX textures so that we can render Cosmos assets. We are working on some improvements (out of core rendering of textures) that would work not only with TX but with all texture formats. The main benefit is potentially saving a lot of RAM. This is listed for V9 at

Strange, maybe try selecting the Corona Bitmap you are using for displacement and cycling through its "Channel Outputs" options.


If it was custom folder (like with in-built set of LUTs) would be perfect solution.

It would do two things at once:

- Delete the existing stuff.
- Add my own.

And it would be consistent how presets are done in most softwares including 3dsMax. Just a single-file per preset on harddrive, transferable to other PCs.

Just to clarify: you mean exactly what we can do with the Save/Load buttons, but in a form of a drop-down list, right?

(Internal ID=941726359)

[Max] Feature Requests / Re: Noise Level enhance
« on: 2022-08-03, 17:29:58 »
The main issue here is that using the same noise level value in different scenes may result in different perceived image quality. What we would like to have is a reliable noise level limit that would guarantee exactly the same final image quality regardless of the rendered scene. With this, we could, for example, agree on specific preset values for the noise limit that would always work, let's say: 2% always means no perceivable noise whatsoever, 5% means fine clearly visible noise, 10% and more means draft quality with heavy noise.


[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-03, 16:30:33 »
Besides, I mentioned a little earlier, but no one answered, in VFB it seems that the Refresh button does not work, it just does nothing when you click on it, maybe you should remove it  and make vfb a little more compact in width?)

The Refresh button only works if you have automatic VFB refreshing disabled or set to a very high value (System Settings). I won't work in IR.

We are still not convinced parallax mapping would be very beneficial. It looks like there aren't many common uses cases for this. Sure, it would be nice to create a skyscraper with rooms you can peek into and they are actually flat textures, but I don't think it would be commonly used. There are also some workarounds to this, like using OSL.

We would still prefer to improve our displacement if needed, than to develop a new feature like this.

Of course, if someone can share a good example of how parallax mapping (or decals with parallax) would be useful, please do.

[Max] Bug Reporting / Re: proxy load without textures
« on: 2022-08-02, 14:56:28 »
Proxies are geometry files like OBJ, FBX, etc. They do not store bitmaps or information where to find them. I would suggest creating a "library" scene with multiple assets and then merging assets from this library scene into your target scene.

It would be definitely nice to have the ability to store own assets in Cosmos.

So, if what I wrote in my previous message is what you are looking for, here is a solution:

- add a Photographyc Exposure operator to your tone mapping stack
- change ISO in each camera (without using any override option)

This way the ISO value in Render Setup > Scene will be used for perspective view and each camera's ISO for each camera view.

Does the below scenario describe the issue that you would like to have addressed?

You have an existing super nice tone mapping setup that you are happy with and you would like to use it globally for all shots in your scene, regardless if you are rendering from any camera or perspective view.
You would then like to have multiple cameras and adjust ONLY the exposure in each camera so that the overall tone mapping would stay the same for each camera view, but the exposure would differ?

[Max] I need help! / Re: Reduce noise in the interior scene
« on: 2022-08-01, 17:33:24 »
Noise level at 5% is a pretty high value. You can try with 2-3%. Generally, the longer you render, the better the quality.
Your image was rendered for only 25 passes. I would say 50 is probably the minimum to get good quality renders, and 100 is even better.

What seems to be the biggest issue? Is it some persistent fireflies in one specific area? Or is the image noisy in general? Maybe something else?

Not sure if this is intended or not, but this render generally lacks realism. The phone, the alarm clock, the curtain, they all look very plasticky. Adding some details such as roughness maps would probably help. Also, the lighting could be better. Right now most (all?) of the shadows are being case in one direction, away from the camera. This makes the scene appear a bit like an interior photo with camera flash enabled.

The shadow of the ashtray is behind it, that's why it looks photoshopped in place. I would try enabling some absorption as Romullus mentioned, maybe adding a bit of scratches using roughness textures, maybe even try with the GGX tail option ( to make the ashtray appear more imperfect. :)

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-01, 17:17:33 »
just tested one more time both in V-ray and Corona, in V-ray we can randomize textures of the pattern object by using MultiSubTex and it doesn't work for me with CoronaMultiMap in Corona for some reason, fix it please
Can you explain some more how exactly this is working? Could you share a material editor screenshot + the result you are getting in V-Ray?

and by the way V-ray has random rotation parameter, very handy)
This is reported. :)

[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-08-01, 14:57:44 »
Yes, as far as I can tell from testing if you have corona pattern on a surface - like a planked floor, you can't put a decal on the generated planks. If you switch off the pattern mod the decal will project fine on the base object but when the pattern is on the decal wont project on the pattern geometry. Does that make sense? I suppose it might be the sequencing so that the pattern should generate first and then the decal projected on after but I'm not even sure if its possible?

This seems to work fine as long as you disable the "use pattern material" option in CPattern modifier. Obviously that is a limitation, but maybe you can use it as a workaround to some degree (i.e. apply the pattern material to the base object).
I have logged it nonetheless because it would be a nice-to-have.

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