Author Topic: The new Corona Converter feedback thread  (Read 6277 times)

2021-05-18, 11:48:11

maru

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One of the major features of the upcoming Corona Renderer 7 is the new Corona Physical Material. With the introduction of this new material, we also had to update our Corona Converter script.
This thread is intended for collecting feedback on everything related to the new Converter script (its functionality, features, issues, what you like about it and what you don't like).

More about the Corona Physical Material:
https://blog.corona-renderer.com/behind-the-scenes-the-physical-material/
https://forum.corona-renderer.com/index.php?topic=31802

What you need:
- Corona Renderer 6 (to see what the render looked like before the conversion) - https://corona-renderer.com/download
- Newest Corona Renderer 7 daily build (to convert the scene and check the conversion results) - the link to download the newest version is at the top of the newest post at https://forum.corona-renderer.com/index.php?topic=30876.0
- If you just install Corona 7, the converter script will be available under the right-click quad menu as usual. If you are using some alternative installation method (i.e. you do not copy any files into your 3ds Max installation directory), then you can find the new converter script in \Corona Renderer\Autodesk\3ds Max 202X\scripts\CoronaRenderer.
- Before testing, make sure that you are using the converter script version 1.51 or newer! (it is printed in the title bar of the converter window)
NOTE: When using daily builds, the usual precautions apply! Backup your scenes!


What we are especially interested in:
Corona Legacy Material to Corona Physical Material conversion. This is the most important thing for us.
- How similar are the conversion results?
- How complex are the resulting shading networks in the material editor?
The easiest way to test both those things is opening a scene created in Corona 6 in Corona 7, converting it, and rerendering it.

What else is important:
- We improved the conversion of VRay2SidedMtl to CoronaPhysicalMtl. If you have a scene where you used the VRay2SidedMtl, please test this, and let us know if anything does not look or work as expected.
- Please check that all buttons in the "Tools" section of the Corona Converter work as expected. While this may sound like something our internal tests should take care of, there are always some edge cases which we might have missed, so we appreciate testing even very basic features like this.

Known issues and limitations:
- We know that the shading networks created by the Corona Converter might be quite complex in some cases (especially when many texture maps are used). If you have some ideas how to simplify such cases once you encounter them, please let us know.
- The newly created CoronaPhysicalMtl will only use those parameters, which were also available in the original material - i.e. if the original material did not feature sheen or clearcoat (which is the case for CoronaLegacyMtl), the converted CoronaPhysicalMtl will not use neither sheen nor clearcoat parameters (you can, of course, enable these parameters manually).
- It is possible that we changed some MAXScript function names which our users may want to use (i.e. broke the MAXScript API described here: https://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html ). The reason for this is that we used our coding conventions during the last rewrites of Corona Converter and therefore we changed some function names which weren't conforming to these conventions / weren't descriptive enough. If this proves to be a significant and commonly encountered problem,  we may revert some of these changes.
- We are planning to remove some legacy options / buttons from the Converter. If you rely on the removed functionality, we will consider reverting some of these changes.
- We do not support conversion to CoronaLegacyMtl anymore. The materials are always converted to CoronaPhysicalMtl.

Additional notes:
- Vray Mtl to Corona Physical Mtl conversion may currently not be working perfectly, but big improvements are coming!
- Specular to IOR conversion is a work in progress


If you have any other notes / remarks / complains - please do let us know.
Thank you in advance for your feedback!
« Last Edit: 2021-07-21, 17:58:26 by maru »

2021-05-18, 12:25:16
Reply #1

JG_pictures

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I run into issues when working with projects, where i want to keep materials in legacy "mode" as it might happen, that these objects will be rendered in corona 6 or before.
So converting materials of selected objects only converts them into physical objects... would be great to have an option to convert them into legacy instead of physical.
its a bit forced into physical, while even lots of scripts doesn't even support physical material yet.

2021-05-18, 13:09:40
Reply #2

maru

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I run into issues when working with projects, where i want to keep materials in legacy "mode" as it might happen, that these objects will be rendered in corona 6 or before.
So converting materials of selected objects only converts them into physical objects... would be great to have an option to convert them into legacy instead of physical.
its a bit forced into physical, while even lots of scripts doesn't even support physical material yet.

Sorry, but this is listed as one of the limitations in my original post, and it's something we do not want to change. Only conversion to the new Physical material is possible.
Also, you mentioned converting objects and then using them in Corona 6 again. Please note that this is an unsupported scenario and it is not expected to work at all. If something is saved in a newer version of Corona, it must never be loaded back into an older version of Corona.

2021-05-18, 15:50:56
Reply #3

maru

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I just noticed that my previous message could have sounded a bit underwhelming, sorry for that, I didn't intend it. So just to avoid any misunderstandings: the reason why we are not planning to reintroduce conversion to the Corona Legacy Material is because we believe that the Physical Material offers many advantages over the Legacy one. It's easier to set up, the workflow is more in-line with the leading material creation software, and most importantly the end result that you get is more realistic. We treat the Physical Material as the new standard, and the Legacy Material as, well, legacy. :)

Also please note that the Legacy Material will work just fine in Corona 7, there is no need to convert it if you don't want to.
« Last Edit: 2021-05-18, 16:49:50 by maru »

2021-05-19, 15:51:12
Reply #4

JG_pictures

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maru.. all is ok, so far.

I wasn't following all recent Infos in detail - i just tried to figure out a way to work with current releases of scripts and plugin - as they not always support those changes made in corona 7 yet.
So i will work with the previous v6 corona-converter for now.


... mainly i use corona converter... if merging objects from various 3d-model sites into my scenes. when they were provided with vray material or other - and for now, when working in an environment, where some coworkers do not want to go the step to corona7 ... its best to work with legacy materials. That might change in future times...maybe
« Last Edit: 2021-05-19, 16:18:44 by JG_pictures »

2021-05-19, 15:53:13
Reply #5

maru

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Ok, so plugin / script support is something we should definitely be aware of. Thanks!

2021-05-19, 20:17:31
Reply #6

tallbox

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A material made with Corona 6 consists of 1) after conversion with the latest converted, the newly created material contains many maps and nodes 1) + 2); That's so frustrating; Is there any workaround?
Architectural Visualizations / Deep work practitioner
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2021-05-19, 22:56:50
Reply #7

romullus

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I agree, two Corona color nodes mixed together makes no sense at all.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2021-05-20, 00:08:39
Reply #8

selene

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A material made with Corona 6 consists of 1) after conversion with the latest converted, the newly created material contains many maps and nodes 1) + 2); That's so frustrating; Is there any workaround?

tallbox, romullus, thank you very much for your feedback, we're already working on changes which should result in simpler shading networks being generated.

2021-05-21, 00:07:13
Reply #9

Javadevil

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Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.

thanks

2021-05-21, 00:23:51
Reply #10

shortcirkuit

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+1

Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.

thanks

2021-05-21, 10:01:04
Reply #11

NicolasC

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Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.

thanks
+1
Nicolas Caplat
CG supervisor / teacher / artist

2021-05-21, 15:00:59
Reply #12

lzanlorenzi

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hello my friends!

still the same issue with falloff map ...

corona 6 - 1 falloff map in difuse chanel - OK
corona 7 - 1 falloff map in difuse (converted) - lot of CoronaMix maps.

why? wouldn't it be easier not to convert this type of map? (falloff) or rather, create a Coronafalloff?

2021-05-21, 18:24:13
Reply #13

Skalpel3d

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when converting legacy material without textures, I am doing sss as an example, the converter sends me coronamix maps to the material I skip the gloss changes on the left material after conversion

2021-05-21, 18:34:59
Reply #14

Skalpel3d

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Another issue is incorrect recognition of metal materials, non-metal in the case of vrayblend conversion turns the materials from the machine into metallic

2021-05-23, 21:53:27
Reply #15

selene

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Will the updated material converter convert 3dsmax's Physical Material to Corona?
Models that I bring in from other Architectural apps default to that. It's such a pain to manually convert them all. Even if it just copied the bitmap paths over to the diffuse channel, I can set the rest of the settings.

thanks

Hello Javadevil, thank you very much for your feedback. Conversion of 3ds Max's Physical Material is very high on our "what to do next list", however before adding support for another material to Corona Converter, first we want to make sure conversion of already supported materials works as expected. So currently we mostly focus on simplifying the shading networks, since this is something which troubles lots of early adopters of Corona 7. If everything goes well and we'll manage to address all the issues with currently supported materials, hopefully we would be able to start working on support for Physical Material soon :)

2021-05-23, 21:55:33
Reply #16

selene

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hello my friends!

still the same issue with falloff map ...

corona 6 - 1 falloff map in difuse chanel - OK
corona 7 - 1 falloff map in difuse (converted) - lot of CoronaMix maps.

why? wouldn't it be easier not to convert this type of map? (falloff) or rather, create a Coronafalloff?

Hello lzanlorenzi, thank you very much for your feedback, we're already working on changes which should result in simpler shading networks being generated.

2021-05-23, 21:56:57
Reply #17

selene

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Another issue is incorrect recognition of metal materials, non-metal in the case of vrayblend conversion turns the materials from the machine into metallic

Hello Skalpel3d, thank you very much for your feedback. Please could you provide us the scene in question? We'd like to have a look at it.
« Last Edit: 2021-05-24, 00:19:24 by selene »

2021-05-27, 09:31:58
Reply #18

Bormax

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Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.

DB 2021-05-20

2021-05-27, 09:37:12
Reply #19

maru

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Thanks for the feedback! We are aware of this issue, and one of the upcoming daily builds will include an updated converter which greatly lowers the number of nodes created in the conversion.

2021-05-27, 09:47:50
Reply #20

Bormax

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Thanks for the feedback! We are aware of this issue, and one of the upcoming daily builds will include an updated converter which greatly lowers the number of nodes created in the conversion.

Good news, thank you!

2021-05-27, 11:43:06
Reply #21

selene

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Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.

DB 2021-05-20

Hello Bormax, please could you provide us the scene in question, so we could make sure it works as expected even for this particular case?

2021-05-27, 12:32:51
Reply #22

Bormax

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Hi
Not the 1st time mentioned, but here is comparison of Corona 6's and Corona 7's conversion results. Corona 7 tries to keep front/back colors which is really good, but gives a mess of mix maps which (IMHO) have no sense. The tree model taken from Evermotion Archmodels 207 collection where material structure of all models is about the same.

DB 2021-05-20

Hello Bormax, please could you provide us the scene in question, so we could make sure it works as expected even for this particular case?

Done
1622111539_converter6-7-comparison.zip

2021-06-04, 00:37:22
Reply #23

selene

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Done
1622111539_converter6-7-comparison.zip

Thank you very much!

2021-06-11, 14:11:31
Reply #24

selene

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A material made with Corona 6 consists of 1) after conversion with the latest converted, the newly created material contains many maps and nodes 1) + 2); That's so frustrating; Is there any workaround?

The Corona Converter shipping with Corona Renderer 7 RC1 now contains changes which should result in much simpler shading networks being generated during conversion. Please let us know if it does or does not work as expected or have some ideas for improvement :)

2021-06-11, 14:14:00
Reply #25

selene

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hello my friends!

still the same issue with falloff map ...

corona 6 - 1 falloff map in difuse chanel - OK
corona 7 - 1 falloff map in difuse (converted) - lot of CoronaMix maps.

why? wouldn't it be easier not to convert this type of map? (falloff) or rather, create a Coronafalloff?

Hello lzanlorenzi , this issue with lot of CoronaMix maps being generated should now be fixed in Corona Converter shipping with Corona Renderer V7 RC1. Please let us know whether it works as expected :)

2021-06-11, 14:19:44
Reply #26

selene

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Done
1622111539_converter6-7-comparison.zip

Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.

2021-06-13, 15:52:52
Reply #27

lzanlorenzi

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Hi friend!

Great work. now falloff maps wasn t converted to a zilion of CoronaMix maps with CoronaColor maps.. great work...the other improvements are great too... thank you very much!


2021-06-14, 15:16:21
Reply #28

FixelFakes

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Please pass the material ID while converting!

2021-06-17, 13:37:22
Reply #29

junchien

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Done
1622111539_converter6-7-comparison.zip

Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.

I think I have encountered an error in Vray3.6.0 converting plants in Evermotion-Archmodels.207, a prompt appears

I tried rendering without using the converter, but the result is incorrect

2021-06-17, 14:19:04
Reply #30

leo_surrealismo

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2021-06-17, 14:33:16
Reply #31

junchien

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it is because of vray version.  corona guys are looking into this.

https://forum.corona-renderer.com/index.php?topic=33513.msg186483#msg186483

Yes, I have seen their reply, wish they could do something for the old version

2021-06-18, 00:07:16
Reply #32

Bormax

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Done
1622111539_converter6-7-comparison.zip

Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.

Hi
Thanks for your affords, material tree looks better now. But I've got pretty different visual results comparing pictures with original materials rendered by Vray3.7 and converted ones rendered by Corona Renderer V7 RC1.

2021-06-18, 09:18:51
Reply #33

maru

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Done
1622111539_converter6-7-comparison.zip

Bormax I tried to convert the scene you sent us using Corona Converter shipping with Corona Renderer V7 RC1 and the shading network generated during conversion is simpler. In case of this scene, I noticed that there is still a problem with some duplicate nodes being generated during the conversion, which is caused by known bug in one MAXScript function (on 3ds Max side), we are aware of and already trying to fix, however this should have no negative impact on the visual result.

Hi
Thanks for your affords, material tree looks better now. But I've got pretty different visual results comparing pictures with original materials rendered by Vray3.7 and converted ones rendered by Corona Renderer V7 RC1.

I have some notes regarding your comparisons:
- they actually look similar (but if it could be even better - we are definitely interested in improving)
- you are comparing two scenes with completely different lighting - there are strong reflections visible on the leaves in the Corona version, but also the overall lighting is different - for example you can see the effect of sunlight on the branches too in the Corona version, but in the V-Ray version there is uniform illumination coming only from the sky - the branches are much darker)
- V-Ray 3.7 is a very old version, I am not sure if we can do proper conversion from it

If you can send this problematic scene to us, that would be perfect.

2021-06-18, 13:38:12
Reply #34

rowmanns

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it is because of vray version.  corona guys are looking into this.

https://forum.corona-renderer.com/index.php?topic=33513.msg186483#msg186483

Yes, I have seen their reply, wish they could do something for the old version
This should be fixed in RC2 released just a few minutes ago. Please try it out and let me know if you have further issues.

Rowan
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2021-06-18, 15:54:20
Reply #35

Bormax

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I have some notes regarding your comparisons:
- they actually look similar (but if it could be even better - we are definitely interested in improving)
- you are comparing two scenes with completely different lighting - there are strong reflections visible on the leaves in the Corona version, but also the overall lighting is different - for example you can see the effect of sunlight on the branches too in the Corona version, but in the V-Ray version there is uniform illumination coming only from the sky - the branches are much darker)
- V-Ray 3.7 is a very old version, I am not sure if we can do proper conversion from it

If you can send this problematic scene to us, that would be perfect.

Hello
Actually scenes are the same, lighting in both scenes are Corona/Vray Sun + Sky in the same position with intensity set to 1.
New pictures are the original Vray scene and the same scene converted by Corona 7 RC2
I've uploaded Vray scene 1624024326_converter7-vray-comparison.zip, so you can try it

2021-06-18, 17:39:02
Reply #36

maru

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Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.

2021-06-18, 18:09:41
Reply #37

Bormax

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Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.

Thanks Maru.

But the difference in areas marked by you on pictures unfortunately is matter of texture conversion too. Here is the same Vray scene picture and the only difference here is RGB level parameter of trunk diffuse map - it's raised to 4. As you can see shadows look about the same because they are just more noticeable now.
Next question is about Converter - why converted scene looks so different? (I know, the original Vray picture looks not really nice, but it's not about the beauty of this image :))

2021-06-21, 03:51:59
Reply #38

FixelFakes

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We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.
Corona G-Buffer ID override works fine.

2021-06-21, 12:57:37
Reply #39

selene

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We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.
Corona G-Buffer ID override works fine.

Hello FixelFakes, thank you very much for your feedback. Please, is this something which used to work as expected in previous versions of Corona Converter and only stopped working in the latest versions?
« Last Edit: 2021-06-21, 13:03:47 by selene »

2021-06-21, 17:18:35
Reply #40

FixelFakes

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Good question.
I can confirm that the old converter used material ID Channel from VrayMtl. So Corona(Legacy) Mtl got Mtl ID from Vray mtl in the old converter.
But new converter doesn't get Mtl ID from CoronaLegacyMtl or VrayMtl.

2021-06-21, 17:38:48
Reply #41

rowmanns

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We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.
Corona G-Buffer ID override works fine.

Reported and passed on to the devs for further investigation, thanks :)

(Report ID=CRMAX-717)
Please read this before reporting bugs:
How to report issues to us!

2021-06-22, 15:57:42
Reply #42

maru

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Sure, we will check the scene, thank you!
And just to explain what I mean, I am attaching a screenshot showing the huge differences in lighting. Or the materials are just very, very different.

Thanks Maru.

But the difference in areas marked by you on pictures unfortunately is matter of texture conversion too. Here is the same Vray scene picture and the only difference here is RGB level parameter of trunk diffuse map - it's raised to 4. As you can see shadows look about the same because they are just more noticeable now.
Next question is about Converter - why converted scene looks so different? (I know, the original Vray picture looks not really nice, but it's not about the beauty of this image :))

Thanks for sending the scene, I confirm that the converted materials are significantly different. We will see if we can improve the conversion. Stay tuned...

(Report ID=CRMAX-725)
« Last Edit: 2021-06-23, 09:58:57 by maru »

2021-06-25, 12:38:12
Reply #43

Bjoershol

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Convert by class in corona converter v1.45 does not convert 3Ds Max Physical Material (compile error: Unexpected end-of-script).

I am still on Corona 6 hotfix 2 in 3Ds Max 2022, has this already been fixed, or is this a known bug?

2021-06-27, 00:14:45
Reply #44

Juraj

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Took me bit of time to test the converter, but I finally did (RC3) and it's just weird :- ). And wrong imho. I would love to see some ruleset behind it to understand what is supposed to happen and why.
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2021-07-01, 12:03:44
Reply #45

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Hi guys

we are struggling in several cases ( RC4 )

1st  - more than half of the materials are converted incorrectly .. our old library/models ( Evermotion 85 - palm trees (vray)  for instance ) for most of the leafs its converted as metal material.. this is no problem to change .. just letting you know its happening - basically in every convert - when using old converter - pre 7 it as nearly errorless
      - also is most of the time incorrectly convert the 2 sided Vray materials - way to dark and glossy 
      - and preview of conversion into Physical.Mtl does some strange transparency ...

2nd much more crucial - on most of the models ( Vray 5 installed ) this error appears.. so I have to manually re-make affected materials ( basically all below the first affected )

I can send you a sample scene, if helpfull


many thanks




 

2021-07-01, 15:26:19
Reply #46

rowmanns

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Hi guys

we are struggling in several cases ( RC4 )

1st  - more than half of the materials are converted incorrectly .. our old library/models ( Evermotion 85 - palm trees (vray)  for instance ) for most of the leafs its converted as metal material.. this is no problem to change .. just letting you know its happening - basically in every convert - when using old converter - pre 7 it as nearly errorless
      - also is most of the time incorrectly convert the 2 sided Vray materials - way to dark and glossy 
      - and preview of conversion into Physical.Mtl does some strange transparency ...

2nd much more crucial - on most of the models ( Vray 5 installed ) this error appears.. so I have to manually re-make affected materials ( basically all below the first affected )

I can send you a sample scene, if helpfull


many thanks

Hi,

The 2nd issue we know about and already have a fix in the pipeline, if everything goes well it will be in RC5.

The other issues are a bit more tricky to solve, would you be able to send through some simple examples for each and we will see what can be done.

Cheers,

Rowan
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2021-07-01, 20:17:41
Reply #47

vtrdo

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Hi,

The 2nd issue we know about and already have a fix in the pipeline, if everything goes well it will be in RC5.

The other issues are a bit more tricky to solve, would you be able to send through some simple examples for each and we will see what can be done.

Cheers,

Rowan

Hello Rowen


Thank for reply , and good news on the horizon

For the other topics .. here is a small example ... in the material editor you can find problems with 2sided materials and also the strange preview.

https://we.tl/t-6dKJDyJF7o

many thanks

2021-07-02, 14:53:13
Reply #48

selene

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Convert by class in corona converter v1.45 does not convert 3Ds Max Physical Material (compile error: Unexpected end-of-script).

I am still on Corona 6 hotfix 2 in 3Ds Max 2022, has this already been fixed, or is this a known bug?

Hello Bjoershol! Thank you very much for your feedback! We weren't aware of this problem and we'll try to fix it as soon as possible.

2021-07-02, 16:39:27
Reply #49

rowmanns

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Hi guys

we are struggling in several cases ( RC4 )

1st  - more than half of the materials are converted incorrectly .. our old library/models ( Evermotion 85 - palm trees (vray)  for instance ) for most of the leafs its converted as metal material.. this is no problem to change .. just letting you know its happening - basically in every convert - when using old converter - pre 7 it as nearly errorless
      - also is most of the time incorrectly convert the 2 sided Vray materials - way to dark and glossy 
      - and preview of conversion into Physical.Mtl does some strange transparency ...

2nd much more crucial - on most of the models ( Vray 5 installed ) this error appears.. so I have to manually re-make affected materials ( basically all below the first affected )

I can send you a sample scene, if helpfull


many thanks
The 2nd issue is fixed in RC5. Please can you install it and let me know if you still have issues?

Cheers!
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2021-07-02, 18:08:34
Reply #50

vtrdo

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The 2nd issue is fixed in RC5. Please can you install it and let me know if you still have issues?

Cheers!

IT WORKS LIKE A CHARM..MANY THANKS

2021-07-04, 10:02:19
Reply #51

mos2787

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Hey,

I intended to use the Corona Converter tool  mainly to convert Vray materials into Corona materials. But I always get a mess (so many unecessary nodes) and the result is not convincing. Eventually, I end up making the conversion manually which is very time consuming.

Did the corona team plan to make major improvements in this field ?

Thanks !

2021-07-04, 20:54:06
Reply #52

TomG

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Which version of the Converter are you using, and can you give some examples of the V-Ray materials going in, and the end result that you consider has too many nodes? Thanks!

2021-07-04, 23:10:52
Reply #53

marti_d

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Once again June has passed and I don't feel we are even remotely close to the V7 release. The converter is making even the simple conversion from the Legacy material a complete mess. Mixes on top of mixes on top of mixes. If you think people will go through their entire libraries and will have to set up everything manually you got it absolutely wrong.
Stop checking stupid marks from your Trello map that are once again NOT FINISHED [ pink areal perspective] and actually fix this release hopefully before the end of the year.

P.S. Invisible material after conversion too.
« Last Edit: 2021-07-04, 23:25:39 by marti_d »

2021-07-05, 10:44:54
Reply #54

Bormax

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Hi

RC5

Again the same tree test. Thanks, this time render result is closer to original, but the shader structure is still messy. Sorry, but I can't see the logic in this Mix map chaos, even simple opacity map from original material became two mix maps (original bitmap + CoronaColor?) plugged in to Front/Back map. Actually all simple bitmaps are converted to Mix maps - original bitmap + CoronaColor with no affect of CoronaColor map in those mixes... This structure is very difficult to handle which makes it not usable for further adjustments. It's easier to remake the shader manually from original material, than to handle this mess.

The test scene was uploaded some time ago - 1624024326_converter7-vray-comparison.zip

2021-07-05, 17:09:57
Reply #55

maru

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Once again June has passed and I don't feel we are even remotely close to the V7 release. The converter is making even the simple conversion from the Legacy material a complete mess. Mixes on top of mixes on top of mixes. If you think people will go through their entire libraries and will have to set up everything manually you got it absolutely wrong.
Stop checking stupid marks from your Trello map that are once again NOT FINISHED [ pink areal perspective] and actually fix this release hopefully before the end of the year.

P.S. Invisible material after conversion too.

Well, could you at least provide a sample scene?


Hi

RC5

Again the same tree test. Thanks, this time render result is closer to original, but the shader structure is still messy. Sorry, but I can't see the logic in this Mix map chaos, even simple opacity map from original material became two mix maps (original bitmap + CoronaColor?) plugged in to Front/Back map. Actually all simple bitmaps are converted to Mix maps - original bitmap + CoronaColor with no affect of CoronaColor map in those mixes... This structure is very difficult to handle which makes it not usable for further adjustments. It's easier to remake the shader manually from original material, than to handle this mess.

The test scene was uploaded some time ago - 1624024326_converter7-vray-comparison.zip

Thanks, we will look into this and hopefully there is still room for optimization.
 

2021-07-05, 19:16:38
Reply #56

marti_d

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Open Archmodels vol. 251 on the Evermotion website download the free sample and be amazed how the scene works just fine and when you convert it, all goes to hell.
Also, I am not sure why I am even bothering writing about how you are gonna release V7 with a material library only half-converted and when using the converter on the other half the materials are broken with spaghetti mixes and look nothing like they should.

P.S. Also coronadistance refuses to get into any map slot if the converter was used on the material. Only solution is to create a new material with it.
« Last Edit: 2021-07-06, 12:23:32 by marti_d »

2021-07-06, 21:58:09
Reply #57

sdhollman

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I was wondering if there could be a feature added to the Corona Converter. The studio I work at uses Corona to render all of our animation jobs. Our pipeline uses the default Max camera, we usually need to export cameras to Nuke, and we have not had success with exporting Corona cameras. To solve this we use Max cameras in animation, then add the Corona Camera modifier to those cameras for lighting and rendering. It would be great if in the converter there was an option to convert Max cameras to Corona cameras.

I am not sure if there is a technical limitation to this being a feature. Just thought I would be great to have.

Thanks,
Steven

2021-07-07, 10:24:03
Reply #58

rowmanns

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P.S. Also coronadistance refuses to get into any map slot if the converter was used on the material. Only solution is to create a new material with it.
I wasn't able to reproduce this, can you provide an example please?

Cheers.
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2021-07-07, 10:27:40
Reply #59

rowmanns

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I was wondering if there could be a feature added to the Corona Converter. The studio I work at uses Corona to render all of our animation jobs. Our pipeline uses the default Max camera, we usually need to export cameras to Nuke, and we have not had success with exporting Corona cameras. To solve this we use Max cameras in animation, then add the Corona Camera modifier to those cameras for lighting and rendering. It would be great if in the converter there was an option to convert Max cameras to Corona cameras.

I am not sure if there is a technical limitation to this being a feature. Just thought I would be great to have.

Thanks,
Steven
Hi,

Thanks for the request, I have logged it in our system :)

Cheers,

Rowan
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2021-07-07, 11:20:40
Reply #60

maru

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Open Archmodels vol. 251 on the Evermotion website download the free sample and be amazed how the scene works just fine and when you convert it, all goes to hell.
Also, I am not sure why I am even bothering writing about how you are gonna release V7 with a material library only half-converted and when using the converter on the other half the materials are broken with spaghetti mixes and look nothing like they should.

P.S. Also coronadistance refuses to get into any map slot if the converter was used on the material. Only solution is to create a new material with it.

Thank you, reproduced. I will log it for a review and hopefully we can improve similar cases. We would greatly appreciate providing examples like this when something is not working as expected.

2021-07-07, 12:08:53
Reply #61

marti_d

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Sorry If I sound aggressive but at this point, so much stuff just doesn't work It's hard to keep track. I am fortunate to be able to use the daily builds and not be in a company or a team but I can't imagine anyone will use the new release anytime soon if you don't take at least half a year more to work on things. It's fun and games to test out things but for some people, this is a livelihood. Also any comment on the material library, I think you can reproduce that quite easily.

Also are you in the talks with major texture providers such as Quixel, Poliigon. They both have plugins for importing textures and both don't work at the moment. Getting materials as pure glass or with 99 bump and so on.

2021-07-07, 20:12:11
Reply #62

selene

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Hey,

I intended to use the Corona Converter tool  mainly to convert Vray materials into Corona materials. But I always get a mess (so many unecessary nodes) and the result is not convincing. Eventually, I end up making the conversion manually which is very time consuming.

Did the corona team plan to make major improvements in this field ?

Thanks !

Hello mos2787, thank you very much for your feedback. Please do you use the latest Release Candidate of Corona 7? Over the last couple of "Release Candidate releases", we tried to address the issues you mention. Also, please could you provide us the scene in question?  We'd like to have a look at it and to try to improve Corona Converter accordingly.

2021-07-08, 02:25:42
Reply #63

kanyno

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some materials are converted with refraction at 1! For now the Rc has disappointed me. I hope the final version of Corona 7 is good.

2021-07-08, 10:37:09
Reply #64

romullus

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@kanyno, it would be much more useful if you could send a scene with offending materials to the team. https://corona-renderer.com/upload
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2021-07-08, 11:14:19
Reply #65

maru

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Also are you in the talks with major texture providers such as Quixel, Poliigon. They both have plugins for importing textures and both don't work at the moment. Getting materials as pure glass or with 99 bump and so on.

We are in touch with them and reporting such issues regularly. I think the 99 bump issue is already fixed on their side and this should be available in the newest version of the exporter, or at least it is being worked on.

As to your previous report about the Archmodels 251 scene:

1) The appearance of the material changes (some features of the material become invisible):
For example, the cracks are becoming invisible - this is because they are fully refractive in the original material.
Please understand that if the original material was constructed in a highly un-physical / fake manner, then it may not be possible to recreate it with the Physical Material. The converter tries to keep similar appearance, but that is not always possible.
In this case it seems like keeping the Legacy Mtl may be the best solution.


2) Generating Mix nodes on top of Mix nodes:
This is actually related to point 1. The converter tries to keep similar appearance, and since the material is set up in a "tricky" way (using diffuse color, reflection map, glossiness map, IOR map, opacity map,....) for a simple asphalt material, it becomes problematic.

I am afraid this may be a case of "the converter cannot fix what was originally broken".

But still, we have this logged and will see if there is a way to keep better appearance and simpler shader networks (can't promise anything though).


2021-07-08, 12:51:28
Reply #66

selene

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some materials are converted with refraction at 1! For now the Rc has disappointed me. I hope the final version of Corona 7 is good.

Hello kanyno, thank you very much for your feedback. If the original materials do not use refraction and the converted materials become refractive, this is indeed a problem, but as romullus already mentioned, we are not able to fix this issue unless we have the scene available. Please, would you be so kind and send us the scene in question? We'd like to have a look at it and to try to fix / improve Corona Converter accordingly.

2021-07-09, 15:38:41
Reply #67

dumbrava.traian

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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

2021-07-09, 16:54:11
Reply #68

rowmanns

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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,

Pleas only post your questions in one place on the forum. I have replied to you in the daily builds thread.

Rowan
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2021-07-14, 16:23:55
Reply #69

Kris H

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We are losing (3dsmax) Material Id Chanel after conversion. Corona Legacy Mtl with id channel = 1 always converted with mtl ID channel = 0. So I lost my mtl channels in materials for postproduction in my scene.
Corona G-Buffer ID override works fine.
Fixed in RC6 :)

2021-07-14, 16:24:17
Reply #70

Kris H

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Convert by class in corona converter v1.45 does not convert 3Ds Max Physical Material (compile error: Unexpected end-of-script).

I am still on Corona 6 hotfix 2 in 3Ds Max 2022, has this already been fixed, or is this a known bug?
Fixed in RC6 :)

2021-07-14, 22:48:08
Reply #71

selene

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Hi

RC5

Again the same tree test. Thanks, this time render result is closer to original, but the shader structure is still messy. Sorry, but I can't see the logic in this Mix map chaos, even simple opacity map from original material became two mix maps (original bitmap + CoronaColor?) plugged in to Front/Back map. Actually all simple bitmaps are converted to Mix maps - original bitmap + CoronaColor with no affect of CoronaColor map in those mixes... This structure is very difficult to handle which makes it not usable for further adjustments. It's easier to remake the shader manually from original material, than to handle this mess.

The test scene was uploaded some time ago - 1624024326_converter7-vray-comparison.zip

Hello Bormax, we tried to make some changes in the Corona Converter code to create simpler shading networks when converting VRay2SidedMtl. These changes are included in Corona Converter which is shipping with Corona Renderer 7 RC6. Please let us know whether the shading networks created during conversion now look as expected or whether there is still some room for improvement.

2021-07-15, 10:45:09
Reply #72

Skalpel3d

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The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor  https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharing

2021-07-16, 10:41:01
Reply #73

tallbox

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The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor  https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharing
I can confirm that. I have decided to test the daily onto a real-life working scene with many trees and guess what - all leaves went as metal.
Until further solution to this, I've decided to use one of the old converters and it's been working fine.
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2021-07-16, 11:52:15
Reply #74

rowmanns

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The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor  https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharing
Hi,

Could you please send over a scene saved before the conversion has taken place? It's a little difficult to figure out what went wrong if we can't see the original materials.

Thanks,

Rowan
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2021-07-16, 11:53:19
Reply #75

rowmanns

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I can confirm that. I have decided to test the daily onto a real-life working scene with many trees and guess what - all leaves went as metal.
Until further solution to this, I've decided to use one of the old converters and it's been working fine.
Hi,

Which version of the converter did you test? Would you be able to send over this scene?

Thanks,

Rowan
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2021-07-16, 16:28:55
Reply #76

Skalpel3d

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In the link to which I linked in the classic material editor there are original vray materials

2021-07-17, 20:08:15
Reply #77

Bormax

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Hello Bormax, we tried to make some changes in the Corona Converter code to create simpler shading networks when converting VRay2SidedMtl. These changes are included in Corona Converter which is shipping with Corona Renderer 7 RC6. Please let us know whether the shading networks created during conversion now look as expected or whether there is still some room for improvement.

Thank you!
RC7- now the shader tree looks much simpler and reasonable. No more unnecessary Mix maps - that's good :)! (Converter7_vray-corona_mat-structure_RC7.jpg) and rendered result is visually the same as it was with RC5 and close to original look of the shaders (Converter7_vray_original-converted_mat-RC5-7.jpg)
This time material structure is much cleaner for further work with it which is great, now I understand how almost all maps were converted in order to use all aspects of Vray 2sided material within single Corona Physical material using FrontBack maps (Converter7_vray-corona_mat-structure_RC7-1.jpg), but:
1. could you explain, please, the meaning of use maps in Vol. adsorption and Vol. scattering of leaf material and why the map which was used in Vray material to map translucency (Map #11) is used here, not in translucency slot of Corona Physical material (Converter7_vray-corona_mat-structure_RC7-3.jpg)?
2. Why IOR parameter of the trunk material is mapped with some Mix map? Is it the way to imitate mapped reflection parameter of Vray material (Converter7_vray-corona_mat-structure_RC7-4.jpg)? And would be interesting to know about the usage of CoronaColor map with applied Solid HDR color higher than 1 in IOR mapping, like IoR map from this example has.

Also would be interesting to hear what do you think about the way of conversion of Vray 2 sided material which I used in my experience. I used two Corona materials plugged in to Corona Layer material with Corona FrontBack map used as mask. Here is a very quick example of this kind of conversion (Converter7_converted_mat_RC7-layerd_2sided_mat_strc.jpg). Material structure is pretty simple, render results you can see also here (Converter7_vray_original-converted_mat-RC7-layered_mat.jpg and Converter7_converted_mat_RC7-layerd_2sided_mat.jpg)
« Last Edit: 2021-07-17, 20:28:42 by Bormax »

2021-07-20, 01:24:42
Reply #78

OH_BOY

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2021-07-20, 21:13:46
Reply #79

selene

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The RC 6 version of the converter constantly badly detects metal / non-metal materials when converting, Very annoying situation, e.g. in the case of many objects, such as books .Link to the scene after converting, original vray materials in the editor  https://drive.google.com/file/d/1QV2Bx3_FdbIcoBxPBFkn4r9vbNAEY-mY/view?usp=sharing

Hello Skalpel3d. Thank you very much for your feedback. To be honest the metal / non-metal detection was probably one of the most difficult things to implement in Corona Converter, since CoronaLegacylMtl has no "metalness" parameter (and for a long time also VRayMtl had not "metalness" parameter), therefore there is no "clean" / "exact" way how to determine whether the original material was intended to represent a metal or not. As a result, Corona Converter can only make some "educated guess" based on available parameters which sometimes unfortunately leads to false negatives or false positives. We are aware of this limitation and we are already working on some improvements, however we decided not to include them in V7 anymore, since it will require huge amount of testing to make sure the new heuristics works better in all / most cases than the current one. Once the testing will be finished, we'll include these improvements to Corona Converter bundled with Corona Renderer 8 daily builds.
« Last Edit: 2021-07-20, 21:26:13 by selene »