Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Ondra on 2017-10-24, 21:05:48

Title: Daily builds version 2
Post by: Ondra on 2017-10-24, 21:05:48
(http://i0.kym-cdn.com/entries/icons/mobile/000/005/673/sooon.jpg)

You can always get the newest daily build in the usual location: [link] (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015)
Title: Re: Daily builds version 2
Post by: bluebox on 2017-10-24, 21:23:37
Do you ever rest Ondra xD ?
Title: Re: Daily builds version 2
Post by: Christa Noel on 2017-10-24, 22:47:31
Do you ever rest Ondra xD ?
That question still stuck in my head for years...
And finally got the answer through my dream, Aliens doesn't sleep.
Title: Re: Daily builds version 2
Post by: soso on 2017-10-25, 00:28:17
Corona and Vray doesn't respect isoline display in meshsmooth when you render it. Only Mentalray did. I'm just saying.
Title: Re: Daily builds version 2
Post by: maru on 2017-10-25, 10:47:08
Do you ever rest Ondra xD ?
That question still stuck in my head for years...
And finally got the answer through my dream, Aliens doesn't sleep.
Maybe he is coding in his dreams?
Title: Re: Daily builds version 2
Post by: sprayer on 2017-10-25, 23:39:21
Corona and Vray doesn't respect isoline display in meshsmooth when you render it. Only Mentalray did. I'm just saying.
Ondra promise to fix this for coronawire map.

I hope to see corona camera with different colors markers for clipping, dof etc. Also someway to place it like cnrtl+c or replace camera somehow
Title: Re: Daily builds version 2
Post by: ihabkal on 2017-10-26, 00:09:40
Ctrl+C still works all you need to do is be in persective view while a free corona camera is selected it will snap right in the perspective view
Title: Re: Daily builds version 2
Post by: soso on 2017-10-26, 02:20:19
Ondra promise to fix this for coronawire map.
Thanks for the info :)
Title: Re: Daily builds version 2
Post by: sprayer on 2017-10-26, 09:02:42
Ctrl+C still works all you need to do is be in persective view while a free corona camera is selected it will snap right in the perspective view
thanks, did't know that
Title: Re: Daily builds version 2
Post by: scionik on 2017-10-26, 09:59:33
Please, separate option Clipping Camera to... USE and SHOW in viewports.
Title: Re: Daily builds version 2
Post by: tallbox on 2017-10-26, 18:54:04
I would like to have an auto-horizontal option for the perspective panel. As now I find it a bit tricky, as obviously the camera still not works properly enough.
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2017-10-30, 10:17:43
I'll be sending Chinese take-a-way food to your office until there is rendering suport for openVDB!
Title: Re: Daily builds version 2
Post by: Ondra on 2017-10-30, 10:29:35
thanks, we prefer indian though, more spicey is better ;)
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2017-10-30, 10:44:53
Indian it is! :)    But seriously, I guess you already know but Chaos Group as a very decent viewport preview of volumetrics using the vrayvolumegrid object.  It would save a lot of work and generate compatibility if Corona would be able to just pick up those vrayvolumegrid objects and render them.

(Funny enough I was already using vrayproxy objects in Corona which work fine when you put an 'convertToPoly' modifier on them)
Title: Re: Daily builds version 2
Post by: romullus on 2017-10-30, 10:52:11
(Funny enough I was already using vrayproxy objects in Corona which work fine when you put an 'convertToPoly' modifier on them)

Except the fact, that they are not proxies anymore.
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2017-10-30, 10:59:08
Technically maybe not but for all intents and purposes they still load their external content and you can instance them as well keeping a low memory footprint.

But I'm using them mostly to read alembic meshes generated in Houdini into max, for that it works just fine.
Title: Re: Daily builds version 2
Post by: snakebox on 2017-11-03, 02:20:11
Technically maybe not but for all intents and purposes they still load their external content and you can instance them as well keeping a low memory footprint.

But I'm using them mostly to read alembic meshes generated in Houdini into max, for that it works just fine.

any reason you are not using max's own alembic reader for this? you should have no reason to add vray to the equation I would think.
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2017-11-03, 11:30:29
Technically maybe not but for all intents and purposes they still load their external content and you can instance them as well keeping a low memory footprint.

But I'm using them mostly to read alembic meshes generated in Houdini into max, for that it works just fine.

any reason you are not using max's own alembic reader for this? you should have no reason to add vray to the equation I would think.

Quite a few actually.  Main one being the Max is locking the alembic file so you can't externally update it when it's used in an open Max scene. Even when you delete the object it doesn't unlock. The controller setup is a bit whack. You have to apply an abc controller and load the alembic file in there as well. And a quite a few other small small bugs and issues.

I'm the main dev that worked on SideKick ( https://www.ycdivfx.com/product/nyx-sidekick/ ), an interactive bridge between Max and Houdini and I getting it to work properly with Max's native alembic loader was a nightmare. Vray's proxy loader just worked fine and has quite a few more options as well.
Title: Re: Daily builds version 2
Post by: snakebox on 2017-11-06, 10:14:24
Technically maybe not but for all intents and purposes they still load their external content and you can instance them as well keeping a low memory footprint.

But I'm using them mostly to read alembic meshes generated in Houdini into max, for that it works just fine.

any reason you are not using max's own alembic reader for this? you should have no reason to add vray to the equation I would think.

Fair enough, just like always it seems, whatever max has is good, if you only need to do that one thing it can do, and everything else won't work, is locked, inconvenient etc.
Quite a few actually.  Main one being the Max is locking the alembic file so you can't externally update it when it's used in an open Max scene. Even when you delete the object it doesn't unlock. The controller setup is a bit whack. You have to apply an abc controller and load the alembic file in there as well. And a quite a few other small small bugs and issues.

I'm the main dev that worked on SideKick ( https://www.ycdivfx.com/product/nyx-sidekick/ ), an interactive bridge between Max and Houdini and I getting it to work properly with Max's native alembic loader was a nightmare. Vray's proxy loader just worked fine and has quite a few more options as well.
Title: Re: Daily builds version 2
Post by: Bormax on 2017-11-13, 11:24:47
Hi
Eximer's light lister script doesn't work with 2017-11-10 daily build

Max 2014
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2017-11-13, 23:50:41
ive been waiting for this light lister forever.  such a simple feature, guys when is it going to come part of the package?
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-23, 22:22:39
Hi guys,

I downloaded the new 23/11 build on 5 computers and all 5 give error of various Corona dll's missing!

Any clues?

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: Ryuu on 2017-11-23, 22:36:03
Please try uninstalling Corona (using the windows add/remove programs or whatever dialog) and then reinstalling again.

If that doesn't help, please tell us which version of Max are you using and which DLLs are missing.
Title: Re: Daily builds version 2
Post by: ihabkal on 2017-11-23, 22:41:21
Hi guys,

I downloaded the new 23/11 build on 5 computers and all 5 give error of various Corona dll's missing!

Any clues?

Thanks,

Dionysios -

Same here.
in addition Corona is back not rendering as befoe 1.7 where it would randomly stop rendering on certain scenes.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-23, 22:43:28
I have today serious problems with DR and 1.7.

DR servers (2 of them) show rendering process goes on but CPU are at 0%

Thanks for your feedback,

Dionysios -
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-23, 22:46:17
Please try uninstalling Corona (using the windows add/remove programs or whatever dialog) and then reinstalling again.

If that doesn't help, please tell us which version of Max are you using and which DLLs are missing.

I use the 2017 version of MAX and here is what is missing:

CoronaUtils2017.dlt
Corona2017.dlr

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-23, 22:49:09
I hope you have a fast solution as the 1.7 doesn't render on 2 DR servers anymore and I would like to try the new daily build.

Thanks guys,

Dionysios -
Title: Re: Daily builds version 2
Post by: Ryuu on 2017-11-24, 00:15:56
Could you please post a screenshot of the error message you are getting?
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-24, 00:52:05
Could you please post a screenshot of the error message you are getting?

I attached screenshot of the backburner error...
Same errors appeared on the workstation once 3ds Max was launched.

Thanks!
Title: Re: Daily builds version 2
Post by: ihabkal on 2017-11-24, 01:25:08
I hope you have a fast solution as the 1.7 doesn't render on 2 DR servers anymore and I would like to try the new daily build.

Thanks guys,

Dionysios -

try to turn off firewalls and see if it works that was my solution for when it happened to me.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-24, 01:38:46
That's weird and first thing happened to me with Corona.
The previous daily is installed perfectly. Can't do any tests no cause the servers and WS are working.

Thanks!
Title: Re: Daily builds version 2
Post by: maru on 2017-11-24, 09:47:09
If you revert to official 1.7, does it work?
Remember to uninstall before installing any other version.
It seems that there may be some leftovers from different versions.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-24, 10:01:56
Good morning Maru.

My previous version was the official 1.7.
At the end I installed the daily 10/11 and was installed fine so it seems that the 23/11 daily has some problems for me.

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: maru on 2017-11-24, 10:10:08
Ok, it's the same for me. I cannot get it working. I am getting a series of well known errors.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-24, 10:20:13
Ok, I am not crazy, you have the proof yourself as well.  :)

Dionysios -
Title: Re: Daily builds version 2
Post by: romullus on 2017-11-24, 10:26:26
(https://i.imgflip.com/1zx844.jpg)
Title: Re: Daily builds version 2
Post by: Ryuu on 2017-11-24, 11:33:09
No need for conspiracy where plain old stupidity explains everything :) I screwed up and compiled the build with a newer incompatible compiler.

New build is uploaded which fixes this issue.
Title: Re: Daily builds version 2
Post by: maru on 2017-11-24, 12:56:12
No need for conspiracy where plain old stupidity explains everything :) I screwed up and compiled the build with a newer incompatible compiler.

New build is uploaded which fixes this issue.
And I can confirm this again. ;)
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-24, 13:59:29
No need for conspiracy where plain old stupidity explains everything :) I screwed up and compiled the build with a newer incompatible compiler.

New build is uploaded which fixes this issue.

It may happen, no worries and less beers! :D

Dionysios -
Title: Re: Daily builds version 2
Post by: ihabkal on 2017-11-24, 19:54:17
How can I add these lights to the lightmix?
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-28, 10:29:46
Hi guys,

once installed the last build 24/11 we lost the Corona Library connection from the main menu bar...
It happened to you too?

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: Ryuu on 2017-11-28, 11:22:08
https://coronarenderer.freshdesk.com/support/solutions/articles/12000037001-corona-material-library-is-not-installed-correctly (https://coronarenderer.freshdesk.com/support/solutions/articles/12000037001-corona-material-library-is-not-installed-correctly)

In your case it should be enough to do the step 4 (deleting the .ini file) and restarting 3ds Max.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2017-11-28, 22:56:21
https://coronarenderer.freshdesk.com/support/solutions/articles/12000037001-corona-material-library-is-not-installed-correctly (https://coronarenderer.freshdesk.com/support/solutions/articles/12000037001-corona-material-library-is-not-installed-correctly)

In your case it should be enough to do the step 4 (deleting the .ini file) and restarting 3ds Max.

Thanks, it works.

Dionysios -
Title: Re: Daily builds version 2
Post by: scionik on 2017-12-05, 16:47:45
somebody's alive here... or Vray killed corona team? ))
any daily... oops... monthly (hope not yearly) builds?
Title: Re: Daily builds version 2
Post by: Ondra on 2017-12-06, 13:16:25
somebody's alive here... or Vray killed corona team? ))
any daily... oops... monthly (hope not yearly) builds?
we are still holding daily builds because of hotfixes - but it seems there will be no hotfix3, so we will resume dailies. We have 15 items changelog ready.

Generally, we had to do a lot of non-prog tasks lately (organizing, budgeting, hiring, moving offices, ...) - to prepare teams for growing
Title: Re: Daily builds version 2
Post by: rozpustelnik on 2017-12-06, 15:16:21
As You are expanding, make sure You have the Merch/Shop covered for those nice Corona branded t-shirts and mugs ;)
Title: Re: Daily builds version 2
Post by: scionik on 2017-12-06, 16:29:33
Cool 👍🏻 Thanks for respond

somebody's alive here... or Vray killed corona team? ))
any daily... oops... monthly (hope not yearly) builds?
we are still holding daily builds because of hotfixes - but it seems there will be no hotfix3, so we will resume dailies. We have 15 items changelog ready.

Generally, we had to do a lot of non-prog tasks lately (organizing, budgeting, hiring, moving offices, ...) - to prepare teams for growing
Title: Re: Daily builds version 2
Post by: davemahi on 2017-12-06, 21:44:20
When can we start playing with Phoenix FD and VDB?
Title: Re: Daily builds version 2
Post by: Frood on 2017-12-07, 11:01:24
17-12-06: Impressive changelog, thanks to all!

"Fixed vertical shift changing FOV of the Corona camera" alone is worth installing it, CoronaCam seems pretty final now.

Edit: If it would work. Horizontal shift still does something else than pure shifting for me.


Good Luck


Title: Re: Daily builds version 2
Post by: maru on 2017-12-07, 11:33:27
When can we start playing with Phoenix FD and VDB?
Once it's listed in the changelog. ;)
Title: Re: Daily builds version 2
Post by: alexyork on 2017-12-07, 13:20:17
17-12-06: Impressive changelog, thanks to all!

"Fixed vertical shift changing FOV of the Corona camera" alone is worth installing it, CoronaCam seems pretty final now.

Edit: If it would work. Horizontal shift still does something else than pure shifting for me.


Good Luck

This shifting issue is really killing me... the new coronacamera is totally awesome and so much quicker than using a physcam+cammod, but we use shift on something like 70% of our shots, and not being able to reliably do this without the FOV changing is super annoying. Hope this gets fixed for a 1.7 hotfix! I know the devs have said they're not planning on a Hotfix 3, but if moving to 2.0 is going to be a major thing we're unlikely to be able to upgrade for a while, to allow for initial issues to be dealt with, so having this sorted for 1.7 users would be hugely welcome!
Title: Re: Daily builds version 2
Post by: sevecek on 2017-12-09, 02:01:01
This shifting issue is really killing me... the new coronacamera is totally awesome and so much quicker than using a physcam+cammod, but we use shift on something like 70% of our shots, and not being able to reliably do this without the FOV changing is super annoying. Hope this gets fixed for a 1.7 hotfix! I know the devs have said they're not planning on a Hotfix 3, but if moving to 2.0 is going to be a major thing we're unlikely to be able to upgrade for a while, to allow for initial issues to be dealt with, so having this sorted for 1.7 users would be hugely welcome!

Hi Alex,
the shift issue should be resolved in the latest daily build.
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2017-12-09, 09:37:56
This shifting issue is really killing me... the new coronacamera is totally awesome and so much quicker than using a physcam+cammod, but we use shift on something like 70% of our shots, and not being able to reliably do this without the FOV changing is super annoying. Hope this gets fixed for a 1.7 hotfix! I know the devs have said they're not planning on a Hotfix 3, but if moving to 2.0 is going to be a major thing we're unlikely to be able to upgrade for a while, to allow for initial issues to be dealt with, so having this sorted for 1.7 users would be hugely welcome!

Hi Alex,
the shift issue should be resolved in the latest daily build.

But are you recommending the dailies for production use? We use 1.7 on our workstations and our farm and we can't use the corona camera because of this, making it useless. The current 1.7 release is not complete, how can you not release a hotfix for this?
Title: Re: Daily builds version 2
Post by: alexyork on 2017-12-09, 15:05:47
Yes this fix does need to be pushed through into a 1.7 hotfix, please, as currently the coronacamera is kind of broken as it is. Also, are you sure it's been totally fixed? I thought your last notes indicated it was only fixed for vertical shift and not horizontal? Hope it's both! :)
Title: Re: Daily builds version 2
Post by: denisgo22 on 2017-12-09, 17:40:53
In daily build 6 2017 in DR mode reporting of usage RAM on slaves in VFB tab not correct, etc, in use 11GB, reported about 3 or 5GB RAM in use/
despite on tab of slave Corona Dr server-- are report is correct/
Title: Re: Daily builds version 2
Post by: ronaldjung on 2017-12-14, 19:20:58
In the recent Build of December 14 we got this improvement:

"Switched to Visual Studio 2017 compiler - up to 5% performance gain in rendering"

Just tested it, and got more noise than in the previous Build.
In my scene (interior) with the Dec08 version in 100s of rendering got Noise: 6,20% in 11passes
With the Dec14 Build: Noise: 6,61% in 11 also 11 passes.

And looks that the Corona lost the hability to denoise certain areas (look the panel behind the pillows).

Regards

Ronald
Title: Re: Daily builds version 2
Post by: sevecek on 2017-12-14, 20:40:34
And looks that the Corona lost the hability to denoise certain areas (look the panel behind the pillows).


Could you please render the same image with more render time? I would like to see how the denoised image compares to some reference image.
Since the 12/08 daily build, the denoiser preserves more detail in fine bump maps, you can see that on the blanket in your images. IMHO it's doing better job than before.
Title: Re: Daily builds version 2
Post by: Ondra on 2017-12-14, 22:40:50
yes, IMHO it is now looking better, because the denoiser is preserving the details of the map. I am hoping this will allow people to use denoising in more situations
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-14, 23:08:35
Agree that headboard looks much better in the new version, but if ronaldjung is comparing Dec 08 vs Dec 14 builds, shouldn't results be the same?
Title: Re: Daily builds version 2
Post by: maru on 2017-12-15, 09:56:21
I think the mistakes in this test are:
1) Using pass limit instead of time limit - this does not tell us anything. Maybe the rendering was super fast in one case, and slow in the other, or maybe not...? So I would suggest using time limit.
2) Using unrealistic number of passes rendered and resolution. There was simply not enough passes to render details in reasonable quality, denoised or not. The resolution is also so low that we cannot really see the details, and this is not something you would do in real work.

So it would be best to re-render in something like at least 1280x720, with some more realistic time limit - 10 minutes at least?
Title: Re: Daily builds version 2
Post by: ronaldjung on 2017-12-15, 14:59:17
I think the mistakes in this test are:
1) Using pass limit instead of time limit - this does not tell us anything. Maybe the rendering was super fast in one case, and slow in the other, or maybe not...? So I would suggest using time limit.
2) Using unrealistic number of passes rendered and resolution. There was simply not enough passes to render details in reasonable quality, denoised or not. The resolution is also so low that we cannot really see the details, and this is not something you would do in real work.

I didn´t have time to do this test, just tried to do this quickly to see the 5% improvement. But still very glad with new results! I know I didnt made a correct metodology to the test and even thought not to post. Just did to share. Maybe to the developers know that, at least in low resolution and time limit, the noise level increased. Also, I used the New Solver, maybe this have something to do with the result.
Maybe someone with more time available can make this tests with more liability.

yes, IMHO it is now looking better, because the denoiser is preserving the details of the map. I am hoping this will allow people to use denoising in more situations
I saw that! Is much more better now.
And recently I'm trying to use less denoise in my renders, the New Solver almost made it obsolete, very quick! Always usins it.

Regards

Ronald
Title: Re: Daily builds version 2
Post by: TomG on 2017-12-15, 15:13:47
Bear in mind that the "noise level" is not an exact science at the end of the day, and your eyes should be the final judge :) As part of moving to 1.7, for example, you could raise the noise level from 5% to 6% or even 7% and get visually the same amount of "cleanliness" in the image. There could be  something there worth investigating, but ultimately if a noise level result changes from 6% to 6.5% but the image looks better and renders just as fast or faster, then your eyes are the true judge and the shift in measured noise level is just that, a shift in how it is measured and not a shift in actual image quality.

Title: Re: Daily builds version 2
Post by: romullus on 2017-12-15, 16:52:42
Just stumbled on the case where simple mesh with very basic material with blurry reflections, lit by only HDRI, shows distinctive patches of noise, which takes unreasonable time to resolve. Switching from new improved sampler to stratified, completely cures this problem. I vaguely remember something like that being reported. Is this acknowledged or do you want simple scene with reproducible bug? Build Dec 14.
Title: Re: Daily builds version 2
Post by: maru on 2017-12-15, 22:40:33
Just stumbled on the case where simple mesh with very basic material with blurry reflections, lit by only HDRI, shows distinctive patches of noise, which takes unreasonable time to resolve. Switching from new improved sampler to stratified, completely cures this problem. I vaguely remember something like that being reported. Is this acknowledged or do you want simple scene with reproducible bug? Build Dec 14.
Yes please. Scene will be appreciated.
The only noisy patches I know of are caused by the new light solver, not by the DMC sampler...
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-15, 23:52:42
Hm, that is strange, i found that it's also somehow related to CoronaBitmap's dome mode. Maybe it's faulty HDRI, but i used that HDRI without issues countless times. Anyway, i packed HDRI together with scene file. Also attaching screens. Notice how it's artifacts free only with stratified sampler AND spherical mode. Other combinations produces nasty artifacts.

Uploaded file: 1513378419_Improved-Sampler-Noise.7z
Title: Re: Daily builds version 2
Post by: pokoy on 2017-12-16, 10:22:51
That's exactly the same issue I came across and reported before 1.6, I'll have a look if I can find the original scene and report.
Title: Re: Daily builds version 2
Post by: maru on 2017-12-16, 22:03:34
Have you tried changing "enviro sampler" to something else?
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-16, 23:27:30
Not before you asked. It seems like every enviro sampler except normal dependent, solves both issues. But fast compensated cleans noise very slowly if combined with CoronaBitmaps spherical mode. In dome mode all enviro samplers cleans noise noticeably faster than in spherical mode... Damn, it's so confusing, i just wish that Corona would render great again with default settings, like it used to do :/
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-16, 23:36:52
BTW, i just found in my HDD earlier rendered image, which shows exactly the same artifacts like in 03 and 04 screens from post #64. That image was rendered in May 30 most likely with latest daily build of that date. And exactly the same HDRI was used... in dome mode. So it's probably not new improved random sampler at fault.
Title: Re: Daily builds version 2
Post by: sprayer on 2017-12-17, 08:31:18
romullus i have similar issues, i think this is something with reflection of hdri and geometry. for example i was made simple spline shape lathe it and it gives similar noise at core, and nothing can do weld core, weld vertixes, smooth, xform, nothing removing this noise in center. But at new scene it can't be reproduces. This hard to see at complex scene but at product renders... Scene i was send to Ondra couples days ago
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-17, 10:24:36
In my case geometry is very simple, just a plane primitive with bend and turbosmooth modifiers on top, surely that can't cause any artifacts. It maybe that this particular HDRI is corrupted, i'll try to reproduce the bug with another one.

EDIT: just testesd - i get those artifacts with any HDRI i've tried.
Title: Re: Daily builds version 2
Post by: maru on 2017-12-18, 10:38:22
Romullus, have you already reported this somewhere else than in this forum thread? Mantis? It sounds like something that should be fixed urgently.
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-18, 11:26:34
Nope, only here. I have uploaded scene on private uploader with reference to this discussion though. Wouldn't it be enough?
Title: Re: Daily builds version 2
Post by: maru on 2017-12-18, 11:29:48
Nope, only here. I have uploaded scene on private uploader with reference to this discussion though. Wouldn't it be enough?
It can easily get forgotten. It would be best if you could write a report on mantis and mention the uploaded file name there, or at least start a separate topic on the forum.
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-18, 11:30:41
Ok, will do.
Title: Re: Daily builds version 2
Post by: Bormax on 2017-12-18, 13:56:32
Can't get 2017-12-14 build. Getting error 404 when trying to get in to Dropbox
Title: Re: Daily builds version 2
Post by: Ondra on 2017-12-18, 14:45:56
the dropbox folder was moved - see the note in txt file in the folder
Title: Re: Daily builds version 2
Post by: PROH on 2017-12-18, 15:30:45
but.... how can we see the txt file, when the folder with it is moved??

Getting a 404 error too :(
Title: Re: Daily builds version 2
Post by: TomG on 2017-12-18, 15:40:04
Best not to store a bookmark to the dropbox, since it can and does move. Best place to look for the link (I think) is here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds)

Title: Re: Daily builds version 2
Post by: Christa Noel on 2017-12-19, 03:38:32
Best not to store a bookmark to the dropbox, since it can and does move. Best place to look for the link (I think) is here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds)
thanks :)
Title: Re: Daily builds version 2
Post by: Bormax on 2017-12-19, 05:43:57
Best not to store a bookmark to the dropbox, since it can and does move. Best place to look for the link (I think) is here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds)

Thank you!
Title: Re: Daily builds version 2
Post by: AM_visualization on 2017-12-19, 10:03:45
i cant install the last DB....
FAILED TO EXRACT INSTALLER VC_REDIST.X64.EXE

anyone have the same problem?
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-19, 10:09:55
No, but when isntalling this build, i got message that almost all components of the previous build was corrupted, although i had no trouble with that previous build.
Title: Re: Daily builds version 2
Post by: AM_visualization on 2017-12-19, 10:12:38
i tried to instal the old DB 12-08 and i had teh same problem....it is strange bacause on the first installation i had no error
Title: Re: Daily builds version 2
Post by: Frood on 2017-12-19, 10:14:35
i got message that almost all components of the previous build was corrupted

It's the crack detection. Next build will encrypt your data if it find's something suspicious.


Good Luck


;)
Title: Re: Daily builds version 2
Post by: AM_visualization on 2017-12-19, 10:20:39
restarting the pc evrythings works fine.....i dont know why....
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-19, 10:34:25
[..]
Good Luck

That sounds so ominous this time...
Title: Re: Daily builds version 2
Post by: draxdamax on 2017-12-19, 18:58:27
Anybody else having problems with the DR in the last 2 daily builds (14,18)?
The slaves are stopping with an unknown error on the log but the master still reports "rendering".
Title: Re: Daily builds version 2
Post by: Christa Noel on 2017-12-20, 02:22:40
Anybody else having problems with the DR in the last 2 daily builds (14,18)?
The slaves are stopping with an unknown error on the log but the master still reports "rendering".
hi i used DR yesterday, nothing went wrong for me
Title: Re: Daily builds version 2
Post by: draxdamax on 2017-12-20, 12:36:05
Thanks.
It's strange - I reverted to build 08.12 and everything works ok.
Title: Re: Daily builds version 2
Post by: cgiout on 2017-12-20, 17:42:49
Strange behavior with latest daily and docked IR.
IR updates continously. It stops, the restart, stop the restart ans so on.
Reverting to 08/12 release it works in the correct way.
Title: Re: Daily builds version 2
Post by: Ondra on 2017-12-20, 18:07:03
what scene? any, or some specific?
Title: Re: Daily builds version 2
Post by: cgiout on 2017-12-20, 18:38:20
I tested only with one then i reverted to the 08/12. Simple scene with Sun and HDRI. Backplate in shadow catcher. Nothing else.
Title: Re: Daily builds version 2
Post by: sprayer on 2017-12-22, 08:22:45
is this normal behavior? EXR file from rendering WireColor element at shadowCatcher for composing will save layer with embed alpha as opacity
http://imagizer.imageshack.com/img923/2834/wQKCNV.jpg
Title: Re: Daily builds version 2
Post by: Bormax on 2017-12-22, 10:11:14
DB 2017-12-18. IR starts normally, but from some point it starts to refresh each time when mouse moved
Max 2014
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-23, 11:08:43
I don't know if it's a global thing or just my specific model, but i found that improved denoising works very bad with normal maps. In fact it almost doesn't work at all. Normal map itself has only very low frequency details, so it shouldn't affect denoising much if at all. Will denoising algorithm be improved further? If not, then i'm affraid that we need yet another legacy mode switch :]

Switching to 1.7 for now.
Title: Re: Daily builds version 2
Post by: karnak on 2017-12-23, 13:21:33
@romullus
Can you show an example of that?
Thank you!
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-23, 16:37:36
Sure, attaching sample images. Conditions are written in image names. Look how with normal map denoising is very inefficient and without normal map, it's doing its job very well.

BTW, i had to switch to precise enviro sampler again, because with normal dependent sampler, denoiser won't work, no matter if there's normal map or not :/
Title: Re: Daily builds version 2
Post by: romullus on 2017-12-25, 11:52:48
Dec 18 build does not want to install over older version. I had 1.3 installed and then tried to install latest DB, but the installer just thinks that every component is already installed at its current version and skips them. I had to install 1.7.2 and then Dec 18 installs without problems.

P.S. Frood, i know what you're thinking :]
Title: Re: Daily builds version 2
Post by: Majeranek on 2017-12-28, 10:44:09
I confirm that 18.12 build has something messed up with DR. It's constantly refreshing when moving mouse on viewport.
Title: Re: Daily builds version 2
Post by: Bormax on 2017-12-28, 22:19:11
Because of the problem with IR in build 2017-12-18, I work with build 2017-12-08. For some reason it crashes Max when I try to render the scene created with Corona 1.7. There is no problem with other old scenes which I tried to render with this build.
Here is minidump
Title: Re: Daily builds version 2
Post by: Ondra on 2017-12-29, 09:33:05
I confirm that 18.12 build has something messed up with DR. It's constantly refreshing when moving mouse on viewport.

Do you mean DR or IR?

I did some bugfix in IR recently to fix the reset xform command, I am afraid it broke something else, but so far i cannot reproduce it. What version of 3dsmax are you using? Does it happen in every scene, or jsut in some specific circumstances?
Title: Re: Daily builds version 2
Post by: cgiout on 2017-12-29, 20:23:37
I confirm that 18.12 build has something messed up with DR. It's constantly refreshing when moving mouse on viewport.

Do you mean DR or IR?

I did some bugfix in IR recently to fix the reset xform command, I am afraid it broke something else, but so far i cannot reproduce it. What version of 3dsmax are you using? Does it happen in every scene, or jsut in some specific circumstances?
I think he's talking about IR.
As reported before i had the same problem with IR.
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-01-01, 22:53:07

Has the dropbox link to daily corona builds changed ?
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-02, 00:02:38
@Javadevil, yes it did:

Best not to store a bookmark to the dropbox, since it can and does move. Best place to look for the link (I think) is here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds)
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-01-02, 00:10:13
@Javadevil, yes it did:

Best not to store a bookmark to the dropbox, since it can and does move. Best place to look for the link (I think) is here
https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds)

Thanks Rom,

Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-01-03, 01:32:08
Problem with IR/- as mentioned earlier....
IR constantly refreshing if mouse cursor not on the VFB and somewhere else on viewport////
After unhiding and selecting all object's in scene the problem is gone for some times////
If work with /render hidden/ option and some hidden objects in viewport---- -IR constantly refreshing if mouse cursor situated on viewport or somewhere else and not on VFB///
DB jan2 2018/max2017
It's happened in all scenes/
Title: Re: Daily builds version 2
Post by: Ondra on 2018-01-03, 10:23:35
ok, we will try to replicate this
Title: Re: Daily builds version 2
Post by: fire3d on 2018-01-03, 13:22:44
Problem with IR/- as mentioned earlier....
IR constantly refreshing if mouse cursor not on the VFB and somewhere else on viewport////
After unhiding and selecting all object's in scene the problem is gone for some times////
If work with /render hidden/ option and some hidden objects in viewport---- -IR constantly refreshing if mouse cursor situated on viewport or somewhere else and not on VFB///
DB jan2 2018/max2017
It's happened in all scenes/

I tried that with a few Scenes, no probleme here with or without Hidden objects in the view or outer the view.
3ds Max 2018 with Corona 2.1.2018 here.
Title: Re: Daily builds version 2
Post by: clemens_at on 2018-01-03, 13:35:34
Problem with IR/- as mentioned earlier....
IR constantly refreshing if mouse cursor not on the VFB and somewhere else on viewport////

just for information - this problem already exists in 1.7 - it does not happen often - so far only in a pretty big scene with lots trees, grass and so on.
Title: Re: Daily builds version 2
Post by: maru on 2018-01-03, 13:43:48
Problem with IR/- as mentioned earlier....
IR constantly refreshing if mouse cursor not on the VFB and somewhere else on viewport////

just for information - this problem already exists in 1.7 - it does not happen often - so far only in a pretty big scene with lots trees, grass and so on.

There was recently a similar post, and the solution was to disable "Improve Quality Progressively" in Views > Viewport configuration. Can you try this?
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-03, 13:53:05
There was recently a similar post, and the solution was to disable "Improve Quality Progressively" in Views > Viewport configuration. Can you try this?
It's always disabled for me, yet Jan 02 build has this constant IR refresh problem. Other builds worked well for me.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-01-03, 14:04:52
latest daily had a bug in proxy, we are pulling it back. New daily will fix it asap
Title: Re: Daily builds version 2
Post by: clemens_at on 2018-01-03, 14:27:50
Problem with IR/- as mentioned earlier....
IR constantly refreshing if mouse cursor not on the VFB and somewhere else on viewport////

just for information - this problem already exists in 1.7 - it does not happen often - so far only in a pretty big scene with lots trees, grass and so on.

There was recently a similar post, and the solution was to disable "Improve Quality Progressively" in Views > Viewport configuration. Can you try this?

i always have it disabled
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-03, 14:29:27
I did quick testing of shadowcatcher's compositing mode fix. It looks that finally it works! :]

2 minutes limited run:

1.7.2
solid mode: passes - 23, noise - 3,99
for compositing: passes - 29, noise - 8,87

DB 01-02
solid mode: passes - 19, noise - 1,72
for compositing: passes - 19, noise - 2,20
Title: Re: Daily builds version 2
Post by: sevecek on 2018-01-03, 19:10:59
I did quick testing of shadowcatcher's compositing mode fix. It looks that finally it works! :]

2 minutes limited run:

1.7.2
solid mode: passes - 23, noise - 3,99
for compositing: passes - 29, noise - 8,87

DB 01-02
solid mode: passes - 19, noise - 1,72
for compositing: passes - 19, noise - 2,20

Could you share the scene you used for these tests? I'm quite surprised that the noise level is so different even in solid mode.
Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-01-03, 19:53:20
Problem with IR/- as mentioned earlier....
IR constantly refreshing if mouse cursor not on the VFB and somewhere else on viewport////

just for information - this problem already exists in 1.7 - it does not happen often - so far only in a pretty big scene with lots trees, grass and so on.

based on my tests it's problem exist only in two last DB ---18 and 02////
In DB 14 always Ok--- even in heavy scenes, but in 18-02 this happened even in simple interior scene without proxy;s and Corona scatter///
Because of this, i return to DB 14 yet in second time:))
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-03, 20:03:48
Could you share the scene you used for these tests? I'm quite surprised that the noise level is so different even in solid mode.

Sure, no problem. I was puzled by that difference too, but since visually noise level doesn't look that big in solid mode, between 1.7.2 and latest build, i thought that maybe it's just noise level readings that changed. Besides, there was some performance improvements in V2 changelogs and that might affect results as well. And of course, it might be that clueless user just messed something in his experiments :]

Anyway, if you will look at it and will find something interesting, please let us know.

1515005694_For-compositing-mode-B2018-01-02.7z
Title: Re: Daily builds version 2
Post by: maru on 2018-01-04, 09:48:13
Some shadowcatcher tests from me. Sorry for incorrect naming (I named the daily build "1.8").

1) The new one is generally less noisy, but if you look further away from the object shadows, you can see some extra noise.
https://corona-renderer.com/comparer/09M7gX

2) (alpha) Shadows are less noisy in the new version, but noise further away is stronger:
https://corona-renderer.com/comparer/mgGnvW

3) (alpha) Same thing. Quality is better in the shadows close to objects, but the samples are "stolen" from the further areas.
https://corona-renderer.com/comparer/u59KBT

4) Similar situation as above
https://corona-renderer.com/comparer/Wu3EHb
Title: Re: Daily builds version 2
Post by: sprayer on 2018-01-04, 11:39:30
maru
i think it was fix for - Adaptivity working bad with dark surfaces
what was forgot to add in changlog
Title: Re: Daily builds version 2
Post by: maru on 2018-01-04, 13:23:44
It was explicitly called "Significantly faster rendering of shadowcatcher in compositing mode" in the changelog, so I guess that's what it does. ;)
I think adaptivity and dark areas is a slightly different topic.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-01-04, 13:27:05
but you wrote about noise in shadows, not how much faster it is now -__- also at yout picture i can see what AA now has more priority so so AA vs Gi may be different in 2.0
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-06, 22:05:39
I find that noise level readings in 2.0 greatly differs from 1.7 Something like 18 min. vs 5 min. to arrive at 5% in the same scene. But of course 2.0 is much noisier than 1.7 at the same noise level. Was that done deliberately, or it's just consequence of some changes? To me it looks like noise level makes less and less sense with each release... :/
Title: Re: Daily builds version 2
Post by: sevecek on 2018-01-07, 02:26:30
I find that noise level readings in 2.0 greatly differs from 1.7 Something like 18 min. vs 5 min. to arrive at 5% in the same scene. But of course 2.0 is much noisier than 1.7 at the same noise level. Was that done deliberately, or it's just consequence of some changes? To me it looks like noise level makes less and less sense with each release... :/

It is a consequence of the changes in adaptivity, but it's definitely undesirable. I already changed the computed noise level to be (approximately) the same as in Corona 1.7, it should be in daily build soon.
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-07, 09:52:00
Thank you! Looking forward to the next build then :]
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-08, 16:05:20
Regarding constant IR refresh on mouse move over viewports, i found that it's like completely random thing. Over the period of same session, it came from stable IR, then to constant refresh and then to stable again. Nothing major was changed in the scene, appart from hiding/unhiding objects, creating and applying materials. Corona cameras are present in the scene, but were hiden at that moment and rendering was going through perspective view.
Title: Re: Daily builds version 2
Post by: TomG on 2018-01-08, 16:10:10
I had it happening in a scene with Corona Proxies, and when I removed those, it worked normally again, so that seemed to be part of it at least, not sure if that relates to what you were hiding and unhiding :)
Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-01-08, 16:12:33
Regarding constant IR refresh on mouse move over viewports, i found that it's like completely random thing. Over the period of same session, it came from stable IR, then to constant refresh and then to stable again. Nothing major was changed in the scene, appart from hiding/unhiding objects, creating and applying materials. Corona cameras are present in the scene, but were hiden at that moment and rendering was going through perspective view.


Strange thing--- if selecting all objects in scene with IR, some time this working correct, and after some time return to refreshing
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-01-08, 17:03:55
We have a fix for the restarting IR. It will be in next daily (hopefully today).

Usual disclaimer: Not sure if this fixes all the IR restarting problems or just most of them.
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-01-09, 06:49:22
I was just curious, is the recent memory footprint reduction of 8 bytes per triangle a lot?  Or a little?  How much does a triangle usually use?
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-01-09, 10:13:50
This doesn't have a simple answer.

In internal Corona representation this means ~12% reduction in memory per triangle. But each of Embree, Corona and 3ds Max has its own representation of the geometry, so the data is unfortunately triplicated (this is something we want to address in the future). To be honest, right now I have no idea of Embree or 3ds Max memory footprint for geometry data, but assuming it's the same as Corona, this results in a net ~4% memory reduction.

That's why we thought it was more important to just say it's 8 bytes per triangle so you can immediately see that "yay, my 1G poly scene will now consume 8G less memory" :)
Title: Re: Daily builds version 2
Post by: romullus on 2018-01-09, 11:03:20
1G triangles scene?! Tell that to my 16G computer :]
Title: Re: Daily builds version 2
Post by: maru on 2018-01-09, 11:08:55
So far I checked with displacement. In both cases the initial RAM usage for the whole system was ~10GB.
In 1.7 and v2 the curve look similar at the beginning, but with 1.7 it stayed at almost 18GB, and with v2 it stayed at just a bit over 16GB.
6:8 would mean 25% lower RAM usage in this case.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-01-09, 12:51:46
yep, it is "1 gigabyte memory saved per 125M unique polygons". It is nothing dramatic, I am currently working on making something way better for scenes with motion blur.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-01-09, 12:52:58
Hi all and happy new 2018!
Sorry for the silly question but I can find the post whith the new Dropbox link to be able to download the latest Daily Build 2.0....

Any clues?

Thanks!

Dionysios -
Title: Re: Daily builds version 2
Post by: Ondra on 2018-01-09, 12:54:39
the URL changed, here it is: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-01-09, 14:41:50
Thanks Ondra, I couldn't find it!
Title: Re: Daily builds version 2
Post by: Njen on 2018-01-09, 19:12:56
yep, it is "1 gigabyte memory saved per 125M unique polygons". It is nothing dramatic, I am currently working on making something way better for scenes with motion blur.

Ooo, I can't wait, as I'm experiencing larger than normal jumps in rendertime when rendering with motion blur compared to other renderers.
Title: Re: Daily builds version 2
Post by: Bormax on 2018-01-10, 06:44:03
Hi
Tried build 2018-08-01 and IR works fine for me.
Beside that this build is able to render the scene created with Corona 1.7 without problem mentioned by me earlier here.

What about Light Lister? I used to work with Eximer's Light Lister, but it doesn't work with builds after Corona 1.7
Title: Re: Daily builds version 2
Post by: alexyork on 2018-01-10, 10:37:53
Hi
Tried build 2018-08-01 and IR works fine for me.
Beside that this build is able to render the scene created with Corona 1.7 without problem mentioned by me earlier here.

What about Light Lister? I used to work with Eximer's Light Lister, but it doesn't work with builds after Corona 1.7

Are we still expecting a built-in Corona Light Lister? Because that's a really high one on our list of stuff we're looking forward to.
Title: Re: Daily builds version 2
Post by: maru on 2018-01-10, 11:03:10
Yes, we would love to add an official light lister script at some point.

There is also this one, but honestly I haven't tested it in a while: http://www.evvisual.com/lightlister/
Title: Re: Daily builds version 2
Post by: Bormax on 2018-01-10, 19:56:18
Yes, we would love to add an official light lister script at some point.

There is also this one, but honestly I haven't tested it in a while: http://www.evvisual.com/lightlister/

Thanks Maru. I've tried this script recently - it looks useful, but in my case the script doesn't make possible to create "start" button for it. I can activate it only with Run script command, which is not really convenient. Besides that I like Eximer's UI more :)
Title: Re: Daily builds version 2
Post by: cecofuli on 2018-01-11, 10:28:35
You need to open the http://www.evvisual.com/ macro and delete the green "--" line. Save the script and run it again =)
Title: Re: Daily builds version 2
Post by: ihabkal on 2018-01-12, 03:02:07
yep, it is "1 gigabyte memory saved per 125M unique polygons". It is nothing dramatic, I am currently working on making something way better for scenes with motion blur.

I think it is dramatic, very good. Ram is so expensive right now.
Title: Re: Daily builds version 2
Post by: Bormax on 2018-01-12, 04:17:09
You need to open the http://www.evvisual.com/ macro and delete the green "--" line. Save the script and run it again =)

Thanks Cecofuli!
Probably I did something wrong, but the only line which contains only  --  symbols is line N584, I tried to delete it, but it didn't change the situation.
Title: Re: Daily builds version 2
Post by: Frood on 2018-01-12, 09:33:38
A warning for people who use dailies and do not check the bugtracker periodically (if ever): There is a serious bug in latest daily where masks of objects with CoronaMaterial having "Thin" enabled and refraction set to something different than 0 are not rendered at all. Causing me some trouble right now.



Good Luck


Title: Re: Daily builds version 2
Post by: bluebox on 2018-01-13, 11:57:53
Sorry to post this here if this is not the right place but is this on the "to do" list ? And if yes, any idea when can we expect this :) ?


Hey!

The LUTs have been ready since December, just waiting for the devs to fix the loglut loader :)

edit:

These LUTs will compress and adjust contrast. Tonemappers like ACES also change how light intensity behaves, to do this we have to change color matrix.

Here is an example made by Koola, from the Unreal 4 community.

(https://i.imgur.com/zSj6y79.jpg)

ACES does a pretty good job at emulating how light intensity behaves, but it still has a bug with blue light. Blue turns into pink instead of cyan. fStorm has a custom matrix that correct this problem. Currently Corona does not change how light intensity behaves, so pure Red/Green/Blue will still be pure Red/Green/Blue. Stuff will look like "UE4 - Exp 0" no matter what you do.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-01-13, 19:43:15
i have question is bump converter overriding blur settings from bitmap blur?
Title: Re: Daily builds version 2
Post by: cecofuli on 2018-01-15, 15:13:36
You need to open the http://www.evvisual.com/ macro and delete the green "--" line. Save the script and run it again =)

Thanks Cecofuli!
Probably I did something wrong, but the only line which contains only  --  symbols is line N584, I tried to delete it, but it didn't change the situation.

(http://www.francescolegrenzi.com/Temp/Corona/0222_GTools_lighlister.jpg)
Title: Re: Daily builds version 2
Post by: Bormax on 2018-01-15, 20:39:47
It works!

Thanks Cecofuli!
Title: Re: Daily builds version 2
Post by: Dan Rodgers on 2018-01-17, 02:35:18
Any chance we could get a "restart on render end" (similar to VRay Spawner) checkbox for distributed rendering with Version 2?  We are having no end of problems with CoronaDR just sitting idle. 

It is communicating with the host machine, receiving jobs and downloading everything, then just sits at around 5-7GB in memory and either never starts or stalls on parsing scene.  We have had this issue since 1.5 and it would be great if we could have this completely resolved for Version 2.

The problem isn't job specific and happens on every node/workstation we have.  The only way to fix the problem is to close CoronaDR and then reopen, then everything picks up fine.  So if CoronaDR would have an option to auto restart on render end, it would stop us from having to babysit our farm out of hours or over the weekend.

Thanks
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-01-17, 08:13:40
...  We are having no end of problems with CoronaDR just sitting idle.  ...

We were never able to reproduce this bug. Could you please generate minidumps from both 3ds Max and DR server processes on the slave machine next time this happens? That will hopefully point us in the right direction to fix this bug instead of introducing some workarounds.

Please see following help page on how to generate minidump without 3ds Max crashing:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max (https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max)
Title: Re: Daily builds version 2
Post by: Frood on 2018-01-17, 09:38:32
(...) fix this bug instead of introducing some workarounds.

Yes, please exactly like this.

Just to mention: We would need a fix for those two issues to continue using/testing dailies in production:

https://forum.corona-renderer.com/index.php?topic=18802.0 (Wrong noise reporting/display/unit/calculation -  whatever it is in detail)
https://corona-renderer.com/bugs/view.php?id=2954 (broken masks/alpha for "thin" material with refraction)

Thank you.

Good Luck



Title: Re: Daily builds version 2
Post by: Ryuu on 2018-01-17, 09:46:19
Yep, we're currently investigating the DR vs noise issue.
Title: Re: Daily builds version 2
Post by: Majeranek on 2018-01-18, 08:59:09
Hi,
in latest and previous one daily build there is problem with "Alpha mode: For Composing" in CoronaShadowCatcherMtl. Alpha is full white. In version 04.01 everything works fine.
Title: Re: Daily builds version 2
Post by: maru on 2018-01-18, 12:02:41
in latest and previous one daily build there is problem with "Alpha mode: For Composing" in CoronaShadowCatcherMtl. Alpha is full white
I can confirm this.
Title: Re: Daily builds version 2
Post by: Dan Rodgers on 2018-01-19, 05:54:38
...  We are having no end of problems with CoronaDR just sitting idle.  ...

We were never able to reproduce this bug. Could you please generate minidumps from both 3ds Max and DR server processes on the slave machine next time this happens? That will hopefully point us in the right direction to fix this bug instead of introducing some workarounds.

Please see following help page on how to generate minidump without 3ds Max crashing:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max (https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max)

OK cool, I'll get these sent over when I get chance
Title: Re: Daily builds version 2
Post by: redstarcg on 2018-01-22, 03:01:25
Hi,
in latest and previous one daily build there is problem with "Alpha mode: For Composing" in CoronaShadowCatcherMtl. Alpha is full white. In version 04.01 everything works fine.

This is also occurring for me and "transparent" mode. Had to create alphas for my car and bg to separate it.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-01-22, 09:58:37
we already found the cause, it should be fixed soon
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-01-25, 16:40:23
We're still working on the shadowcatcher alpha fix. Hopefully it will be ready for next daily.
Title: Re: Daily builds version 2
Post by: Njen on 2018-01-31, 19:21:12
Hey Ryuu, does the new daily build released today also have the fix for alpha not behaving correctly in CoronaMtl as well as the ShadowCatcher?

See https://forum.corona-renderer.com/index.php?topic=18128.msg119562#msg119562
Title: Re: Daily builds version 2
Post by: Ondra on 2018-01-31, 21:26:32
Title: Re: Daily builds version 2
Post by: maru on 2018-02-01, 09:50:07
Hey Ryuu, does the new daily build released today also have the fix for alpha not behaving correctly in CoronaMtl as well as the ShadowCatcher?
Yes - https://forum.corona-renderer.com/index.php?topic=17972.msg119687#msg119687
Update: I'll check it right now just to be sure.
Update 2: yup, everything working as expected now. (all shadowcatcher modes, refractive material in thin mode, alpha always black mode)
 
Title: Re: Daily builds version 2
Post by: Njen on 2018-02-01, 19:00:10
Update 2: yup, everything working as expected now. (all shadowcatcher modes, refractive material in thin mode, alpha always black mode)

Excellent, thanks!

Oh, and Ondra, that volumetric example looks great!!! I can't wait to make lots of use of the feature in my steampunk themed animated short film that I'm currently making.
Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-01, 19:05:06
Thanks for adding a separate bloom&glare element in CIE in the last daily!

And yes, more volumetric test goodness, please! Looking great :D
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-01, 19:14:19
Sure, we have more:

We also have other stuff:
(https://scontent-frx5-1.xx.fbcdn.net/v/t1.0-9/27654492_10155849740565907_7553199126611995332_n.jpg?oh=44ae41649202cab9f757f44520c16c89&oe=5B212EAB)
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-01, 19:31:14
We also have other stuff:


(https://image.ibb.co/emeuR6/omg.jpg)

I want this NOW!

Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-01, 20:01:10
When cats even find their way into rendering tech ;)

Really looking forward to v2!
Title: Re: Daily builds version 2
Post by: arqrenderz on 2018-02-02, 13:57:17
I dont know what is taht :( custom bokeh I rhink we have that ? sorry for my ignorance ;)
Title: Re: Daily builds version 2
Post by: TomG on 2018-02-02, 13:58:21
The custom bokeh we have just now is the same wherever it is in the image - this new test, the bokeh varies with where it is in the field of view (just like with a real camera)
Title: Re: Daily builds version 2
Post by: AM_visualization on 2018-02-02, 14:48:04
Great job as always!!
Title: Re: Daily builds version 2
Post by: maru on 2018-02-02, 14:48:43
The custom bokeh we have just now is the same wherever it is in the image - this new test, the bokeh varies with where it is in the field of view (just like with a real camera)
Yup, it depends on the angle and distance from the camera, and is called "cat's eye bokeh", "Petzval bokeh" or "swirling bokeh". In CG it basically simulates how light interacts with a camera lens.
Title: Re: Daily builds version 2
Post by: davemahi on 2018-02-02, 15:40:52

Any more videos you could share? Can't wait for Fume / FD / and VDB in Corona!!!!
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-02, 17:10:58
Regression tests are running at the moment, if they pass, this is going to be part of todays daily
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2018-02-04, 10:36:00
Just to encourage openVDB support I'm working on a nice Houdini doodle that does some funky stuff to the corona logo :)  I'll pimp it up a bit more and render it with Corona once it's capable of it :)
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2018-02-05, 09:09:35
another one :)
Title: Re: Daily builds version 2
Post by: JCdeBlok on 2018-02-05, 15:44:13
Just had a quick go at trying out the volumetrics, the rendering speed is already quite nice! I created a burning object using PFD and pressed render and that just worked fine :)

Some things that stood out, most of the WIP I guess:
-Ability to be lit seems to be missing, it's lighting the scene but I can't light the smoke with corona lights.
-interactive render doesn't pickup many of the scene changes yet (time scrubbing, volumetric rendering settings  etc).
-alpha seems to be always 100% transparent
-And a grid of omni lights appears during inter active rendering, I think those should be hidden/out of view.

I notice that for the look and feel of the rendering Corona is using PFD's volumetric settings, will it eventually get some sort of corona-native way of doing that for generic (openVDB) volumes?  They can have arbitrary named grid and such that need to be mapped to various shader properties, ideally using curves and gradients etc.

Anyways, great work and exciting to see all this taking shape!

edit: Very nice to see DOF working on this as well!
Title: Re: Daily builds version 2
Post by: Njen on 2018-02-05, 18:38:07
I installed the 1/31 daily build, and let it run on a scene that I was half way through rendering, and I saw a massive increase in rendertime (f1106 in the screenshot). The scene was using the old light solver and PT + UHD. I reinstalled 1.7 hf2 and restarted the render, and I expect the frame that's currently rendering in the screenshot I posted to have a rendertime back to before I installed the daily (I'll have to confirm when I get back home from work).

I did notice the decrease in RAM though, but the start up time was about 25% slower as well (should be around the 3 minute mark when using 1.7 hf2).
Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-05, 18:50:56
I installed the 1/31 daily build, and let it run on a scene that I was half way through rendering, and I saw a massive increase in rendertime (f1107 in the screenshot). The scene was using the old light solver and PT + UHD. I reinstalled 1.7 hf2 and restarted the render, and I expect the frame that's currently rendering in the screenshot I posted to have a rendertime back to before I installed the daily (I'll have to confirm when I get back home from work).

I did notice the decrease in RAM though, but the start up time was about 25% slower as well (should be around the 3 minute mark when using 1.7 hf2).
Is it frame 1106 that rendered with the latest daily? If yes, that's more than a 3x increase... if I read the times correctly, hard to say without column names.
Title: Re: Daily builds version 2
Post by: Njen on 2018-02-05, 19:15:37
Oops, yes, it was supposed to be f1106 that was the new build. And yes, the rendertime increased from 39 minutes to 2 hours and 54 minutes.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-05, 19:25:08
Hi,
is the scene using volumetrics? (homogeneous or heterogenous)
Title: Re: Daily builds version 2
Post by: Njen on 2018-02-05, 20:11:46
Nope, just lot's of glossy metal materials.
Title: Re: Daily builds version 2
Post by: Njen on 2018-02-06, 05:44:06
The build on the 1/25 is also as slow as the 31st.
Title: Re: Daily builds version 2
Post by: fdr44 on 2018-02-06, 10:50:41
I can confirm the slowdown. Workstation B (Dual Xeon 2670) usualy 1.5-2 times faster than A (5820k) is now slower than B (0.75x of 5820k performance). Corona Daily 2018-02-05

Scene with Corona ShadowCatcher  backplane

EDIT: Sorry, There was a DRServer and backburner server on on the B workstation :/ That caused the problem.
Title: Re: Daily builds version 2
Post by: maru on 2018-02-06, 16:52:35

Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-06, 18:06:21
(https://i.imgur.com/Yk7QFxy.png)

Love it!
Title: Re: Daily builds version 2
Post by: davemahi on 2018-02-06, 18:13:27
While you guys are at it working with Phoenix Devs, maybe you could pass along that their Help docs and online tutorials are the worst I have ever seen. I always give Corona a tip of the hat for their precise tool tips and well structured tutorials :)
Title: Re: Daily builds version 2
Post by: GraceVicky on 2018-02-06, 20:36:13
hi, when i try to render the foam with phoenix fd appears this message and doesn't start to render.
i have installed the daily build 2018_02_05.
is this a bug?
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-02-07, 08:24:47
Probably a known issue or standard behavior, but I downgraded from the latest daily back to 1.7 hotfix 2 and none of my proxies created while using the latest daily rendered.  I had to re-export them and overwrite the old proxy using 1.7 HF2 to get them to render again.
Title: Re: Daily builds version 2
Post by: martinsik on 2018-02-07, 11:40:26
hi, when i try to render the foam with phoenix fd appears this message and doesn't start to render.
i have installed the daily build 2018_02_05.
is this a bug?
Hi, in order to properly run Corona with PhoenixFD you should install the newest PhoenixFD nightly build: https://nightlies.chaosgroup.com/#/ (https://nightlies.chaosgroup.com/#/)
However, please note that we still don't support any Foam effects.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-07, 16:55:23
Probably a known issue or standard behavior, but I downgraded from the latest daily back to 1.7 hotfix 2 and none of my proxies created while using the latest daily rendered.  I had to re-export them and overwrite the old proxy using 1.7 HF2 to get them to render again.
yes, proxies created in daily builds/v2 wont be backwards compatible to use in 1.7. Sorry about that, we had to evolve the format a bit to support stuff like hair and new memory efficient motion blur
Title: Re: Daily builds version 2
Post by: GraceVicky on 2018-02-07, 20:05:54
hi, when i try to render the foam with phoenix fd appears this message and doesn't start to render.
i have installed the daily build 2018_02_05.
is this a bug?
Hi, in order to properly run Corona with PhoenixFD you should install the newest PhoenixFD nightly build: https://nightlies.chaosgroup.com/#/ (https://nightlies.chaosgroup.com/#/)
However, please note that we still don't support any Foam effects.
thank4s for the reply and the information..
Which of these versions should I install?
(the foam support is scheduled in the upcoming version of the daily or is not scheduled at all in the version 2 ? )
Title: Re: Daily builds version 2
Post by: cecofuli on 2018-02-07, 23:23:29
Probably a known issue or standard behavior, but I downgraded from the latest daily back to 1.7 hotfix 2 and none of my proxies created while using the latest daily rendered.  I had to re-export them and overwrite the old proxy using 1.7 HF2 to get them to render again.
yes, proxies created in daily builds/v2 wont be backwards compatible to use in 1.7. Sorry about that, we had to evolve the format a bit to support stuff like hair and new memory efficient motion blur


Mmm.. this is an horrible news.
In my "home made" .cbin library I have 600 proxy, scattered in hundreds of folders. What's the solution?
To re-save everything from scratch?
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-07, 23:46:55
As far as i understand, your proxies, should work just fine with daily builds and V2, but if you'd resave them to newer format, they won't work with older builds anymore.

Although i think that some tool, that would allow batch convert proxies between different versions, would be highly appreciated.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-02-08, 10:32:43
Yes, romullus is right. Old proxies will load just fine in new versions.
Title: Re: Daily builds version 2
Post by: cecofuli on 2018-02-08, 12:04:04
Ohh.. yes, sorry. I have read too fast ^__^
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-08, 13:17:17
Also the proxy object has a batch script in the GUI to convert proxies to new format. But you can still use the old cbin files, no problem there
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-09, 08:03:41
hey devs, thanks for great update!
still have no time to test but imho the icon in the new toolbar looks weird in my small monitor, i just cant see the details compared to another max toolbar icon.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-09, 08:43:18
hey devs, thanks for great update!
still have no time to test but imho the icon in the new toolbar looks weird in my small monitor, i just cant see the details compared to another max toolbar icon.
Hi, what resolution and DPI do you have?
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-02-09, 08:44:17
hey devs, thanks for great update!
still have no time to test but imho the icon in the new toolbar looks weird in my small monitor, i just cant see the details compared to another max toolbar icon.

Which 3ds Max version? Do you have high-DPI monitor / system text size set to other value than 100%?
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-09, 09:06:19
if the icon toolbar looks okay in another higher dpi monitor, then i think just let it be as it is. i'm fine with it, or ill use my own.
My monitor is 17" with low DPI 1366 x 768 px (i know it's not cgi maker standard, but this is all i have)
system text size is 100%.
Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-09, 09:47:37
My monitor is 17" with low DPI 1366 x 768 px (i know it's not cgi maker standard, but this is all i have)
This is so 2002 - upgrade your display, you won't believe how much better it feels ;)
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-02-09, 09:51:58
if the icon toolbar looks okay in another higher dpi monitor, then i think just let it be as it is. i'm fine with it, or ill use my own.
My monitor is 17" with low DPI 1366 x 768 px (i know it's not cgi maker standard, but this is all i have)
system text size is 100%.

Which 3ds Max version? This is important since as usual, each 3ds Max version behaves a bit differently :)
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-09, 09:58:20
My monitor is 17" with low DPI 1366 x 768 px (i know it's not cgi maker standard, but this is all i have)
This is so 2002 - upgrade your display, you won't believe how much better it feels ;)
haha! simply yes i do believe it,
i knew it would look funny to let everyone here know my primitive monitor spec.
but who cares, life just give me no choice #DramaTime

Which 3ds Max version? This is important since as usual, each 3ds Max version behaves a bit differently :)
sorry, my system is win 7 SP1 and 3ds Max 2016 SP4
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-09, 10:18:22
I am sorry guys but graphically I don't really like the tool bar.
The color palette is all the same and the icons are so old fashion to me.
I am using for months now another Corona Tool bar which graphically is very cool. Hope you can make it a bit better...

Excuse me for my comment, is constructive.

Dionysios -
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-09, 10:25:43
... graphically I don't really like the tool bar.
The color palette is all the same and the icons are so old fashion to me.
same here. the design really need a bit more improvement.
i wanted to write something like this, but failed.. because i'm not good at graphic design.
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-09, 11:02:37
That's odd, here's how Corona toolbar is looking on my PC. 3ds max 2016 sp3
Title: Re: Daily builds version 2
Post by: scionik on 2018-02-09, 11:53:15
I am sorry guys but graphically I don't really like the tool bar.
The color palette is all the same and the icons are so old fashion to me.
I am using for months now another Corona Toll bar which graphically is very cool. Hope you can make it a bit better...

Excuse me for my comment, is constructive.

Dionysios -

Yeah. +1
the toolbar  looks not good. RED colors, like "STOP STOP STOP" signs. Closed your toolbar and still using external one.
3ds Max 2018 monitor 2560x1440
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-09, 12:07:18
I am sorry guys but graphically I don't really like the tool bar.
The color palette is all the same and the icons are so old fashion to me.
I am using for months now another Corona Tool bar which graphically is very cool. Hope you can make it a bit better...

Excuse me for my comment, is constructive.

Dionysios -

Do you guys have a good graphic designer to do this stuff?
Your engine is getting every day more famous over the planet and I think a professional and pleasant graphic design is necessary now.

Don't underestimate this side.

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-09, 12:44:50
if the icon toolbar looks okay in another higher dpi monitor, then i think just let it be as it is. i'm fine with it, or ill use my own.
My monitor is 17" with low DPI 1366 x 768 px (i know it's not cgi maker standard, but this is all i have)
system text size is 100%.
I will take a look into it. It has not been tested it on such low resolution so far. Thanks.

Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-09, 12:55:43
That's odd, here's how Corona toolbar is looking on my PC. 3ds max 2016 sp3
Please, can you take a look to C:\Program Files\Autodesk\3ds Max 2016\UI_ln\Icons and IconsDark folders whether you have installed toolbar resource files there? Namely: CoronaToolbar_16a.bmp, CoronaToolbar_16i.bmp, CoronaToolbar_24a.bmp, and CoronaToolbar_24i.bmp files. Do they contain proper orange icons (or their alpha channels) as in the attachment?

Do you use the toolbar from https://www.youtube.com/watch?v=DXTPlodahrA (https://www.youtube.com/watch?v=DXTPlodahrA), by any chance? There could be conflict in some names.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-09, 14:00:32
if the icon toolbar looks okay in another higher dpi monitor, then i think just let it be as it is. i'm fine with it, or ill use my own.
My monitor is 17" with low DPI 1366 x 768 px (i know it's not cgi maker standard, but this is all i have)
system text size is 100%.
I will take a look into it. It has not been tested it on such low resolution so far. Thanks.
I am not able to reproduce it. Do you use some special non-standard Max or Windows/Aero settings? Some custom UI scheme perhaps?
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-09, 14:18:34
Hi Mike, i'm sure i never change any windows UI default setting.
Or, just tell me which settings i need to check to make sure if there is some things set in wrong way.
Title: Re: Daily builds version 2
Post by: scionik on 2018-02-09, 14:37:24
That's odd, here's how Corona toolbar is looking on my PC. 3ds max 2016 sp3
Please, can you take a look to C:\Program Files\Autodesk\3ds Max 2016\UI_ln\Icons and IconsDark folders whether you have installed toolbar resource files there? Namely: CoronaToolbar_16a.bmp, CoronaToolbar_16i.bmp, CoronaToolbar_24a.bmp, and CoronaToolbar_24i.bmp files. Do they contain proper orange icons (or their alpha channels) as in the attachment?

Do you use the toolbar from https://www.youtube.com/watch?v=DXTPlodahrA (https://www.youtube.com/watch?v=DXTPlodahrA), by any chance? There could be conflict in some names.

and please... no red color!

may be blue?
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-09, 14:38:18
Please, can you take a look to C:\Program Files\Autodesk\3ds Max 2016\UI_ln\Icons and IconsDark folders whether you have installed toolbar resource files there? Namely: CoronaToolbar_16a.bmp, CoronaToolbar_16i.bmp, CoronaToolbar_24a.bmp, and CoronaToolbar_24i.bmp files. Do they contain proper orange icons (or their alpha channels) as in the attachment?

I've checked and both folders contains your mentioned bitmaps with correct icons.

Do you use the toolbar from https://www.youtube.com/watch?v=DXTPlodahrA (https://www.youtube.com/watch?v=DXTPlodahrA), by any chance? There could be conflict in some names.

I don't use that toolbar, but i did "borrow" some its elements for my own toolbar, including icons. That icons set has exactly the same name, but are located in C:\Users\*username\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\usericons However it doesn't explain why your toolbar took one icon from debris maker script :]
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-09, 14:42:19
I don't think that Corona Toolbar icons are bad, but i like the last 3 icons (grey with yellow accents) from example in this post more: https://forum.corona-renderer.com/index.php?topic=17973.msg120461#msg120461
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-09, 15:35:03
I don't think that Corona Toolbar icons are bad, but i like the last 3 icons (grey with yellow accents) from example in this post more: https://forum.corona-renderer.com/index.php?topic=17973.msg120461#msg120461

That's the point I think, the orange ones are bad for my point of view and old stylish while the other ones are great but as far as I know, the yellow / green ones, which are from the toolbar I use right now, are not icons of the official one.

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-09, 15:37:17
I don't think that Corona Toolbar icons are bad, but i like the last 3 icons (grey with yellow accents) from example in this post more: https://forum.corona-renderer.com/index.php?topic=17973.msg120461#msg120461

That's the point I think, the orange ones are bad for my point of view and old stylish while the other ones are great but as far as I know, the yellow / green ones, which are from the toolbar I use right now, are not icons of the official one.

Thanks,

Dionysios -

I am talking about the orange ones attached here...

Title: Re: Daily builds version 2
Post by: martinsik on 2018-02-09, 16:03:34
thank4s for the reply and the information..
Which of these versions should I install?
(the foam support is scheduled in the upcoming version of the daily or is not scheduled at all in the version 2 ? )
It should not matter whether you install PhoenixFD for Vray 3.0 and 4.0, both version should work with Corona.
As for the Foam, we are not yet sure if we will be able to support it in 2.0. Unfortunately, it will require a lot of work for both Corona and PhoenixFD developers.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-09, 17:13:24
If your Corona Toolbar has more than 10 buttons, there is probably a conflict - the new toolbar from latest daily build has mixed into your/3rd party toolbar having the same name. Icons could be wrong etc. We will try to solve the issue.
Title: Re: Daily builds version 2
Post by: VASLAVO on 2018-02-09, 17:19:24
corona 1.7.3 its the same as yesterday build? also notice some delay on material editor around 3 builds till today.
Title: Re: Daily builds version 2
Post by: TomG on 2018-02-09, 17:23:56
No, Corona 1.7.3 is 1.7.2 with the Corona Camera changes. The daily build is Corona 2, so it has had the camera changes for a while (people asked for them to be back-ported to 1.7), plus all the other new stuff like Bokeh, toolbar, and everything else from the Corona Renderer 2 changelog :)
Title: Re: Daily builds version 2
Post by: VASLAVO on 2018-02-09, 17:26:13
thanks, will do some tests
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-09, 19:26:49
@mike288, i renamed my icon set bitmap and now everything works just fine. However, now i can understand why others don't like the icons :] For me it's mostly due to colour intensity, it draws too much attention. Also it would be nice if the toolbar could be customizable, i don't need all the buttons it provides and would like to remove some.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-10, 16:34:25
@mike288, i renamed my icon set bitmap and now everything works just fine. However, now i can understand why others don't like the icons :] For me it's mostly due to colour intensity, it draws too much attention. Also it would be nice if the toolbar could be customizable, i don't need all the buttons it provides and would like to remove some.
It is customizable, using the same 3dsmax interface as all other toolbars. Or is that not working for you? There is bug in max 2018 that prevents toolbars to be customized, solution is to use more stable 3dsmax version
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-10, 17:28:18
I can only add new buttons, but i can't remove nor edit existing ones. Buttons are not reacting to RMB. I'm using 3ds max 2016 and usually my toolbars are fully customizable.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-10, 17:41:52
ok, that is weird, we will look into it
Title: Re: Daily builds version 2
Post by: maru on 2018-02-12, 10:28:21
hey devs, thanks for great update!
still have no time to test but imho the icon in the new toolbar looks weird in my small monitor, i just cant see the details compared to another max toolbar icon.
So far we were not able to reproduce this.
It seems that all other icons are small and a little blurry in your screenshot as well (the default 3ds Max ones). Are you using some kind of custom skin/ui setup for 3ds Max?
Title: Re: Daily builds version 2
Post by: sprayer on 2018-02-12, 10:39:06
maru
here they looks blurry too

(http://imagizer.imageshack.com/img924/2984/oUmmyR.jpg)
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-12, 10:40:20
maru
here they looks blurry too

(http://imagizer.imageshack.com/img924/2984/oUmmyR.jpg)
Is it me, or does the entire UI look very blurry in the screenshot? Is it the original size, with no resizing? Maybe it is caused by jpeg compression, can you post png?
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-12, 10:43:41
...
I don't use that toolbar, but i did "borrow" some its elements for my own toolbar, including icons. That icons set has exactly the same name, but are located in C:\Users\*username\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\usericons However it doesn't explain why your toolbar took one icon from debris maker script :]
There is a name conflict which is the primary problem and needs to be resolved. Then there would be just a single icon for each button and Max won't be able to choose improper icon.
Title: Re: Daily builds version 2
Post by: maru on 2018-02-12, 11:03:50
maru
here they looks blurry too
Is it me, or does the entire UI look very blurry in the screenshot? Is it the original size, with no resizing? Maybe it is caused by jpeg compression, can you post png?
Yes, that's what I meant. In Christa's screenshot, and Sprayer's too, the _whole_ ui looks blurry, not just Corona icons. It definitely looks sharper on my screen.
Christa saved the screenshot as png btw.
Title: Re: Daily builds version 2
Post by: Fluss on 2018-02-12, 16:10:43
They seem blurry here too. I'm using small icons. Reverting back to large icons makes them sharper (max preferences -> "use large icon toolbar" checkbox).
Title: Re: Daily builds version 2
Post by: sprayer on 2018-02-12, 16:17:13
Here screenshots in PNG, they looks blurry because of two outlines, black and gray what also have gradients because of AA at transperency
Title: Re: Daily builds version 2
Post by: scionik on 2018-02-12, 16:33:02
anyway... red-orange color is not good ((
Title: Re: Daily builds version 2
Post by: Fluss on 2018-02-12, 16:53:15
There is a bug with the corona camera. When I create a camera by dragging the cursor in the viewport, everything renders fine. But when create it with a single click in the viewport, the render is full red. (3ds max 2018 / daily 2018-02-08)
Title: Re: Daily builds version 2
Post by: davemahi on 2018-02-12, 17:20:25
anyway... red-orange color is not good ((

Yup, they are not good at all. I would say the design of them is also not the greatest.
Title: Re: Daily builds version 2
Post by: maru on 2018-02-12, 17:50:16
anyway... red-orange color is not good ((

Yup, they are not good at all. I would say the design of them is also not the greatest.
They actually look pretty nice and consistent with the UI in C4D, and we are looking into improving them in 3ds Max, so stay tuned. :)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=17973.0;attach=79423;image)

Looks like there is some kind of compression on the forum even when using png. In the actual application, everything is much more clear and sharp.

There is a bug with the corona camera. When I create a camera by dragging the cursor in the viewport, everything renders fine. But when create it with a single click in the viewport, the render is full red. (3ds max 2018 / daily 2018-02-08)
I can't reproduce this with the same Max and Corona version. Can you post any scene where this is happening?
Title: Re: Daily builds version 2
Post by: sprayer on 2018-02-12, 18:09:43
Maru can't you see in C4D background for icons is the same as borders, but in max darker background and we see it clearly
http://imagizer.imageshack.com/img922/8192/GcTmt9.jpg here caparison standard icon and corona in the same zoom and the same 16i size
http://imagizer.imageshack.com/img922/1456/FqQl93.jpg and 24i
Title: Re: Daily builds version 2
Post by: Nejc Kilar on 2018-02-12, 21:10:27
Maru can't you see in C4D background for icons is the same as borders, but in max darker background and we see it clearly
http://imagizer.imageshack.com/img922/8192/GcTmt9.jpg here caparison standard icon and corona in the same zoom and the same 16i size
http://imagizer.imageshack.com/img922/1456/FqQl93.jpg and 24i

Indeed, looks like somebody didn't shift & feather that alpha edge :P
Title: Re: Daily builds version 2
Post by: ihabkal on 2018-02-12, 21:51:59
There is a bug with the corona camera. When I create a camera by dragging the cursor in the viewport, everything renders fine. But when create it with a single click in the viewport, the render is full red. (3ds max 2018 / daily 2018-02-08)

check if the target and camera are in the same exact XYZ position.
Title: Re: Daily builds version 2
Post by: Fluss on 2018-02-13, 10:03:23
There is a bug with the corona camera. When I create a camera by dragging the cursor in the viewport, everything renders fine. But when create it with a single click in the viewport, the render is full red. (3ds max 2018 / daily 2018-02-08)
I can't reproduce this with the same Max and Corona version. Can you post any scene where this is happening?

Empty scene, create a cube and a light then select CoronaCamera creator, uncheck targeted and create a camera with just a single click in the viewport. Re-orient the cam and try to render. It should render black with just a light, red if there is an HDRI.

There is a bug with the corona camera. When I create a camera by dragging the cursor in the viewport, everything renders fine. But when create it with a single click in the viewport, the render is full red. (3ds max 2018 / daily 2018-02-08)

check if the target and camera are in the same exact XYZ position.

That might be the issue, but targeted is unchecked before creation so it shouldn't.

edit : this is the issue, it creates the cam with target at the same position. Even if targeted is unchecked, it does not render anything. Enabling target, moving it then disable it again solve the issue.
Title: Re: Daily builds version 2
Post by: maru on 2018-02-13, 10:58:01
It looks like an issue related to the target indeed. This happens regardless of the "targeted" setting. I will report it.

Update: reported in our task tracker as "CoronaCam not rendering when created with single click".
Title: Re: Daily builds version 2
Post by: Avan on 2018-02-13, 15:25:42
Unfortunately new toolbar in orange looks awful. Rolled back to pevious daily due having conflict with installed toolbar and also unclear visual apperance.  i Use https://forum.corona-renderer.com/index.php?topic=8930.0 (https://forum.corona-renderer.com/index.php?topic=8930.0) this one on 2018 max, it makes workflow faster beacuse has converter button. Could it possible to add same button to in-house script? Also that script uses more convinient buttons (visual separation by function type).
Title: Re: Daily builds version 2
Post by: Frood on 2018-02-13, 16:11:21
Customize -> Customize User Interface -> Toolbars -> Category "Corona Renderer" -> Drag "Corona Mtl/Lights converter" to any toolbar.


Good Luck

Title: Re: Daily builds version 2
Post by: Dung (Ivan) on 2018-02-14, 10:44:29
Hi everyone, I have just joined Corona team as Sr QA Specialist.

My job is essentially to make sure Corona releases are as bug free as possible :)
I am looking forward to cooperating with you all
Title: Re: Daily builds version 2
Post by: Fluss on 2018-02-14, 11:23:44
Hey Dung, glad you're part of the awesome team. So you're the bug killer

(https://lh3.ggpht.com/4cPZUtRl6GbDcPmtiB4A090ShH6kwQhyE14DveUhGU1jbHUylCx1dVBR9Ic8Az1f0EY=w300)

Welcome !
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-14, 11:42:46
Hi everyone, I have just joined Corona team as Sr QA Specialist.

My job is essentially to make sure Corona releases are as bug free as possible :)
I am looking forward to cooperating with you all
hi Dung, congrats for having a great job from a great team. :)
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-14, 20:05:52
Hey Dung, glad you're part of the awesome team. So you're the bug killer

(https://lh3.ggpht.com/4cPZUtRl6GbDcPmtiB4A090ShH6kwQhyE14DveUhGU1jbHUylCx1dVBR9Ic8Az1f0EY=w300)

Welcome !
That would be great avatar... Dung? :D
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-02-14, 21:30:50
Hey Dung, glad you're part of the awesome team. So you're the bug killer

(https://lh3.ggpht.com/4cPZUtRl6GbDcPmtiB4A090ShH6kwQhyE14DveUhGU1jbHUylCx1dVBR9Ic8Az1f0EY=w300)

Welcome !
That would be great avatar... Dung? :D
Welcome, Dung :)
the avatar suggestion gets my vote as well :)
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-15, 06:30:26
i searched about progress bar for bloom glare and didnt find any request,
hi devs team, is it possible for you guys to use progressbar (not indeterminate type) for show the progress of bloom glare operation?
if yes, then i'll create a feature request for this. with small changes i need to know if it is already finished or still in progress.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-15, 09:53:25
i searched about progress bar for bloom glare and didnt find any request,
hi devs team, is it possible for you guys to use progressbar (not indeterminate type) for show the progress of bloom glare operation?
if yes, then i'll create a feature request for this. with small changes i need to know if it is already finished or still in progress.

+1
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-15, 11:14:53
i searched about progress bar for bloom glare and didnt find any request,
hi devs team, is it possible for you guys to use progressbar (not indeterminate type) for show the progress of bloom glare operation?
if yes, then i'll create a feature request for this. with small changes i need to know if it is already finished or still in progress.

I was requested that some time ago and i think the team has acknowledged that.
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-15, 11:39:09
I was requested that some time ago and i think the team has acknowledged that.
thats great! Can you give your featurerequest link, i'll vote for that :)
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-15, 11:46:59
It might be that it wasn't separate request, but a simple post in daily builds / CIE threads, so i won't mind if you would repeat that request properly ;]
Title: Re: Daily builds version 2
Post by: Dan Rodgers on 2018-02-19, 14:29:07
Bit of fun with the Phoenix demo and Corona.

https://instagram.com/p/BfYF8MqBf3d/
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-19, 14:30:49
Hi guys,

do you have problems with DR and the latest 2.0 Build (08 Feb.)?

Since I installed it, the DR servers they never stay connected to the next job via Backburner.
They always do the first one, once finished they stay in idle mode and I have to manually close DR server, start it again and they finally connect again and go on.

Thanks for your feedback,

Dionysios -
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-02-19, 18:10:22
i searched about progress bar for bloom glare and didnt find any request,
hi devs team, is it possible for you guys to use progressbar (not indeterminate type) for show the progress of bloom glare operation?
if yes, then i'll create a feature request for this. with small changes i need to know if it is already finished or still in progress.

I was requested that some time ago and i think the team has acknowledged that.

Yep, this already exists in our internal issue tracker.
Title: Re: Daily builds version 2
Post by: scionik on 2018-02-19, 20:08:51
Corona toolbar now is good, BUT could you please change the color!!!
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-20, 02:33:32
Yep, this already exists in our internal issue tracker.
thats great thanks!
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-20, 07:21:53
It might be that it wasn't separate request, but a simple post in daily builds / CIE threads, so i won't mind if you would repeat that request properly ;]
yes, I can confirm that we have a feature request for that
Title: Re: Daily builds version 2
Post by: maru on 2018-02-20, 14:27:48
Corona toolbar now is good, BUT could you please change the color!!!
C:\Program Files\Autodesk\3ds Max 2018\UI_ln ;)
Title: Re: Daily builds version 2
Post by: TomG on 2018-02-20, 18:50:56
The Corona Toolbar opens when I use network rendering through Backburner (both on the master, and all the nodes).
Title: Re: Daily builds version 2
Post by: scionik on 2018-02-20, 19:45:39
Corona toolbar now is good, BUT could you please change the color!!!
C:\Program Files\Autodesk\3ds Max 2018\UI_ln ;)

very funny )))
Title: Re: Daily builds version 2
Post by: Frood on 2018-02-21, 09:30:37
Yep, this already exists in our internal issue tracker.

But please nothing too distracting. Personally I would like to see this quite subtile like a 2 px bar filling the tearline even if that would probably mean to code a custom UI element.


Good Luck


Title: Re: Daily builds version 2
Post by: NicolasC on 2018-02-21, 09:35:44
Yep, this already exists in our internal issue tracker.

But please nothing too distracting. Personally I would like to see this quite subtile like a 2 px bar filling the tearline even if that would probably mean to code a custom UI element.


Good Luck
Good idea indeed ! gets my vote ;)
Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-21, 11:06:30
Same here, would love a progress bar for B&G and the idea looks neat indeed!
Title: Re: Daily builds version 2
Post by: maru on 2018-02-21, 14:29:43
Corona toolbar now is good, BUT could you please change the color!!!
C:\Program Files\Autodesk\3ds Max 2018\UI_ln ;)

very funny )))
What's so funny about it? I just quickly changed the color in PS. Just remember to save the bmp with 16-bit option, otherwise it will come out distorted in 3ds max ui.

Title: Re: Daily builds version 2
Post by: Ryuu on 2018-02-21, 14:32:22
The problem with this approach is that the file will be overwritten whenever you install a new version of Corona.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-21, 15:10:47
Yep, this already exists in our internal issue tracker.

But please nothing too distracting. Personally I would like to see this quite subtile like a 2 px bar filling the tearline even if that would probably mean to code a custom UI element.


Good Luck
Yes, this is exactly how we thought it would be good to do it. :-)
Title: Re: Daily builds version 2
Post by: Frood on 2018-02-21, 16:27:50
Until now you all were awesome. But now you are even more awesome :)


Good Luck


Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-21, 16:45:22
Hmm, the same could be done for the denoiser too then, I guess? So instead of that small progress window we would see that same line in the UI?
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-22, 07:42:03
Hmm, the same could be done for the denoiser too then, I guess? So instead of that small progress window we would see that same line in the UI?
Yes, it is planned to do it the same way ...
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-02-22, 09:38:43
I dont know if that should work that way, but look like there is some sort of conflict in camera settings inside render setup and corona cam itself.

1 - if Dof override is selected in corona camera it does not work upon it is selected inside render settings.
2 - it is very uncomfortable that corona physical parametrs are selected and corona camera override is selected you can't control exposure without restarting render. Is is possible to move exposure it self outside the switch between photographic and simple options? Like real cameras have.

PS - And 3ds MAXes inbuild camera correction modifier is not working correctly with corona camera. (3ds MAX 2017)
Title: Re: Daily builds version 2
Post by: redstarcg on 2018-02-25, 05:18:28
Not sure if this is related to the latest build or a few prior to it but I noticed when using Corona RT along with Xref Objects, creating any new objects in the scene crashes max. This use to not happen before. Not sure if this is just on my end or not but wanted to share. I tested same scene with all objects merged and its perfect again, so its certainly related to the xref objects workflow.
Title: Re: Daily builds version 2
Post by: redstarcg on 2018-02-25, 18:43:15
So after doing some research I found out what causes the problem but not sure if its an easy fix or not. If I have a World Space Modified in the scene that I am xrefing the objects from that causes it to crash. If I delete the World Space Modifiers then everything runs perfect and no issues at all with RT. Hope this helps with something.
Title: Re: Daily builds version 2
Post by: sevecek on 2018-02-25, 21:06:45
So after doing some research I found out what causes the problem but not sure if its an easy fix or not. If I have a World Space Modified in the scene that I am xrefing the objects from that causes it to crash. If I delete the World Space Modifiers then everything runs perfect and no issues at all with RT. Hope this helps with something.

Thank you, I reproduced the crash.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-27, 12:14:58
Hi, what about these icons for Corona Official Toolbar? Would you like them more?
Title: Re: Daily builds version 2
Post by: pokoy on 2018-02-27, 12:16:35
Hi, what about these icons for Corona Official Toolbar? Would you like them more?
These would work for me personally. Thanks!
Title: Re: Daily builds version 2
Post by: PROH on 2018-02-27, 12:27:07
Hi Mike. These icons (colors) are much much nicer to work with, so +1000 for that :)
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-02-27, 12:36:25
Hi, what about these icons for Corona Official Toolbar? Would you like them more?

They seem better!

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: mike288 on 2018-02-27, 12:52:02
hey devs, thanks for great update!
still have no time to test but imho the icon in the new toolbar looks weird in my small monitor, i just cant see the details compared to another max toolbar icon.
Fixed, thanks. Releasing the fix will be announced in the changelog.
Title: Re: Daily builds version 2
Post by: davemahi on 2018-02-27, 16:59:54
I think the Corona Devs should contact the 3ds Max devs. I know they now have a design standard developed for icons. I would rather see Corona Icons adhere to the design standards, rather than every plugin developer making Max look like a Frankenstein of icons.

I took many years, but Max actually does have a design Doc an Icon guideline. Like it or not, every developer should use and adhere to it.
Title: Re: Daily builds version 2
Post by: alexyork on 2018-02-27, 17:05:01
I think the Corona Devs should contact the 3ds Max devs. I know they now have a design standard developed for icons. I would rather see Corona Icons adhere to the design standards, rather than every plugin developer making Max look like a Frankenstein of icons.

I took many years, but Max actually does have a design Doc an Icon guideline. Like it or not, every developer should use and adhere to it.

The 2018 max UI icons are 100% terrible. If anything the max devs should take a cue from everyone else! :)
Title: Re: Daily builds version 2
Post by: davemahi on 2018-02-27, 17:33:44
I think the Corona Devs should contact the 3ds Max devs. I know they now have a design standard developed for icons. I would rather see Corona Icons adhere to the design standards, rather than every plugin developer making Max look like a Frankenstein of icons.

I took many years, but Max actually does have a design Doc an Icon guideline. Like it or not, every developer should use and adhere to it.

The 2018 max UI icons are 100% terrible. If anything the max devs should take a cue from everyone else! :)

I dont think so, but to each their own. I still feel strong about adhering to them though. Consistent is better than random icons everywhere.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-02-27, 18:18:29
I think the Corona Devs should contact the 3ds Max devs. I know they now have a design standard developed for icons. I would rather see Corona Icons adhere to the design standards, rather than every plugin developer making Max look like a Frankenstein of icons.

I took many years, but Max actually does have a design Doc an Icon guideline. Like it or not, every developer should use and adhere to it.
I wanted to write that if we do that, people will complain, but Alex was faster... 5 minutes and 7 seconds afterwards complained about 3dsmax icons :D This is the usual problem, be consistent, or be good ;)
Title: Re: Daily builds version 2
Post by: scionik on 2018-02-27, 18:43:38
I think the Corona Devs should contact the 3ds Max devs. I know they now have a design standard developed for icons. I would rather see Corona Icons adhere to the design standards, rather than every plugin developer making Max look like a Frankenstein of icons.

I took many years, but Max actually does have a design Doc an Icon guideline. Like it or not, every developer should use and adhere to it.

+1
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-27, 19:25:08
Max 2018 icons and flat design are disaster, but Corona toolbar design isn't great either. The first three icons are obvious, but the rest of them... well, i can find what i need, only by reading tooltips :/
Title: Re: Daily builds version 2
Post by: davemahi on 2018-02-27, 20:49:34
Max 2018 icons and flat design are disaster, but Corona toolbar design isn't great either. The first three icons are obvious, but the rest of them... well, i can find what i need, only by reading tooltips :/

It will always be subjective. I think the new Max Icons are immensely more readable than any other Max release for the most part.

C4D, Maya and Max are all similar in icon design now (Max and Maya beign developed by the same designer). I still believe weather you like it or not, that the Corona icons should follow what the UI of Max is now.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-02-27, 21:03:04
Maybe you should start contest for best icon design? =)
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-02-28, 04:17:09
design, what makes it better or worst .. it will never go away from subjective taste. why dont you guys just leave this job to hi grade graphic designer? and devs team will keep their focus to the codes.

Max 2018 icons and flat design are disaster, but Corona toolbar design isn't great either. The first three icons are obvious, but the rest of them... well, i can find what i need, only by reading tooltips :/
disaster? oh come on.. ;) the only disaster is the curved "3" max icon.

Hi, what about these icons for Corona Official Toolbar? Would you like them more?
the new design is very nice, good job! color palette is better. but i still dont like the shapes imho.. too much lines, too old school, better to simplify it especially for the camera one ;) and for the corona VFB icon ... what is that thing? what does makes it could make user think that it is a corona vfb..?
no offense and thanks for listening

Maybe you should start contest for best icon design? =)
good idea! and the winner will get ondra's signed photos xD
Title: Re: Daily builds version 2
Post by: iancamarillo on 2018-02-28, 06:23:40
i like the corona toolbar. I only wish the interactive button would always start around 640X480 - sometimes it takes too long if the image size has been set to high quality
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-02-28, 06:41:11
i like the corona toolbar. I only wish the interactive button would always start around 640X480 - sometimes it takes too long if the image size has been set to high quality

I take this to mean that when you hit IR, the VFB opens at full res.  I agree!  It would be so great if it opened at a ratio relative to screen size.  It's so depressing to hit it and be like....'Oh....whoops...' as you wait for a massive IR VFB to pop up only to have to resize it.

My spontaneous rant.
Title: Re: Daily builds version 2
Post by: LuckyFox on 2018-02-28, 11:07:55
I don't know if it's the right place to report this, using latest daily from 20.02, right click on the spinners won't zero out the values for most corona materials.
Title: Re: Daily builds version 2
Post by: romullus on 2018-02-28, 11:17:06
This is intentional change. It was done by the request of some particular user, who's already regret that :]
Title: Re: Daily builds version 2
Post by: Njen on 2018-02-28, 19:06:17
Ugh, I hate this as well and prefer the standard Max behaviour. At the very least this should be an option.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-02-28, 20:54:46
good idea! and the winner will get ondra's signed photos xD
Yes and corona tshirt with sign too =)
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-01, 17:39:53
Yes, very much this. I hate opening scenes after a max restart because of this. It happens several times a day and is just as irritating every time.


I only wish the interactive button would always start around 640X480 - sometimes it takes too long if the image size has been set to high quality

I take this to mean that when you hit IR, the VFB opens at full res.  I agree!  It would be so great if it opened at a ratio relative to screen size.  It's so depressing to hit it and be like....'Oh....whoops...' as you wait for a massive IR VFB to pop up only to have to resize it.

My spontaneous rant.
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-03-02, 00:28:00
cant wait for the light lister to be included
Title: Re: Daily builds version 2
Post by: Bormax on 2018-03-02, 04:23:53
Getting crush using IR when switch Corona sun on/off using Guillermo M. Leal LLaguno's Light lister. Here is minidump.
Come on guys, make YOUR OUN LIGHT LISTER!!!!
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-02, 10:17:50
Getting crush using IR when switch Corona sun on/off using Guillermo M. Leal LLaguno's Light lister. Here is minidump.
Come on guys, make YOUR OUN LIGHT LISTER!!!!



Guillermo M. Leal LLaguno

+1
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-05, 11:43:45
Hi all,

there is a problem with the new installer today, I double click and nothing happens. Then I notice the EXE file is in the process list but the installer doesn't start!
Could you check please?

Thanks,

Dionysios -
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-03-05, 12:45:29
Hi all,

there is a problem with the new installer today, I double click and nothing happens. Then I notice the EXE file is in the process list but the installer doesn't start!
Could you check please?

Thanks,

Dionysios -

Which Windows version are you using? Did it happen just once or is it the same when you try again?
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-05, 13:06:15
Hi all,

there is a problem with the new installer today, I double click and nothing happens. Then I notice the EXE file is in the process list but the installer doesn't start!
Could you check please?

Thanks,

Dionysios -

All 4 PCs - Win 7 64bit

Which Windows version are you using? Did it happen just once or is it the same when you try again?
Title: Re: Daily builds version 2
Post by: maru on 2018-03-05, 13:32:40
Just a small "freeze" here when I launched the installer (about 5 seconds maybe?) and then it worked just fine.
Win 10
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-05, 13:54:59
Just a small "freeze" here when I launched the installer (about 5 seconds maybe?) and then it worked just fine.
Win 10

Here doesn't start at all....
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-05, 13:55:36
Come on guys, make YOUR OWN LIGHT LISTER!!!!

+1. A Lights Lister has become mandatory. We rely on GTools Light Lister v3.02, works quite good IMO.
Also, a Cameras Lister would be very nice as well, like this one http://www.scriptspot.com/3ds-max/scripts/vray-camera-manager (http://www.scriptspot.com/3ds-max/scripts/vray-camera-manager). I asked the dev for Corona Cameras compliance a few weeks ago, but no answer so far.
Title: Re: Daily builds version 2
Post by: TomG on 2018-03-05, 14:06:52
Today's installer runs normally here for me, Win 10.
Title: Re: Daily builds version 2
Post by: draxdamax on 2018-03-05, 14:14:29
Installer definitely has some problems - it's stuck on 2 computers both Win 7.
The process just stays in memory - cannot even be killed in the task manager.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-05, 14:16:32
Installer definitely has some problems - it's stuck on 2 computers both Win 7.
The process just stays in memory - cannot even be killed in the task manager.

Thanks for confirming, same here. The process stays alive always in task manager.

Dionysios -
Title: Re: Daily builds version 2
Post by: maru on 2018-03-05, 14:39:24
Problems on win7 confirmed. Thanks a lot for reporting! The dev team is already on it.
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-05, 14:54:42
Problems on win7 confirmed. Thanks a lot for reporting! The dev team is already on it.

Thanks!
Title: Re: Daily builds version 2
Post by: Avan on 2018-03-05, 16:26:09
New icons for toolbar looks awesome in 2018 interface!

(https://i0.wp.com/www.theunicornsidekick.com/wp-content/uploads/2017/06/unicorn.png?resize=300%2C300)

Title: Re: Daily builds version 2
Post by: scionik on 2018-03-05, 18:44:19
Yeah. thanks a lot for new toolbars buttons and colors ))
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-05, 19:12:23
Problems on win7 confirmed. Thanks a lot for reporting! The dev team is already on it.

Did you guys updated the EXE file or we have to wait before we download it again?

Thanks! :)

Dionysios -
Title: Re: Daily builds version 2
Post by: TomG on 2018-03-05, 19:41:08
Using the new Create Corona Camera from current view icon, the Corona Cam seems to be created as targeted (it's checked in the properties of the Corona Cam), but the Target does not show up in the Scene Explorer and is not visible in the viewport. Have to uncheck and recheck Targeted in the Corona Cam properties to get it to show up :)
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-06, 11:44:27
Good morning!

Any news or updates on the yesterday build which had installation problems?

Thanks!

Dionysios -
Title: Re: Daily builds version 2
Post by: hugoedu on 2018-03-06, 21:38:13
Good morning!

Any news or updates on the yesterday build which had installation problems?

Thanks!

Dionysios -

Same problem installation DB yesterday in Win7, here!
Title: Re: Daily builds version 2
Post by: maru on 2018-03-07, 18:12:26
No updates to the Win7 issue yet, sorry. But we are working on it!
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-03-08, 02:45:06
No updates to the Win7 issue yet, sorry. But we are working on it!
i'm waiting for that, thanks!
Title: Re: Daily builds version 2
Post by: Ondra on 2018-03-08, 09:39:22
Fix is currently being reviewed
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-08, 10:08:17
What about Vray material/Vrscans compatibility?
Is it still ongoing?

Thanks
Title: Re: Daily builds version 2
Post by: Nejc Kilar on 2018-03-08, 10:29:48
What about Vray material/Vrscans compatibility?
Is it still ongoing?

Thanks

Good question! :) It seems to have been omitted in the roadmap...
Title: Re: Daily builds version 2
Post by: LuckyFox on 2018-03-08, 10:55:46
What about Vray material/Vrscans compatibility?
Is it still ongoing?

Thanks
I second that, it was there in the roadmap and there was a hope that we can get it...
Title: Re: Daily builds version 2
Post by: Ondra on 2018-03-08, 10:58:59
it is still there ;)
https://trello.com/c/oEFSRArR/126-v-ray-compatibility

first  implementation should be released soon in daily builds, and it should work even without vray installed
Title: Re: Daily builds version 2
Post by: lacilaci on 2018-03-08, 11:19:43
it is still there ;)
https://trello.com/c/oEFSRArR/126-v-ray-compatibility

first  implementation should be released soon in daily builds, and it should work even without vray installed

Wow, but wait, will vrmaterials work without vray? Or just vrscans?
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-08, 12:02:02
it is still there ;)
https://trello.com/c/oEFSRArR/126-v-ray-compatibility

first  implementation should be released soon in daily builds, and it should work even without vray installed

Good to know, so looking forward for next dailies.

Thank you.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-03-08, 17:14:48
VRscans unfortunately won't make it to v2, they have already been removed from Trello roadmap some time ago.

VRayLight has already been released in latest daily.

We are currently also working on support for VRayMtl which should appear in dailies soon. We already got it working with V-Ray installed and we just figuring a way to make it working without V-Ray.

Obviously full support for VRayLight and VRayMtl is quite a complex task so currently we implement only a subset of their functionality. Current plan is to support the same features which are supported by CoronaConverter script and then implement additional functionality if/when needed.
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-08, 17:16:27
Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?
Title: Re: Daily builds version 2
Post by: Fluss on 2018-03-08, 19:54:24
Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?

The same question comes to my mind. I'd have preferred to see some long-term bug fix (environment overrides, masks visible in reflect/refract etc..) rather than Vray compatibility for now.
Title: Re: Daily builds version 2
Post by: lupaz on 2018-03-08, 20:26:46
Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?
+1
I don't understand why would anyone need a vray light
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-08, 20:54:34
Got this error during installation of latest daily

Failed to delete file C:\Program Files\Corona\materials\previews\e9f96b8a8594dbdd5cedb8a49fcdfd02228a37d52f867be18f72fab8c2ab.jpg
Failed to delete directory C:\Program Files\Corona\materials\previews\
Failed to delete directory C:\Program Files\Corona\materials\
Operation result: failed

The file e9f96b8a8594dbdd5cedb8a49fcdfd02228a37d52f867be18f72fab8c2ab is there.

(UAC is disabled)

Edit: i've run the installer with Admin rights and no error appeared.
Title: Re: Daily builds version 2
Post by: fraine7 on 2018-03-08, 22:17:24
Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?

The same question comes to my mind. I'd have preferred to see some long-term bug fix (environment overrides, masks visible in reflect/refract etc..) rather than Vray compatibility for now.

Same here
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-03-09, 02:24:38

Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?
imho .. it could be.. dev team is trying to handle the conversion internally which automatically will remove the need of converter script.
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-09, 09:30:38
Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?

The same question comes to my mind. I'd have preferred to see some long-term bug fix (environment overrides, masks visible in reflect/refract etc..) rather than Vray compatibility for now.
Ah ! thanks Fluss, I feel both less lonely and less stupid :)
From my point of view, integration of things like CryptoMatte or tools like a light lister / cameras lister should be of higher priority, just to say a few.
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-09, 09:31:23
Hi,

Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?
+1
I don't understand why would anyone need a vray light
Yup. You want to use VRay lights ? then render with VRay ! ;)
Title: Re: Daily builds version 2
Post by: LuckyFox on 2018-03-09, 13:51:40
My only hope for vray light integration was that we could probably get dome light supported. And have 2-4 domes with various hdris, rendered at once, with some ok render time penalty, but then the ability to use lightmix to get respectively 2-4 moods from one render in one go. I know you can do it already in some way, but it's kinda fakery to me.


Tried the latest daily, domes are not yet supported.
(https://media.giphy.com/media/3o72FiAgLm34QKLSnK/giphy.gif)
Title: Re: Daily builds version 2
Post by: maru on 2018-03-09, 14:01:21
Apologize in advance for my stupid question: since we have, thanks to DeadClown's efforts, a great converter, what's the point of getting Corona to render VRay stuff ?
One reason is to be able to freely switch between V-Ray and Corona. So you download one scene and you can open it with both V-Ray and Corona. Imagine your client/boss sends you a scene made in Vray and you only have Corona (or the other way round).
Another reason is that the converter has to be updated continuously by Martin to be usable. With the native support, everything would be done in-house.
Title: Re: Daily builds version 2
Post by: TomG on 2018-03-09, 14:47:12
And, if we can indeed get it working, removing the need to have V-Ray installed - the converter has to have it installed, at least in trial mode, but we are hoping that will not be necessary for rendering direct in this way. As noted earlier, that is happening with the V-Ray lights so far (I was able to render the supported V-Ray lights using DR on Workstation with V-Ray installed, while nodes did not have V-Ray installed, and it worked no problem) - whether the same is possible with materials remains to be seen, but it is what we'd like to get to.
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-09, 15:17:09
If i remember right VRScans were into trello roadmap but now they have been removed.
Are they already included into Vray Materials?
Title: Re: Daily builds version 2
Post by: TomG on 2018-03-09, 15:20:36
If i remember right VRScans were into trello roadmap but now they have been removed.
Are they already included into Vray Materials?

Already discussed by the devs in this thread :) https://forum.corona-renderer.com/index.php?topic=17973.msg122376#msg122376 (https://forum.corona-renderer.com/index.php?topic=17973.msg122376#msg122376) - here's the quote:

"
VRscans unfortunately won't make it to v2, they have already been removed from Trello roadmap some time ago.

VRayLight has already been released in latest daily.

We are currently also working on support for VRayMtl which should appear in dailies soon. We already got it working with V-Ray installed and we just figuring a way to make it working without V-Ray.

Obviously full support for VRayLight and VRayMtl is quite a complex task so currently we implement only a subset of their functionality. Current plan is to support the same features which are supported by CoronaConverter script and then implement additional functionality if/when needed.
"
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-09, 15:24:04
If i remember right VRScans were into trello roadmap but now they have been removed.
Are they already included into Vray Materials?

Already discussed by the devs in this thread :) https://forum.corona-renderer.com/index.php?topic=17973.msg122376#msg122376 (https://forum.corona-renderer.com/index.php?topic=17973.msg122376#msg122376) - here's the quote:

"
VRscans unfortunately won't make it to v2, they have already been removed from Trello roadmap some time ago.

VRayLight has already been released in latest daily.

We are currently also working on support for VRayMtl which should appear in dailies soon. We already got it working with V-Ray installed and we just figuring a way to make it working without V-Ray.

Obviously full support for VRayLight and VRayMtl is quite a complex task so currently we implement only a subset of their functionality. Current plan is to support the same features which are supported by CoronaConverter script and then implement additional functionality if/when needed.
"

Oh ok, missed.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-03-09, 16:12:36
Another reason is that the converter has to be updated continuously by Martin to be usable. With the native support, everything would be done in-house.
But converter support not only vray engine -_-
it still will be needed.

Most people here escape from vray and i am doubt anyone will want to use it again after corona. Also this will produce more bugs and complains from novices.
This is useless work for your coders imho
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-09, 17:25:33
Another reason is that the converter has to be updated continuously by Martin to be usable. With the native support, everything would be done in-house.
Most people here escape from vray and i am doubt anyone will want to use it again after corona. Also this will produce more bugs and complains from novices.
This is useless work for your coders imho
Agreed. But I suspect it's part of the deal between Chaos Groups and Render Legion, or at least, one of the consequences. Do Chaos guys plans to propose the same thing on their side, providing VRay support for Corona lights and materials ? :P
TBH, I'm a bit "sad" to know it's a complex task for you guys, meaning you spend much time on it instead on other things greatly waited by the Corona community. Let's just hope, like pointed by Sprayer above, that this won't introduce bugs ... time will tell !

Regards.
Title: Re: Daily builds version 2
Post by: TomG on 2018-03-09, 18:04:33
Do Chaos guys plans to propose the same thing on their side, providing VRay support for Corona lights and materials ? :P

As mentioned back as far back as the Merger announcement at https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/ (https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/)

"Very soon we will introduce compatibility between each other’s assets. You will be able to use V-Ray proxies, materials and lights in Corona, and vice versa. Our goal is to remove or greatly reduce the need for converters, so that you will be able to switch between engines based on your needs with respect to the project you are working on."

So the plan is for it to work both ways, load a scene from either engine into either engine and be able to get results without conversion.
Title: Re: Daily builds version 2
Post by: Benny on 2018-03-09, 21:40:00
Biggest advantage is all those models and scenes that have accumulated over the years, and to be able to use them without having to convert first.
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-11, 10:50:33
Biggest advantage is all those models and scenes that have accumulated over the years, and to be able to use them without having to convert first.

I agree. VRay material compatibility is a very good thing. At work we still have hundreds of objects we've bought but just haven't had the time and energy to convert. Also, the converter is far from perfect, foliage on converted trees often looked really bad for example, and often the reflection properties are way off.
Title: Re: Daily builds version 2
Post by: romullus on 2018-03-11, 11:16:18
I don't think it will be much better with native Vray materials support. If model looks bad after converter (especially foliage), then it's most likely because of original material's setup and not because converter does a bad job. It's very unlikely, that native Vray materials support would fix those issues.
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-11, 11:26:04
I don't think it will be much better with native Vray materials support. If model looks bad after converter (especially foliage), then it's most likely because of original material's setup and not because converter does a bad job. It's very unlikely, that native Vray materials support would fix those issues.

Well, the materials look good in VRay and I just assumed that materials would look exactly like in VRay when Corona can read those materials? Wasn't one of the "selling points" of the merger that the teams can exchange code? If it's just an approximation and no better than the converter, I'm disappointed.
Title: Re: Daily builds version 2
Post by: ihabkal on 2018-03-12, 05:01:13
latest build hidden objects in the viewport are still being rendered.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-03-12, 07:34:15
materials look good in VRay and I just assumed that materials would look exactly like in VRay
they looks better because vray fake render and corona not, i am doubt what wrong material will be looks better with support vray material. For example many people seting up  in vray for foliage ior 999 and dark gray reflection. You still will need to check materials so it's usless


can you check this scene in latest build? https://forum.corona-renderer.com/index.php?topic=6883.msg122496#msg122496
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-12, 08:55:47
materials look good in VRay and I just assumed that materials would look exactly like in VRay
they looks better because vray fake render and corona not, i am doubt what wrong material will be looks better with support vray material. For example many people seting up  in vray for foliage ior 999 and dark gray reflection. You still will need to check materials so it's usless

I know that. I assumed that the whole point was that VRay materials would look like they do in VRay, no matter if they're built "correctly", what's the point otherwise? If I can't load an object with VRay materials and use it as is, why have that feature at all?
Title: Re: Daily builds version 2
Post by: Ondra on 2018-03-12, 10:08:37
Hi,
I see some negative reaction to us adding vray compatibility, so I will try to address some of the issues raised:

First, this is not us changing plans or secretly sneaking in "evil" features - we were very upfront about this right from the beginning, as it is very logical thing to do: https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/ (https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/).

As for advantages this has over the convertor: while we like the convertor and it works well, there are few limitations we aim to overcome:
We intend to preserve the convertor to support other render engines, and to offer permanent conversion of vray->corona assets.


I understand that this feature is not useful for all, but please, put way the tinfoil hats. Volumetrics, skin, hair, ... are features also not used by all, yet people do not complain when we spend (way more) time on them.
Title: Re: Daily builds version 2
Post by: Nejc Kilar on 2018-03-12, 11:08:50
I definitely don't get the semi-negative feedback with regards to V-Ray compatibility. There are so many assets out there that are made with V-Ray that it just makes sense to do it.

Obviously a converter can't get you there 100% unless its a really simple material but just having the ability to drag & drop it in the scene to see if it looks alright and then having the "non-destructive" ability to recreate the shader side by side... I don't know, to me it just cuts a few steps along the way and makes things easier.

I guess its one of those things that some people will like and some people won't... Like Advanced Volumetrics support maybe? (I'm definitely excited about those too)
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-12, 11:18:40
Hi,
I see some negative reaction to us adding vray compatibility, so I will try to address some of the issues raised:

First, this is not us changing plans or secretly sneaking in "evil" features - we were very upfront about this right from the beginning, as it is very logical thing to do: https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/ (https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/).

As for advantages this has over the convertor: while we like the convertor and it works well, there are few limitations we aim to overcome:
  • We managed to get the support working (without some very specific features like object include/exclude) even without vray installed
  • Speed of work, UI improvements - no need to run the script every time new asset is imported, no more "unsupported material" warning. Ideally, we would like that assets that are "vray compatible" be automatically also "corona compatible", to make shopping/browsing assets easier.
  • While the support is not perfect and never can be (the rendered images can differ if some features unsupported in one renderer are used), it is non-destructive - meaning the assets are preserved as they were, unsupported features are not rendered, but also not destroyed - so the assets can be still used in vray, or can render better once the feature support is addded. There is no need to store 2 versions of well-made assets.
We intend to preserve the convertor to support other render engines, and to offer permanent conversion of vray->corona assets.


I understand that this feature is not useful for all, but please, put way the tinfoil hats. Volumetrics, skin, hair, ... are features also not used by all, yet people do not complain when we spend (way more) time on them.

Hello Ondra :)

Thank you for your explanations, understood. While I now see how it can be useful, I'm still surprised to see it's such a priority compared to other stuff ;)
Title: Re: Daily builds version 2
Post by: Bormax on 2018-03-12, 12:19:27
Hi

About Corona native thing...

Selection frame is not visible wile IR (docked or in VFB) is active. DB 2018-08-03, Max 2014
Title: Re: Daily builds version 2
Post by: Fluss on 2018-03-12, 14:42:32
Hi,
I see some negative reaction to us adding vray compatibility, so I will try to address some of the issues raised:

First, this is not us changing plans or secretly sneaking in "evil" features - we were very upfront about this right from the beginning, as it is very logical thing to do: https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/ (https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/).

As for advantages this has over the convertor: while we like the convertor and it works well, there are few limitations we aim to overcome:
  • We managed to get the support working (without some very specific features like object include/exclude) even without vray installed
  • Speed of work, UI improvements - no need to run the script every time new asset is imported, no more "unsupported material" warning. Ideally, we would like that assets that are "vray compatible" be automatically also "corona compatible", to make shopping/browsing assets easier.
  • While the support is not perfect and never can be (the rendered images can differ if some features unsupported in one renderer are used), it is non-destructive - meaning the assets are preserved as they were, unsupported features are not rendered, but also not destroyed - so the assets can be still used in vray, or can render better once the feature support is addded. There is no need to store 2 versions of well-made assets.
We intend to preserve the convertor to support other render engines, and to offer permanent conversion of vray->corona assets.


I understand that this feature is not useful for all, but please, put way the tinfoil hats. Volumetrics, skin, hair, ... are features also not used by all, yet people do not complain when we spend (way more) time on them.

I totally get your point here Ondra. Different people = different needs etc etc... As far as I'm concerned, I was not especially negative, just a bit disappointed.. Some long terms bugs/feature, that I consider crucial are still in the pipe, version after version and that's kinda frustrating. That's all. Most of us do not intend to be agressive/offending, we're just trying to push for these features/fix to be addressed and don't fall in the abyss. That said, Corona is getting better and better and even if I don't consider that feature a must have compared to some others, that's still a great step forward and it will for sure be beneficial to my workflow. So keep up the good work :)
Title: Re: Daily builds version 2
Post by: scionik on 2018-03-12, 14:48:21
OK...
but for daily work I need this feature "Multimap - randomization by mesh elements" much more than vray light or mtls support
Title: Re: Daily builds version 2
Post by: lupaz on 2018-03-12, 14:48:29
Hi,
I see some negative reaction to us adding vray compatibility, so I will try to address some of the issues raised:

I wouldn't call it negative reaction. I'd call it curiosity.
At least in my case it was a way of asking why the development in that area.

I understand that this feature is not useful for all, but please, put way the tinfoil hats. Volumetrics, skin, hair, ... are features also not used by all, yet people do not complain when we spend (way more) time on them.

Making vray and corona 100% compatible sounds like a daunting task to me...
Especially when I'd die to have certain other capabilities with Corona that I find much more important to NOT look in other directions (GPU rendering or speed).
Title: Re: Daily builds version 2
Post by: fraine7 on 2018-03-12, 14:59:23
Hi,
I see some negative reaction to us adding vray compatibility, so I will try to address some of the issues raised:

First, this is not us changing plans or secretly sneaking in "evil" features - we were very upfront about this right from the beginning, as it is very logical thing to do: https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/ (https://corona-renderer.com/blog/new-horizons-plans-for-2017-and-beyond/).

As for advantages this has over the convertor: while we like the convertor and it works well, there are few limitations we aim to overcome:
  • We managed to get the support working (without some very specific features like object include/exclude) even without vray installed
  • Speed of work, UI improvements - no need to run the script every time new asset is imported, no more "unsupported material" warning. Ideally, we would like that assets that are "vray compatible" be automatically also "corona compatible", to make shopping/browsing assets easier.
  • While the support is not perfect and never can be (the rendered images can differ if some features unsupported in one renderer are used), it is non-destructive - meaning the assets are preserved as they were, unsupported features are not rendered, but also not destroyed - so the assets can be still used in vray, or can render better once the feature support is addded. There is no need to store 2 versions of well-made assets.
We intend to preserve the convertor to support other render engines, and to offer permanent conversion of vray->corona assets.


I understand that this feature is not useful for all, but please, put way the tinfoil hats. Volumetrics, skin, hair, ... are features also not used by all, yet people do not complain when we spend (way more) time on them.

I totally get your point here Ondra. Different people = different needs etc etc... As far as I'm concerned, I was not especially negative, just a bit disappointed.. Some long terms bugs/feature, that I consider crucial are still in the pipe, version after version and that's kinda frustrating. That's all. Most of us do not intend to be agressive/offending, we're just trying to push for these features/fix to be addressed and don't fall in the abyss. That said, Corona is getting better and better and even if I don't consider that feature a must have compared to some others, that's still a great step forward and it will for sure be beneficial to my workflow. So keep up the good work :)

I'm definitely with Fluss on this one. Our negativity (if you wish to call it that) is not with vray compatibility as such, it's because all of the other requests/features/fixes etc. will be placed on the backburner whilst this happens. The ability for me to render a Vray plane light is certainly not going to improve my work or my life - however, a working Lightlister (remember that?) would be of huge benefit. I love Corona and I have not once thought of Vray since switching so I will reserve a slight annoyance that it continues to slow me down even when I don't use it.
Title: Re: Daily builds version 2
Post by: NicolasC on 2018-03-12, 15:15:34
I totally get your point here Ondra. Different people = different needs etc etc... As far as I'm concerned, I was not especially negative, just a bit disappointed.. Some long terms bugs/feature, that I consider crucial are still in the pipe, version after version and that's kinda frustrating. That's all. Most of us do not intend to be agressive/offending, we're just trying to push for these features/fix to be addressed and don't fall in the abyss. That said, Corona is getting better and better and even if I don't consider that feature a must have compared to some others, that's still a great step forward and it will for sure be beneficial to my workflow. So keep up the good work :)

Nice summary, Fluss :)
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-12, 16:53:08
Could we get an IR window that doesn't open to full render size when IR is started for the first time? I'd be happy if v2 contained just that one fix.
Title: Re: Daily builds version 2
Post by: ihabkal on 2018-03-13, 21:28:36
hidden items are still rendering in the 13th version please fix
Title: Re: Daily builds version 2
Post by: Bormax on 2018-03-14, 04:17:56
hidden items are still rendering in the 13th version please fix

Maybe you have "Render Hidden Geometry" ticked in Common tab of Render Setup dialog?
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-03-14, 04:24:55
hi Ondra, its okay, whatever you do you will not get a negative feedback from me unless you remove the cute round yellow smiley face from my coronaVFB ;)
Title: Re: Daily builds version 2
Post by: twcg on 2018-03-14, 09:44:24
any news on the very high memory consumption when rendering large stills?
imho, this is one of the biggest problems in production...
i have just looked at the trello-roadmap and it seems that this will not be solved in v2? :/
Title: Re: Daily builds version 2
Post by: LorenzoS on 2018-03-14, 11:18:16
Quote
any news on the very high memory consumption when rendering large stills?
imho, this is one of the biggest problems in production...
i have just looked at the trello-roadmap and it seems that this will not be solved in v2? :/

+10
Title: Re: Daily builds version 2
Post by: Jens on 2018-03-14, 12:35:42
Quote
any news on the very high memory consumption when rendering large stills?
imho, this is one of the biggest problems in production...
i have just looked at the trello-roadmap and it seems that this will not be solved in v2? :/

+10

Same here, I'm stunned that I'm almost maxing out my 64gb on some stills. I talked to the owner of one of the larger local studios here and they are even considering going back to Vray because of this. I probably wouldn't go that far, but it is a concern for sure ;)
Title: Re: Daily builds version 2
Post by: Dionysios.TS on 2018-03-14, 13:00:20
Hi all.

With the latest daily build 8th march 2018 I get no Estimated Remaining is off... No numbers at all... Any clues?

Thanks!

Dionysios -
Title: Re: Daily builds version 2
Post by: rendertime on 2018-03-14, 19:12:08
Guys can there be a an update txt file a change log please saved with the daily Builds

Just seen the new change log channel lol .. fuck
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-03-15, 04:33:21
agreed - RAM issue is a pain!  with vrya i was able to use older cpus with 12gig ram.  Theyre useless now with corona as they wont render anything because of the RAM limit.
Something like this should be 1st priority.
Title: Re: Daily builds version 2
Post by: iancamarillo on 2018-03-15, 04:51:45
yeh im concerned about the GPU wishlist being 1st. I like how corona approached program design in the past
Title: Re: Daily builds version 2
Post by: ihabkal on 2018-03-15, 21:48:05
hidden items are still rendering in the 13th version please fix

Maybe you have "Render Hidden Geometry" ticked in Common tab of Render Setup dialog?

Oooops! I'm an idiot! Thanks :)
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-17, 20:39:24
Having problems with daily dated 16th March and Vray scene.
Opening material editor 3dsmax crashes.
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-03-17, 22:59:19

Does the latest build convert vray materials without vray installed ?
Having a look at the latest changelog thats what it sounds like to me.


Quote
2018-03-13, 18:37:14
Added support for VRayMtl
Everything supported by converter script is also supported
Works even without V-Ray installed
Warning about unsupported version of VRayVolumeGrid and/or PhoenixFD split into two separate warnings to more clearly indicate what is wrong
Added support for PhoenixFD motion blur
Title: Re: Daily builds version 2
Post by: sevecek on 2018-03-18, 01:19:36
Having problems with daily dated 16th March and Vray scene.
Opening material editor 3dsmax crashes.

Could you please send us a minidump?
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max
Title: Re: Daily builds version 2
Post by: romullus on 2018-03-18, 21:55:42
Is there a reasons why Corona toolbar is being implemented the way it is now and not as a regular macroscript? I mean, it's not backwards compatible and buttons are not editable, that's quite a pain in the ass for me. Is there any benefits of your implementation?
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-03-19, 03:21:35
Is there a reasons why Corona toolbar is being implemented the way it is now and not as a regular macroscript? I mean, it's not backwards compatible and buttons are not editable, that's quite a pain in the ass for me. Is there any benefits of your implementation?
i guess it is because they did it with max SDK, but i dont know is it possible or not about make the toolbar accessible with macroscript in max SDK.

and for devs, big thanks for great works for the new toolbar, really helpful. but i have 2 things in my mind,
- Can you add separators in corona toolbar like another max toolbars? imho "add coronaCam" and "create coronaCam from view" should be placed side by side.
- And i have a problem with clicking the wrong IR, if i need "IR in viewport" but wrongly clicked the other it would be easy to solve with just close the VFB but if vise versa i need to do longer step to fix my mistake (option>stop>rightClick>perspective). i know this is fully my own hand problem but i'd be able to handle it if you can make the toolbar customizable (related to romullus need).. Make the items moveable or removeable or even change its icon.
thanks :)
Title: Re: Daily builds version 2
Post by: soso on 2018-03-19, 08:43:43
Does anyone notice that CoronaVolumeMtl in Corona_2018-03-16 is produces more noise result than Corona v1.7 (hotfix 3) in the HDR background?

Look at the  cloud in the attachments below, the daily build is produces more noise on the cloud than the v1.7 (hotfix 3)
The project file uploaded as 1521443524_test-HDR-clouds.7z


This CoronaVolumeMtl behavior is even worse when rendering the clouds in high altitude (3000m) using Dreamscape plugin by afterworks (Sitni Sati). The cloud is dissapear in the daily builds, but no in the v1.7.3. Here's the settings:
(https://cdn.pbrd.co/images/HcAdyjw.png)

Here's the comparison:

corona v1.7.3
(https://cdn.pbrd.co/images/HcAtBFQ.png)

Daily Build March 16
(https://cdn.pbrd.co/images/HcAtri7.png)

The project file uploaded as 1521445291_Cloud-dissapear.7z
Title: Re: Daily builds version 2
Post by: Frood on 2018-03-19, 09:25:50
Can you add separators in corona toolbar like another max toolbars? imho "add coronaCam" and "create coronaCam from view" should be placed side by side.

I agree. Despite I don't really use it, I have I grouped the bar to "Creation" | "Tools" | "Rendering". Looks more tidy.


Good Luck


Title: Re: Daily builds version 2
Post by: mike288 on 2018-03-19, 10:17:44
Is there a reasons why Corona toolbar is being implemented the way it is now and not as a regular macroscript? I mean, it's not backwards compatible and buttons are not editable, that's quite a pain in the ass for me. Is there any benefits of your implementation?
Max does not provide any MAXScript API for toolbars. One can only manually modify CUIX file exported from Max and import it back. This is an error-prone solution that one should rather avoid when distributing the toolbar to whole user base. We definitely don't want to break users' UI. The official way for adding a toolbar is to use Max SDK which is what we did.

What do you mean by "buttons are not editable"? You can reorder them in the toolbar as you want, you can remove any button you don't want to use, you can add your own button if you wish. All these should work except in Max 2018 which has broken toolbar saving on session end (this bug affects not only the Corona toolbar but actually any 3rd-party toolbar).

The toolbar is Corona v2 feature. It is not meant to be used in Corona v1.7 since it uses some internal stuff that is/was not exported to MAXScript. Is that what you mean by the "backward compatibility"?
Title: Re: Daily builds version 2
Post by: mike288 on 2018-03-19, 10:22:11
- Can you add separators in corona toolbar like another max toolbars? imho "add coronaCam" and "create coronaCam from view" should be placed side by side.
OK, recording it as a request to be considered. Thanks.

- And i have a problem with clicking the wrong IR, if i need "IR in viewport" but wrongly clicked the other it would be easy to solve with just close the VFB but if vise versa i need to do longer step to fix my mistake (option>stop>rightClick>perspective). i know this is fully my own hand problem but i'd be able to handle it if you can make the toolbar customizable (related to romullus need).. Make the items moveable or removeable or even change its icon.
thanks :)
But you can move any button via ALT+drag&drop. You can even remove it by dropping it outside any toolbar. This is standard Max feature. As already replied to romullus: it should work except in Max 2018 which has broken toolbar saving on session end (this bug affects not only the Corona toolbar but actually any 3rd-party toolbar).
Title: Re: Daily builds version 2
Post by: cgiout on 2018-03-19, 10:29:07
Having problems with daily dated 16th March and Vray scene.
Opening material editor 3dsmax crashes.

Could you please send us a minidump?
https://coronarenderer.freshdesk.com/support/solutions/articles/5000524006-how-to-report-issues-3ds-max
I'll send it tonight.

thanks.
Title: Re: Daily builds version 2
Post by: romullus on 2018-03-19, 14:37:37
But you can move any button via ALT+drag&drop. You can even remove it by dropping it outside any toolbar.
So that's how you do it. The only way i knew, was by right clicking on button and choose delete and should i place button in the wrong position when creating my own toolbar, i had to delete everything and start dropping buttons again, d'oh!!! Thanks a ton for a tip! :]

The toolbar is Corona v2 feature. It is not meant to be used in Corona v1.7 since it uses some internal stuff that is/was not exported to MAXScript. Is that what you mean by the "backward compatibility"?
It won't be a problem when v2 is out and there will be no reason to get back to 1.7 Not a big issue. I can wait :]
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-03-21, 00:21:34
The material converter sort of works but not how I'd expect it to.
Its converting the Vray material,but material still missing so it cannot be adjusted.
Can the converter convert it to a usable corona material ?
Title: Re: Daily builds version 2
Post by: tallbox on 2018-03-21, 07:32:29
Vray 2Side mat. isn't supported yet?
Title: Re: Daily builds version 2
Post by: mike288 on 2018-03-21, 08:48:57
But you can move any button via ALT+drag&drop. You can even remove it by dropping it outside any toolbar.
So that's how you do it. The only way i knew, was by right clicking on button and choose delete and should i place button in the wrong position when creating my own toolbar, i had to delete everything and start dropping buttons again, d'oh!!! Thanks a ton for a tip! :]
You're welcome. Using CTRL+drag&drop you can copy toolbar buttons ;-) but that does not seem very useful to me.

The right-click menu is among toolbar feature requests, with a lower priority though.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-03-21, 08:53:38
The material converter sort of works but not how I'd expect it to.
Its converting the Vray material,but material still missing so it cannot be adjusted.
Can the converter convert it to a usable corona material ?
AFAIK this is how it is supposed to work - that you can render Vray materials without modifying the scene.
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-21, 09:09:26
The material converter sort of works but not how I'd expect it to.
Its converting the Vray material,but material still missing so it cannot be adjusted.
Can the converter convert it to a usable corona material ?
AFAIK this is how it is supposed to work - that you can render Vray materials without modifying the scene.

What if we want to modify it? Working with a scene you can't edit isn't a realistic scenario, especially since the converter isn't perfect.
Title: Re: Daily builds version 2
Post by: TomG on 2018-03-21, 12:24:48
If you want to actually change it to a Corona Material (a "destructive" change to the scene), then that would be where the existing Converter script comes in, as that is what it does.
Title: Re: Daily builds version 2
Post by: sevecek on 2018-03-21, 13:23:05
Vray 2Side mat. isn't supported yet?
So far only VRayMtl is supported.
Title: Re: Daily builds version 2
Post by: tallbox on 2018-03-22, 11:28:34
I see. thank you.
Title: Re: Daily builds version 2
Post by: Bormax on 2018-03-22, 19:11:47
Hi
Tried to render with DB 2015-03-15 scene made with Corona 1.7 and got crashes on Computing sec. GI phase. Tried couple of earlier builds, but got the same crashes. Tried to merge objects from this scene with new file, but got the same result.
Installed Corona 1.7 and rendered this scene without problem.
Here is minidump. Could you, please, check it and let me know where is the problem, if it's possible? I have to work with this scene, but I also want to use latest builds
Title: Re: Daily builds version 2
Post by: soso on 2018-03-22, 20:20:45
3ds Max 2019 just released guys! Can't wait to try it with corona :)
Title: Re: Daily builds version 2
Post by: scionik on 2018-03-22, 22:09:23
yeah. +1
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-03-22, 23:54:38
If you want to actually change it to a Corona Material (a "destructive" change to the scene), then that would be where the existing Converter script comes in, as that is what it does.

The Script requires you to have Vray installed, which I don't have a copy of, so its important to convert it to a corona material.
Title: Re: Daily builds version 2
Post by: snakebox on 2018-03-23, 00:47:58
3ds Max 2019 just released guys! Can't wait to try it with corona :)

Corona was listed as one of the many partners that committed to deliver day1 updates for max19 according to autodesk, so one can only hope that actually happens :D  would be amazing if we didn't have to wait weeks and months for new releases to be production ready like previous years. I understand its a big task with so many companies and plugins etc, but nothing worse than having a new toy that you can't play with because it didn't come with batteries ;)
Title: Re: Daily builds version 2
Post by: Frood on 2018-03-23, 08:26:39
because it didn't come with batteries ;)

Well said! :)

Good Luck


Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-03-23, 09:18:02
If you want to actually change it to a Corona Material (a "destructive" change to the scene), then that would be where the existing Converter script comes in, as that is what it does.

I'm really struggling to see the point of this feature. I can't think of any scenario where I would need to open a VRay scene and just render it without editing it, especially since this new feature doesn't translate materials perfectly. Maybe if I really really needed to open an old VRay scene without VRay installed, but that would be a last resort solution.
Title: Re: Daily builds version 2
Post by: maru on 2018-03-23, 10:41:05
The Script requires you to have Vray installed, which I don't have a copy of, so its important to convert it to a corona material.
You can use a demo license, even expired. You just need to have V-Ray installed.
Title: Re: Daily builds version 2
Post by: soso on 2018-03-23, 12:04:16
Corona was listed as one of the many partners that committed to deliver day1 updates for max19 according to autodesk, so one can only hope that actually happens :D  would be amazing if we didn't have to wait weeks and months for new releases to be production ready like previous years. I understand its a big task with so many companies and plugins etc, but nothing worse than having a new toy that you can't play with because it didn't come with batteries ;)
So do Vray... They already released for max 2019 yesterday! I think corona team might working on it and release it soon :)
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-03-23, 12:16:50
Corona was listed as one of the many partners that committed to deliver day1 updates for max19 according to autodesk, so one can only hope that actually happens :D  would be amazing if we didn't have to wait weeks and months for new releases to be production ready like previous years. I understand its a big task with so many companies and plugins etc, but nothing worse than having a new toy that you can't play with because it didn't come with batteries ;)
So do Vray... They already released for max 2019 yesterday! I think corona team might working on it and release it soon :)

Sorry, day 1 is not happening as we were a bit delayed because it's currently flu season here. We're preparing a new 2019-enabled build of 1.7. Please let our monkeys developers and testers have some fun with breaking the new build before we release it on monday :)

If you want to actually change it to a Corona Material (a "destructive" change to the scene), then that would be where the existing Converter script comes in, as that is what it does.

I'm really struggling to see the point of this feature. I can't think of any scenario where I would need to open a VRay scene and just render it without editing it, especially since this new feature doesn't translate materials perfectly. Maybe if I really really needed to open an old VRay scene without VRay installed, but that would be a last resort solution.

Well, the original intention was just to render V-Ray objects and materials when the user has V-Ray installed. When implementing it, we just noticed that we could also make it render even without V-Ray installed with almost no additional development effort, so that was a nice bonus.
Title: Re: Daily builds version 2
Post by: soso on 2018-03-23, 16:16:47
Sorry, day 1 is not happening as we were a bit delayed because it's currently flu season here. We're preparing a new 2019-enabled build of 1.7. Please let our monkeys developers and testers have some fun with breaking the new build before we release it on monday :)
Got it! Nice! Since I'm using v1.7.3 for my main render, not the daily builds :)
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-03-23, 23:58:43
The Script requires you to have Vray installed, which I don't have a copy of, so its important to convert it to a corona material.
You can use a demo license, even expired. You just need to have V-Ray installed.
Hi Maru,
I don't have access to the vray demo, the demo version has expired and I cannot download it.
I do have a license for an older version of 3dsmax which is no help.



Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-03-24, 00:37:13
I feel that Chaos Group is pushing us to use exactly Corona, not Vray :)))
Title: Re: Daily builds version 2
Post by: romullus on 2018-03-24, 09:44:47
I wish V-ray would be available as demo without expiration date instead of trial. There are so much assets prepared for Vray, having demo would make handling such assets more easier task.
Title: Re: Daily builds version 2
Post by: Jens on 2018-03-24, 09:52:37
I wish V-ray would be available as demo without expiration date instead of trial. There are so much assets prepared for Vray, having demo would make handling such assets more easier task.

Agreed! I'm also curious if the Corona devs can comment on the progress of say, V-ray being able to handle Corona materials without a converter?
Title: Re: Daily builds version 2
Post by: mav3rick on 2018-03-24, 19:38:16
DB 2018-03-16 had some bug with DR??

DB 2018-03-16 vs. 1.7.4
Title: Re: Daily builds version 2 - Toolbar
Post by: jacobhutson on 2018-03-26, 01:29:41
It's a small thing, but everytime you install  Corona Daily it adds icons to the corona toolbar
mine now has about 40 icons in it, repeated over and over again.

Win10, Max 2017

Title: Re: Daily builds version 2 - Toolbar
Post by: mike288 on 2018-03-26, 09:10:40
It's a small thing, but everytime you install  Corona Daily it adds icons to the corona toolbar
mine now has about 40 icons in it, repeated over and over again.

Win10, Max 2017
Strange. Please, try to close Max, sort files in C:\Users\<USERNAME>\AppData\Local\Autodesk\3dsMax\2017 - 64bit\ENU\en-US\plugcfg\corona by modification date, open the latest SystemSettings-<SOME_NUMBER>.ini file there, and find "ToolbarVersion" key. What is its value? Does the value change if you start and close Max again?
Title: Re: Daily builds version 2
Post by: jacobhutson on 2018-03-27, 01:56:57
Hey Mike

File Modified today

# Corona system-wide settings - dialog status, etc.
OpenRenderSettingsTab = Common
RenderRollupStatus = 111111100111111111
VfbTabState = active,Post,ToneMapping=expanded,Lut=collapsed,BloomAndGlare=collapsed,Sharpening=collapsed,Denoising=collapsed,
ToolbarVersion = 20180205


Title: Re: Daily builds version 2
Post by: Njen on 2018-03-27, 07:16:35
I've seen more discussion on Corona's icons and tool bars than any other feature in this thread. Maybe it needs its own thread...?
Title: Re: Daily builds version 2
Post by: mike288 on 2018-03-29, 12:53:16
Hey Mike

File Modified today

# Corona system-wide settings - dialog status, etc.
OpenRenderSettingsTab = Common
RenderRollupStatus = 111111100111111111
VfbTabState = active,Post,ToneMapping=expanded,Lut=collapsed,BloomAndGlare=collapsed,Sharpening=collapsed,Denoising=collapsed,
ToolbarVersion = 20180205
Aha, it seems that it is outdated. Please check write permissions of that file. Maybe it cannot be written. Do your Max sessions end correctly (i.e. not crashing)?
Title: Re: Daily builds version 2
Post by: scionik on 2018-04-01, 09:26:54
whats going on with fonts?
Title: Re: Daily builds version 2
Post by: romullus on 2018-04-01, 10:13:22
Did you check your calendar? ;]
Title: Re: Daily builds version 2
Post by: scionik on 2018-04-01, 11:25:38
so... its not funny. officials shouldn't do jokes like this... post any news like N-Vidia bought Corona, or Corona team moved to develop on another software... but this joke with working tool is not good IMHO
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-04-01, 12:38:54
so... its not funny. officials shouldn't do jokes like this... post any news like N-Vidia bought Corona, or Corona team moved to develop on another software... but this joke with working tool is not good IMHO

It works perfect imo. And it does not affect workability, just a slight chance of heartattack.
Title: Re: Daily builds version 2
Post by: Fluss on 2018-04-01, 12:39:55
so... its not funny. officials shouldn't do jokes like this... post any news like N-Vidia bought Corona, or Corona team moved to develop on another software... but this joke with working tool is not good IMHO

Come on! That's not affecting your work in any way ...
Title: Re: Daily builds version 2
Post by: scionik on 2018-04-01, 13:05:39
yeah... but some people have this!
very funny... just pissing hot )))
Title: Re: Daily builds version 2
Post by: romullus on 2018-04-01, 14:17:30
I have this too, but what the heck - it's sunday, Easter, people are not supposed to work today :] Besides, one can always change a date on his PC, if that bothers him so much ;]
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-04-01, 14:59:05
yeah... but some people have this!
very funny... just pissing hot )))

Wait what? You are using 1.5 hf2 and complaining about isues when we have stable 1.7 buld?
Title: Re: Daily builds version 2
Post by: romullus on 2018-04-01, 15:06:57
I don't think it's because of Corona version, it happens on V2 too.
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-04-01, 15:09:53
Huh, may be it is somwhat related to the windows version. I am runing W7 with latest avaliable daily and everything is runing like it should.

PS - not working =D doing visuals for my flat.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-04-01, 15:10:15
so... its not funny. officials shouldn't do jokes like this... post any news like N-Vidia bought Corona, or Corona team moved to develop on another software... but this joke with working tool is not good IMHO

It works perfect imo. And it does not affect workability, just a slight chance of heartattack.
certainly lower chance of heart attack compared to, say, Corona EOL or Autodesk sellout prank:D
Title: Re: Daily builds version 2
Post by: burnin on 2018-04-01, 23:27:45
Last year might have been funny. Today, it rather looks more like an invasion on privacy... anyway, poor choice for it's also a day to celebrate new life, spring, Vesna!

And, if what you mention were your joke-like alternatives, talk to someone shinny & bright to cheer you up. Or better - Go, have sex! :p
;)
Title: Re: Daily builds version 2
Post by: pokoy on 2018-04-02, 00:39:52
This took the weirdest turn anyone could've imagined. "How comic sans changed my sex life". Say hello to your future kids, Mister.
Title: Re: Daily builds version 2
Post by: PROH on 2018-04-02, 10:02:51
LOL :)
Title: Re: Daily builds version 2
Post by: rambambulli on 2018-04-02, 12:13:51
Quote
certainly lower chance of heart attack compared to, say, Corona EOL or Autodesk sellout prank:D

Or that joke that Corona and Vray were teaming up. That was hilarious.... :D

Can't wait for next year's April fool guys. Made me smile. thanks
Title: Re: Daily builds version 2
Post by: jop on 2018-04-03, 12:13:49
Hi guys,

light select gives me strange results.
It looks like specular relfections renders in the environment pass instead on the light one.

Look at the two pictures, first is the key light select, second is the environment one.

Corona version: 2 DailyBuild Mar 27 2018
Title: Re: Daily builds version 2
Post by: TomG on 2018-04-03, 13:58:48
How is your LightMix set up? Can you share the scene?

All seems to be working as expected here - HDRI in the Env Slot through Corona Bitmap, one Corona Light, auto set up of LightMix for two LightSelect render elements, CoronaMtl with Diffuse and Reflection, and the lighting and reflection of the HDRI is only in the Environment render element.

Title: Re: Daily builds version 2
Post by: jop on 2018-04-03, 15:16:17
Sure, here is a simplified scene.
It's a pflow setup, btw you'll notice that it renders different as in the viewport unless I cache the particles.

Thanks
Title: Re: Daily builds version 2
Post by: TomG on 2018-04-03, 15:59:29
Ah so the specular in particular - the Corona Light is set to not occlude other lights, so shows up in the reflection. If you set it to Occlude other lights, it will show up as black in the Environment pass, then combining that pass with the Keylight pass should give the desired final result.
Title: Re: Daily builds version 2
Post by: jop on 2018-04-03, 16:37:55
Ok, got it, thank you very much !
Title: Re: Daily builds version 2
Post by: Blaacksheep on 2018-04-04, 10:17:45
How can I get a daily build v2 download since the following link is not available any more:
https://www.dropbox.com/sh/mswauuv1afec8am/AAA5OKrd_QujokDM3mxQ7S40a
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-04-04, 10:20:36
The latest link to daily build folder is always here: https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds (https://coronarenderer.freshdesk.com/support/solutions/articles/5000570015-corona-renderer-for-3ds-max-daily-builds)
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-04-06, 05:44:12

Why does Interactive rendering VFB uses the previous render resolution ?
Render one frame at 3000x2000, cancel it, change the resolution to something lower and interactive rendering will use the previous settings 3000x2000 ?
Cancel render, start again and it will change.
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-04-06, 20:58:24
I have one strange question, are you cooperating with "Epic games"?

It looks like the 3ds MAX to UE4 converter is now suporting all of corona stuf inc cameras lights etc from latest DB X_X tho there is quet a mess with materials all of reflections messed up and stuf. If they are trying to make the converter by them selves may be the requere some asistance?
Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-04-06, 22:31:13
Hey Guys/
I have question about /Render Hidden/ behavior option in 3dmax and Corona/-
If present chance to make hiding and unhiding geometry in viewport don't affecting refreshing IR in VFB with /Render Hidden/ checkbox ON ?!
Because in this way it is much more convenient to work with heavy
scenes and modeling on the fly in interiors:)
Title: Re: Daily builds version 2
Post by: Bormax on 2018-04-07, 01:45:57
Hey Guys/
I have question about /Render Hidden/ behavior option in 3dmax and Corona/-
If present chance to make hiding and unhiding geometry in viewport don't affecting refreshing IR in VFB with /Render Hidden/ checkbox ON ?!
Because in this way it is much more convenient to work with heavy
scenes and modeling on the fly in interiors:)

+1
Title: Re: Daily builds version 2
Post by: Njen on 2018-04-09, 22:26:16
I haven't tried the daily build from the weekend yet, but I'm wondering if this line now means that the skin material can now be properly rebuilt from AOV's now without any left over data or the need for a new AOV?

Quote from: Ryuu
Albedo, SourceColor, and RawComponent elements now properly display shading from Corona Skin Material


Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-04-10, 01:08:37
Hi Guys:)
If exist chance to make option or button in VFB to apply tone mapping from Corona VFB to Corona Camera tone mapping, /or option in Corona Camera loading for Tone Mapping  -/.conf/-  file from VFB//
for fast and more comfortable work with IR, because changing tone mapping in Camera causes constantly refreshing IR, unlike in VFB/
For fast work with several Cameras in scene and searching needed settings for each camera, may be much conveniently at first work with VFB
 and then apply the required Tone Mapping to required camera in scene//
Thanks :)
Title: Re: Daily builds version 2
Post by: Bormax on 2018-04-10, 06:08:52
Hi Guys:)
If exist chance to make option or button in VFB to apply tone mapping from Corona VFB to Corona Camera tone mapping, /or option in Corona Camera loading for Tone Mapping  -/.conf/-  file from VFB//
for fast and more comfortable work with IR, because changing tone mapping in Camera causes constantly refreshing IR, unlike in VFB/
For fast work with several Cameras in scene and searching needed settings for each camera, may be much conveniently at first work with VFB
 and then apply the required Tone Mapping to required camera in scene//
Thanks :)

+1
Actually asked about the same some time ago
https://forum.corona-renderer.com/index.php?topic=10944.60    :)
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-04-10, 06:17:18
i dont know if i really get it, but i never experience IR refreshing/restarting when i change toneMapping in CoronaCam (dailyBuild 8 mar 18). or do you guys talk about another similar thing?
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-04-10, 11:26:36
i formatted my pc (as i needed to) and totally fresh install of corona and still getting those weird characters in the corona toolbar
Title: Re: Daily builds version 2
Post by: mike288 on 2018-04-10, 13:50:57
i formatted my pc (as i needed to) and totally fresh install of corona and still getting those weird characters in the corona toolbar
please, to fix it try the second solution from https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly-
Title: Re: Daily builds version 2
Post by: Ondra on 2018-04-10, 14:17:12
I haven't tried the daily build from the weekend yet, but I'm wondering if this line now means that the skin material can now be properly rebuilt from AOV's now without any left over data or the need for a new AOV?

Quote from: Ryuu
Albedo, SourceColor, and RawComponent elements now properly display shading from Corona Skin Material
yes, it should be now buildable using BEAUTY = sum_per_elements(sourceColor*rawComponent) + emission + volumetrics = sum(CESSENTIAL_*)
Title: Re: Daily builds version 2
Post by: Bormax on 2018-04-10, 17:13:49
i dont know if i really get it, but i never experience IR refreshing/restarting when i change toneMapping in CoronaCam (dailyBuild 8 mar 18). or do you guys talk about another similar thing?

You are right, with Corona cam IR doesn't refresh. But I was writing about possibility to bake new settings to Corona cam after the render stopped

I think would be good to have the button with the name something like "Bake current VFB setting to the selected camera". Pressing this button you create CoronaCamera modifier with current settings from the VFB and ticked Overrides. With this it's possible to play with VFB tools after render has been stopped, or with image from the History and apply this settings to the camera. To make the work with cameras with ticked overrides in their CoronaCameraMods more comfortable would be good also to have button or maybe checkbox "Ignore CoronaCameraMod's overrides" which give you possibility to change settings in VFB tools and bake the new ones by pressing "Bake current VFB setting to the selected camera" button with no need to start IR and change settings inside CoronaCameraMod

That time Corona camera was not implemented, so I wrote about CoronaCam modifier. Now settings from VFB could be baked directly to the Corona camera
Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-04-10, 18:09:08
i dont know if i really get it, but i never experience IR refreshing/restarting when i change toneMapping in CoronaCam (dailyBuild 8 mar 18). or do you guys talk about another similar thing?
Yes, not refreshing, is my mistake.but in any case, I believe that this is a rather necessary addition, instead of entering values of Tone Mapping manually in each camera/
also during Production Rendering mode, it is still impossible to change the values of Tone mapping in the camera "on the fly", only via VFB :)
Title: Re: Daily builds version 2
Post by: alexyork on 2018-04-10, 18:10:47
i dont know if i really get it, but i never experience IR refreshing/restarting when i change toneMapping in CoronaCam (dailyBuild 8 mar 18). or do you guys talk about another similar thing?
Yes, not refreshing, is my mistake.but in any case, I believe that this is a rather necessary addition, instead of entering values of Tone Mapping manually in each camera/
also during Production Rendering mode, it is still impossible to change the values of Tone mapping in the camera "on the fly", only via VFB :)

Ooh look another opportunity for me to say "we desperately want live-link VFB>CoronaCamera". I think there are a whole bunch of threads about this already though...

:)
Title: Re: Daily builds version 2
Post by: Njen on 2018-04-10, 22:09:30
yes, it should be now buildable using BEAUTY = sum_per_elements(sourceColor*rawComponent) + emission + volumetrics = sum(CESSENTIAL_*)

Perfect! This was one of my top 4 bugs/feature requests, as now I can render skin materials for my animated short film and now be able to comp them properly, thanks very much!
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-04-11, 00:40:48
yep ive tried this also.... not working.
i formatted my pc (as i needed to) and totally fresh install of corona and still getting those weird characters in the corona toolbar
please, to fix it try the second solution from https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly-
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-04-11, 12:37:02
Yes, not refreshing, is my mistake.but in any case, I believe that this is a rather necessary addition, instead of entering values of Tone Mapping manually in each camera/
also during Production Rendering mode, it is still impossible to change the values of Tone mapping in the camera "on the fly", only via VFB :)
Manual and On-The-Fly bake VFB setting to CoronaCam, both are possible to do with maxscript imho.
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-04-16, 08:41:21
hi devs, i got a problem..
i moved my max installation to another drive (form drive c (windows) to i (non-windows)) and reinstall corona.
And then now got empty Corona toolbar after install 7 april 18 dailybuild (check attached screenshot).
3ds max 2016 SP4, win 7 SP1.
Title: Re: Daily builds version 2
Post by: Njen on 2018-04-16, 09:19:13
hi devs, i got a problem..
i moved my max installation to another drive (form drive c (windows) to i (non-windows)) and reinstall corona.
And then now got empty Corona toolbar after install 7 april 18 dailybuild (check attached screenshot).
3ds max 2016 SP4, win 7 SP1.

This happened to me, and I was told there was no fix for it:
https://forum.corona-renderer.com/index.php?topic=17543.0
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-04-16, 18:46:49
This happened to me, and I was told there was no fix for it:
https://forum.corona-renderer.com/index.php?topic=17543.0
Thanks Njen, never read that thread before. Never thought that this will be my bad luck.
I'll try to find some workarounds..
Title: Re: Daily builds version 2
Post by: Njen on 2018-04-17, 04:20:06
It's got nothing to do with luck. I've had my program files on an alternate drive for years, and never had a problem like this with any program until now with Corona.

There are more people like us, and hopefully a fix for this will come.
Title: Re: Daily builds version 2
Post by: Dom74 on 2018-04-18, 23:14:47
Hi,
my dropbox is full, is it possible to remove at least RC1 to RC10 version to free up some space ?
Title: Re: Daily builds version 2
Post by: VASLAVO on 2018-04-19, 19:31:30
time remaining and passes are not display correctly, most of the time it says time remaining 0 but the render get going several more minutes

edit: also i id a test, with noise level at 8 it renders ok till the 6th pass wit a time about 7 min and at this point it reach a noise level of 8.12 then it says remaining time 0 but  it took 20 more passes and around 21 minutes to finish and three is no differences between the two results, then in another test i set the render at only 6 passes and it reach a noise level of 7.92? with the same result as before with 7 minutes of render. something wrong is happening with noise level times.
Title: Re: Daily builds version 2
Post by: Bormax on 2018-04-20, 13:13:52
Hi
Build 2018-04-18 - IR starts normally, but from some point it starts to refresh picture every time when mouse moved over viewport. Same as it was some months ago
Title: Re: Daily builds version 2
Post by: Ondra on 2018-04-21, 16:10:13
Hi,
my dropbox is full, is it possible to remove at least RC1 to RC10 version to free up some space ?
done
Title: Re: Daily builds version 2
Post by: Dom74 on 2018-04-22, 13:12:30
Hi,
my dropbox is full, is it possible to remove at least RC1 to RC10 version to free up some space ?
done
Thanks, feel better now ;-)
Title: Re: Daily builds version 2
Post by: JViz on 2018-04-23, 17:42:40
i get this error at startup. what's causing this?

please see attached
Title: Re: Daily builds version 2
Post by: alexyork on 2018-04-23, 18:01:19
i get this error at startup. what's causing this?

please see attached

I've been getting this too recently for some reason. I ended up deleting that file totally...... not sure if that was the right solution but it doesn't seem to have broken anything!
Title: Re: Daily builds version 2
Post by: maru on 2018-04-23, 18:31:05
i get this error at startup. what's causing this?

please see attached
See: https://forum.corona-renderer.com/index.php?topic=16811.msg105448#msg105448
Title: Re: Daily builds version 2
Post by: JViz on 2018-04-24, 12:13:56
i get this error at startup. what's causing this?

please see attached
See: https://forum.corona-renderer.com/index.php?topic=16811.msg105448#msg105448

thanks Maru

the problem started after i once closed 3ds max while the corona material library was running. the very first run of max after that the error showed.
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-04-26, 11:19:12
Hi devs, If possible can you make corona do cancel render instead of just show a warning (and let the render run) when user mistakenly do render selected with DR. Something like "Render cannot be continued because currently DR doesnt support render selected" would be better than current message warning, because continue DR with unsupported feature will never bring any benefit but a broken image.
Unless, if you already have a plan for DR to support render selected or region or something similar :)
thanks

And one more thing, about render history,
Can you make blue "x" button undoable (in each snapshot in VFB render history)? Or a query box would be good too.
It was hurt .. really hurt .. when i accidentally clicked that button right when i need to click the "resume from snapShot" button (i need to load that snapshot image to vfb). btw, i store many render image in render history and then i lose all stored image when i open the scene again and open vfb.. Can you confirm this issue? if yes, i'll create a bug report. or do i need to set some setting first?
Title: Re: Daily builds version 2
Post by: Njen on 2018-04-26, 19:12:33
Quote from: Ryuu
Added an option to use 3D-mapped textures for absorption, scattering and emission to CoronaVolumeMtl

You guys must be somehow peaking into my task list for my short film. I was just starting to contemplate in which other software to produce good looking clouds, and then wondering how to get them reflected in my surfaces in my Corona render. Now, I might be able to get the look I want all in Corona.

Question: are we able to mix between 3D mapped textures based on the internal distance to a polygon? For example, I want the outer part of my cloud to be wispy, but the deeper you go inside the cloud, it becomes homogeneous.
Title: Re: Daily builds version 2
Post by: Ludvik Koutny on 2018-04-26, 19:32:38
Quote from: Ryuu
Added an option to use 3D-mapped textures for absorption, scattering and emission to CoronaVolumeMtl

You guys must be somehow peaking into my task list for my short film. I was just starting to contemplate in which other software to produce good looking clouds, and then wondering how to get them reflected in my surfaces in my Corona render. Now, I might be able to get the look I want all in Corona.

Question: are we able to mix between 3D mapped textures based on the internal distance to a polygon? For example, I want the outer part of my cloud to be wispy, but the deeper you go inside the cloud, it becomes homogeneous.

That's actually how the example on that picture was made. There's an invisible plane at the top of the cloud box (made non renderable) which is picked in a CoronaDistance, so that it creates 3D gradient from the top to the bottom of the box. Then, Noise 3D texture goes into the distant far slot of the CoronaDistance map, and black color goes into the near color slot. Result of these maps is the compressed/clamped using output map to create that result. It renders quite slowly though, as 3ds Max procedurals are super slow in 3D space.
Title: Re: Daily builds version 2
Post by: romullus on 2018-04-26, 19:41:35
It renders quite slowly though, as 3ds Max procedurals are super slow in 3D space.

Do you know if 3rd party procedurals (Bercon noise, Siger noise) would be faster?
Title: Re: Daily builds version 2
Post by: pokoy on 2018-04-26, 20:17:22
Some voronoi/worley noise modes are slower to calculate than perlin so probably slower in some cases and same speed at best I guess.
Title: Re: Daily builds version 2
Post by: Njen on 2018-04-26, 20:58:57
That's actually how the example on that picture was made. There's an invisible plane at the top of the cloud box (made non renderable) which is picked in a CoronaDistance, so that it creates 3D gradient from the top to the bottom of the box. Then, Noise 3D texture goes into the distant far slot of the CoronaDistance map, and black color goes into the near color slot. Result of these maps is the compressed/clamped using output map to create that result. It renders quite slowly though, as 3ds Max procedurals are super slow in 3D space.

Ahh, perfect, thanks for the clarification!
Title: Re: Daily builds version 2
Post by: Zray on 2018-04-27, 05:59:13
did you change your mind about supporting Vray proxy? Vray proxy compatibility tab was disappeared in Crn roadmap
Title: Re: Daily builds version 2
Post by: Bormax on 2018-04-27, 08:30:06
Have a problem with rendering scene created with Corona 1.7. I've reported about this issue earlier. Now I found out that the problem is certain material. You can find the scene with it in attachment (bitmaps are random).
This material can be rendered with Corona 1.7 normally. Corona 2.x dailies can't render it, result is Max crashing
Title: Re: Daily builds version 2
Post by: Bormax on 2018-04-30, 08:46:32
Corona 1.7 with hotfixes can't render proxies created with dailies after 20.12.17. Next date when I created proxy was 11.02.18, so something changed within this period
Title: Re: Daily builds version 2
Post by: tallbox on 2018-04-30, 09:09:03
Recently with a couple of updates, my Forest Pack is crashing and it's never has been crashing before like that.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-04-30, 10:13:51
Corona 1.7 with hotfixes can't render proxies created with dailies after 20.12.17. Next date when I created proxy was 11.02.18, so something changed within this period

Generally we don't guarantee this level of compatibility. If you create any scene or asset in a newer version of Corona, then it is a bonus if it works in the older version as well, not a rule. It should work the other way (loading scenes/assets from older versions into newer versions) most of the time, but sometimes we throw away some backwards compatibility (usually regarding some ancient versions) handling to make the codebase overally cleaner.

Recently with a couple of updates, my Forest Pack is crashing and it's never has been crashing before like that.

Title: Re: Daily builds version 2
Post by: tallbox on 2018-05-03, 13:21:57
Corona 1.7 with hotfixes can't render proxies created with dailies after 20.12.17. Next date when I created proxy was 11.02.18, so something changed within this period

Generally we don't guarantee this level of compatibility. If you create any scene or asset in a newer version of Corona, then it is a bonus if it works in the older version as well, not a rule. It should work the other way (loading scenes/assets from older versions into newer versions) most of the time, but sometimes we throw away some backwards compatibility (usually regarding some ancient versions) handling to make the codebase overally cleaner.

Recently with a couple of updates, my Forest Pack is crashing and it's never has been crashing before like that.

  • Did you update Corona or Forest Pack or both?
  • Where's the minidump? :)
  • Stay tuned, I'll unleash our QA guy on you ;)

Hi @Ryuu.
I forgot to save the minidump but I'm sure in few days I'll get another crash. These things happened randomly and I can't find what caused them. I don't think is the scene as Is not that big around 40mil. veg. objects.
To your questions":
- No, FP is not up-to-date but I'll update it today and try to crash it.

Regards
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-03, 16:02:34
New Development Insights video with some playing around and testing of the "Inside Volume" mode of the CoronaVolume:

Title: Re: Daily builds version 2
Post by: pokoy on 2018-05-03, 16:31:11
Where do I send the flowers? :D

MANY THANKS!
Title: Select lighting in scene via Corona Lightmix Menu
Post by: denisgo22 on 2018-05-03, 16:59:11
If exist possibility to make in future option or button for each light to selecting lights in scene directly via LightMix menu in VFB//
Title: Re: Daily builds version 2
Post by: alexyork on 2018-05-03, 17:02:40
THAT looks awesome... gimme gimme :)
Title: Re: Select lighting in scene via Corona Lightmix Menu
Post by: Ryuu on 2018-05-03, 17:04:52
If exist possibility to make in future option or button for each light to selecting lights in scene directly via LightMix menu in VFB//

Try right-clicking the light group in VFB LightMix tab :)
Title: Re: Select lighting in scene via Corona Lightmix Menu
Post by: denisgo22 on 2018-05-03, 17:10:21
If exist possibility to make in future option or button for each light to selecting lights in scene directly via LightMix menu in VFB//

Try right-clicking the light group in VFB LightMix tab :)
WOOOw)))
Thanks:)))
Title: Re: Daily builds version 2
Post by: ylucic on 2018-05-03, 18:12:12
nice addition of the 3d volume ...but its super slow on the material editor also ....when changing to the "inside" mode, could the preview change to a simpler or 2D representation of the maps?? ..
Title: Re: Daily builds version 2
Post by: casinowilhelm on 2018-05-04, 19:20:26
I know it's not as glamorous or fun as volume rendering, but any chance you could fix the bug in the RTT renderer that means you can't output animated sequences? At the moment it only outputs one frame and does not append a number to it, so it keeps getting overwritten. I'd like to think that must be an  easy enough fix :)
Title: Re: Daily builds version 2
Post by: Ondra on 2018-05-04, 19:58:56
I know it's not as glamorous or fun as volume rendering, but any chance you could fix the bug in the RTT renderer that means you can't output animated sequences? At the moment it only outputs one frame and does not append a number to it, so it keeps getting overwritten. I'd like to think that must be an  easy enough fix :)

Which version are you using? I think this was already fixed...
Title: Re: Daily builds version 2
Post by: casinowilhelm on 2018-05-05, 17:19:08
I know it's not as glamorous or fun as volume rendering, but any chance you could fix the bug in the RTT renderer that means you can't output animated sequences? At the moment it only outputs one frame and does not append a number to it, so it keeps getting overwritten. I'd like to think that must be an  easy enough fix :)

Which version are you using? I think this was already fixed...

Didn't work in the last version and I just tried it in the latest daily build. I've tried it with completely different scenes. Or maybe there's a workaround?
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-05-08, 04:54:26
Wow distance from the ground fog, love it !!
Title: Re: Daily builds version 2
Post by: Ludvik Koutny on 2018-05-08, 16:47:23
nice addition of the 3d volume ...but its super slow on the material editor also ....when changing to the "inside" mode, could the preview change to a simpler or 2D representation of the maps?? ..

This is probably an issue with scale of raymarching steps. In the old material editor, 3ds Max allows you to set size of the shaderball. If the raymarching step size is too small, it will to extreme amount of raymarching steps and will redraw material editor super slowly. Something should be done about that indeed.
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-05-10, 04:16:39

Hey Ludvik, How do you get the follow surface Fog working ? Does the material go in the Global Volume Material in render settings ? Or is it applied to an object ? How does it know what surface to follow ?
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-10, 14:03:52

Hey Ludvik, How do you get the follow surface Fog working ? Does the material go in the Global Volume Material in render settings ? Or is it applied to an object ? How does it know what surface to follow ?

If referring to the Dev Insights video, the ground fog scenes were ones made by myself and Marcin (mine was Ludvik's scatter scene with the cottage, with the ground fog added, Marcin's was the trees with lovely god rays!). You use CoronaDistance with the Ground as the object to follow. To randomize the distance, you can add some Noise of your choice added to the DistanceScale Texmap. Screengrab of the material attached, though you could build this many different ways :)

I used it in the Global, but you could also use it on an object too (the object could be just a cube in this case, since it doesn't need to have any sort of displacement for it, which would be the old way of having random "thickness" to the volume).

EDIT attaching the grab of the CoronaDistance map, though nothing exciting or unusual about how it is made :)

Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-05-10, 16:03:08
I made some reasearch with updated volume material and fount out few things.

- It is DEAD slow even if i drag step size to very low numbers (Fig 3 - 7k samples/s Fig 5 - 2000mm stepping)
- Adaptivity controller does not see noise from volume mat well atleast this does not look like 5.45% noise (Fig 3)
- It does not work when camera is placed inside the volume, it might be somehow related to stepping size (Fig 4)

All images below

UPD - I will try to simulate it tomorrow in FumeFX or Phoenix and compare rendertimes.
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-10, 16:25:40
I think just like the "old" method, the camera has to be outside the object to trigger running the calculations when the ray hits the surface. For animating passing through the cloud in the demo video, I had a ProBoolean with a cube around the camera cut out from the cube that had the Volume material, making sure the camera was always "outside" the object and allowing it to fly through the cloud. This would be unrelated to stepping size, just that the code can't be triggered unless a ray hits the surface to say "start running this shader" (I think... not being a dev, though I did write a ray-marching shader a lonnnng time ago in another application in a galaxy far far away).

I believe slow is inevitable given the amount of calculations that are being done - Single Bounce is certainly your friend! Depending on the material and desired results, very high stepping values can be used (though you will lose detail, and depending on the material may see stepping effects, if the material is pretty solid rather than wispy).
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-05-10, 16:37:53
I think just like the "old" method, the camera has to be outside the object to trigger running the calculations when the ray hits the surface. For animating passing through the cloud in the demo video, I had a ProBoolean with a cube around the camera cut out from the cube that had the Volume material, making sure the camera was always "outside" the object and allowing it to fly through the cloud. This would be unrelated to stepping size, just that the code can't be triggered unless a ray hits the surface to say "start running this shader" (I think... not being a dev, though I did write a ray-marching shader a lonnnng time ago in another application in a galaxy far far away).

I believe slow is inevitable given the amount of calculations that are being done - Single Bounce is certainly your friend! Depending on the material and desired results, very high stepping values can be used (though you will lose detail, and depending on the material may see stepping effects, if the material is pretty solid rather than wispy).

I am not shure if i am right (it require some testing) but this boolean trick might be skiped if the material is applied as global volume material wich is working no mater where is camera placed =D Got to go test it right now.

UPD - it is funny, but it realy is working. And it is not affecting renderspeed much. I will share some images in 20-30 mins
Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-05-10, 16:47:10
I think just like the "old" method, the camera has to be outside the object to trigger running the calculations when the ray hits the surface. For animating passing through the cloud in the demo video, I had a ProBoolean with a cube around the camera cut out from the cube that had the Volume material, making sure the camera was always "outside" the object and allowing it to fly through the cloud. This would be unrelated to stepping size, just that the code can't be triggered unless a ray hits the surface to say "start running this shader" (I think... not being a dev, though I did write a ray-marching shader a lonnnng time ago in another application in a galaxy far far away).

I believe slow is inevitable given the amount of calculations that are being done - Single Bounce is certainly your friend! Depending on the material and desired results, very high stepping values can be used (though you will lose detail, and depending on the material may see stepping effects, if the material is pretty solid rather than wispy).
instead of the pro-boolean can also be used object Distance Texture Map??
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-10, 16:51:50
Not to ensure the ray from the camera triggers the shader, no. The DistanceMap is used to create the variation in 3D space of the volume, and is still used in the cloud flythrough, but the proboolean is used to ensure the camera is never inside the object (same restriction as the old mode, if the camera is inside the object, then the shader starts calculating when the ray hits the inside surface of the object, but then it doesn't have an opposite side to hit, so results are not as expected). So with old and new mode, you have to have the camera outside of the volumetric object.

(This restriction applies to things like Phoenix FD simulations etc too, btw)
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-05-10, 17:01:58
Here, i made it.

I skipped boolean trick XD
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-10, 17:38:30
I never did have time to try a Global, using various objects and CoronaDistance to try different separated clouds (rather than a cube for the separate cloud) - I wonder how well that works? If anyone gives it a go, I'd be interested to see!
Title: Re: Daily builds version 2
Post by: maru on 2018-05-10, 17:41:51
I just checked placing a camera inside the medium.
It does not work correctly (or "as expected") either when the camera is inside an object (e.g. placing a camera inside a sphere with the volume mtl), or when the volume mtl is used as the global fog.
What _seems to work_ is placing a sphere around the camera, and connecting it to the distance map. We are then getting pretty much the same thing as when using booleans, but the rendering speed made it unusable.
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-05-10, 20:31:45
Maru is right about global volume material.

I made a couple of more qualitative renders (dont mind noise it self it is a bit messed up) and there is a clear difference between global volume(T1) and box with same volumat(T2).

 But something gives me feeling that this might work out for local clouds in the sky (but that require some testing to be done. And i just have the scene for this. This one - https://3ddd.ru/galleries/gallery/mistichieskii_most (https://3ddd.ru/galleries/gallery/mistichieskii_most)
Title: Re: Daily builds version 2
Post by: pokoy on 2018-05-10, 20:36:39
I like that word - volumat - this should be an official term for some volume property in Corona ;)
Title: Re: Daily builds version 2
Post by: Javadevil on 2018-05-11, 00:36:15

Hey Ludvik, How do you get the follow surface Fog working ? Does the material go in the Global Volume Material in render settings ? Or is it applied to an object ? How does it know what surface to follow ?

If referring to the Dev Insights video, the ground fog scenes were ones made by myself and Marcin (mine was Ludvik's scatter scene with the cottage, with the ground fog added, Marcin's was the trees with lovely god rays!). You use CoronaDistance with the Ground as the object to follow. To randomize the distance, you can add some Noise of your choice added to the DistanceScale Texmap. Screengrab of the material attached, though you could build this many different ways :)

I used it in the Global, but you could also use it on an object too (the object could be just a cube in this case, since it doesn't need to have any sort of displacement for it, which would be the old way of having random "thickness" to the volume).

EDIT attaching the grab of the CoronaDistance map, though nothing exciting or unusual about how it is made :)

Fantasic, Tom yes thats it, dev insight video, I saw Ludviks name at the beginning and assumed the next shots were his too.
I'll give this go.
thanks
Title: Re: Daily builds version 2
Post by: Ludvik Koutny on 2018-05-13, 21:57:59
Some tips on making density mapped bit faster:

1, Lower GI/AA - this seems to help a lot. You can go as low as 2, just not go to 1. There's some bug which causes weirdness when GI/AA is at 1.

2, Enable "single bounce only" whenever possible. This is very important. Multibounce just completely kills performance.

3, If you use "single bounce only", then increase Light Samples Multiplier to 4 or even 6. Since "single bounce only" causes volume to scatter only direct light, not indirect, then LSM is now the main driver of speed/quality balance for noise levels in volumes.

4, Step size actually needs to be increased to speed things up, not decreased. Larger values will make rendering faster, lower values will make rendering slower. Good rule of thumb is to start with really large value. For example if you have 10 meter wide cloud, then start with step size of 1 meter. If you see some raymarching artifacts (sort of sharp slices throughout the volume), start slowly decreasing step size until they are not visible anymore.
Title: Re: Daily builds version 2
Post by: pokoy on 2018-05-14, 13:27:38
Looking at latest release notes for the Daily from 14-05:

Quote
Added options for preserving certain materials to material override
Material override options are now in a pop-up dialog, accessible from render settings
Override can now be excluded from all glass materials, light materials, portal materials, and/or unsupported materials

I remember there was a request to replace missing materials so they wouldn't render the red illuminating material. Maybe this could be added to the override window - a slot for user material would be best. Probably an easy addition and another request you can mark as done ;)
Title: Re: Daily builds version 2
Post by: alexyork on 2018-05-14, 16:39:55
Quote
Override can now be excluded from all glass materials, light materials, portal materials, and/or unsupported materials

Awesome...!!!
Title: Re: Daily builds version 2
Post by: Frood on 2018-05-14, 17:08:54
Not as awesome as having finally maxscript access to ETA! ;)

And a quicktest regarding overrides shows: Multisub materials seem to be category "unsupported"? As for me multisub materials are preserved when checking "Preserve unsupported materials" - even when they contain Corona materials.


Good Luck


Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-05-14, 17:21:37
Quote
Override can now be excluded from all glass materials, light materials, portal materials, and/or unsupported materials

Awesome...!!!

Yes, nice. But, and this might be a stupid question, what counts as a glass material? Refractive materials?
Title: Re: Daily builds version 2
Post by: Frood on 2018-05-14, 17:29:47
what counts as a glass material?

It looks like just every material with refraction > 0.05 is "glass" here. I wonder how that value consolidated.


Good Luck


Title: Re: Daily builds version 2
Post by: alexyork on 2018-05-14, 17:47:57
This "automatic" way of excluding from override is definitely welcome, but a simple selection-set/list system would be ideal as well I think.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-05-14, 17:49:53
This "automatic" way of excluding from override is definitely welcome, but a simple selection-set/list system would be ideal as well I think.
ahem, list is there for few years now ;)
Title: Re: Daily builds version 2
Post by: alexyork on 2018-05-14, 17:51:33
This "automatic" way of excluding from override is definitely welcome, but a simple selection-set/list system would be ideal as well I think.
ahem, list is there for few years now ;)

I meant for materials, not objects :) As in, you could exclude any materials in a list, such as "glass" "frosted_glass" etc.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-05-14, 17:57:52
oh ;) we will include that if we find a way to make UI for it
Title: Re: Daily builds version 2
Post by: alexyork on 2018-05-14, 18:06:39
oh ;) we will include that if we find a way to make UI for it

Cool, it would probably be the most robust approach to this. The auto/check-box system is bound to exclude certain things you don't want to, at some point.
Title: Re: Daily builds version 2
Post by: Dan Rodgers on 2018-05-15, 03:59:36
any chance we could get the brackets on CoronaCamera to show the extents of the depth of field, similar to the Max physical camera?  Its the one feature that I am missing a lot from switching to corona camera.
Title: Re: Daily builds version 2
Post by: romullus on 2018-05-15, 10:59:28
If material has show shaded material in viewport enabled and CoronaMix plugged into diffuse, then every operation with that material takes very long to update (up to 10 s) and freezes 3ds max. Native composite map shows itself much better in this regard (~1 s to update). I'm on the latest build, can't say that i noticed it to be such severe issue in earlier versions.
Title: Re: Daily builds version 2
Post by: Ondra on 2018-05-15, 13:11:59
it might have been caused by the texture loading fix, we will investigate
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-05-15, 23:33:48
Just out of curiosity, has anything changed about the denoiser in the daily builds?  I just jumped to a recent daily from 1.7 HF2 and it almost seems that the denoiser is a little different in its behavior.  If I had to describe it it'd be a little more blurry\blotchy at high levels (above .650).  Like so many things, could be user error or my imagination...or scene dependent, this is a tough one.
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-05-16, 01:11:30
How do you override by glass material?  Meaning, how does corona know what is a glass material?  Do you need to name the material "glass"?  I haver a scene where the glass is part of a multi sub material and i cant get it to work.

Also, for the multimap update, how does this work exactly?  If I have a tree with a multi sub material where material 1 is the leaf, material 2 for twigs and material 3 for bark, does this allow for a coronamultimap sub material applied to material 1 to be randomized now?  If so how?  I have tried without any luck.
"Multimap can now be created with just one map allowing to apply hue randomization and other options to just a single map"
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-05-16, 10:19:57
How do you override by glass material?  Meaning, how does corona know what is a glass material?  Do you need to name the material "glass"?  I haver a scene where the glass is part of a multi sub material and i cant get it to work.

Also, for the multimap update, how does this work exactly?  If I have a tree with a multi sub material where material 1 is the leaf, material 2 for twigs and material 3 for bark, does this allow for a coronamultimap sub material applied to material 1 to be randomized now?  If so how?  I have tried without any luck.
"Multimap can now be created with just one map allowing to apply hue randomization and other options to just a single map"

I think it works like in UE4 it identifies materials with refraction enabled. As for the multisub i think it is the way it workrs (may be) it excludes by object not by material, i mean for example you have 2 objects in scene one with simple glass material other with multisub mtl with same glass for ID2 for example. The first will be excluded second will not because it cant exclude separate parts of object attached to one mesh. Atleast i think it should work so.
Title: Re: Daily builds version 2
Post by: Duron on 2018-05-17, 09:05:10
Maybe already reported but, when i create a CoronaCam from view the "targeted" checkbox is checked but the camera is without a target. I need to uncheck and check the targeted checkbox to get my target again. (running latest build)
Title: Re: Daily builds version 2
Post by: Njen on 2018-05-17, 11:56:31
So I decided to test the noise in the latest daily build, and found I'm getting way more noise than the 1.7.2 release.

This scene is lit by a 1k env map, a 'sun' light (shining behind the surfaces in the images and a few small lights off camera which don't really add much illumination to the scene.

I cropped in to a small area, and I found that the 14 minute 4% noise render produced in 1.7.2 has a similar quality level to the latest daily 30 minute 7.5% noise render. Both using the new light solver. I understand that the different builds may display noise differently, but it's hard to not notice that time-wise, it took over twice as long in the latest daily to get something as good as 1.7.2.

So unless I'm doing something wrong, I'm looking at doubling my rendertimes for the new 2.0 release?
Title: Re: Daily builds version 2
Post by: ronaldjung on 2018-05-17, 12:00:39
Found a Bug in the 2018-05-17 Daily Build. Already uploaded in the private uploader.

Bug is that Corona can´t render the preview of a material with two fallof and one mix map in the Difuse material.

Bye
Title: Re: Daily builds version 2
Post by: scionik on 2018-05-17, 16:25:06
Hey guys... when could we see this important feature "Multimap - randomization by mesh elements"?
Please... do this asap ))
thanks
Title: Re: Daily builds version 2
Post by: agentdark45 on 2018-05-17, 17:57:57
Hey guys... when could we see this important feature "Multimap - randomization by mesh elements"?
Please... do this asap ))
thanks

Man this would be so helpful on the project I'm working on at the moment.
Title: Re: Daily builds version 2
Post by: Animator89 on 2018-05-17, 18:08:59
Hello,
I've found a very interesting feature in corona roadmap - "reworking tone mapping"
But I can't find any info about that in forums.
Can somebody explain in two words about this? (or any link will be appreciated.)

Thanks!
-Pavel
Title: Re: Daily builds version 2
Post by: rozpustelnik on 2018-05-17, 19:44:35
"Multimap - randomization by mesh elements"
Imagine You try to walk towards the horizon to reach the line between ground and sky ;)
It was postponed so many times...
+1 of course
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-05-18, 03:36:44
Hey guys... when could we see this important feature "Multimap - randomization by mesh elements"?
Please... do this asap ))
thanks
Actually we can get it by using mode MatId in multiMap and MaterialByElement in modifier. and anyway i vote for any shorter workflows, same for romullus curve in distance map request.
But i always keep my ears open for the "new light solver". any news about this feature development?
Title: Re: Daily builds version 2
Post by: Feodor on 2018-05-18, 09:20:49
Hello!
Found an error in CoronaBumpConverter, the bamp is not correctly displayed when mirroring is mapped.
Title: Re: Daily builds version 2
Post by: romullus on 2018-05-18, 11:13:21
Hello!
Found an error in CoronaBumpConverter, the bamp is not correctly displayed when mirroring is mapped.

For me it gives expected results. What build is this?
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-05-18, 11:15:39
Just out of curiosity, has anything changed about the denoiser in the daily builds?  I just jumped to a recent daily from 1.7 HF2 and it almost seems that the denoiser is a little different in its behavior.  If I had to describe it it'd be a little more blurry\blotchy at high levels (above .650).  Like so many things, could be user error or my imagination...or scene dependent, this is a tough one.

Yes, there were few changes in the denoiser and adaptivity computations (see the changelog for details). Could you provide us with some example where this happens? A scene would be the best, but just sending the render saved in CXR should be enough. At the very least, please post your denoised renders from 1.7.2 vs v2 for comparison :)

How do you override by glass material?  Meaning, how does corona know what is a glass material?  Do you need to name the material "glass"?  I haver a scene where the glass is part of a multi sub material and i cant get it to work.

It is currently some dark magic based on reflection & refraction settings. The name of the material does not matter. This detection will most definitely require some tweaking, so please send us configuration of your glass material and we'll see what we can do.

Also, for the multimap update, how does this work exactly?  If I have a tree with a multi sub material where material 1 is the leaf, material 2 for twigs and material 3 for bark, does this allow for a coronamultimap sub material applied to material 1 to be randomized now?  If so how?  I have tried without any luck.
"Multimap can now be created with just one map allowing to apply hue randomization and other options to just a single map"

The only change is that previously the multimap had to have at least two maps. Now it can have just one. The result should be the same as with 2 maps that are identical.

So I decided to test the noise in the latest daily build, and found I'm getting way more noise than the 1.7.2 release.

This scene is lit by a 1k env map, a 'sun' light (shining behind the surfaces in the images and a few small lights off camera which don't really add much illumination to the scene.

I cropped in to a small area, and I found that the 14 minute 4% noise render produced in 1.7.2 has a similar quality level to the latest daily 30 minute 7.5% noise render. Both using the new light solver. I understand that the different builds may display noise differently, but it's hard to not notice that time-wise, it took over twice as long in the latest daily to get something as good as 1.7.2.

So unless I'm doing something wrong, I'm looking at doubling my rendertimes for the new 2.0 release?

Could you send us the scene for internal performance testing?

Hey guys... when could we see this important feature "Multimap - randomization by mesh elements"?
Please... do this asap ))
thanks

Sorry, we had to sacrifice some features originally planned for v2 so that we won't have to postpone release any further.

Hello!
Found an error in CoronaBumpConverter, the bamp is not correctly displayed when mirroring is mapped.

Whenever reporting such bug, where you have a simple testing/reproduction scene, please try to attach the scene. This will enable us to fix this bug much faster, since we can just jump in the code without having to setup the reproduction case based on screenshots :)
Title: Re: Daily builds version 2
Post by: Feodor on 2018-05-18, 13:59:12
Hello!
Found an error in CoronaBumpConverter, the bamp is not correctly displayed when mirroring is mapped.

For me it gives expected results. What build is this?

Checked on your latest version Corona 2.0 dailyDuildd May 19.2018. I guess this problem is still conferred by Corona 1.7.
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-05-18, 15:21:29
hi Ryuu, whats up with "new light solver" development? Will you make it for the corona v2 or did i miss something?
and is it possible to make contrast range in coronaColorCorrect higher? i moved to max ColorCorrection for couple times because of its limited range. i will create a feature request if possible
Title: Re: Daily builds version 2
Post by: Frood on 2018-05-18, 15:47:01
or did i miss something?

https://forum.corona-renderer.com/index.php?topic=15845.msg109583#msg109583

If you have not changed the defaults and assuming you use 1.7 or newer, you are already using it (see "Performance Settings" ->"New light solver"). The last note in the linked post is still valid unfortunately, thus it is still called "experimental".


Good Luck



Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-05-18, 15:59:50
or did i miss something?

https://forum.corona-renderer.com/index.php?topic=15845.msg109583#msg109583

If you have not changed the defaults and assuming you use 1.7 or newer, you are already using it (see "Performance Settings" ->"New light solver"). The last note in the linked post is still valid unfortunately, thus it is still called "experimental".


Good Luck
hi frood, sorry, i should explained it better.
yes i already knew about that. It is experimental and can cause problem if used in scene with non-physical fakes (e.g rayswitcher) according to the tooltip in my rendersetup. What i meant before is are they corona team / ryuu still developing the fix or not.. just curious :)
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-05-18, 16:12:30
If you have not changed the defaults and assuming you use 1.7 or newer, you are already using it (see "Performance Settings" ->"New light solver").

AFAIK the new light solver should still be disabled by default. Didn't you just save it as a default override?

hi Ryuu, whats up with "new light solver" development? Will you make it for the corona v2 or did i miss something?

Unfortunately due to SIGGRAPH deadlines & co., the researcher responsible for this solver did not have time to do any significant progress. Improvements are currently planned for v3. But since this is a PhD-grade research topic, I don't want to make any promises regarding how much progress we can make.

and is it possible to make contrast range in coronaColorCorrect higher? i moved to max ColorCorrection for couple times because of its limited range. i will create a feature request if possible

It's always better to make feature requests and bug reports in separate threads. Many of the requests and some bug reports in this thread unfortunately get lost in the noise.

What i meant before is are they corona team / ryuu still developing the fix or not.. just curious :)

Rule of thumb: if you can see it, Ryuu probably didn't code it ;) I mostly focus on under the hood improvements and some optimizations, when I have some time to play with the code
Title: Re: Daily builds version 2
Post by: Jpjapers on 2018-05-18, 16:23:14
Still cannot believe that its been requested many many times since 2015 with loads of people +1'ing and yet slice/clipper material is STILL being pushed back past v2.
Title: Re: Daily builds version 2
Post by: Frood on 2018-05-18, 16:48:51
Didn't you just save it as a default override?

Just checked, not saved as default. But our startup scene has it activated (of course :), sorry for confusion.


Good Luck


Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-05-18, 16:59:07

hi Ryuu, many thanks for your time.

It's always better to make feature requests and bug reports in separate threads. Many of the requests and some bug reports in this thread unfortunately get lost in the noise.
yes i decided to ask here first because just need to make sure the possibility of the thing i want to request. i dont want ondra lose his coding time just because of moving threads to Resolved feature requests. anyway, I assume it is doable and i'll make a feature request asap

Rule of thumb: if you can see it, Ryuu probably didn't code it ;) I mostly focus on under the hood improvements and some optimizations, when I have some time to play with the code
Unfortunately due to SIGGRAPH deadlines & co., the researcher responsible for this solver did not have time to do any significant progress. Improvements are currently planned for v3. But since this is a PhD-grade research topic, I don't want to make any promises regarding how much progress we can make.
nice to know a small thing in development team structure. so i guess it is Jaroslav Křivánek's work.
Good job guys and keep it up! :)

Title: Re: Daily builds version 2
Post by: romullus on 2018-05-18, 18:34:02
Hello!
Found an error in CoronaBumpConverter, the bamp is not correctly displayed when mirroring is mapped.

For me it gives expected results. What build is this?

Checked on your latest version Corona 2.0 dailyDuildd May 19.2018. I guess this problem is still conferred by Corona 1.7.
It would be best if you would create separate topic in bug reporting (https://forum.corona-renderer.com/index.php?board=2.0) board and attach simple reproducible scene.
Title: Re: Daily builds version 2
Post by: Zray on 2018-05-22, 04:45:29
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
Title: Re: Daily builds version 2
Post by: faust on 2018-05-22, 10:46:56
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I think it's OK
Title: Re: Daily builds version 2
Post by: romullus on 2018-05-22, 11:44:59
I didn't see any asert builds in Corona dropbox folder for a long time, so unless Zray was given install files from Corona Team directly, i don't think it's a valid explanation for slow rendering.

@Zray, i din't notice any speed issues with daily builds. Maybe it's worth to show some comparison pictures and tell your PC specs?
Title: Re: Daily builds version 2
Post by: JuliusB on 2018-05-22, 12:46:02
Thanks for adding the corona volume grid and OpenVDB support! Will the OpenVDB render speed improve in corona 2.0? It feels very slow compared to Arnold. - I know it is the first daily build with this feature :)
Title: Re: Daily builds version 2
Post by: maru on 2018-05-22, 14:01:58
Thanks for adding the corona volume grid and OpenVDB support! Will the OpenVDB render speed improve in corona 2.0? It feels very slow compared to Arnold. - I know it is the first daily build with this feature :)
Try always using the "single bounce only" setting for the volumetric fx, as large step size as possible (until you see raymarching artifacts - kind of bands across the object), and lower your GIvsAA setting in the render setup > performance tab to something like 8 or even 2.
Title: Re: Daily builds version 2
Post by: cecofuli on 2018-05-22, 14:16:11
And, waiting for Local  Max ray depth (now it's only a global value), try to change Max ray depth to 3-5.
You will have less bounces, but the noise will be less. 
Title: Re: Daily builds version 2
Post by: artofcharly on 2018-05-22, 14:29:13
Hell yeah!! Thank you very much for VDB =)) Just a little test with Houdini clouds =) It works =) yeeeaahh! Thank you!

Title: Re: Daily builds version 2
Post by: maru on 2018-05-22, 15:23:09
If material has show shaded material in viewport enabled and CoronaMix plugged into diffuse, then every operation with that material takes very long to update (up to 10 s) and freezes 3ds max. Native composite map shows itself much better in this regard (~1 s to update). I'm on the latest build, can't say that i noticed it to be such severe issue in earlier versions.
I am getting about 1s freezes with the CoronaMix node, with plugged 3ds Max bitmaps into it. Reported to the devs anyway, as maybe there is some way to optimize this.
What are your texture resolution settings in Viewport Configuration > Display Performance?
Title: Re: Daily builds version 2
Post by: JuliusB on 2018-05-22, 16:00:42
thanks  @ maru  and cecofuli:  Your optimization tips helped me , but if you load a 100MB  VDB it is still slow. If I use a 15MB VDB it is of course fast, we used 400MB  Cloud VDBs on one job with Arnold and it was not a problem. If i load this into the scene  i would still watch the inital pass calculation :)
Title: Re: Daily builds version 2
Post by: romullus on 2018-05-22, 16:03:22
I am getting about 1s freezes with the CoronaMix node, with plugged 3ds Max bitmaps into it. Reported to the devs anyway, as maybe there is some way to optimize this.
What are your texture resolution settings in Viewport Configuration > Display Performance?
All those are set to 4096 px, together with highest 8x AA. I'll try to lower those settings and see if that helps, however i never noticed negative impact before and i need high clarity in viewport textures, when i'm modelling something with blueprints.
Title: Re: Daily builds version 2
Post by: Zray on 2018-05-22, 17:19:07
I didn't see any asert builds in Corona dropbox folder for a long time, so unless Zray was given install files from Corona Team directly, i don't think it's a valid explanation for slow rendering.

@Zray, i din't notice any speed issues with daily builds. Maybe it's worth to show some comparison pictures and tell your PC specs?
it is difficult for me to show both examples as I made some new proxies and install daily build version for my render nodes as well; therefore, I do not want to downgrade my Crn. My CPU is 2696 v3, as far as I remember, 1.7 render time is 2h20p, 2.0 render time is 5h15p, the image size is 5k.
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-22, 17:38:44
"I do not want to downgrade my Crn"

Not sure I understand fully - does this mean that with the newest daily build, the speed loss no longer happens?
Title: Re: Daily builds version 2
Post by: Frood on 2018-05-22, 17:49:42
1.7 render time is 2h20p, 2.0 render time is 5h15p

What stop conditions (pass limit/noise limit/time limit in Render setup -> Scene) did you use here?


Good Luck


Title: Re: Daily builds version 2
Post by: Zray on 2018-05-22, 18:25:18
"I do not want to downgrade my Crn"

Not sure I understand fully - does this mean that with the newest daily build, the speed loss no longer happens?
I don't have anything more to compare with the previous version, someone said that 1.7 cannot use 2.0 proxy files, that's why I keep 2.0 version.
1.7 render time is 2h20p, 2.0 render time is 5h15p

What stop conditions (pass limit/noise limit/time limit in Render setup -> Scene) did you use here?
the setting is the same, I just changed some plants and trees + changed building color.
Title: Re: Daily builds version 2
Post by: BigAl3D on 2018-05-22, 18:37:36
@Zray very nice render, but I see one major issue for me. Your tree shadows are very soft and not realistic. Could be you're using a low resolution image for your lighting as it can cause soft shadows in your renders. Only the very thin branches are very soft shadows if you're going for photo-realistic.
Title: Re: Daily builds version 2
Post by: Frood on 2018-05-22, 18:41:56
the setting is the same

Yes, but which is it? I'm asking because there may be differences in noise calculation for example. It cannot be judged without further information or seeing the results. So if you have been using noise level, it would be interesting how many passes 1.7 and 2.0 have rendered each :)

If you are able to, I would send the scene via private uploader (https://corona-renderer.com/upload) for investigation and you will get rid of further silly questions :)



Good Luck


Title: Re: Daily builds version 2
Post by: cecofuli on 2018-05-22, 20:07:39
JuliusB: try to change Step size something like 200 or more.
The default settings of 1 is good for something small, like fire. But for clouds, 200 or more is much better =)
Title: Re: Daily builds version 2
Post by: Noah45 on 2018-05-22, 22:57:55
Thanks for stabilizing VFB max undocked. PLS, a step-less zoom, or 'fit to screen' option?
Title: Re: Daily builds version 2
Post by: lolec on 2018-05-23, 00:52:09
Corona toolbar doesn't work for me. 5/21 is the first daily I installed, and the toolbar does nothing when I click it.  Also, every single tool name is  >>> @!&*# <<<   
Max 2017.

Sorry if this has been reported.
Title: Re: Daily builds version 2
Post by: Zray on 2018-05-23, 06:22:19
@Zray very nice render, but I see one major issue for me. Your tree shadows are very soft and not realistic. Could be you're using a low resolution image for your lighting as it can cause soft shadows in your renders. Only the very thin branches are very soft shadows if you're going for photo-realistic.
Thank you for your advice.
the setting is the same

Yes, but which is it? I'm asking because there may be differences in noise calculation for example. It cannot be judged without further information or seeing the results. So if you have been using noise level, it would be interesting how many passes 1.7 and 2.0 have rendered each :)

If you are able to, I would send the scene via private uploader (https://corona-renderer.com/upload) for investigation and you will get rid of further silly questions :)
Good Luck
It is more than 250Mb, do you want me to upload it to a cloud host.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-05-23, 09:18:35
It is more than 250Mb, do you want me to upload it to a cloud host.

250 Mb is totally fine. The standard uploader accepts files up to 256 MB. If your file is larger than that, just scroll down in the uploader page to find the alternative uploader which accepts files up to 10 GB.
Title: Re: Daily builds version 2
Post by: mav3rick on 2018-05-23, 11:02:47
2x Xeon E5 2670 v0

1.7.4
time: 1h 17min
passes: 180
Noise limit: 3,5%
denoising off

DB 21-5-2018
time: 1h 35min
passes: 180
Noise limit: 3,5%
denoising off
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-23, 14:18:44
Corona toolbar doesn't work for me. 5/21 is the first daily I installed, and the toolbar does nothing when I click it.  Also, every single tool name is  >>> @!&*# <<<   
Max 2017.

Sorry if this has been reported.

Did you try the steps in this article https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly- (https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly-)

If those don't resolve it, let us know! Thanks!
Title: Re: Daily builds version 2
Post by: Njen on 2018-05-23, 17:47:40
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I do, see my test on page 35.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-05-23, 22:29:49
is it limitation what sss (volumetric scattering is working) not correctly working with rayswitch?
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-05-24, 07:24:28
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I do, see my test on page 35.

And also please see my request to send the scene for internal performance testing on page 36 ;)
Title: Re: Daily builds version 2
Post by: maru on 2018-05-24, 13:23:03
is it limitation what sss (volumetric scattering is working) not correctly working with rayswitch?
What exactly does it mean that it is "not correctly working"? Example + screenshot of the setup plz.
Title: Re: Daily builds version 2
Post by: Zray on 2018-05-24, 17:09:33
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I do, see my test on page 35.

And also please see my request to send the scene for internal performance testing on page 36 ;)
Sorry, I was very busy today, I am uploading the max file to my dropbox and send the link via PM, it is about 1.4gb so you can download it after couple of hours.
Title: Re: Daily builds version 2
Post by: Njen on 2018-05-24, 19:14:19
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I do, see my test on page 35.

And also please see my request to send the scene for internal performance testing on page 36 ;)

I've tried to archive my file, but I am getting IO errors on a number of cproxy objects. When I temporarily move the offending file (thinking that I can manually add it after the process), it trips up on another cproxy file. I tried this about 6 times before I stopped, because I was almost forgetting where they all went back to, and I have a couple hundred cproxy objects in my scene.

Have you experienced any issues with the archive feature not working because of cproxy objects? I guess I could do a test with just one of the offending objects in an empty scene and see what happens.
Title: Re: Daily builds version 2
Post by: sprayer on 2018-05-24, 23:15:00
is it limitation what sss (volumetric scattering is working) not correctly working with rayswitch?
What exactly does it mean that it is "not correctly working"? Example + screenshot of the setup plz.
here comparison with volumetric scattering.
Title: Re: Daily builds version 2
Post by: Ludvik Koutny on 2018-05-25, 10:37:52
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I do, see my test on page 35.

And also please see my request to send the scene for internal performance testing on page 36 ;)

I've tried to archive my file, but I am getting IO errors on a number of cproxy objects. When I temporarily move the offending file (thinking that I can manually add it after the process), it trips up on another cproxy file. I tried this about 6 times before I stopped, because I was almost forgetting where they all went back to, and I have a couple hundred cproxy objects in my scene.

Have you experienced any issues with the archive feature not working because of cproxy objects? I guess I could do a test with just one of the offending objects in an empty scene and see what happens.

That's most likely 3ds Max issue. File->Save As->Archive feature will fail every single time resulting size of the archived zip file exceeds 2 gigabytes, since it uses some ancient zip from DOS days (And it will display confusing error message making it appear as if the error is due to some IO issue. I think the error message was something like "Nothing to do!"). mb Resource Collector script is a good replacement in this case.
Title: Re: Daily builds version 2
Post by: Creative Lighting on 2018-05-25, 12:18:47
Thanks for stabilizing VFB max undocked. PLS, a step-less zoom, or 'fit to screen' option?

Fit to screen option will be awesome and very useful to have.
Title: Re: Daily builds version 2
Post by: VASLAVO on 2018-05-25, 18:56:02
daily build not loading hdr files with corona bitmap.
Title: Re: Daily builds version 2
Post by: karnak on 2018-05-25, 20:09:05
  • CScatter
    • Fixed spline scattering to correctly respect the Offset (now entered as percentage amount of the Spacing). The change affects only new scenes. For old scenes it can be enabled by disabling Legacy mode checkbox in the Scattering rollout.
    • Fixed spline scattering to correctly respect maximum number of instances.

Are those issues in 1.7.3?
Can you point at the specific topic or bugtracker entry? I want to understand what is the specific issue.
I'm using CScatter with spline in an animation project and I don't want to have issues when rendering the frames next week.
Title: Re: Daily builds version 2
Post by: bluebox on 2018-05-25, 20:30:27
Does Vray compatibility respect "cast shadows" off when Vray light is used ? Any more info on longer render times in the dailies ? Can't test now but would use some non-shadow casting lights in current projects. Anyone ?
Title: Re: Daily builds version 2
Post by: TomG on 2018-05-25, 20:34:10
daily build not loading hdr files with corona bitmap.

Confirmed, when loading an .hdr I get black. Loading a .exr still works, so looks like it is specific to .hdr.
Title: Re: Daily builds version 2
Post by: Dalton Watts on 2018-05-25, 23:42:37
2x Xeon E5 2670 v0

1.7.4
time: 1h 17min
passes: 180
Noise limit: 3,5%
denoising off

DB 21-5-2018
time: 1h 35min
passes: 180
Noise limit: 3,5%
denoising off

Hey guys!

I'm also seeing a drop in performance from 1.7.4 to DB 17.05.2018 (haven't checked DB 21.05 nor 25.05 though). Something like 30% slower on my dual Xeon 2696 v3 workstation. Granted I only tested on one project I was working on today and I haven't made any further tests due to time restrictions. Still, it's there.
Title: Re: Daily builds version 2
Post by: sevecek on 2018-05-25, 23:53:45
Hey guys!

I'm also seeing a drop in performance from 1.7.4 to DB 17.05.2018 (haven't checked DB 21.05 nor 25.05 though). Something like 30% slower on my dual Xeon 2696 v3 workstation. Granted I only tested on one project I was working on today and I haven't made any further tests due to time restrictions. Still, it's there.

Do you use the experimental light solver by any chance?
Title: Re: Daily builds version 2
Post by: Dalton Watts on 2018-05-26, 00:27:00
Not for the final renders. Although I've experimented with it turned on in this particular scene and got faster renderings albeit much noisier and unusable. For another scene, the speed gains were not noticeable.

From my experience, I get more predictable results not turning on the new light solver.
Title: Re: Daily builds version 2
Post by: mike288 on 2018-05-26, 20:24:22
  • CScatter
    • Fixed spline scattering to correctly respect the Offset (now entered as percentage amount of the Spacing). The change affects only new scenes. For old scenes it can be enabled by disabling Legacy mode checkbox in the Scattering rollout.
    • Fixed spline scattering to correctly respect maximum number of instances.

Are those issues in 1.7.3?
Can you point at the specific topic or bugtracker entry? I want to understand what is the specific issue.
I'm using CScatter with spline in an animation project and I don't want to have issues when rendering the frames next week.
Yes, they are. But there are no user reports for these. We have discovered them on our own.

The first fix, that you are mentioning, will affect you only if you uncheck the Legacy mode checkbox in your old scenes. If you keep it checked, spline scattering Offset should work as before for you.

And if not enough instances get scattered due the second fix, just raise the Max limit and you shall be fine.
Title: Re: Daily builds version 2
Post by: karnak on 2018-05-26, 21:25:52
@mike288
I understand, thank you for the explanation!
Title: Re: Daily builds version 2
Post by: lolec on 2018-05-27, 02:17:35
Corona toolbar doesn't work for me. 5/21 is the first daily I installed, and the toolbar does nothing when I click it.  Also, every single tool name is  >>> @!&*# <<<   
Max 2017.

Sorry if this has been reported.

Did you try the steps in this article https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly- (https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly-)

If those don't resolve it, let us know! Thanks!

I tried that, didn't work :(
Title: Re: Daily builds version 2
Post by: Alexandre Besson on 2018-05-28, 12:48:58
daily build not loading hdr files with corona bitmap.
+1 on 3ds max 2016 last daily build
Title: Re: Daily builds version 2
Post by: Ondra on 2018-05-28, 12:52:37
daily build not loading hdr files with corona bitmap.
+1 on 3ds max 2016 last daily build
reproduced, will fix
Title: Re: Daily builds version 2
Post by: scionik on 2018-05-28, 17:42:42
yeah...

 "Could not load texture file: B:\library\maps\HDRI\DH210SX.hdr
Reason: Not a Radiance HDR file. Corrupted data."

please fix it asap!
Title: Re: Daily builds version 2
Post by: maru on 2018-05-28, 18:10:07
yeah...

 "Could not load texture file: B:\library\maps\HDRI\DH210SX.hdr
Reason: Not a Radiance HDR file. Corrupted data."

please fix it asap!

daily build not loading hdr files with corona bitmap.
+1 on 3ds max 2016 last daily build
reproduced, will fix
Title: Re: Daily builds version 2
Post by: maru on 2018-05-29, 13:25:44
From last changelog:
Quote
Decreased memory consumption of all scenes by 5-15%

Some quick tests, 25.05 vs today's daily.

Scene 1 (exterior): 7,071,728 vs 6,298,836 - ~11%
Scene 2 (interior): 7,878,068 vs 7,328,124 - ~7%

Let the benchmarking begin! :D
Title: Re: Daily builds version 2
Post by: romullus on 2018-05-29, 14:33:47
  • Fixed the bug when corona camera target was not visible when camera is created from toolbar or maxscript

Nice. I wonder if similar issue with CoronaSun could be fixed as well (it's when targeted sun is created by maxscript and it has its checkbox "target" unchecked in UI, so one has to click on it twice in order to disable target)?
Title: Re: Daily builds version 2
Post by: scionik on 2018-05-29, 15:10:50
thanks for fixing bugs ))
Title: Re: Daily builds version 2
Post by: Giorgos Zacharioudakis on 2018-05-29, 16:14:14
A temporary solution for the hdr bug  is to load it directly to material editor, then loads properly.
Title: Re: Daily builds version 2
Post by: Avan on 2018-06-01, 16:36:42
Does scatter in daily builds compatible with 1.7.3 hf4 ?
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-01, 17:04:51
Does scatter in daily builds compatible with 1.7.3 hf4 ?

We're always trying to be fully backward compatible, meaning that any scene from 1.7.4 (with any corona objects/materials/maps) should open and render the same in v2. If you find out that some results are different, then please report that as a bug.

We cannot guarantee forward compatibility, so once a scene is opened & saved in a newer version, it usually cannot be opened again in an older version.
Title: Re: Daily builds version 2
Post by: VASLAVO on 2018-06-01, 19:25:31
old scenes crashes with daily build corona, 3dsmax 2018 windows 10
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-01, 20:23:01
old scenes crashes with daily build corona, 3dsmax 2018 windows 10

OK, the standard spiel. Please send minidump (see my signature for that) and preferably even the problematic scene.
Title: Re: Daily builds version 2
Post by: Dalton Watts on 2018-06-01, 20:29:53
Only tried the new DB on one scene. 30-35% slower rendering speed than 1.7.4.

Viewport navigation is also messed up. Much much slower than 1.7.4.

"Interactive no longer starts with temporarily full render resolution for first time. This fixes excessive lag when starting interactive for the first time while having big render resolution set." - That's a bug I was expecting to be solved for a long time and it sure is now :)
Title: Re: Daily builds version 2
Post by: ronaldjung on 2018-06-01, 21:10:39
The 2018-06-01 Daily Build is messed up.
I´m working in a file and it freezes in the opening.
Going back to the 2018-05-29 it open ok.
Title: Re: Daily builds version 2
Post by: Noah45 on 2018-06-01, 21:27:45
Same here, latest build could not open 05-25DB files
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-01, 22:22:48
Same here, latest build could not open 05-25DB files

Could you please send us the problematic scene for debugging?
Title: Re: Daily builds version 2
Post by: Noah45 on 2018-06-01, 23:43:30
uploading, go to frame 2 for MBlur (if it matters)

edit: pending file opening ;)
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-02, 09:34:01
uploading, go to frame 2 for MBlur (if it matters)

edit: pending file opening ;)

OK, crash reproduced. We'll look into it on Monday, thanks.
Title: Re: Daily builds version 2
Post by: Monkeybrother on 2018-06-02, 11:03:20
"Interactive no longer starts with temporarily full render resolution for first time. This fixes excessive lag when starting interactive for the first time while having big render resolution set."

Wow, finally. This is driving me nuts on a daily basis in 1.7.
Title: Re: Daily builds version 2
Post by: romullus on 2018-06-03, 10:53:13
I thought that issue reported here: https://forum.corona-renderer.com/index.php?topic=17973.msg116752#msg116752 has been fixed, but apparently it is not. A combination of HDRI in dome mode in enviroment and enviro sampler set at NormalDep compensated, gives nasty artifacts on blurry surfaces, that never cleans away. Maybe it's worth to change NormalDep compensated to some other mode as default?
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-06-04, 01:37:32
issues opening scenes from previous daily.... crashes max every time
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-06-04, 06:04:15
issues opening scenes from previous daily.... crashes max every time
same here
Title: Re: Daily builds version 2
Post by: jop on 2018-06-04, 15:21:37
Hi everyone,

I've some issues with motion blur and phoenix.
Velocities seems to not load correctly on random frames using render farm.

Then when I try to render those frames locally I've the same issue. So I play a bit with the ui (without altering the sim), hit render again and it goes fine. Really strange behavior.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-04, 15:23:39
issues opening scenes from previous daily.... crashes max every time

We have fix ready, will be released in next build.

Hi everyone,

I've some issues with motion blur and phoenix.
Velocities seems to not load correctly on random frames using render farm.

Then when I try to render those frames locally I've the same issue. So I play a bit with the ui (without altering the sim), hit render again and it goes fine. Really strange behavior.

Are you using the latest version of Phoenix?
Title: Re: Daily builds version 2
Post by: jop on 2018-06-04, 15:42:20
Are you using the latest version of Phoenix?

I'm using 3.10.03
Title: Re: Daily builds version 2
Post by: jop on 2018-06-04, 15:45:13
was the last some days ago...


Trying with 3.11.01 right now. I'll keep you updated
Title: Re: Daily builds version 2
Post by: jop on 2018-06-04, 16:20:26
Don't seems to fix the issue.
Maybe I'll have to simulate again, but don't have time by now.
Title: Re: Daily builds version 2
Post by: shortcirkuit on 2018-06-05, 00:48:59
guys i still get weird characters from my corona toolbar even with RC1.  Yes i have tried the uninstall methods.

Using 3DS max 2016
Title: Re: Daily builds version 2
Post by: Njen on 2018-06-05, 10:45:03
I'm using daily build May15, the render time is 2 times higher than 1.7, does anyone have same issue?
I do, see my test on page 35.

And also please see my request to send the scene for internal performance testing on page 36 ;)

I finally got around to putting a scene archive together using mb Resource Collector. Uploaded to Dropbox as 'njen_cf_370_archive_v002_noiseIssue.zip'

And just for a quick link back to my tests:
https://forum.corona-renderer.com/index.php?topic=17973.msg126877#msg126877
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-05, 13:13:31
Thanks, forwarded to QA.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-05, 13:42:21
guys i still get weird characters from my corona toolbar even with RC1.  Yes i have tried the uninstall methods.

Using 3DS max 2016

Title: Re: Daily builds version 2
Post by: INVIZ on 2018-06-05, 14:46:08
Getting Max crash on vray light material edit or render, maybe just the models I'm using.. Anyone else have the problem?
Title: Re: Daily builds version 2
Post by: INVIZ on 2018-06-05, 14:56:02
Crashes Max even if I pick material from object picker, model contains vray light material or a vray mesh light.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-05, 16:41:03
Getting Max crash on vray light material edit or render, maybe just the models I'm using.. Anyone else have the problem?
Getting Max crash on vray light material edit or render, maybe just the models I'm using.. Anyone else have the problem?

Standard crash rules apply :) - please save & send minidump (see my signature) and if possible also please upload the scene.
Title: Re: Daily builds version 2
Post by: romullus on 2018-06-05, 23:11:59
Is it possible to make that create Corona cam from view button in Corona toolbar, would select the camera after its creation? I find that 95% of the time, i need to select freshly created camera, to tweak its settings.
Title: Re: Daily builds version 2
Post by: Frood on 2018-06-06, 09:47:57
select the camera after its creation?

Agree. Our internal CreateCoronaCam button does this.

Plus: If in perspective view and some camera selected it will not create a new one but change the selected one to match the viewport (with warning + warning if camera is locked).

Would be a nice addition (I could ask a moderator to move this to feature requests ;)


Good Luck

Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-06, 09:54:23
Is it possible to make that create Corona cam from view button in Corona toolbar, would select the camera after its creation? I find that 95% of the time, i need to select freshly created camera, to tweak its settings.

This is super simple, so we're already working on it.

Plus: If in perspective view and some camera selected it will not create a new one but change the selected one to match the viewport (with warning + warning if camera is locked).

This is a bit more complex with a chance to break something. So please somebody make this into a separate feature request so that we won't forget about it once we start working on v3 :)
Title: Re: Daily builds version 2
Post by: romullus on 2018-06-06, 10:38:57
I could ask a moderator to move this to feature requests ;)
I think it would be easier for you to create new feature request, than for me to figure out how to elegantly cut this conversation in to separate meaningful message ;]
Title: Re: Daily builds version 2
Post by: Frood on 2018-06-06, 11:07:17
Hehe, just joking Romullus - don't neglect your lawn by working too hard for the forum ;]

I will not request this directly, I just described how our button works to add some ideas. Not sure if this kind of (multi-) functionality fits into Corona philosophy anyway, but it turned out to be quite useful.


Good Luck


Title: Re: Daily builds version 2
Post by: peblguzzi1966 on 2018-06-06, 14:10:06
My system is 2x intel xeon cpu e5-2660 v3, 32gb ram .. 3ds max 2018..It seems that this version is a bit slower in rendering than the old one. But maybe that's just because it's not completely finished yet.
The scene that I have attached is about 2 minutes slower with version 2 than version 1.7.4.
36 minutes with version 2 and 34 minutes with version 1.7.4
Title: Re: Daily builds version 2
Post by: Zray on 2018-06-07, 07:51:41
In my opinion, I like the exclude nodes of material override in 1.7 version. Now I have to click one more time to use it.
Title: Re: Daily builds version 2
Post by: kalininpark on 2018-06-08, 15:19:10
Is it normal for volumegrid? One object covers another. Max 16 RC1
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-08, 16:07:31
Is it normal for volumegrid? One object covers another. Max 16 RC1

Please send the scene for investigation.
Title: Re: Daily builds version 2
Post by: kalininpark on 2018-06-08, 16:35:47
uploaded file 1528468376_volumegrid-test.rar
here a some other wired things, something wrong with bounding box
also somehow i was unable to post it on mantis today
Title: Re: Daily builds version 2
Post by: sevecek on 2018-06-08, 16:53:36
Hi,

unfortunately it is a known bug that will not be fixed in v2, as it requires heavy rewrites in Corona core.
To avoid problems, please make sure the Volume grids are not intersecting each other and always place the camera outside the medium.
Title: Re: Daily builds version 2
Post by: romullus on 2018-06-08, 17:06:45
I noticed strange behaviour of noise level reporting in VFB. I set noise level to 7,0 as stopping conditions. Usually it takes 10 passes to reach this level, but for some renders it takes a bit longer and after 10 passes noise level shows 7,2 or so. If i notice that and stop render manually, then VFB shows very small noise level, like 1,5 or so, but if i let it render to 15 passes then after that, noise is shown at about 5%. Not that it bother me much, but i thought i let you know.
Title: Re: Daily builds version 2
Post by: Njen on 2018-06-08, 23:22:03
Yes! I can finally read information in the information in the pixel probe for the first time!
Thanks Ondra.
Title: Re: Daily builds version 2
Post by: andreholzmeister on 2018-06-10, 10:23:56
Trying to animate the Corona Camera target distance by the value slider and keep getting crashes after frame 3... 
Title: Re: Daily builds version 2
Post by: sevecek on 2018-06-10, 13:27:25
Trying to animate the Corona Camera target distance by the value slider and keep getting crashes after frame 3...

Reproduced, it should be fixed in the next RC. Thank you!
Title: Re: Daily builds version 2
Post by: Duron on 2018-06-10, 20:51:28
I just run into something with CoronaCam. I just wanted to export some Corona Cameras as FBX but when i import them in another scene they are imported as dummys. Then i've tested same export import procedure with max standard cam and everything worked fine. Bug or max restrictions? Thanks!
Title: Re: Daily builds version 2
Post by: Jpjapers on 2018-06-11, 10:47:54
I just run into something with CoronaCam. I just wanted to export some Corona Cameras as FBX but when i import them in another scene they are imported as dummys. Then i've tested same export import procedure with max standard cam and everything worked fine. Bug or max restrictions? Thanks!

I think its likely an FBX restriction due to it only really handling autodesk standards
Title: Re: Daily builds version 2
Post by: clemens_at on 2018-06-11, 12:57:03
is there a way to get those corona toolbar actions as "keyboard scripts" so i can assign hotkeys to them?
Title: Re: Daily builds version 2
Post by: VASLAVO on 2018-06-12, 00:35:57
i have a question/report, im not sure if displacement works on material as an multi sub oject or corona ray switch material, if this is the case is an error because displace doesnt work on those materials on RC2.

EDIT: sorry my bad, displacement was disabled somehow.
Title: Re: Daily builds version 2
Post by: Christa Noel on 2018-06-12, 09:30:11
I just run into something with CoronaCam. I just wanted to export some Corona Cameras as FBX but when i import them in another scene they are imported as dummys. Then i've tested same export import procedure with max standard cam and everything worked fine. Bug or max restrictions? Thanks!
I think its likely an FBX restriction due to it only really handling autodesk standards
i'm going to export a scene to fbx at the end of a project, so i'm intersesting at this.
Does it work with vray cam? (i cant try it because i dont have vray)
Title: Re: Daily builds version 2
Post by: mike288 on 2018-06-12, 10:03:49
is there a way to get those corona toolbar actions as "keyboard scripts" so i can assign hotkeys to them?
Hi, AFAIK this is not possible right now. Will record it as a feature request.
Title: Re: Daily builds version 2
Post by: Ludvik Koutny on 2018-06-12, 18:04:57
is there a way to get those corona toolbar actions as "keyboard scripts" so i can assign hotkeys to them?
Hi, AFAIK this is not possible right now. Will record it as a feature request.

It's been reported as a request already 3 months ago, sitting on mantis since then :)

https://corona-renderer.com/bugs/view.php?id=2998
Title: Re: Daily builds version 2
Post by: davemahi on 2018-06-13, 18:56:03
Any chance we can get PheonixFD Sims working with CMasking_Mask and Render selected?
Title: Re: Daily builds version 2
Post by: skyp on 2018-06-14, 13:39:33
Hi all.
Sorry if that already asked, how to make that the maps in Corona Material library in 2.0 RC 2 didn't use Real World Scale? Thanks
Title: Re: Daily builds version 2
Post by: tallbox on 2018-06-14, 22:44:14
Despite some annoying and mystical freezes of max or corona/ maybe both + win10 (the latest stupid upgrade), I enjoy rc2. Good work, guys! We are nearly there!
Title: Re: Daily builds version 2
Post by: ihabkal on 2018-06-15, 03:58:22
Hi all.
Sorry if that already asked, how to make that the maps in Corona Material library in 2.0 RC 2 didn't use Real World Scale? Thanks

I am also having problems with the materials the scale seems 300 times bigger than real world...
Title: Re: Daily builds version 2
Post by: Njen on 2018-06-15, 05:31:39
I know there wasn't any mention of changes to any image/ray sampling in rc3, but I rendered another test anyway to compare it against 1.7.4. Both images rendered in around the same time (51 mintues vs. 50 minutes), and both reported a noise target of 10% with the new light solver on. The rc3 release is significantly more noisy.

The image has been zoomed in to 340%
Title: Re: Daily builds version 2
Post by: maru on 2018-06-15, 10:14:29
I know there wasn't any mention of changes to any image/ray sampling in rc3, but I rendered another test anyway to compare it against 1.7.4. Both images rendered in around the same time (51 mintues vs. 50 minutes), and both reported a noise target of 10% with the new light solver on. The rc3 release is significantly more noisy.

The image has been zoomed in to 340%
Are you using global fog or some other kind of volumetric effect here?
Title: Re: Daily builds version 2
Post by: romullus on 2018-06-15, 10:55:00
I've downloaded material library files together with RC1 and put in the installation folder. Now, both RC2 and RC3 uninstalls material library and reinstalls it from local file. Is this correct behaviour?
Title: Re: Daily builds version 2
Post by: Njen on 2018-06-15, 11:26:12
I know there wasn't any mention of changes to any image/ray sampling in rc3, but I rendered another test anyway to compare it against 1.7.4. Both images rendered in around the same time (51 mintues vs. 50 minutes), and both reported a noise target of 10% with the new light solver on. The rc3 release is significantly more noisy.

The image has been zoomed in to 340%
Are you using global fog or some other kind of volumetric effect here?

Yes, in this particular render I am using a volume shader on an enclosed box.
Title: Re: Daily builds version 2
Post by: maru on 2018-06-15, 11:33:15
I've downloaded material library files together with RC1 and put in the installation folder. Now, both RC2 and RC3 uninstalls material library and reinstalls it from local file. Is this correct behaviour?
Yeah, I think so. Anyway, one more material library update is incoming... :)

I know there wasn't any mention of changes to any image/ray sampling in rc3, but I rendered another test anyway to compare it against 1.7.4. Both images rendered in around the same time (51 mintues vs. 50 minutes), and both reported a noise target of 10% with the new light solver on. The rc3 release is significantly more noisy.

The image has been zoomed in to 340%
Are you using global fog or some other kind of volumetric effect here?

Yes, in this particular render I am using a volume shader on an enclosed box.
In such case I am afraid it is a side effect of updating the way volumes are handled in v2. It should be however possible to get the same (/similar) quality by adjusting render settings - I would try experimenting with higher/lower GIvsAA and see what produces less noise in given time.
Title: Re: Daily builds version 2
Post by: pokoy on 2018-06-15, 15:39:50
With RC3 IR refreshes for me when simply accessing a material used in the scene (with no parameter change, just accessing/browsing the material tree in Classic MatEd).
Title: Re: Daily builds version 2
Post by: Njen on 2018-06-15, 17:53:59
I know there wasn't any mention of changes to any image/ray sampling in rc3, but I rendered another test anyway to compare it against 1.7.4. Both images rendered in around the same time (51 mintues vs. 50 minutes), and both reported a noise target of 10% with the new light solver on. The rc3 release is significantly more noisy.

The image has been zoomed in to 340%
Are you using global fog or some other kind of volumetric effect here?

Yes, in this particular render I am using a volume shader on an enclosed box.
In such case I am afraid it is a side effect of updating the way volumes are handled in v2. It should be however possible to get the same (/similar) quality by adjusting render settings - I would try experimenting with higher/lower GIvsAA and see what produces less noise in given time.
I know that the new 'inside' mode is now rendering true volumetrics and is slower, but the 2rc3 render had 'inside' mode turned off. Are you saying that the original mode has also been changed? Is there any drawback from using the code from the original mode from 1.7.4 and the code of the 'inside' mode from 2rc3?

[Edit:]
It's unlikely that I will want to adjust GIvsAA too much given the fact that eventually all of this will have motion blur because it's all being rendered as an animation.
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-15, 22:13:21
With RC3 IR refreshes for me when simply accessing a material used in the scene (with no parameter change, just accessing/browsing the material tree in Classic MatEd).

Thanks, pushing the fix to code review right now
Title: Re: Daily builds version 2
Post by: babak2127 on 2018-06-16, 11:47:12
Please fix this , its so annoying!
Code: [Select]
https://forum.corona-renderer.com/index.php?topic=19163.0
Title: Re: Daily builds version 2
Post by: Nekrobul on 2018-06-18, 15:17:06
Please fix this , its so annoying!
Code: [Select]
https://forum.corona-renderer.com/index.php?topic=19163.0

I think it is so by design, It look like old fake method of making green edges of the glass back in vray 2.4 when you used slightly greenish glass material and solid white glass material with different IDs on the object. If you want it to work you should prepare proper geometry like maru showed in the topic you have linked.

By the way, it NEVER had worked that way in corona since the very begining because it is just simply illogical it does not work that way in real life. If you want different volume behaviour for objects than it should be different volume.

Option 1 - Use mask for the object for different SSS values

Option 2 - Make separation inside the mesh like you would make for bottle with water

UPD - I have added images to be more acurate. It works properly when it is done properly. (Fig1 and Fig2)
Title: Re: Daily builds version 2
Post by: hkezer on 2018-06-21, 22:35:14
ok, here is a thing, actually we have faced this problem before aswell (in 1.7) and now in daily with different scenarios and different scenes.

We extensively use forestpack plug in from itoo software, and when we render, everything is fine, but as soon as we enable distributed render (not always, for example we did a batch render for around 10 shots, and only some of them had the problem) the forest objects are transparent. We thought it was an license issue, but forestpack actually doesnt require license for DR machines, but still we tried on the main computers which has their license active, but still, it sometimes occur, sometimes doesnt. We hoped it would be fixed in dailies, but still happening. So is there any ideas? And weird thing is, we see this a lot, but couldt find anyone asking for it.

Any ideas?
Title: Re: Daily builds version 2
Post by: Ryuu on 2018-06-22, 07:06:19
With RC3 IR refreshes for me when simply accessing a material used in the scene (with no parameter change, just accessing/browsing the material tree in Classic MatEd).

Thanks, pushing the fix to code review right now

Unfortunately this problem is a bit more complex and we won't be able to fix this in v2 after all. This part of 3ds Max interaction is like a leaky bucket where plugging one hole makes the bucket leak from another two. We have more complex solution planned for v3.
Title: Re: Daily builds version 2
Post by: SmurfN on 2018-06-22, 10:13:48
ok, here is a thing, actually we have faced this problem before aswell (in 1.7) and now in daily with different scenarios and different scenes.

We extensively use forestpack plug in from itoo software, and when we render, everything is fine, but as soon as we enable distributed render (not always, for example we did a batch render for around 10 shots, and only some of them had the problem) the forest objects are transparent. We thought it was an license issue, but forestpack actually doesnt require license for DR machines, but still we tried on the main computers which has their license active, but still, it sometimes occur, sometimes doesnt. We hoped it would be fixed in dailies, but still happening. So is there any ideas? And weird thing is, we see this a lot, but couldt find anyone asking for it.

Any ideas?

Sounds like render nodes doesn't find the textures too me. Thats why you see transparent textures, master pc and maybe some nodes find the texture but others don't. network issue.
Title: Re: Daily builds version 2
Post by: hkezer on 2018-06-22, 13:53:37
@SmurfN seems logical, but all of the assets are on the NAS server, and also, it only happens to the forestpack stuff, nothing else. And also it doesnt happen to all of the cameras, sometimes none, sometimes all of them, I mean I couldnt even find the pattern.
Title: Re: Daily builds version 2
Post by: Frood on 2018-06-22, 15:07:33
Maybe you should better start a thread in "I need help"? Anyway, this comes to my mind:
There has to be some pattern :) But I have the feeling Corona is innocent and this belongs more into the itoo forum.

Good Luck


Title: Re: Daily builds version 2
Post by: hkezer on 2018-06-22, 20:41:05
you might be right, ill see what they can offer, thanks
Title: Re: Daily builds version 2
Post by: BVVV on 2018-06-23, 06:17:09
3DS MAX crash when use lightmix:
set up lightmix>bake to scene>Render setup>Render Elements>turn off active>Press Render>CRASH

turn off elements active or delet all lightmix>start IPR>VFB shows no lightmix>stop IPR>Press render>no crash

Is this a VFB bug or lightmix bug?
Title: Problem with intersecting volume grid
Post by: denisgo22 on 2018-06-23, 14:07:20
Problem With intersecting volume grid's.
Corona
------------(https://forum.corona-renderer.com/index.php?action=dlattach;topic=17973.0;attach=87026;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=17973.0;attach=87030;image)
-----------------------------------
===================
Vray
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=17973.0;attach=87028;image)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=17973.0;attach=87032;image)
--------------------------

------------------------------
------------------------------
Same with additional using of Corona volume material///
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=17973.0;attach=87034;image)

-----------------------------
 If exist possibility to removing this bug in new Corona release?
Title: Re: Daily builds version 2
Post by: pokoy on 2018-06-23, 14:47:48
Yes, apparently there are some limitations with volumes in v2, and some are pretty much negating the use of volumes all together. Let's hope these can be fixed soon after the release of v2.
Title: Re: Daily builds version 2
Post by: Bormax on 2018-06-23, 21:33:49
Hi
RC4 - again IR is refreshing picture while hovering mouse over the viewport
Title: Re: Daily builds version 2
Post by: denisgo22 on 2018-06-23, 22:15:26
Hi
RC4 - again IR is refreshing picture while hovering mouse over the viewport
Very strange:)
everything is working fine for me/
No refreshing with mouse over viewport and No crashing with Lightmix???
max 2017/Win 10/
Title: Re: Daily builds version 2
Post by: fire3d on 2018-06-24, 02:02:31
Hi
RC4 - again IR is refreshing picture while hovering mouse over the viewport
Very strange:)
everything is working fine for me/
No refreshing with mouse over viewport and No crashing with Lightmix???
max 2017/Win 10/

Here also no problems like the described above

Max2018/W10 Pro (latest)
Title: Re: Daily builds version 2
Post by: Bormax on 2018-06-24, 13:26:40
Hi
RC4 - again IR is refreshing picture while hovering mouse over the viewport
Maybe the problem connected with updated Forest Pack to version 6. I've updated it yesterday, and now I tried to launch IR with RC3 in scene, which has been created and rendered with RC3 one week ago. That time I didn't have this problem there, now I have even if FP's objects are not renderable

Max 2014, Win 10
Title: Re: Daily builds version 2
Post by: Bormax on 2018-06-24, 14:36:59
Hi
RC4 - again IR is refreshing picture while hovering mouse over the viewport
Maybe the problem connected with updated Forest Pack to version 6. I've updated it yesterday, and now I tried to launch IR with RC3 in scene, which has been created and rendered with RC3 one week ago. That time I didn't have this problem there, now I have even if FP's objects are not renderable

Max 2014, Win 10

Installed FP 5.4 which I was using before this update, but it didn't change situation with IR updating with RC3 and RC4... I get attached here message if I click right mouse button, I didn't get it before the FP update. Maybe it will give you some ideas

Scenes without FP objects don't have this problem with IR
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-06-25, 18:09:55
I just went from RC1 to RC4.  My scenes with Forest Pack 6 slowed to an absolute crawl in the viewport, even without IR running.  When I started IR it was like it wasn't making any progress (continual restarting mentioned above?)

I just went back to RC1 and my viewport framerate jumped from 5fps to over 200!  Clearly an issue with Forest Pack and the latest RC.

Max 2016, latest service pack, windows 10, gtx 1080 Ti on an AMD 1950x.

Thanks,
Daniel
Title: Re: Daily builds version 2
Post by: Dung (Ivan) on 2018-06-25, 18:47:05
I just went from RC1 to RC4.  My scenes with Forest Pack 6 slowed to an absolute crawl in the viewport, even without IR running.  When I started IR it was like it wasn't making any progress (continual restarting mentioned above?)

I just went back to RC1 and my viewport framerate jumped from 5fps to over 200!  Clearly an issue with Forest Pack and the latest RC.

Max 2016, latest service pack, windows 10, gtx 1080 Ti on an AMD 1950x.

Thanks,
Daniel

Daniel, which version of FP are you using? thanks
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-06-25, 19:16:45
6.1.0, thanks.
Title: Re: Daily builds version 2
Post by: Dung (Ivan) on 2018-06-25, 19:45:31
@danio1011

I have tryed 6.0.9, 6.1.0, 6.1.1 FP with our newest Corona Release, but wasn't able to reproduce the issue. :( Can you share your scene? Thank you

Please use our private uploader: https://corona-renderer.com/upload
Title: Re: Daily builds version 2
Post by: danio1011 on 2018-06-25, 20:50:26
@danio1011

I have tryed 6.0.9, 6.1.0, 6.1.1 FP with our newest Corona Release, but wasn't able to reproduce the issue. :( Can you share your scene? Thank you

Please use our private uploader: https://corona-renderer.com/upload

Weird!  It was super prominent...not a subtle thing on my end.  Are you using Max 2016?

I will upload the scene when I get back to the office.  Thanks for checking it out.
Title: Re: Daily builds version 2
Post by: Dung (Ivan) on 2018-06-25, 21:16:30
Yes, I was using Max 2016 and RC4 and our newest v2 build.
Title: Re: Daily builds version 2
Post by: scionik on 2018-06-25, 23:00:45
Good job Corona Team. Congrats with Corona 2 Release ))
Title: Re: Daily builds version 2
Post by: mike288 on 2018-06-26, 09:26:02
guys im still getting those weird characters on the toolbar (max 2016) even with corona 2.
Hi, does the trick number 2 from this freshdesk page (https://coronarenderer.freshdesk.com/support/solutions/articles/12000042151-the-corona-official-toolbar-is-not-working-correctly-) help you? By any chance, do you have installed Maxwell renderer?
Title: Re: Daily builds version 2
Post by: maru on 2018-06-26, 10:50:18
---locked after Corona Renderer 2 release---
Please report all issues in the bug reporting category from now on: https://forum.corona-renderer.com/index.php?board=2.0